Jon McCormack

HC
h-index13
23papers
540citations
Novelty30%
AI Score42

23 Papers

68.6NEMay 27
Evolving to the Aesthetics of a Vision-Language Model

Stephen James Krol, Jon McCormack

Evolutionary systems have demonstrated remarkable results in creative domains, with recent applications in generative typography, design, and music. However, an open problem remains in designing fitness functions that effectively capture the desired aesthetics of abstract outputs. In this work, we explore two methods for evaluating the aesthetics of a population using Vision-Language Models (VLMs). The first method uses CLIP-IQA to predict an aesthetic score for each design. The second method instead pits candidates against each other, with winners determined by a VLM using a custom prompt specified by the user. The outcomes of these pairwise comparisons are then used to estimate a population ranking via the Glicko rating system. We present these methods in the context of a case study using a custom generative system and compare the resulting rankings with an artist's aesthetic ranking and those produced by other aesthetic evaluation techniques. Additionally, we document the artist's experience using these approaches to evolve designs, critically analysing the strengths and weaknesses of both methods.

HCMay 11, 2022
Explainable Computational Creativity

Maria Teresa Llano, Mark d'Inverno, Matthew Yee-King et al.

Human collaboration with systems within the Computational Creativity (CC) field is often restricted to shallow interactions, where the creative processes, of systems and humans alike, are carried out in isolation, without any (or little) intervention from the user, and without any discussion about how the unfolding decisions are taking place. Fruitful co-creation requires a sustained ongoing interaction that can include discussions of ideas, comparisons to previous/other works, incremental improvements and revisions, etc. For these interactions, communication is an intrinsic factor. This means giving a voice to CC systems and enabling two-way communication channels between them and their users so that they can: explain their processes and decisions, support their ideas so that these are given serious consideration by their creative collaborators, and learn from these discussions to further improve their creative processes. For this, we propose a set of design principles for CC systems that aim at supporting greater co-creation and collaboration with their human collaborators.

CYJan 26, 2023
Is Writing Prompts Really Making Art?

Jon McCormack, Camilo Cruz Gambardella, Nina Rajcic et al.

In recent years Generative Machine Learning systems have advanced significantly. A current wave of generative systems use text prompts to create complex imagery, video, even 3D datasets. The creators of these systems claim a revolution in bringing creativity and art to anyone who can type a prompt. In this position paper, we question the basis for these claims, dividing our analysis into three areas: the limitations of linguistic descriptions, implications of the dataset, and lastly, matters of materiality and embodiment. We conclude with an analysis of the creative possibilities enabled by prompt-based systems, asking if they can be considered a new artistic medium.

HCJan 26, 2023
Message Ritual: A Posthuman Account of Living with Lamp

Nina Rajcic, Jon McCormack

As we become increasingly entangled with digital technologies, the boundary between human and machine is progressively blurring. Adopting a performative, posthumanist perspective resolves this ambiguity by proposing that such boundaries are not predetermined, rather they are enacted within a certain material configuration. Using this approach, dubbed `Entanglement HCI', this paper presents \emph{Message Ritual} -- a novel, integrated AI system that encourages the re-framing of memory through machine generated poetics. Embodied within a domestic table lamp, the system listens in on conversations occurring within the home, drawing out key topics and phrases of the day and reconstituting them through machine generated poetry, delivered to household members via SMS upon waking each morning. Participants across four households were asked to live with the lamp over a two week period. We present a diffractive analysis exploring how the lamp \emph{becomes with} participants and discuss the implications of this method for future HCI research.

CLMay 11, 2022
Towards the Generation of Musical Explanations with GPT-3

Stephen James Krol, Maria Teresa Llano, Jon McCormack

Open AI's language model, GPT-3, has shown great potential for many NLP tasks, with applications in many different domains. In this work we carry out a first study on GPT-3's capability to communicate musical decisions through textual explanations when prompted with a textual representation of a piece of music. Enabling a dialogue in human-AI music partnerships is an important step towards more engaging and creative human-AI interactions. Our results show that GPT-3 lacks the necessary intelligence to really understand musical decisions. A major barrier to reach a better performance is the lack of data that includes explanations of the creative process carried out by artists for musical pieces. We believe such a resource would aid the understanding and collaboration with AI music systems.

