Professional Documents
Culture Documents
Keywords: Virtual Reality, AI Art Generator, Artificial Intelligence, Studio Art, Creative Process, Creativity, Drawing
Introduction
Artificial Intelligence (AI) art generators have received increased attention with the increased
creative potential demonstrated with the latest generation of such tools. At an ever-increasing
pace, both the abilities of AI tools and the alarm in the field of art have accelerated. Concerns
over copyright and ethical misuse of AI technology and laments over the “Death of the Artist”
have been heard (Ansari 2022; Murphy 2022). The controversy caused by the maturation of
AI and its new creative potential has led traditional arts practitioners to protest and call for a
ban on AI art (Sherry 2022). At the same time, such practical recommendations of how to
harness AI for the purposes of creativity have been touted and lamented almost exclusively in
the domains of internet blogs, online forums, and e-magazines like Forbes, Inc., and Wired.
The scholarly community has been instead focused on the theoretical and aesthetic
implications of the disruption caused by this emerging technology. For instance, Ajani (2022,
253) noted the two competing definitions for “art” in her study of the role of human
authorship in AI-generated content: “art as an expression of technique, art as a display of
sentiment.” In other words, art may be viewed and appreciated for its technical characteristics
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or the ability to capture the human experience and elicit emotions. Inherent to the historical
framing of art is the assumption that has persisted since the Renaissance and survived the last
redefinition of art in the twentieth century—art can either be appreciated for the technical
prowess of the agent that created it (e.g., an artist, photographer, cinematographer, etc.) or
for the novel way sentimentality is affected via a work (Rosenberg 1983; Mulholland 2022).
Scholars continue to debate the role that AI should play in the creative process and valuation
in the artworld (Zhang and Lu 2021; Wellner 2022). Regardless of the field’s acceptance or
rejection of AI in a redefinition of art and the creative process, the disruption caused in the
workflow of practicing artists and designers is already being felt (Slotte Dufva 2023). The abilities
Literature Review
Previous discussions of AI art have focused on the theoretical and aesthetic framing and have
yet to address the practical application of the new technology in the classroom. For instance,
in a study begun in 2019, Ahmed (2020) framed discussions of AI in terms of a design-based
praxis emerging from the domain of arts and humanities. Adoption of AI as a design instead
of for a design has been seen through ephemeral interactive and immersive media
installations, as well as their permanent “physicalizations” as in media museums. In his 2020
review of interactive and immersive media installations, Ahmed (2020) argued that AI should
be seen as more than just a product or a traditional image for design. Ahmed (2020)
emphasized the importance of making “immaterial humanistic characteristics” such as
emotions, experiences, senses, and memories tangible and concrete. Instead, the interactions
humans have with AI-generated art embody AI as a design itself. The considerations raised,
however, do not address the notion of creativity, which has received more attention as of late.
The question of whether AI-generated art should be considered “art” at all often revolves
around questions of artistic creativity and autonomy. There have been innumerable
descriptions throughout history for “creativity.” For the purposes of this discussion, the
model devised by Csikszentmihályi (1988) should be considered and includes the following
three interrelated elements: an accepted domain of knowledge that is agreed upon, an agent
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who produces something novel by altering a component of the domain, and experts in the
field that judge whether the novel production should be accepted into that domain or field.
Additionally, Jennings (2010) has since identified three criteria for an “agent” to qualify in a
system that may be considered volitional and features creative autonomy. These criteria
include autonomous evaluation where a system is able to evaluate the acceptance of its
creation without outside opinion, autonomous change where a system initiates and then
guides variations on a standard without being explicitly directed, and non-randomness where
the evaluations of a system are not purely random. Furthermore, Jennings (2010) applies the
preceding criteria to AI art and “creativity.” Applying these criteria to AI means that
Ajani (2022, 258) notes that given these criteria, the artist/author is not the lone provocateur in
the creative process since creativity does not exist independently; instead, the author notes,
“creativity depends on individual capacity, acquisition of information and judgment by experts.”
In other words, creativity must be externally validated, and this frees the notion of “autonomy”
being applied to AI art. Humans with expertise in a given domain (art and/or design) must “judge”
whether the product may be considered “creative,” and the product cannot inherently be so.
