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🟡 Yellow colour | Visual artists

🔴 Red colour | Movie + video makers

🟢 Green colour | Musicians

🔵 Blue colour | Writers

🟣 Purple colour | Cultural organizations + cultural workers

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Open-source AI model for image generation and customization

An open-source AI art generator that allows users to create images from text prompts. It’s highly customizable, making it ideal for artists who want control over their creative output.

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Get involved with the fastest growing open software project. Download and join other developers in creating incredible applications with Stable Diffusion XL as a foundation model.

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AI by the people for the people. We are building the foundation to activate humanity's potential.

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Advanced AI tools for video and image creation (e.g., generative video)

A versatile platform offering tools for generating images, videos, and animations using AI. It’s popular among artists and filmmakers for its no-code approach and creative experimentation options.

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A New Era of Storytelling.

For anyone with a story to tell.

Runway was founded by artists on a mission to bring the unlimited creative potential of AI to everyone, everywhere with anything to say. Beyond our innovative technology and creative tools, we also strive to create platforms and initiatives that will empower and celebrate the next generation of storytellers.

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Runway - Advancing creativity with artificial intelligence.

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Runway is an applied AI research company shaping the next era of art, entertainment and human creativity.

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AI-driven transformation of images into surreal artwork

A tool that transforms images into surreal, dreamlike art using neural networks. It’s ideal for cultural makers interested in experimental or psychedelic aesthetics.

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AI Image Generator: AI Picture & Video Maker to Create AI Art Photos Animation | Deep Dream Generator DDG

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With Deep Dream Generator, make amazing AI art, photos, videos in seconds! Unleash your creativity - and join DDG's vibrant online community of AI artists!

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Generates artistic images and illustrations from text descriptions

Developed by OpenAI, this tool transforms text descriptions into detailed images. It’s great for artists and makers looking to visualize concepts quickly, with options to refine outputs using additional tools like a digital paintbrush.

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A powerful text-to-image generator that creates stunning, high-quality visuals based on written prompts. It’s widely used by artists for generating unique artwork in various styles, from photorealistic to abstract.

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AI-powered design tools integrated into Adobe Photoshop and Illustrator

Integrated into Adobe’s ecosystem, this AI tool assists with image generation and editing. It’s tailored for artists already using Adobe products, enhancing workflows with generative capabilities.

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Your introduction to the magic of Adobe Firefly.

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AI-powered video generation from text prompts

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A New Era of Storytelling.

For anyone with a story to tell.

Runway was founded by artists on a mission to bring the unlimited creative potential of AI to everyone, everywhere with anything to say. Beyond our innovative technology and creative tools, we also strive to create platforms and initiatives that will empower and celebrate the next generation of storytellers.

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Runway - Advancing creativity with artificial intelligence.

# data[].attributes.attachment_link.description
Runway is an applied AI research company shaping the next era of art, entertainment and human creativity.

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As the Brazilian Presidency refocused G-20 discussions on global poverty, inequalities, sustainability and climate change, the specific issues of working conditions in the arts and cultural sector and the role of culture in global challenges were highlighted.

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Saremo: The first Musical contest Festival created with  AI. 

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Saremo: The first Musical contest Festival created with  AI. 

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Country: IT

Language. IT

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AI Tutors: Create and translate videos
with HeyGen's AI Video Generator

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AI Video Generator | #1 on G2’s 2025 Top 100 List | HeyGen

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HeyGen, rated 4.8/5 on G2, is the #1 AI video generator of 2025. Create professional AI-powered avatar videos, translate content, and bring ideas to life.

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Suno is building a future where anyone can make great music.

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Low use, lack of knowledge and bias towards AI in the audiovisual sector

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Low use, lack of knowledge and bias towards AI in the audiovisual sector

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Artificial intelligence is mainly used in the film industry to assist with administrative and technical tasks, rather than in video and audio production. However, there are reservations about the use of AI in terms of copyright and fears that it will replace the human factor or be used for unethical purposes.

A report by the Flemish Audiovisual Fund (VAF) on the use of AI in the audiovisual and games sector will fuel the debate as members of the European Film Agencies (EFAD) discuss the pressing challenges facing the European film industry on the sidelines of the Berlinale. Key topics in the dialogue between EFAD members include the impact of AI on filmmaking, sustainability in production, the German film funding reform and the implementation of financial obligations under the Audiovisual Media Services Directive.

Since 1 October 2023, the VAF has been collecting data by including questionnaires on the use of AI in all applications for support for the creation of audiovisual projects. In July 2024, the researchers began to analyse the results and the data provided. The study was carried out under the coordination of Matthew Deboysere, Head of Research at the VAF, in collaboration with Howest DAE Research, in addition to legal experts on intellectual property.

Some of the general conclusions of the report are that:
- The use of artificial intelligence is relatively low over the period studied.
- Artificial intelligence is mainly used to support administrative and technical tasks. This mainly involves the use of text tools such as ChatGPT.
- Hardly anyone used AI in the end product, but there's no concrete definition of what it means to use AI in the end product. This leaves it open to interpretation.
- There is a clear lack of knowledge about artificial intelligence and what it should and shouldn't be used for.
- There's a clear lack of knowledge about intellectual property, privacy and copyright laws.

The results show a clear trend, but the researchers say more data is needed to measure actual usage and a qualitative study is essential.