HCSep 30, 2025
Supporting Creative Ownership through Deep Learning-Based Music Variation

Stephen James Krol, Maria Teresa Llano, Jon McCormack

This paper investigates the importance of personal ownership in musical AI design, examining how practising musicians can maintain creative control over the compositional process. Through a four-week ecological evaluation, we examined how a music variation tool, reliant on the skill of musicians, functioned within a composition setting. Our findings demonstrate that the dependence of the tool on the musician's ability, to provide a strong initial musical input and to turn moments into complete musical ideas, promoted ownership of both the process and artefact. Qualitative interviews further revealed the importance of this personal ownership, highlighting tensions between technological capability and artistic identity. These findings provide insight into how musical AI can support rather than replace human creativity, highlighting the importance of designing tools that preserve the humanness of musical expression.

HCApr 16, 2025
Mixer Metaphors: audio interfaces for non-musical applications

Tace McNamara, Jon McCormack, Maria Teresa Llano

The NIME conference traditionally focuses on interfaces for music and musical expression. In this paper we reverse this tradition to ask, can interfaces developed for music be successfully appropriated to non-musical applications? To help answer this question we designed and developed a new device, which uses interface metaphors borrowed from analogue synthesisers and audio mixing to physically control the intangible aspects of a Large Language Model. We compared two versions of the device, with and without the audio-inspired augmentations, with a group of artists who used each version over a one week period. Our results show that the use of audio-like controls afforded more immediate, direct and embodied control over the LLM, allowing users to creatively experiment and play with the device over its non-mixer counterpart. Our project demonstrates how cross-sensory metaphors can support creative thinking and embodied practice when designing new technological interfaces.

HCJun 4, 2024
Mimetic Poet

Jon McCormack, Elliott Wilson, Nina Rajcic et al.

This paper presents the design and initial assessment of a novel device that uses generative AI to facilitate creative ideation, inspiration, and reflective thought. Inspired by magnetic poetry, which was originally designed to help overcome writer's block, the device allows participants to compose short poetic texts from a limited vocabulary by physically placing words on the device's surface. Upon composing the text, the system employs a large language model (LLM) to generate a response, displayed on an e-ink screen. We explored various strategies for internally sequencing prompts to foster creative thinking, including analogy, allegorical interpretations, and ideation. We installed the device in our research laboratory for two weeks and held a focus group at the conclusion to evaluate the design. The design choice to limit interactions with the LLM to poetic text, coupled with the tactile experience of assembling the poem, fostered a deeper and more enjoyable engagement with the LLM compared to traditional chatbot or screen-based interactions. This approach gives users the opportunity to reflect on the AI-generated responses in a manner conducive to creative thought.

SDApr 5, 2024
Holon: a cybernetic interface for bio-semiotics

Jon McCormack, Elliott Wilson

This paper presents an interactive artwork, "Holon", a collection of 130 autonomous, cybernetic organisms that listen and make sound in collaboration with the natural environment. The work was developed for installation on water at a heritage-listed dock in Melbourne, Australia. Conceptual issues informing the work are presented, along with a detailed technical overview of the implementation. Individual holons are of three types, inspired by biological models of animal communication: composer/generators, collector/critics and disruptors. Collectively, Holon integrates and occupies elements of the acoustic spectrum in collaboration with human and non-human agents.

HCJan 24, 2024
No Longer Trending on Artstation: Prompt Analysis of Generative AI Art

Jon McCormack, Maria Teresa Llano, Stephen James Krol et al.