The autonomous aspect of AI art has been further explored, and new criteria for judging
this new genre have been proposed. Cheng (2022) also recently investigated whether AI can be
creative and sought to define a new category of art genre for AI art. Citing the 2018 sale of the
AI Portrait of Edmond de Belamy at Christie’s, the author notes the controversy of whether the
work was created by a machine or human creativity. Other ethical questions were raised,
including the standard manner in which art is assessed as a form of communication between
different individuals. New approaches are required, argues Cheng (2022), that provide other
strategies other than historical approaches to artwork. The schema theory is called upon to help
frame the discussion as a critical empirical framework to better understand the audience
attitude toward art based on their artistic identity. Hong and Curran (2019, 58) define schema
as “any active processing data structure that organizes memory and guides perception,
performance, and thought.” In such a framework, schemata would include an understanding
of the concepts of art, the perceptions of the audience viewing (judging the work as creative or
not), the method of viewing artwork, and more. Opposing the judging requirements set out by
Jennings (2010) and Ajani (2022), Cheng (2022) argues that AI art should have different criteria
outside of the historical framing of an artistic work. The reasons cited are the new opportunities
provided by AI technologies to explore new creative processes, reframing the psychological
process of art in humans as re-embodied through computational abstraction processes, and,
perhaps most importantly for this study, creating new forms of art itself.
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Methodology
The mixed-methods study included data from surveys collected from students, instructor
feedback, and artifacts (AI-generative content and final drawings). The sample was collected
from a private, four-year, liberal arts institution in the suburban ring of St. Louis, Missouri.
Participants included twenty-five students from the College of Arts and Humanities and
Science, Health, and Technology enrolled in Drawing I, an introductory studio art course
with instruction in varied wet and dry media. The course learning objectives included
attending to problems in rendering objects, perspective, space, light, and composition. The
course was offered online, which presupposed a baseline knowledge of hardware and
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Results
Of the twenty-five student respondents, 48% of participants were sophomores, 24% juniors, 16%
seniors, and 8% first year; 84% were between 18–24 years of age; 56% identified as female, 40%
male, and 4% non-binary; 84% identified as White, 12% Black or African American, 4% Hispanic
or Latino, and 4% Asian. Only 12% identified as first-generation college students. Additionally,
60% of participants were commuter students and 40% residential, and 40% of participants
reported that they primarily take classes online, 20% face-to-face, and 40% hybrid. Most students
were taking the class as a degree requirement as part of their major. Demographics reflect
traditional face-to-face demographics at institutions nationwide; however, the first-generation
With regards to comfort level and use of technology, 64% claimed to be somewhat or
extremely comfortable with technology in general, which aligns with the use of technology
among the majority of students between 18–24 years of age (Culp-Roche et al. 2020;
Hollandsworth 2022). When queried on whether students had used an AI-generative tool in
their artmaking process, 84% claimed that they had not, 12% stated that they had, and 4%
said they were unsure. Next, participants were asked how they felt about the use of AI in the
creation of art in general; 40% were neutral, 36% were somewhat positive, 12% extremely
negative, and 4% extremely positive.
Students were then asked to rank in order from most to least the ways in which they felt
AI art generators would be helpful in their artmaking processes (Figure 1). The following
were the results:
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Students were then asked if they would want to use an AI tool in their artmaking process,
and 56% responded as maybe, 24% stated that they would, and 20% stated they would not. The
last question was a free response essay and asked respondents to expand on how they feel these
tools could be helpful or not. Preconceptions about AI were more evident in the pre-assignment
survey. For instance, concerning the ethical use of AI and copyright, one student wrote that
they would be open to using the tool “so long as I don’t have to assess ethics I would feel
comfortable experimenting.” Another proclaimed that “art should be organic and should come
from the human brain—seems like the opposite of creativity.” On the other hand, most students
expressed an openness and willingness to use emerging technologies in their own processes,
though limiting the role played to formative and iterative functionality. Most reiterated that
they were “open to try it” as the experience might “open my mind to new ideas,” but when
being specific about how the tool might be used, students relegated it to “just the basics.”
When using prompts in both DALL-E 2 and Craiyon, the results reveal the current limitations
of AI with regards to traditional linear perspective techniques but also show inspiring and
innovative solutions to other compositional considerations. Following the assignment, students
were surveyed on their experiences. Participants were asked if they liked having the AI generator
exercises as part of the artmaking process in the class. In total, 62.50% responded affirmative,
12.50% unsure, and 25% negative. Next, students were asked if AI art generated applications
improved their final work. Reflecting the responses in the previous survey question, 58.33%
stated that the AI did improve their final work with the rest tied at 20.83% for maybe and no.
The next question was a free response essay asking students to elaborate on their previous
response to the usefulness of the tool in their process. Those that agreed the AI tool was helpful
noted the inspirational quality of the experience. Many students noted how the tool offered
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“suggestions and ideas” and helped them “think of ideas for my drawing.” The iterative nature of
the process was relayed as students noted how the AI provided “a shape to base my idea off of”
and to “get rough outlines.” The benefits in assisting with compositional decisions was also noted
as one student stated, “It allowed me to have a greater understanding of where to place certain
objects within a room.” The sentiment was summed up by one student who noted how the tool
“helped realize what I was imagining immediately/streamlined process.” In all, the formative
processes of students were most often cited as being influenced by the use of AI.