The questions were addressed to creators of projects in all categories (fiction, animation, documentary, FilmLab, games and podcasts) that were in the first stage of applying for funding, to projects that were in the second stage and whose application was in the first payment phase, and to projects that were in the third stage and in the last payment phase.

The reported use of artificial intelligence by July 2024 is quite limited. 22.2% of respondents in Stage 3 said that AI had been used in the project, while 28% of respondents in Stage 1 questionnaires said that they planned to use AI. The largest category of AI tools used, by a significant margin across all phases, was text generation, such as ChatGPT. This was around 16-17% of respondents in both stages. Tools for pictures and images: Generative Art was the second most used in Stages 1 & 2.

From the responses of authors whose projects were in the third stage, 15.9% of respondents, or 77.2% of all AI users, used text tools such as ChatGPT. 50% of respondents used AI to save time, 45% said that AI improved the quality of their project and 36% of respondents used AI to reduce costs. Finally, 23% of respondents said that AI was used to achieve something that would not have been possible without AI, either because it was not physically possible or because of the time it would take to achieve the same result without AI.

The majority (68%) used AI tools primarily to write texts. 40% also used AI in the production or post-production phase of a project. A minority (9%) used AI at the concept stage. The concept stages of these projects predate the rise in popularity of AI, and the researchers expect this number to increase in the coming years. When asked if there was any AI-generated content in the final product, none of the respondents said yes.

81% of respondents who used AI in their project said they used free tools. The vast majority of respondents (81%) also said that they didn't know whether the AI tool they utilised made use of intellectual property right. The remainder replied that no IP was used.

The researchers asked which reasons justify the use of artificial intelligence and the answers were . summarised in 5 broad categories:
- Administration and support. Automatisation can drastically improve efficienty.
- Prototyping & pitches. As long as the users remain at the creative helm.
- Translation & Transcriptions. When speed is essential.
- Inspiration and Research. Researching the appropriate style and direction.
- Never. 15% of respondents didn't see any advantage of using AI for their projects.

Similarly, the researchers asked about the reasons why AI should never be used. The asnwers were separated into 3 large categories:

- Concerns about IP and Privacy. Fear of AI being used to infringe on IP rights, and that personal characteristics like voices and images could be copied.
- Replacing people with AI. Fear of AI being used to replace writers, artists and designers.
- Ethical reasons. Many see a doomsday scenario where AI is used for unethical purposes, e.g. manipulation, misdirection or malicious intent.

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Low use, lack of knowledge and bias towards AI in the audiovisual sector

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The impact of artificial intelligence on filmmaking is high on the agenda of discussions among members of the European Film Agencies. A new study on the use of AI will add fuel to the debate.

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AI-generated music in various styles

An AI music composition tool that generates original tracks based on user inputs. It’s a fantastic resource for cultural makers working on soundtracks, performances, or multimedia projects.

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AIVA, your AI music generation assistant

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Automated songwriting and music composition

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Boomy - Make Generative Music with Artificial Intelligence

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AI-generated music from text prompts

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AI assistant for fiction writers

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Write your novel or screenplay faster with best AI writing tool according to The New Yorker, NY Times, The Verge, and many more. Start for free today.

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A collaborative platform that uses machine learning to blend and enhance images. Artists can tweak existing visuals or generate new ones, perfect for exploring variations in portraits, landscapes, or abstract art.

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A collaborative tool for creating images with AI.

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An accessible AI art generator with multiple styles, including neural style transfer. It’s great for artists wanting to turn photos into masterpieces or explore diverse artistic techniques.

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A voice synthesis tool that generates realistic audio from text, including voice cloning. It’s valuable for storytellers, filmmakers, or performance artists adding narration or character voices to their work.

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Create premium AI voices for free in any style and language with the most powerful online AI text to speech (TTS) software ever. Generate text to speech voiceovers in minutes with our character AI voice generator.

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AI-driven tools for digitalizing and interactive cultural projects.

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Try out experiments at the crossroads of art and technology, created by artists and creative coders with Google Arts & Culture.

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AI for analyzing art and cultural trends.

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Artrendex. Artificial Intelligence for the Art Market. Art Trend Analytics. Art Authentication using AI. AI Art

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Generative AI and Copyright: Principles, Priorities, and Practicalities

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Generative AI and Copyright: Principles, Priorities, and Practicalities

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This article examines how generative AI challenges traditional copyright principles, exploring when AI acts merely as a tool versus when it assumes the role of an author.

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Uncertain Boundaries: Multidisciplinary Approaches to Copyright Issues in Generative AI

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Uncertain Boundaries: Multidisciplinary Approaches to Copyright Issues in Generative AI

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This survey provides an extensive examination of copyright infringement as it pertains to generative AI, exploring detection methods, protective techniques, and ongoing regulatory discussions.

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Artificial Intelligence Impacts on Copyright Law

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Artificial Intelligence Impacts on Copyright Law

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This paper discusses the implications of AI on U.S. copyright law, particularly focusing on the protectability of AI-generated works and the legality of training AI models using copyrighted materials.

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Protecting Creative Work from AI Theft: A Guide for Authors, Artists, and Creators

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Protecting Creative Work from AI Theft: A Guide for Authors, Artists, and Creators

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This article explores strategies and tools to help creative professionals safeguard their work in this complex and evolving landscape.

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Protecting Creative Work from AI Theft: A Guide for Authors, Artists, and Creators

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Holly Herndon – "Holly+" (AI-Generated Voice)

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Holly Herndon – "Holly+" (AI-Generated Voice)

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Holly Herndon Created an AI model of her voice, allowing others to compose music featuring her AI-generated vocals. She also c

hallenges ideas of ownership and authorship in music.