Image generation using generative AI is rapidly becoming a major new source of visual media, with billions of AI generated images created using diffusion models such as Stable Diffusion and Midjourney over the last few years. In this paper we collect and analyse over 3 million prompts and the images they generate. Using natural language processing, topic analysis and visualisation methods we aim to understand collectively how people are using text prompts, the impact of these systems on artists, and more broadly on the visual cultures they promote. Our study shows that prompting focuses largely on surface aesthetics, reinforcing cultural norms, popular conventional representations and imagery. We also find that many users focus on popular topics (such as making colouring books, fantasy art, or Christmas cards), suggesting that the dominant use for the systems analysed is recreational rather than artistic.

NEFeb 4, 2022
Quality-diversity for aesthetic evolution

Jon McCormack, Camilo Cruz Gambardella

Many creative generative design spaces contain multiple regions with individuals of high aesthetic value. Yet traditional evolutionary computing methods typically focus on optimisation, searching for the fittest individual in a population. In this paper we apply quality-diversity search methods to explore a creative generative system (an agent-based line drawing model). We perform a random sampling of genotype space and use individual artist-assigned evaluations of aesthetic quality to formulate a computable fitness measure specific to the artist and this system. To compute diversity we use a convolutional neural network to discriminate features that are dimensionally reduced into two dimensions. We show that the quality-diversity search is able to find multiple phenotypes of high aesthetic value. These phenotypes show greater diversity and quality than those the artist was able to find using manual search methods.

NEJan 5, 2022
Complexity and Aesthetics in Generative and Evolutionary Art

Jon McCormack, Camilo Cruz Gambardella

In this paper we examine the concept of complexity as it applies to generative and evolutionary art and design. Complexity has many different, discipline specific definitions, such as complexity in physical systems (entropy), algorithmic measures of information complexity and the field of "complex systems". We apply a series of different complexity measures to three different evolutionary art datasets and look at the correlations between complexity and individual aesthetic judgement by the artist (in the case of two datasets) or the physically measured complexity of generative 3D forms. Our results show that the degree of correlation is different for each set and measure, indicating that there is no overall "better" measure. However, specific measures do perform well on individual datasets, indicating that careful choice can increase the value of using such measures. We then assess the value of complexity measures for the audience by undertaking a large-scale survey on the perception of complexity and aesthetics. We conclude by discussing the value of direct measures in generative and evolutionary art, reinforcing recent findings from neuroimaging and psychology which suggest human aesthetic judgement is informed by many extrinsic factors beyond the measurable properties of the object being judged.

NEJul 7, 2021
Growing and Evolving 3D Prints

Jon McCormack, Camilo Cruz Gambardella

Design - especially of physical objects - can be understood as creative acts solving practical problems. In this paper we describe a biologically-inspired developmental model as the basis of a generative form-finding system. Using local interactions between cells in a two-dimensional environment, then capturing the state of the system at every time step, complex three-dimensional (3D) forms can be generated by the system. Unlike previous systems, our method is capable of directly producing 3D printable objects, eliminating intermediate transformations and manual manipulation often necessary to ensure the 3D form is printable. We devise fitness measures for optimising 3D printability and aesthetic complexity and use a Covariance Matrix Adaptation Evolutionary Strategies algorithm (CMA-ES) to find 3D forms that are both aesthetically interesting and physically printable using fused deposition modelling printing techniques. We investigate the system's capabilities by evolving and 3D printing objects at different levels of structural consistency, and assess the quality of the fitness measures presented to explore the design space of our generative system. We find that by evolving first for aesthetic complexity, then evolving for structural consistency until the form is 'just printable', gives the best results.

NEFeb 11, 2021
Searching for Designs in-between

Camilo Cruz Gambardella, Jon McCormack

The use of evolutionary methods in design and art is increasing in diversity and popularity. Approaches to using these methods for creative production typically focus either on optimisation or exploration. In this paper we introduce an evolutionary system for design that combines these two approaches, enabling users to explore landscapes of design alternatives using design-oriented measures of fitness, along with their own aesthetic preferences. We test our methods using a biologically-inspired generative system capable of producing 3D objects that can be exported directly as 3D printing toolpath instructions. For the search stage of our system we combine the use of the CMA-ES algorithm for optimisation and linear interpolation between generated objects for feature exploration. We investigate the system`s capabilities by evolving highly fit artefacts and then combining them with aesthetically interesting ones.

