This article proposes the notion of the ‘Lovelace Effect’ as an analytical tool to identify situations in which the behaviour of computing systems is perceived by users as original and creative. It contrasts the Lovelace Effect with the more commonly known ‘Lovelace objection’, which claims that computers cannot originate or create anything, but only do what their programmers instruct them to do. By analysing the case study of AICAN – an AI art-generating system – we argue for the need for approaches in computational creativity to shift focus from what computers are able to do in ontological terms to the perceptions of human users who enter into interactions with them. The case study illuminates how the Lovelace effect can be facilitated through technical but also through representational means, such as the situations and cultural contexts in which users are invited to interact with the AI.

The Lovelace effect: Perceptions of creativity in machines

Simone Natale
First
;
2024-01-01

Abstract

This article proposes the notion of the ‘Lovelace Effect’ as an analytical tool to identify situations in which the behaviour of computing systems is perceived by users as original and creative. It contrasts the Lovelace Effect with the more commonly known ‘Lovelace objection’, which claims that computers cannot originate or create anything, but only do what their programmers instruct them to do. By analysing the case study of AICAN – an AI art-generating system – we argue for the need for approaches in computational creativity to shift focus from what computers are able to do in ontological terms to the perceptions of human users who enter into interactions with them. The case study illuminates how the Lovelace effect can be facilitated through technical but also through representational means, such as the situations and cultural contexts in which users are invited to interact with the AI.
2024
26
4
1909
1926
https://journals.sagepub.com/doi/abs/10.1177/14614448221077278?journalCode=nmsa
Ada Lovelace, AICAN, artificial creativity, artificial intelligence, computational creativity, computer-generated art, human–machine communication, Lovelace objection, Turing test
Simone Natale; Leah Henrickson
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Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/2318/1847512
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