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AI-Generated Protest Art (GANs for Activism)

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AI-Generated Protest Art (GANs for Activism)

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AI-Generated Art as a Form of Protest and Activism

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In a world where technology continues to redefine our boundaries, the intersection of artificial intelligence and the realm of creativity…

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Artist & AI Residency at the Max Planck Institute for Human Development

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Artist & AI Residency at the Max Planck Institute for Human Development

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This residency, hosted by the Center for Humans and Machines, fosters collaboration between contemporary artists and scientific researchers. It aims to explore how AI and machine learning can revolutionize traditional image-making practices. Artists engage with the scientific community to delve into the transformative potential of emerging technologies in art.

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"Arts in the Age of AI" Residency by Villa Albertine

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"Arts in the Age of AI" Residency by Villa Albertine

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Launched in February 2025, this program offers residencies in the United States for artists and cultural professionals integrating AI into their work. Over two years, eight creators will undertake two-month research and exploration residencies across various U.S. cities. The program emphasizes individualized guidance and immersion in the AI ecosystem, including collaborations with tech companies, universities, and cultural institutions.

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Algorithmic Imaginings Residency by the SETI Institute

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Algorithmic Imaginings Residency by the SETI Institute

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Announced in October 2024, this two-year program explores the impact of AI technologies on science and society. It encourages creative research on topics like imaginary life, human-AI collaboration, and AI ethics. The residency offers $30,000 in funding and culminates in an exhibition at the ZKM | Center for Art and Media in Karlsruhe, Germany.

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This two-month experimental laboratory invites artists to collaborate and create art inspired by the renowned Japanese artist Hokusai, utilizing AI technologies. Selected through an international open call, participants engage in a virtual residency to explore the fusion of traditional art and modern AI tools.

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Visiting Artist Program at Stanford's Human-Centered AI Institute (HAI)

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Visiting Artist Program at Stanford's Human-Centered AI Institute (HAI)

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This interdisciplinary residency immerses artists in a community of scholars and practitioners across Stanford University. Artists working at the intersection of art and AI engage through tech-arts salons, collaborative projects, and public presentations.

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Art and Artificial Intelligence Virtual Residency by Res Artis

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Art and Artificial Intelligence Virtual Residency by Res Artis

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Organized by the Belgrade Art Studio Residency, this four-week online program selects artists from various mediums worldwide to participate in a virtual residency focused on the integration of art and AI. Participants collaborate, share ideas, and develop projects that explore the creative potential of artificial intelligence.

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ART and Artificial Intelligence VIRTUAL RESIDENCY

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Art and AI converge in a captivating exploration at the intersection of creativity and technology. This dynamic theme illuminates the symbiotic relationship between human imagination and artificial intelligence, offering artists an unprecedented canvas for innovation. Through the lens of AI, artists can push the boundaries of their traditional mediums, infuse their works with computational aesthetics,…

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Artists + Machine Intelligence (AMI) by Google 

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Artists + Machine Intelligence (AMI) by Google 

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Founded in 2016, AMI supports artists exploring machine learning as a creative medium. It has facilitated over fifty artists and researchers in developing innovative AI-focused works globally. AMI offers sponsorships for projects and events that push the boundaries of art and technology.

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Artists + Machine Intelligence supports artists working with machine learning as a creative medium.

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Future Memory Lab – Generative AI Artistic Residency 

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Future Memory Lab – Generative AI Artistic Residency 

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"Future Memory Lab" is an artistic residency reflecting on world-building through ancient, future, and alternate temporalities, inviting collaboration between humans and machines. As the first generative AI artistic residency in South America, it culminates in exhibitions at the Migliorisi Foundation in Asunción, Paraguay, and Pyxis Exploration Numérique in Lausanne, Switzerland. The residency seeks artists, technologists, and cultural practitioners from South America and Switzerland.

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Pyxis - Maison de la culture et de l'exploration numérique à Lausanne

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Future Memory Lab 一 The First Generative AI Artistic Residency in South America ! - Pyxis - Maison de la culture et de l’exploration numérique à Lausanne

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“Future Memory Lab” is an artistic residency which reflects about worldbuilding through ancient, future and alternate temporalities, with critical and experimental approaches that invite collaboration between humans and machines. A first in South America, the residency will result in two exhibitions showcasing the outcomes of this collaboration, one at the Migliorisi Foundation in Asunción, Paraguay, […]

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AiR is Civitai's Artist-in-Residence Program, serving as an incubator and digital studio for the creative exploration of generative AI. The program provides artists with access to advanced AI tools, collaboration opportunities with experts, a $1,000 grant, and exposure to a community of millions. Residencies typically last 1-2 months.

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AiR is Civitai’s Artist-in-Residence Program, which serves as an incubator and digital studio for the creative exploration of generative AI. It aims to investigate new techniques, applications, concepts, and ultimately break new aesthetic ground by integrating AI into existing studio practices. The program provides fertile ground for collaboration with our established community in the form of artist-led proposals and projects.

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Hosted by Doug Karr and AI Charli, this podcast explores the world of generative AI and its impact on art. Each episode features the latest news, interviews with innovative artists, and deep dives into new AI techniques and workflows.

