Angel_F is a fictional child artificial intelligence that has been used in art performances worldwide focused on the issues of digital liberties, intellectual property and on the evolution of language and behaviour in information society. The character was created by Salvatore Iaconesi in 2007 as a hack to the Biodoll art performance by Italian artist Franca Formenti.
The project was later joined by Oriana Persico who curated communication and part of the theoretical approaches of the action.
The Angel_F project has been featured in books, magazines, national televisions, and has been invited to many conferences and events, both academic and artistic.
Angel_F is an acronym which stands for Autonomous Non Generative E-volitive Life_Form. The project was born in 2007 and resulted from the fusion of two contemporary art performances.
Franca Formenti, an Italian artist living in Varese, invented the Biodoll [1] character in 2002, which began making its appearances first on the network and later in the physical world by using what were called "clones": young women, prostitutes, pornographic starlets, transsexuals and models interpreting the role of a digital prostitute. The Biodoll was an art performance focused on research emerging from the network of new forms of sexualities, and on the analysis of changes brought on by this transformation to the concepts of private and public spaces, privacy, and the possibility of creating multiple fluid identities through language and digital media.
The theme of fertility has always been central to the Biodoll performance: the digital prostitute was a wombless clone but desired giving birth to a son, the 'Bloki'.
In a process starting in 2006, and ending in February 2007, Salvatore Iaconesi (xDxD.vs.xDxD) used his 'Talker' [2] linguistic artificial intelligence to animate the digital child conceived with prof. Derrick de Kerckhove: Angel_F.
Iaconesi and Persico met in November 2006 and immediately started collaborating on the birth of Angel_F.
Angel_F was designed as a synthetic digital being composed through narrative, technological and cognitive psychology layers. The objective was to create iconic characteristics that resulted in being evocative and able to mimic human life up to a level in which bringing up a symbolic dialogue was possible. On the other side, the artificial identity was to implement and expose the cultural, emotional and relational ways that were typical of networked social ecosystems, among those technologies, systems and infrastructures that entered and shaped people's daily lives.
The young digital being mimicked the evolution of a human baby: initially conceived inside the website of its digital mother it emulated the birth of a child by using the metaphor of a virus developing inside a website, taking progressively more space in the domain's databases and interfaces. Content was produced through the software by using small browser-based spyware techniques, through which Angel_F could infer the list of major portals that had been visited by the website's users.
The Biodoll website was invaded by this growing presence and, thus, Angel_F was born.
The Artificial Intelligence (AI) component of Angel_F was derived from another project, Talker, [3] through which internet users could build up the AI's linguistic network by feeding it their text and web clips. Angel_F used this component to generate sentences and phrases, publishing them on the interface and on selected blogs.
The parallel between the growth of the AI and that of a child kept building up and, just as children learn how to speak and act by observing their parents and the people around them, Angel_F used its spyware and AI components to learn, to navigate websites and web portals using web crawler based techniques, and to interact with other people by using the contents hosted and generated in its database to create surreal dialogues in blogs and websites.
A virtual school was created, called Talker Mind, [4] to narratively continue the AI's growth. Five professors (Massimo Canevacci, Antonio Caronia, Carlo Formenti, Derrick de Kerckhove and Luigi Pagliarini) fed their texts and academic articles to Angel_F, simulating virtual asynchronous lessons by using a multi-blog structure. [5]
A peer-to-peer system was also created at the time, named 'Presence'. Its interface resembled the one of 8-bit videogames and the peer to peer users travelled in a starry space and were able to perform standard Instant Messaging tasks, such as chat and file sharing. The interactions were possible both among humans and digital beings. Angel_F was the first user of the Presence peer to peer system.
Angel_F entered the physical world as a baby-stroller mounted laptop computer that was used to let the digital child join events and conferences held worldwide.
Angel_F performed all over the world, both in artistic contexts and in academic ones. It was also used for the communication strategy of several activist groups on the themes of intellectual property and digital freedoms.
The first public space performance was held in Milan, when the Biodoll distributed a generative free press publication [6] (called the Bloki FreePreXXX, its text was generated algorithmically and inserted into a prepared graphic layout).
June 14, 2007: The second performance was held in Rome, at the Forte Prenestino, with a massive playroom created through computational graphics that people could interact with and that were generated by the AI.
June 22, 2007: Angel_F presented the closing remarks for an Ipotesi per Assurdo [7] [8] (Absurd Hypothesis) with Salvatore Iaconesi and Oriana Persico at the IULM University in Milan, discussing the possibilities for an ecosystemic, sustainable reinvention of corporations.
July 28, 2007: Hundreds of people at LiberaFesta (Free Party) in Rome listened to Angel_F in a speech discussing new politics and hacker ethics.
