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Artificial intelligence visual art, or AI art, is generated or enhanced through the implementation of artificial intelligence (AI) programs, most commonly using text-to-image models. The process of automated art-making has existed since antiquity. The field of artificial intelligence was founded in the 1950s, and artists began to create art with artificial intelligence shortly after the discipline's founding. A select number of these creations have been showcased in museums and have been recognized with awards. Throughout its history, AI has raised many philosophical questions related to the , , and the nature of in human–AI collaboration.

During the of the 2020s, text-to-image models such as , and became widely available to the public, allowing users to quickly generate imagery with little effort. Commentary about AI art in the 2020s has often focused on issues related to , , , and its impact on more traditional artists, including technological unemployment.


History

Early history
Automated art dates back at least to the of ancient Greek civilization, when inventors such as and Hero of Alexandria were described as designing machines capable of writing text, generating sounds, and playing music. Creative automatons have flourished throughout history, such as Maillardet's automaton, created around 1800 and capable of creating multiple drawings and poems.

Also in the 19th century, , wrote that "computing operations" could potentially be used to generate music and poems.Natale, S., & Henrickson, L. (2022). The Lovelace Effect: Perceptions of Creativity in Machines. White Rose Research Online. Retrieved September 24, 2024, from https://eprints.whiterose.ac.uk/182906/6/NMS-20-1531.R2_Proof_hi%20%282%29.pdf Lovelace, A. (1843). Notes by the translator. Taylor's Scientific Memoirs, 3, 666-731. In 1950, 's paper "Computing Machinery and Intelligence" focused on whether machines can mimic human behavior convincingly. Shortly after, the academic discipline of artificial intelligence was founded at a research workshop at Dartmouth College in 1956.

(1993). 9780465029976, BasicBooks.

Since its founding, AI researchers have explored philosophical questions about the nature of the human mind and the consequences of creating artificial beings with human-like intelligence; these issues have previously been explored by myth, fiction, and philosophy since antiquity.

(1994). 9780672304125, Macmillan/SAMS.


Artistic history
' Galápagos installation allowed visitors to evolve 3D animated forms.]]Since the founding of AI in the 1950s, artists have used artificial intelligence to create artistic works. These works were sometimes referred to as , , , or new media art.

One of the first significant AI art systems is , developed by Harold Cohen beginning in the late 1960s at the University of California at San Diego.

(1991). 9780716721734, W. H. Freeman and Company.
AARON uses a symbolic rule-based approach to generate technical images in the era of programming, and it was developed by Cohen with the goal of being able to code the act of drawing.
(2019). 9781450372503, ACM.
AARON was exhibited in 1972 at the Los Angeles County Museum of Art. From 1973 to 1975, Cohen refined AARON during a residency at the Artificial Intelligence Laboratory at Stanford University. In 2024, the exhibited AI art from throughout Cohen's career, including re-created versions of his early robotic drawing machines.

has exhibited art created with since the 1980s. He received an M.S. in computer graphics from the MIT Media Lab in 1987 and was artist-in-residence from 1990 to 1996 at the manufacturer and artificial intelligence company Thinking Machines. In both 1991 and 1992, Sims won the Golden Nica award at Prix Ars Electronica for his videos using artificial evolution. In 1997, Sims created the interactive artificial evolution installation Galápagos for the NTT InterCommunication Center in Tokyo. Sims received an in 2019 for outstanding achievement in engineering development.

]]In 1999, and a team of several engineers created and released as a screensaver.

(2026). 9783540320036, Springer.
Electric Sheep is a volunteer computing project for animating and evolving , which are distributed to networked computers that display them as a screensaver. The screensaver used AI to create an infinite animation by learning from its audience. In 2001, Draves won the Fundacion Telefónica Life 4.0 prize for Electric Sheep.

In 2014, Stephanie Dinkins began working on Conversations with Bina48. For the series, Dinkins recorded her conversations with BINA48, a social robot that resembles a middle-aged black woman. In 2019, Dinkins won the award for her creation of an evolving artificial intelligence based on the "interests and culture(s) of people of color."

In 2015, began Mimicry (Drawing Operations Unit: Generation 1), an ongoing collaboration between the artist and a robotic arm. In 2019, Chung won the for her continued performances with a robotic arm that uses AI to attempt to draw in a manner similar to Chung. , created with a generative adversarial network in 2018]]In 2018, an auction sale of artificial intelligence art was held at Christie's in New York where the AI artwork Edmond de Belamy'' sold for , which was almost 45 times higher than its estimate of –10,000. The artwork was created by Obvious, a Paris-based collective.

In 2024, Japanese film generAIdoscope was released. The film was co-directed by , Takeshi Sone, and Hiroki Yamaguchi. All video, audio, and music in the film were created with artificial intelligence.

In 2025, the Japanese television series was released. The anime was produced and animated with AI assistance during the process of cutting and conversion of photographs into anime illustrations and later retouched by art staff. Most of the remaining parts such as characters and logos were hand-drawn with various software.