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Technology Podcast · 9 Episodes · Updated Weekly

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"Ma 'ndo AI" (a little wordplay in Roman dialect, if you know you know) is Roma Capitale's podcast on Artificial Intelligence conducted by the Roman trio The Pills.

Taking on the role of citizens eager to learn about the mysterious and fascinating world of AI, they interview six experts from various fields in which Artificial Intelligence has made, is making, or will soon make its mark.

This is your sign to pick up that Italian textbook and make some practice, you won't regret it!

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Intelligenza artificiale e cinema - Filippo Bologna

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Podcast · Roma Capitale · "Ma 'ndo AI" è il nuovo podcast di Roma Capitale per parlare a cittadine e cittadini di Intelligenza Artificiale. Protagonisti del podcast sei esperte ed esperti della materia intervistati dal trio romano dei The Pills formato da Matteo Corradini, Luigi Di Capua e Luca Vecchi.

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Hosted by artists Holly Herndon and Mat Dryhurst, this podcast features conversations with individuals at the forefront of integrating arts and technology, discussing topics like AI's role in creative processes and the future of art in the digital age.

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Holly Herndon & Mat Dryhurst, optimistic about the 21st Century. Patrons and Channel holders get access to weekly episodes as they drop, the free feed is time delayed <3

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In their episode "2023 AI and Art Wrap Up," hosts Steve and Katie discuss developments around generative AI in fine art, including debates and litigation on copyrightability and infringement, as well as policy concerns surrounding AI-created artworks.

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In Episode 80, titled "Art and AI with Raphaël Millière," hosts Ellie and David engage with Columbia University philosopher Raphaël Millière to discuss the aesthetic merits of computer-generated art and the evolving relationship between art and technology.

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Episode 80: Art and AI with Raphaël Millière — Overthink podcast

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Minds meet machines in episode 80 of Overthink. Ellie and David talk with guest Raphaël Millière, philosopher at Columbia University, on the aesthetics of AI and computer-generated art. They discuss early photography YACHT’s pop songs, emotional expression, and more. itself? Might DALL·E be the gre

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Anadol trained a custom AI model on the Museum of Modern Art’s (MoMA) archive of over 130,000 artworks, using generative adversarial networks (GANs) to create dynamic, abstract visualizations. The AI "hallucinates" new forms based on this data, displayed as a massive, evolving installation.

This work exemplifies using AI to scale creativity beyond human limits, turning a museum’s entire collection into a living, breathing artwork. It’s a collaboration where the artist guides the AI’s exploration, not just its output.

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Explained: Generative AI’s environmental impact

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Explained: Generative AI’s environmental impact

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MIT News explores the environmental consequences of generative AI, including increased electricity demand and water consumption. The article discusses the substantial energy required to train large AI models and the resulting carbon emissions, urging for strategies to mitigate these impacts.

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MIT News | Massachusetts Institute of Technology

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Explained: Generative AI’s environmental impact

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MIT News explores the environmental and sustainability implications of generative AI technologies and applications.

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AI Has an Environmental Problem. Here's What the World Can Do About It

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AI Has an Environmental Problem. Here's What the World Can Do About It

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United Nations Environment Programme discusses the environmental footprint of AI technologies, including energy consumption, electronic waste, and water usage. The article emphasizes the need for sustainable AI development to ensure net positive effects on the planet.

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AI and Sustainability: Opportunities, Challenges, and Impact

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AI and Sustainability: Opportunities, Challenges, and Impact

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EY examines how AI can contribute to sustainability by improving energy efficiency and developing sustainable products. The article also addresses the environmental challenges posed by AI, such as energy consumption, and suggests strategies for mitigation.

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AI and Sustainability: Opportunities, Challenges, and Impact

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This article explores the environmental impact of artificial intelligence (AI) and discusses opportunities, current legislation, and ways organizations can make AI usage more sustainable.

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AI and Sustainability: The Power of Integration

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AI and Sustainability: The Power of Integration

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Bain & Company discusses how integrating AI with sustainability initiatives can improve financial and environmental outcomes. The article provides examples of companies using AI to develop sustainable offerings, enhance energy efficiency, and build resilient operations.

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Artificial intelligence and sustainability are hot topics in business, but while AI has enormous and accelerating momentum, there is concern that sustainability's moment may be passing. In truth, both are profoundly important and in only their very first stages. Indeed, we are early enough in their evolution to bring AI and sustainability together to create-using what we call an eco-AI approach-an incredibly powerful source of advancement for both the planet and the corporate bottom line.

Four pioneering strategic applications of AI

Increasing numbers of forward-thinking companies are using AI to work on sustainability in ways that generate true business value. Here are four approaches that are worth every CEO and business leader's attention.

Deliver value to customers while boosting sustainability. Consumers and customers continue to rate sustainability as an important purchase criterion, but they often lack a clear understanding of what makes a product or service sustainable. AI can help close this gap by providing new and more effective approaches to communicate about sustainable products and propositions. Home furnishings giant Ikea, for example, built an AI recommendation engine that can tailor product suggestions for consumers based on their sustainability preferences. Twenty percent of interactions with the tool drive traffic to the company's website, with 5% of those visits leading to transactions.

Improve financial and sustainability results. AI and digital systems can help companies develop sustainable offerings that save money, streamline innovation, and build new businesses. Consider how a food company might use digital tools to track and reward farmers for reducing their emissions. In addition to creating a more sustainable supply of raw materials, this could help the company build a premium, low-carbon product line. Profits from that line could then be used to pay back the upfront costs, thereby creating a positive flywheel.