NEFeb 3, 2021
The Enigma of Complexity

Jon McCormack, Camilo Cruz Gambardella, Andy Lomas

In this paper we examine the concept of complexity as it applies to generative art and design. Complexity has many different, discipline specific definitions, such as complexity in physical systems (entropy), algorithmic measures of information complexity and the field of "complex systems". We apply a series of different complexity measures to three different generative art datasets and look at the correlations between complexity and individual aesthetic judgement by the artist (in the case of two datasets) or the physically measured complexity of 3D forms. Our results show that the degree of correlation is different for each set and measure, indicating that there is no overall "better" measure. However, specific measures do perform well on individual datasets, indicating that careful choice can increase the value of using such measures. We conclude by discussing the value of direct measures in generative and evolutionary art, reinforcing recent findings from neuroimaging and psychology which suggest human aesthetic judgement is informed by many extrinsic factors beyond the measurable properties of the object being judged.

NESep 24, 2020
Deep Learning of Individual Aesthetics

Jon McCormack, Andy Lomas

Accurate evaluation of human aesthetic preferences represents a major challenge for creative evolutionary and generative systems research. Prior work has tended to focus on feature measures of the artefact, such as symmetry, complexity and coherence. However, research models from Psychology suggest that human aesthetic experiences encapsulate factors beyond the artefact, making accurate computational models very difficult to design. The interactive genetic algorithm (IGA) circumvents the problem through human-in-the-loop, subjective evaluation of aesthetics, but is limited due to user fatigue and small population sizes. In this paper we look at how recent advances in deep learning can assist in automating personal aesthetic judgement. Using a leading artist's computer art dataset, we investigate the relationship between image measures, such as complexity, and human aesthetic evaluation. We use dimension reduction methods to visualise both genotype and phenotype space in order to support the exploration of new territory in a generative system. Convolutional Neural Networks trained on the artist's prior aesthetic evaluations are used to suggest new possibilities similar or between known high quality genotype-phenotype mappings. We integrate this classification and discovery system into a software tool for evolving complex generative art and design.

HCApr 21, 2020
Mirror Ritual: An Affective Interface for Emotional Self-Reflection

Nina Rajcic, Jon McCormack

This paper introduces a new form of real-time affective interface that engages the user in a process of conceptualisation of their emotional state. Inspired by Barrett's Theory of Constructed Emotion, `Mirror Ritual' aims to expand upon the user's accessible emotion concepts, and to ultimately provoke emotional reflection and regulation. The interface uses classified emotions -- obtained through facial expression recognition -- as a basis for dynamically generating poetry. The perceived emotion is used to seed a poetry generation system based on OpenAI's GPT-2 model, fine-tuned on a specially curated corpus. We evaluate the device's ability to foster a personalised, meaningful experience for individual users over a sustained period. A qualitative analysis revealed that participants were able to affectively engage with the mirror, with each participant developing a unique interpretation of its poetry in the context of their own emotional landscape.

HCApr 15, 2020
Mirror Ritual: Human-Machine Co-Construction of Emotion

Nina Rajcic, Jon McCormack

Mirror Ritual is an interactive installation that challenges the existing paradigms in our understanding of human emotion and machine perception. In contrast to prescriptive interfaces, the work's real-time affective interface engages the audience in the iterative conceptualisation of their emotional state through the use of affectively-charged machine generated poetry. The audience are encouraged to make sense of the mirror's poetry by framing it with respect to their recent life experiences, effectively `putting into words' their felt emotion. This process of affect labelling and contextualisation works to not only regulate emotion, but helps to construct the rich personal narratives that constitute human identity.