Technical history
, characterized by its multi-layer structure that attempts to mimic the human brain, first came about in the 2010s, causing a significant shift in the world of AI art. During the deep learning era, there are mainly these types of designs for generative art: autoregressive models, , GANs, normalizing flows.

In 2014, and colleagues at Université de Montréal developed the generative adversarial network (GAN), a type of deep neural network capable of learning to mimic the statistical distribution of input data such as images. The GAN uses a "generator" to create new images and a "discriminator" to decide which created images are considered successful. Unlike previous algorithmic art that followed hand-coded rules, generative adversarial networks could learn a specific by analyzing a of example images.

In 2015, a team at released , a program that uses a convolutional neural network to find and enhance patterns in images via algorithmic . The process creates deliberately over-processed images with a dream-like appearance reminiscent of a psychedelic experience. Later, in 2017, a conditional GAN learned to generate 1000 image classes of , a large visual designed for use in visual object recognition software research. By conditioning the GAN on both random noise and a specific class label, this approach enhanced the quality of image synthesis for class-conditional models.

Autoregressive models were used for image generation, such as PixelRNN (2016), which autoregressively generates one pixel after another with a recurrent neural network. Immediately after the Transformer architecture was proposed in Attention Is All You Need (2018), it was used for autoregressive generation of images, but without text conditioning.

The website , launched in 2018, uses the models and BigGAN

(2026). 9781944708047, CSTrends LLP. .
to allow users to generate and modify images such as faces, landscapes, and paintings.

In the 2020s, text-to-image models, which generate images based on prompts, became widely used, marking yet another shift in the creation of AI-generated artworks.

In 2021, using the influential large language generative pre-trained transformer models that are used in GPT-2 and GPT-3, released a series of images created with the text-to-image AI model . It is an autoregressive generative model with essentially the same architecture as GPT-3. Along with this, later in 2021, released the VQGAN-CLIP based on OpenAI's CLIP model. , generative models used to create synthetic data based on existing data, were first proposed in 2015, but they only became better than GANs in early 2021. Latent diffusion model was published in December 2021 and became the basis for the later (August 2022), developed through a collaboration between Stability AI, CompVis Group at Ludwig Maximilian University of Munich, and Runway.

In 2022, was released, followed by 's Imagen and Parti, which were announced in May 2022, 's NUWA-Infinity, and the source-available , which was released in August 2022. DALL-E2, a successor to DALL-E, was beta-tested and released (with the further successor DALL-E3 being released in 2023). Stability AI has a Stable Diffusion web interface called DreamStudio, plugins for , , Blender, and , and the Automatic1111 web-based open source . Stable Diffusion's main pre-trained model is shared on the Hugging Face Hub.

Ideogram was released in August 2023, this model is known for its ability to generate legible text.

In 2024, Flux was released. This model can generate realistic images and was integrated into Grok, the chatbot used on , and Le Chat, the chatbot of . Flux was developed by Black Forest Labs, founded by the researchers behind Stable Diffusion. Grok later switched to its own text-to-image model Aurora in December of the same year. Several companies, along with their products, have also developed an AI model integrated with an image editing service. Adobe has released and integrated the AI model into Premiere Pro, , and . Microsoft has also publicly announced AI image-generator features for . Along with this, some examples of text-to-video models of the mid-2020s are Runway's Gen-4, Google's , OpenAI's Sora, which was released in December 2024, and LTX-2 which was released in 2025.

In 2025, several models were released. GPT Image 1 from , launched in March 2025, introduced new text rendering and multimodal capabilities, enabling image generation from diverse inputs like sketches and text. debuted in April 2025, providing improved text prompt processing. In May 2025, Flux.1 Kontext by Black Forest Labs emerged as an efficient model for high-fidelity image generation, while Imagen 4 was released with improved photorealism. Flux.2 debuted in November 2025 with improved image reference, typography, and prompt understanding.


Tools and processes

Approaches
There are many approaches used by artists to develop AI visual art. When text-to-image is used, AI generates images based on textual descriptions, using models like diffusion or transformer-based architectures. Users input prompts and the AI produces corresponding visuals. When image-to-image is used, AI transforms an input image into a new style or form based on a prompt or style reference, such as turning a sketch into a photorealistic image or applying an artistic style. When image-to-video is used, AI generates short video clips or animations from a single image or a sequence of images, often adding motion or transitions. This can include animating still portraits or creating dynamic scenes. When text-to-video is used, AI creates videos directly from text prompts, producing animations, realistic scenes, or abstract visuals. This is an extension of text-to-image but focuses on temporal sequences.


Imagery
There are many tools available to the artist when working with diffusion models. They can define both positive and negative prompts, but they are also afforded a choice in using (or omitting the use of) VAEs, , hypernetworks, IP-adapter, and embedding/textual inversions. Artists can tweak settings like guidance scale (which balances creativity and accuracy), seed (to control randomness), and upscalers (to enhance image resolution), among others. Additional influence can be exerted during pre-inference by means of noise manipulation, while traditional post-processing techniques are frequently used post-inference. People can also train their own models.