Reduce operational risk and maximize resilience. Bain & Company estimates that losses from natural disasters could represent up to 4% of global GDP by 2050. Remote monitoring, space-based technology, and more powerful predictive models all will be needed to assess exposure and build more resilient operations. AI can help mining, agriculture, and other companies estimate the exposure of facilities to a range of natural risks, including precipitation, heat, fire, wind, cold, and flood, and develop mitigation and transition plans for the most endangered locations based on that analysis.

Build operational and supply chain digital twins. When fully deployed, AI will revolutionize how companies identify and realize sustainability improvements within operations and along the supply chain. By instantly modeling the impact of decisions on spending, carbon emissions, and other sustainability metrics, digital twins will strengthen decision making and reduce consumption of materials, energy, and water. In the public sector, the Virtual Singapore platform shows the possibilities. Pulling from diverse data sources, the platform's 3D city model helps urban planners and designers identify opportunities for energy efficiency, assess the environmental impacts of development, and reduce emissions through optimized transportation systems.

Eco-AI's power couple: CSOs and CTOs

As AI experimentation accelerates, leaders must consider the future implications of their IT strategies and priorities on their net-zero plans. While AI holds great promise to advance and speed sustainability efforts, the potential impact on emissions must be understood and addressed from the outset. This will require companies' sustainability and technology functions to work together on key priorities. Three principles for effectively doing so are emerging.

1. Technology's power use and emissions can no longer be an afterthought. Carbon emissions from IT traditionally have been seen as little more than a rounding error. This was fine when most companies' IT departments had a relatively small carbon footprint. For a typical consumer products company, for example, IT has historically represented about 1% of its carbon footprint, compared with 25% each for packaging and raw materials.

AI will change that. By 2030, Bain projects that the growth of AI, along with increased cloud usage and rising volumes of data in traditional applications, will lead to significantly higher IT carbon emissions across industries. In consumer products alone, IT emissions are expected to increase by at least three times (see Figure 1).

The carbon emissions of IT departments are climbing, driven by generative AI

A number of factors are pushing up AI's energy use and carbon emissions. The first is an explosion of users and applications. Bain's 2024 cross-industry AI survey shows that almost 90% of large companies in the US are using generative AI in some capacity. And corporate users are tapping increasingly large, sophisticated, and power-hungry models. The total number of parameters grew from 1.5 billion for GPT-2 in 2019 to 1.7 trillion for GPT-4 in 2023. Users are also engaged in more energy-intensive activities. Video generation, for example, requires up to 300 times more power than image generation. Projected gains in the energy efficiency of processes and chips are unlikely to offset this surging demand.

A significant portion of tech-related emissions sits outside the IT department's control. As a result, companies will have to take a broad and systemic view when mapping future emissions from technology. For B2C companies, this should include a calculation of emissions from consumer use of AI-enabled apps. With a large user base and a bias toward image and video generation, many of these apps are more power-intensive than most organizations realize. As AI-enabled initiatives expand in teams like purchasing, marketing, and finance, CTOs and CSOs will have to work across functions to get the information needed to build a holistic picture. This review should include work with third-party suppliers-for example, when marketing departments work with outside agencies on AI use cases.

2. Win the race to decarbonize your cloud. Bain analysis shows that up to 70% of a typical company's IT Scope 3 decarbonization goals will depend on the decarbonization of its IT suppliers. The fastest way to decarbonize IT is therefore to engage suppliers and support their decarbonization journeys. Cloud providers are scrambling to meet the burgeoning demand for sustainably powered data services and to capture the opportunities this presents. While progress is advancing on many fronts, the supply of green energy will be quite constrained in the medium term, creating significant headwinds for the net-zero ambitions of both the tech sector and its customers. Indeed, many experts expect total demand for electricity to increase beyond total supply in the next few years (see Figure 2).

If electricity generation growth remains as forecast, demand is likely to exceed supply in the near term

Companies should act now to ensure they are first in line for green power. This starts with understanding the power usage efficiency of data center providers and alternative suppliers. There is a high level of variation across companies and among the sites of any single provider. New tools to track the energy efficiency of cloud service providers are becoming available, and suppliers are offering dashboards to help monitor and test consumption. Supplier selection and management processes will need to be bolstered, and purchasing teams will have to be trained to embed sustainability criteria in their process.

3. Don't hit the brakes on AI, but integrate sustainable behavior from the start. Could the combination of tremendous growth in AI demand, limited availability of green energy, and sustained stakeholder pressure to decarbonize eventually result in constraints on AI usage, or even rationing? While this sounds extreme, it's urgent that forward-looking CEOs, CTOs, and CSOs push their organizations to use AI in the most effective and efficient ways.

Two areas warrant immediate focus. The first is upskilling and creating awareness within the organization of eco-design and eco-utilization of generative AI. This includes selecting appropriately sized models for the task at hand. There can be more than 100 times difference in power use between the smallest and the largest model when applied to the same task. Also, not everyone needs AI's most powerful tools. Bain estimates, for example, that 90% or more of a typical consumer goods company's employees do not require access to energy-consuming video generation tools.