NEApr 15, 2020
Understanding Aesthetic Evaluation using Deep Learning

Jon McCormack, Andy Lomas

A bottleneck in any evolutionary art system is aesthetic evaluation. Many different methods have been proposed to automate the evaluation of aesthetics, including measures of symmetry, coherence, complexity, contrast and grouping. The interactive genetic algorithm (IGA) relies on human-in-the-loop, subjective evaluation of aesthetics, but limits possibilities for large search due to user fatigue and small population sizes. In this paper we look at how recent advances in deep learning can assist in automating personal aesthetic judgement. Using a leading artist's computer art dataset, we use dimensionality reduction methods to visualise both genotype and phenotype space in order to support the exploration of new territory in any generative system. Convolutional Neural Networks trained on the user's prior aesthetic evaluations are used to suggest new possibilities similar or between known high quality genotype-phenotype mappings.

MMJul 2, 2019
Adaptive Music Composition for Games

Patrick Hutchings, Jon McCormack

The generation of music that adapts dynamically to content and actions has an important role in building more immersive, memorable and emotive game experiences. To date, the development of adaptive music systems for video games is limited by both the nature of algorithms used for real-time music generation and the limited modelling of player action, game world context and emotion in current games. We propose that these issues must be addressed in tandem for the quality and flexibility of adaptive game music to significantly improve. Cognitive models of knowledge organisation and emotional affect are integrated with multi-modal, multi-agent composition techniques to produce a novel Adaptive Music System (AMS). The system is integrated into two stylistically distinct games. Gamers reported an overall higher immersion and correlation of music with game-world concepts with the AMS than with the original game soundtracks in both games.

AIMar 6, 2019
Autonomy, Authenticity, Authorship and Intention in computer generated art

Jon McCormack, Toby Gifford, Patrick Hutchings

This paper examines five key questions surrounding computer generated art. Driven by the recent public auction of a work of `AI Art' we selectively summarise many decades of research and commentary around topics of autonomy, authenticity, authorship and intention in computer generated art, and use this research to answer contemporary questions often asked about art made by computers that concern these topics. We additionally reflect on whether current techniques in deep learning and Generative Adversarial Networks significantly change the answers provided by many decades of prior research.

MMMar 6, 2019
Camera Obscurer: Generative Art for Design Inspiration

Dilpreet Singh, Nina Rajcic, Simon Colton et al.

We investigate using generated decorative art as a source of inspiration for design tasks. Using a visual similarity search for image retrieval, the \emph{Camera Obscurer} app enables rapid searching of tens of thousands of generated abstract images of various types. The seed for a visual similarity search is a given image, and the retrieved generated images share some visual similarity with the seed. Implemented in a hand-held device, the app empowers users to use photos of their surroundings to search through the archive of generated images and other image archives. Being abstract in nature, the retrieved images supplement the seed image rather than replace it, providing different visual stimuli including shapes, colours, textures and juxtapositions, in addition to affording their own interpretations. This approach can therefore be used to provide inspiration for a design task, with the abstract images suggesting new ideas that might give direction to a graphic design project. We describe a crowdsourcing experiment with the app to estimate user confidence in retrieved images, and we describe a pilot study where Camera Obscurer provided inspiration for a design task. These experiments have enabled us to describe future improvements, and to begin to understand sources of visual inspiration for design tasks.

HCFeb 18, 2019
In a Silent Way: Communication Between AI and Improvising Musicians Beyond Sound

Jon McCormack, Toby Gifford, Patrick Hutchings et al.

Collaboration is built on trust, and establishing trust with a creative Artificial Intelligence is difficult when the decision process or internal state driving its behaviour isn't exposed. When human musicians improvise together, a number of extra-musical cues are used to augment musical communication and expose mental or emotional states which affect musical decisions and the effectiveness of the collaboration. We developed a collaborative improvising AI drummer that communicates its confidence through an emoticon-based visualisation. The AI was trained on musical performance data, as well as real-time skin conductance, of musicians improvising with professional drummers, exposing both musical and extra-musical cues to inform its generative process. Uni- and bi-directional extra-musical communication with real and false values were tested by experienced improvising musicians. Each condition was evaluated using the FSS-2 questionnaire, as a proxy for musical engagement. The results show a positive correlation between extra-musical communication of machine internal state and human musical engagement.