2007: The Glocal & Outsiders conference [9] held in Prague at the Academy of Sciences was the first academic presentation of the Angel_F project, together with the Biodoll. September 2007: Angel_F was not allowed to post its contribution to the DFIR (Dialogue Forum for Internet Rights) held in Rome in preparation for Rio de Janeiro's Internet Governance Forum (IGF) edition. [10] The case quickly turned into a collaboration among the involved parties [11] and Angel_F was invited to the global event in Brazil where it was the only digital being present. Angel_F contributed a videomessage, in the digital freedoms workshop, which suggested some ideas for action to the United Nations and to all the parties involved in the IGF organization.
October 2007: Angel_F was presented live at the FE/MALE 2 event, as an example of an atypical family during a public debate on new sexualities and social change.
October 2007: Angel_F made a series of public performances Florence's Festival della Creatività (Festival of Creativity), an institutional event held periodically to showcase Italy's and other countries' best technological projects. During the festival Derrick de Kerckhove publicly recognized the little AI as his digital son. [12]
December 2007: Several international associations, [13] [14] and scientific researchers had been involved with Angel_F, eventually producing the system and process used to set up the Talker Mind digital school for the AI with Angel_F's professors.
March 2008: The Tecnológico de Monterrey university in Mexico City organized the Computer Art Congress 2 [15] international event, featuring Angel_F's project among with the ones by scientific researchers worldwide. [16]
July 2008: The project was presented in Austria at the Planetary Collegium's Consciousness Reframed 9 conference, together with the 'NeoRealismo Virtuale'. [17]
October 2008: Angel_F was used at a public event on a European scale called Freedom not Fear discussing privacy and civil liberties. [18]
July 2009: Angel_F has been seen with its digital father Derrick de Kerckhove to protest against Italy's harsh politics on freedom of speech. [19]
The project concluded in 2009 with the publication of a book entitled 'Angel F. Diario di una intelligenza artificiale' [20] (Angel_F, the diaries of an Artificial Intelligence).
Artificial intelligence (AI), in its broadest sense, is intelligence exhibited by machines, particularly computer systems. It is a field of research in computer science that develops and studies methods and software that enable machines to perceive their environment and use learning and intelligence to take actions that maximize their chances of achieving defined goals. Such machines may be called AIs.
Digital art refers to any artistic work or practice that uses digital technology as part of the creative or presentation process. It can also refer to computational art that uses and engages with digital media. Since the 1960s, various names have been used to describe digital art, including computer art, electronic art, multimedia art, and new media art.
Generative art is post-conceptual art that has been created with the use of an autonomous system. An autonomous system in this context is generally one that is non-human and can independently determine features of an artwork that would otherwise require decisions made directly by the artist. In some cases the human creator may claim that the generative system represents their own artistic idea, and in others that the system takes on the role of the creator.
Computer art is art in which computers play a role in the production or display of the artwork. Such art can be an image, sound, animation, video, CD-ROM, DVD-ROM, video game, website, algorithm, performance or gallery installation. Many traditional disciplines are now integrating digital technologies and, as a result, the lines between traditional works of art and new media works created using computers has been blurred. For instance, an artist may combine traditional painting with algorithm art and other digital techniques. As a result, defining computer art by its end product can thus be difficult. Computer art is bound to change over time since changes in technology and software directly affect what is possible.
Electronic art is a form of art that makes use of electronic media. More broadly, it refers to technology and/or electronic media. It is related to information art, new media art, video art, digital art, interactive art, internet art, and electronic music. It is considered an outgrowth of conceptual art and systems art.
Jürgen Schmidhuber is a German computer scientist noted for his work in the field of artificial intelligence, specifically artificial neural networks. He is a scientific director of the Dalle Molle Institute for Artificial Intelligence Research in Switzerland. He is also director of the Artificial Intelligence Initiative and professor of the Computer Science program in the Computer, Electrical, and Mathematical Sciences and Engineering (CEMSE) division at the King Abdullah University of Science and Technology (KAUST) in Saudi Arabia.
Derrick de Kerckhove is the author of The Skin of Culture and Connected Intelligence and Professor in the Department of French at the University of Toronto, in Toronto, Ontario, Canada. He was the Director of the McLuhan Program in Culture and Technology from 1983 until 2008.
Fred Forest is a French new media artist. He makes use of video, photography, the printed press, mail, radio, television, telephone, telematics, and the internet in a wide range of installations, performances, and public interventions that explore both the ramifications and potential of media space. He was a cofounder of both the Sociological Art Collective (1974) and the Aesthetics of Communication movement (1983).
Generative design is an iterative design process that uses software to generate outputs that fulfill a set of constraints iteratively adjusted by a designer. Whether a human, test program, or artificial intelligence, the designer algorithmically or manually refines the feasible region of the program's inputs and outputs with each iteration to fulfill evolving design requirements. By employing computing power to evaluate more design permutations than a human alone is capable of, the process is capable of producing an optimal design that mimics nature's evolutionary approach to design through genetic variation and selection. The output can be images, sounds, architectural models, animation, and much more. It is, therefore, a fast method of exploring design possibilities that is used in various design fields such as art, architecture, communication design, and product design.