There are other technical actions to take as well. Companies can leverage prompt engineering, such as the selection of predefined prompts for all users and semantic "caching" of existing responses based on identical or similar user requests, to reduce the number of requests per user. Fine-tuning a model rather than using a multipurpose one can reduce emissions by up to 70%, and deploying quantization in open-weight models to reduce model size and speed up processing can reduce emissions by up to 50% without a significant impact on output quality.
* * *
Merging AI and sustainability presents tremendous opportunities for business. Companies should strategically embed AI within sustainability initiatives to fuel innovation, efficiency, and resilience. However, the surge in AI's energy demand calls for a smart, sustainable approach. By embedding sustainability from the start, businesses can meet carbon targets and lead the charge toward a greener, tech-driven future. The challenge is clear: Innovate fast, but do it sustainably.

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AI and Sustainability: The Power of Integration

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Three practices will help companies deploy a more carbon-conscious "eco-AI" approach to their technology and sustainability priorities.

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Produced by Artnet, this podcast covers contemporary art topics, with occasional episodes zeroing in on AI’s influence on the art market and creative processes. Host Ben Davis brings a critical eye to how technology intersects with artistic value and commerce.

Example: https://news.artnet.com/multimedia/the-art-angle-podcast-how-a-i-is-changing-the-business-of-being-an-artist-re-air-2287966

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Joshua Rofé, the director of a new documentary on Ross, joins art critic Ben Davis to discuss the fight over Ross's happy little legacy.

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A limited series from the Technology & Design Lab, this podcast examines how machine learning and robotics converge with artistic practice. Guests like Sougwen Chung discuss whether engineers can be artists and vice versa.

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While primarily an art history podcast, it occasionally explores modern shifts, including AI’s influence on how we perceive and create art today. Host Tamar Avishai reflects on artworks with a fresh, accessible lens.

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The podcast that returns art history to the masses, one painting at a time.

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This podcast examines how AI is reshaping science, humanities, and consciousness, with a nod to its cultural implications. Stefan Brunnhuber questions if AI will redefine human creativity and wisdom.

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Naima Sakande

Islam is at war with the West. Apparently. In this episode, Naima examines her experience growing up Muslim and tries to make sense of why Islam has become such a demonised religion. How do you stop yourself from becoming prejudiced against Muslims when everything around you links Islam with fear?

This is the first of a mini series featuring the stories of Third Culture people from the 7 Muslim majority countries targeted by Donald Trump's recent executive orders.

Zulfikar Ali Bhutto

Zulfi was raised in a dangerously political family. The estranged nephew of Benazir Bhutto, the former Prime Minister of Pakistan, he is a member of one of the most powerful dynasties in the world. But when home becomes lethal, what happens to the boy caught in the crossfire?

The first in a two part series.

This episode contains descriptions of violence, so please use discretion.

Kweku Aacht

Kweku grew up as a black Ghanaian boy in a white English family. But when a letter appeared from Ghana, everything changed. How do you make sense of who you are when you have two families, one who made you, and the other that raised you?

SUBSCRIBE

Third Culture is released once a month.

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Third Culture is a podcast that tells the stories of people who are from everywhere and belong nowhere, celebrating multi-cultural and global identities.

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Produced by Chanel Arts & Culture, this podcast pairs creative luminaries to discuss the future of art, film, and music—often touching on AI’s role in these fields. It’s polished and forward-thinking.

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Season 4 of CHANEL Connects takes you to the Venice Biennale-the world's most influential, international exhibition of art-to meet the artists, curators and thinkers shaping culture today. The new season of CHANEL's flagship culture podcast features the South African painter and filmmaker William Kentridge, French-Caribbean artist Julien Creuzet, London-based gallerist Sadie Coles, Luxembourg-born actress Vicky Krieps, American designer Michael Rock and Frieze editor Andrew Durbin. Presented by Yana Peel, Global Head of Arts and Culture, with editor Penny Martin, CHANEL Connects brings the Biennale to life and explains why it is the essential cultural event of the year. Listeners meet key players from all walks of life. Some are dear friends; others are meeting for the first time. Each will challenge your ideas about the art world and the Venice Biennale, on view through this November and not to be missed. From Venice's Conservatory of Music Benedetto Marcello to the grand halls of the gothic Pisani Moretta, nine episodes, released weekly from 3 July 2024, will explore the currents of culture today. Experience the Venice Biennale with CHANEL.

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Listen to CHANEL's CHANEL Connects podcast on Apple Podcasts.

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Hosted by Russell Tovey and Robert Diament, this podcast makes art accessible, occasionally diving into how AI tools are influencing contemporary artists and their audiences.

