A Continuous Timeline of Artists Working with Automation, Computation, and AI
The Jaquet-Droz family created three mechanical automata: The Writer (40 interchangeable cams program text up to 40 characters), The Draughtsman (draws four different images), and The Musician (actually plays an organ). These machines demonstrated that creative acts could be mechanized through programmable systems centuries before computers.
Laposky created abstract imagery by manipulating electronic beams on an oscilloscope, capturing the results on high-speed film. The machine's electronic behavior became a creative partner.
Cage used ancient Chinese divination system to make compositional decisions, removing personal taste and establishing system-based creativity.
MusiColor responded to sound with light displays, but would change its behavior patterns if inputs became too predictable—an early example of machine "learning" through environmental interaction.
The sculpture performed a ballet-like dance responding to environmental stimuli. First cybernetic sculpture exhibited publicly at the Sarah Bernhardt Theater in Paris.
Viewers became part of the system, their movements and decisions creating the artwork. Rules determined possible outcomes, but actual results emerged from participant interaction.
Kawano had to write programs in complex computer languages, punch hundreds of cards, and feed them into massive mainframe computers. Though he set the rules, he couldn't determine exactly what would appear. One of the world's earliest digital artists working parallel to Western pioneers.
These artists developed algorithms and mathematical formulas to create geometric and abstract artworks, establishing computer-generated art as a field. Programs with stochastic processes formalized rule-driven image generation where outcomes emerge from machine logic.
Founded by engineers Billy Klüver and Fred Waldhauer, and artists Robert Rauschenberg and Robert Whitman, E.A.T. facilitated collaborations between artists and engineers at Bell Labs and elsewhere.
SAM (Sound Activated Mobile) would turn its "head" toward the loudest sound source, creating interactive relationships with viewers.
Mohr's programs explored the aesthetics of n-dimensional hypercubes, generating thousands of unique compositions from a single algorithmic system.
Working at Bell Labs, Schwartz pioneered computer-generated animation, combining algorithmic processes with artistic vision to create complex moving imagery.
Cohen developed AARON at UC San Diego, creating one of the first AI art systems. The program autonomously generated drawings using rule-based AI, evolving over decades from simple line drawings to complex, colorful compositions. Many scholars consider this the first use of machine learning in art.