Maurizio Bolognini is a post-conceptual media artist. His installations are mainly concerned with the aesthetics of machines, and are based on the minimal and abstract activation of technological processes that are beyond the artist's control, at the intersection of generative art, public art and e-democracy.
New media art includes artworks designed and produced by means of electronic media technologies. It comprises virtual art, computer graphics, computer animation, digital art, interactive art, sound art, Internet art, video games, robotics, 3D printing, immersive installation and cyborg art. The term defines itself by the thereby created artwork, which differentiates itself from that deriving from conventional visual arts such as architecture, painting or sculpture.
Garrett Lynch is an Irish new media artist working with networked technologies in a variety of forms including online art, installation, performance and writing.
Artificial life is a field of study wherein researchers examine systems related to natural life, its processes, and its evolution, through the use of simulations with computer models, robotics, and biochemistry. The discipline was named by Christopher Langton, an American computer scientist, in 1986. In 1987, Langton organized the first conference on the field, in Los Alamos, New Mexico. There are three main kinds of alife, named for their approaches: soft, from software; hard, from hardware; and wet, from biochemistry. Artificial life researchers study traditional biology by trying to recreate aspects of biological phenomena.
Brainly is an education company based in Kraków, Poland, with headquarters in New York City. It is an AI-powered homework help platform targeting students and parents. As of November 2020, Brainly reported having 15 million daily active users, making it the world's most popular education app. In 2024, FlexOS reported Brainly as the #1 Generative AI Tool in the education category and the #6 Generative AI Tool overall. Also in 2024, Andreessen Horowitz reported Brainly as #6 in the Top 50 Gen AI Mobile Apps by monthly active users.
Edmond de Belamy, sometimes referred to as Portrait of Edmond de Belamy, is a generative adversarial network (GAN) portrait painting constructed by Paris-based arts collective Obvious in 2018 from WikiArt's artwork database. Printed on canvas, the work belongs to a series of generative images called La Famille de Belamy. The print is known for being sold for US$432,500 during a Christie's's auction.
Angelo Dalli is a computer scientist specialising in artificial intelligence, a serial entrepreneur, and business angel investor.
Artificial intelligence art is visual artwork created or enhanced through the use of artificial intelligence (AI) programs.
Rita Cucchiara is an Italian electrical and computer engineer, and professor in Computer engineering and Science in the Enzo Ferrari Department of Engineering at the University of Modena and Reggio Emilia (UNIMORE) in Italy. She helds the courses of "Computer Architecture" and "Computer Vision and Cognitive Systems". Cucchiara's research work focuses on artificial intelligence, specifically deep network technologies and computer vision for human behavior understanding (HBU) and visual, language and multimodal generative AI. She is the scientific coordinator of the AImage Lab at UNIMORE and is director of the Artificial Intelligence Research and Innovation Center (AIRI) as well as the ELLIS Unit at Modena. She was founder and director from 2018 to 2021 of the Italian National Lab of Artificial Intelligence and intelligent systems AIIS of CINI. Cucchiara was also president of the CVPL from 2016 to 2018. Rita Cucchiara is IAPR Fellow since 2006 and ELLIS Fellow since 2020.
Wu Dao is a multimodal artificial intelligence developed by the Beijing Academy of Artificial Intelligence (BAAI). Wu Dao 1.0 was first announced on January 11, 2021; an improved version, Wu Dao 2.0, was announced on May 31. It has been compared to GPT-3, and is built on a similar architecture; in comparison, GPT-3 has 175 billion parameters — variables and inputs within the machine learning model — while Wu Dao has 1.75 trillion parameters. Wu Dao was trained on 4.9 terabytes of images and texts, while GPT-3 was trained on 45 terabytes of text data. Yet, a growing body of work highlights the importance of increasing both data and parameters. The chairman of BAAI said that Wu Dao was an attempt to "create the biggest, most powerful AI model possible". Wu Dao 2.0, was called "the biggest language A.I. system yet". It was interpreted by commenters as an attempt to "compete with the United States". Notably, the type of architecture used for Wu Dao 2.0 is a mixture-of-experts (MoE) model, unlike GPT-3, which is a "dense" model: while MoE models require much less computational power to train than dense models with the same numbers of parameters, trillion-parameter MoE models have shown comparable performance to models that are hundreds of times smaller.
Jake Elwes is a British media artist, hacker and researcher. Their practice is the exploration of artificial intelligence (AI), queer theory and technical biases. They are known for using AI to create art in mediums such as video, performance and installation. Elwes considers themselves to be neuroqueer, and their work on queering technology addresses issues caused by the normative biases of artificial intelligence.