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We meet legendary artist Peter Berlin from his home in San Francisco. Peter Berlin (born Armin Hagen Freiherr von Hoyningen-Huene) is a photographer, artist, filmmaker, clothing designer, model, and gay icon. Berlin started taking self-portraits of himself in the 1970s. By modifying his clothes, choosing various props and settings, and sometimes using double-exposure to create a second image, Berlin would photograph himself in ways that create a hyper-sexualized, overtly masculine image. We explore Mariposa Gallery's inaugural Los Angeles exhibition featuring the groundbreaking photography, art, and personal artifacts of Peter Berlin, an artist who transformed queer self-representation and male eroticism in the 1970s and beyond. The exhibition set to open at 526 N. Western Avenue-in the heart of the Melrose Hill gallery district- is curated by actor and host of Talk Art, Russell Tovey, and will showcase Berlin's iconic self-portraits, unique painted photographs, and items from his personal archive including his own clothing designed by Berlin during his years as a self-styled gay icon. This is the first ever exhibition of Berlin's work in Los Angeles. The exhibition offers visitors a rare view into the life and work of an artist whose influence on LGBTQ+ aesthetics endures. Berlin, born Armin Hagen Freiherr von Hoyningen Huene in 1942, gained notoriety for his daring and meticulously crafted self-portraits, often taken in public spaces across Berlin, Paris, New York, and San Francisco. These images capture Berlin in his skin-tight costumes and signature pageboy haircut, boldly challenging the boundaries of masculinity and public identity. Berlin's focus on "cruising as career" drew him to create self-portraits that explored male sexuality and queer expression, which appeared on the covers of numerous gay publications, cementing his image as an international gay sex symbol. The exhibition will also feature selections from Berlin's '70s and '80s media presence, capturing the evolution of gay aesthetics in this era. "Peter Berlin, the fearless and enigmatic, otherworldly icon of 1970s cruise culture, created work that resonates around the world-sparkling, searing, and blazing with vitality. His images burn with eternal desire, offering us the ultimate permission to stare. It's a privilege to share his groundbreaking art with new and familiar audiences alike. Peter Berlin remains a profoundly significant yet often overlooked figure in the history of art." - Russell Tovey Berlin's influence extended to film, including Nights in Black Leather (1973) and That Boy (1974), both now cult classics. A recent 2019 monograph on his work, Icon, Artist, Photosexual, highlights his impact, featuring insights from Michael Bullock, Evan Moffitt, and Ted Stansfield, each celebrating Berlin's singular contribution to queer art and culture. Mariposa Gallery invites the public to step into Berlin's world and experience the legacy of an artist who, through bold self-exploration and defiant artistry, redefined eroticism and individuality in the queer community. Materials on loan from the Peter Berlin Collection courtesy of Armin Hagen von Hoyningen-Huene and with guidance from Gerard Koskovich, the historian and dealer offering the collection for institutional acquisition. For more information, visit www.abaa.org/booksellers/details/gerard-koskovich-queer-antiquarian-books. Follow @PeterBerlinSF and @Mariposa.Drive Visit: https://www.mariposa.gallery/berlin Hosted on Acast. See acast.com/privacy for more information.

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Listen to Russell Tovey and Robert Diament's Talk Art podcast with Robert Diament and Russell Tovey on Apple Podcasts.

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Sougwen Chung – "Drawing Operations Unit: Generation 1 (DOUG)"

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Sougwen Chung – "Drawing Operations Unit: Generation 1 (DOUG)"

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Chung developed a robotic arm (DOUG) powered by AI trained on her own drawing patterns. During live performances, she draws alongside DOUG, which mimics and improvises based on her strokes in real time.

It’s a literal dance between artist and AI, showcasing real-time co-creation. Chung’s approach treats AI as a partner, not a tool, highlighting a symbiotic relationship that challenges traditional authorship.

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Myths of Human and Machine – Sougwen Chung (愫君)

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Ridler trained a GAN on 10,000 hand-drawn tulip images she created herself, then linked the AI’s output to real-time Bitcoin prices. The resulting artworks morph like a virus, reflecting economic fluctuations.

Ridler’s custom dataset and economic tie-in make this a standout critique of AI’s cultural role. It’s both beautiful and conceptual, using AI to mirror the 17th-century Dutch tulip mania in a modern context.

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Mosaic Virus, 2019

3-screen GAN video installation

Mosaic Virus (2018) and Mosaic Virus (2019) are a series of works that bring together ideas around capitalism, value, and collapse from different points in history. The former is a single screen moving image piece displaying a grid of continually evolving tulips in bloom; the latter a three screen video installation, each screen showing a single tulip. In both pieces the tulips are controlled by the price of bitcoin, changing over time to show how the market fluctuates and making this connection explicit. Tulipmania was a 17th-century phenomenon which saw the price of tulip bulbs rise and crash: at the peak going for the same price as an Amsterdam townhouse before falling to the price of an onion. It is often held up as an instance of one the first recorded instances of a speculative bubble, and strong parallels can be made with the ongoing speculation around cryptocurrencies. There is an obvious economic connection between the two systems - both are often depicted as unstable frenzies - but for me this association goes beyond how the prices of the two behave on a graph.

Funded by the EMAP/EMARE programme (part of Creative Europe) and commissioned by Impakt. This project received an honorary mention in the 2019 Ars Electronica Golden Nica Awards.

Part of the 'recording nature' research, tracing the lineage of natural history through the use of technology.

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Mosaic Virus (2018) and Mosaic Virus (2019) are a series of works that bring together ideas around capitalism, value, and collapse from different points in history. The former is a single screen moving image piece displaying a grid of continually evolving tulips in bloom; the latter a three screen video installation, each screen showing a single tulip.

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Southern collaborated with AI tools like Amper Music and AIVA to compose melodies and harmonies for her 2018 album "I AM AI," adding her lyrics and vocals to the AI-generated tracks.

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I AM AI became available in September of 2018 and can be streames here.

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LIv.Ai Publication: Making adult education lively through Artificial intelligence. 

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LIv.Ai Publication: Making adult education lively through Artificial intelligence. 

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This publication is in English

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New energy management module for CosmOS, backed by the EIA, to optimise energy use and reduce carbon footprints with AI-driven features.

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New energy management module for CosmOS, backed by the EIA, to optimise energy use and reduce carbon footprints with AI-driven features.

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CosmOS Platform expands with Live Carbon module | Nemiah

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New energy management module for CosmOS, backed by the EIA, to optimise energy use and reduce carbon footprints with AI-driven features.