In addition, procedural "rule-based" image generation techniques have been developed, utilizing mathematical patterns, algorithms that simulate brush strokes and other painterly effects, as well as deep learning models such as generative adversarial networks (GANs) and transformers. Several companies have released applications and websites that allow users to focus exclusively on positive prompts, bypassing the need for manual configuration of other parameters. There are also programs capable of transforming photographs into stylized images that mimic the aesthetics of well-known painting styles.

There are many options, ranging from simple consumer-facing mobile apps to notebooks and web UIs that require powerful GPUs to run effectively. Additional functionalities include "textual inversion," which refers to enabling the use of user-provided concepts (like an object or a style) learned from a few images. Novel art can then be generated from the associated word(s) (the text that has been assigned to the learned, often abstract, concept) and model extensions or fine-tuning (such as ).


Impact and applications
AI has the potential for a societal transformation, which may include enabling the expansion of noncommercial niche genres (such as cyberpunk derivatives like ) by amateurs, novel entertainment, fast prototyping, increasing art-making accessibility, and artistic output per effort or expenses or time—e.g., via generating drafts, draft-definitions, and image components (). Generated images are sometimes used as sketches, low-cost experiments, inspiration, or illustrations of -stage ideas. Additional functionalities or improvements may also relate to post-generation manual editing (i.e., polishing), such as subsequent tweaking with an image editor.


Prompt engineering and sharing
Prompts for some text-to-image models can also include images and keywords and configurable parameters, such as artistic style, which is often used via keyphrases like "in the style of name" in the prompt /or selection of a broad aesthetic/art style. There are platforms for sharing, trading, searching, forking/refining, or collaborating on prompts for generating specific imagery from image generators. Prompts are often shared along with images on websites such as and AI art-dedicated websites. A prompt is not the complete input needed for the generation of an image; additional inputs that determine the generated image include the , , and random sampling parameters.


Related terminology
, which includes AI art, was described in 2022 as a major technology-driven trend that will affect business in the coming years. Harvard Kennedy School researchers voiced concerns about synthetic media serving as a vector for political misinformation soon after studying the proliferation of AI art on the X platform. Synthography is a proposed term for the practice of generating images that are similar to photographs using AI.


Analysis of existing art using AI
In addition to the creation of original art, research methods that use AI have been generated to quantitatively analyze digital art collections. This has been made possible due to the large-scale digitization of artwork in the past few decades. According to CETINIC and SHE (2022), using artificial intelligence to analyze already-existing art collections can provide new perspectives on the development of artistic styles and the identification of artistic influences.

Two computational methods, close reading and distant viewing, are the typical approaches used to analyze digitized art. Close reading focuses on specific visual aspects of one piece. Some tasks performed by machines in close reading methods include computational artist authentication and analysis of brushstrokes or texture properties. In contrast, through distant viewing methods, the similarity across an entire collection for a specific feature can be statistically visualized. Common tasks relating to this method include automatic classification, , multimodal tasks, knowledge discovery in art history, and computational aesthetics. Synthetic images can also be used to train AI algorithms for art authentication and to detect forgeries.

Researchers have also introduced models that predict emotional responses to art. One such model is ArtEmis, a large-scale dataset paired with machine learning models. ArtEmis includes emotional annotations from over 6,500 participants along with textual explanations. By analyzing both visual inputs and the accompanying text descriptions from this dataset, ArtEmis enables the generation of nuanced emotional predictions.


Other forms of AI art
AI has also been used in arts outside of visual arts. Generative AI has been used to create music, as well as in video game production beyond imagery, especially for (e.g., for custom maps) and creating new content (e.g., quests or dialogue) or interactive stories in video games.
(2012). 9781450312158
AI has also been used in the , such as helping with writer's block, inspiration, or rewriting segments. In the culinary arts, some prototype cooking robots can dynamically taste, which can assist chefs in analyzing the content and flavor of dishes during the cooking process.


Use of the term "art"
The usage of the label "art" when it applies to works generated by AI software has led to debate among artists, philosophers, scholars, and more. Various observers argue that referring to machine generated images as "art" undermines the traditional characteristics of human artistry, such as creativity, skill, and intentionality. Present-day definitions of true artistic creation often put an emphasis on the requirement of human-level intentions, personal experience and emotion, as well as historical and/or artistic context.

According to a research study from the National Library of Medicine, humans inherently show a bias against artwork described as being AI-generated. When participants of the study were shown two comparable images, with only one presented as having been generated by AI, subjects were more likely to rate the one described as being artificially generated lower in artistic value. This suggests that social and cultural attitudes can shape the determination of whether an image is considered art, regardless of the image's other visual features.

In a 2023 report submitted to the Annual Convention of Digital Art Observers, Samuel Loomis wrote that the term "AI art" acknowledges its dual nature as a product of human guidance and machine-driven generative systems, when evaluating it by the same critical standards applied to traditional art.Jonathan Doe: "A Summary and Analysis of Contemporary Digital Media Trends", published in Die Zeitung (February 2024)


See also
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