Students were then asked if using the AI tool would be something they would consider
to help improve their art in the future. Interestingly, some students who claimed that it
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Participants were then asked if they felt that AI art tools should be considered
comparable to Adobe Photoshop and other digital imaging tools. In total, 41.67% stated they
did not, 33.33% stated they did, and 25% stated they were unsure. Next, students were asked
if they felt students should be able to use AI art tools to assist in ideation and formative steps
in the artmaking process. Regarding this, 75% stated that AI should be allowed, and 12.50%
equally distributed for negative and unsure. A similar response was noted when participants
were asked if they felt students should be able to use AI art tools to complete and submit final
works for classes; 50% stated that they should, and 25% equally selected negative and unsure.
Returning to the question of the ethical use of AI, students were then asked if the use of the
AI tools provided insight into social issues and trends, and 50% of the participants selected
maybe, 29.17% stating that it did, and 20.83% stated that it did not.
The final question in the survey asked for additional insights into the experience and
perceived usefulness of AI art generators for art and design classes. Almost all responses were
positive and indicated a general sense of surprise in working with the technology compared to
previous misconceptions. As one student noted, “Not what I expected it to be.” The user-friendly
nature of the tool was also a highlight. A student noted that they were “surprised at how intuitive
the image making worked with my keywords.” Most students noted how the tool allowed them
to build on formative ideas and that AI supported problem solving for new creative solutions. For
instance, one student noted “I thought the AI was fun to play around with and create a base of
the start of an idea.” Another noted that “The generators make it easier to bring abstract ideas
closer to an actual finished product.” One respondent did note their disapproval, stating that: “AI
art tools use other artists’ work without their consent and don’t require any process from the
individual generating the art other than using a search query.” However, overall, students were
supportive of the integration of the new technology in their traditional artmaking process. A final
student response summarizes the general sentiment of the cohort: “It gave me a lot of inspiration
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as for what I should include within my drawing as well as allowing me to understand the design
of numerous kinds of furniture items.” The statement reflects the process most students took in
generating multiple images from the AI tool to synthesize into a final drawing to be discussed.
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Moreover, the relative crudeness of the AI generated drawings was a limiting factor for
first-year students. In previous iterations of the assignment, students would generate more
sophisticated and fully rendered works of art without the aid of AI. However, more creative
and interesting items found their way into the rooms as a result of the use of the new tool.
Some of the objects that were generated include a wave master punching bag, ceiling lamp,
wall shrine, cobblestone flooring, floor mat, Christmas lights, a pirate flag, a Japanese
window, and an assortment of unrefined or awkwardly generated chairs and beds. While
some students (such as seen in Figure 3.2) based their final drawing on a single AI-generative
example, most used the tool to generate many iterations that were used to synthesize into a
final drawing. For instance, the student who used prompts to generate the three AI examples
in Figure 4.1 sought to be inspired by different elements of individual pieces of domestic
furniture instead of a full interior space. The three disparate elements were combined in an
interior space rendered by the student themselves in Figure 4.2.
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Other students took advantage of the iterative capabilities of the tool and generated many
more samples to draw from. Seen in Figure 5.1, one student generated twelve examples of
various domestic interior spaces, such as a clock, bookshelf, chairs, and more. The student
selectively included elements from these in their final work (Figure 5.2). The clock became a
central feature, and the unique chair can also be seen. The working process adopted by students
and insight into future use of AI in traditional studio art courses is relayed with one student
response: “I used artificial intelligence to create a dining table with a palm growing in the
middle, with a tv on the back.” The text-based prompts opened new ways for visual arts students
to find connections between language and visual elements in their art. As in these examples,
students can quickly find creative solutions to anything that comes to mind and see if the
examples provided by the AI tool are valuable to incorporate into their final project.
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Figure 4.2: Student Artwork Based on AI Domestic Interior Geometric Shapes, 2022
Source: Rachel Anderson, Student, Lindenwood University, Saint Charles, MO, USA
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Conclusion
The potential future impact of AI-generative tools on traditional art and design curriculum is
profound. As the study confirms, the use of AI-generative tools did not necessarily result in the
production of well-rendered final drawings in an introductory drawing class but did provide
new inspirational models for students and improve their creative workflow. Therefore, while
the inspirational and iterative potential of new emerging technologies like AI art generators
should be integrated into fundamental design courses and initial phases of the artmaking
process, students will still need to continue developing their technical skills to correctly render
their ideas with aesthetic success. In addition to restructuring the curriculum to integrate these
Informed Consent
Conflict of Interest
REFERENCES
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James Hutson: Department Head of Art History and Visual Culture, College of Arts
and Humanities, Lindenwood University, Saint Charles, Missouri, USA
Corresponding Author’s Email: jhutson@lindenwood.edu
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