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How AI is Transforming Sustainability in 2025: Key Trends to Watch

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How AI is Transforming Sustainability in 2025: Key Trends to Watch

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How AI is Transforming Sustainability in 2025: Key Trends to Watch

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In 2025, AI is driving sustainability by optimizing energy systems, enhancing climate resilience, supporting biodiversity conservation, and promoting efficient resource use. Key applications include dynamic energy management, renewable energy integration, climate modeling, wildlife monitoring, and circular economies. AI’s ability to analyze data and provide actionable insights is crucial for addressing environmental challenges and advancing a sustainable future.

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🟡 Yellow colour | Visual artists

🔴 Red colour | Movie + video makers

🟢 Green colour | Musicians

🔵 Blue colour | Writers

🟣 Purple colour | Cultural organizations + cultural workers

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🟣 Articles

🟡 Best examples

🟢 Platforms that can be used

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How to Host a Virtual Art Exhibition in 7 Steps

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How to Host a Virtual Art Exhibition in 7 Steps

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The article provides a step-by-step guide to hosting a virtual art exhibition, highlighting its benefits such as wider audience reach, cost-effectiveness, and interactivity. It outlines key strategies, including agenda planning, social media promotion, and using customizable 3D platforms to create an engaging and accessible experience.

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How to Host a Virtual Art Exhibition in 7 Steps | HackerNoon

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Just like other events and exhibitions, it is also a great idea to host a virtual art exhibition. However, planning and executing a virtual art exhibition can be confusing. But don’t worry! This article covers everything you must know before hosting an art exhibition virtually.

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Exploring Online Exhibition Ideas for Virtual Event Success

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Exploring Online Exhibition Ideas for Virtual Event Success

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This article presents creative ideas for online exhibitions that can enhance virtual events and attract a global audience. It explores customizable elements, gamification, and innovative examples such as the hybrid exhibition at the Manhattan Museum or the digital combination of Van Eyck's religious scenes with Magali Duzant's experimental approach.

Additionally, it highlights the advantages of virtual exhibitions over physical events—a broader reach, increased brand visibility, and interactive opportunities through social media, workshops, and live chat. Virtual exhibitions offer artists and organizers new ways to engage audiences and build a community.

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Online exhibition ideas have become increasingly popular among event industry professionals as the world embraces digital transformation. This shift from physical exhibitions to virtual events offers many opportunities for creativity and innovation in engaging global audiences. This blog post will delve into some exciting concepts that can elevate your next online event.

We will explore various customization options and gamification techniques that can enhance user experience in virtual exhibitions. Additionally, we'll examine innovative examples of successful online galleries, such as the Manhattan Museum's hybrid exhibition and Van Eyck's religious scenes showcased alongside Magali Duzant's experiments.

Furthermore, you'll learn about the benefits of hosting virtual exhibitions over traditional physical events, including wider audience reach and increased brand visibility. Finally, we'll discuss how leveraging top features on virtual event platforms like social media integration, workshop organization tools, and live chat functionalities can ensure success in captivating your target audience with compelling online exhibition ideas.

Table of Contents:

Engaging Virtual Exhibition Ideas

To ensure a successful virtual expo, it is crucial to formulate an engaging schedule and incorporate interesting features that make participants feel more involved. This can be achieved through customization options offered by platforms like Dreamcast and gamification elements such as live polls, quizzes, contests, and Q&A sessions.

Customization options for each element of your event

By offering personalized experiences tailored to each attendee's interests, organizers can create an engaging and immersive event experience. Utilizing advanced virtual event platforms allows organizers to customize every aspect of their events - from registration pages and email templates to booth designs and networking lounges. By offering unique branding opportunities for sponsors and exhibitors alike, you create memorable experiences that resonate with attendees long after the event has ended.

Branding: Customized logos, banners, and colour schemes help establish brand identity throughout the virtual exhibition space.

Booth design: Exhibitors can choose from booth templates or create custom designs tailored to their needs using modern art techniques or augmented reality technology.

User interface: Intuitive navigation menus allow visitors to explore different areas of your online platform effortlessly while ensuring they never miss out on any top features or selected artworks during their journey.

Gamification techniques to enhance user experience

Integrating gamification elements into your virtual exhibition concept keeps attendees engaged and encourages them to interact with other participants actively. Here are some popular gamification ideas that can be implemented within your online event:

1. Polls & surveys: Encourage audience participation by conducting live polls and surveys throughout the event. This allows you to gather valuable insights while keeping attendees engaged.

2. Quizzes & contests: Organize quizzes or contests related to your exhibition's theme, offering virtual swag bags or other incentives for winners. These activities foster a sense of competition among participants and make the experience more enjoyable.

3. Leaderboards: Showcase top performers on leaderboards that are visible to all attendees, motivating them to engage further with your content to climb up the ranks.

Incorporating these engaging ideas into your online exhibition strategy will captivate visitors and create lasting impressions that help build brand awareness and loyalty within your target audience. By leveraging advanced virtual platform features like audio guides, social media integration, and immersive living room experiences, you can transform traditional physical exhibitions into interactive digital spaces accessible by art lovers worldwide.

Engaging virtual exhibition ideas can create immersive experiences for attendees and generate higher engagement levels. Let's look at some innovative online exhibition examples to explore more creative possibilities.

Unleash the full potential of your Metaverse with MootUp 's 100+ integrations, seamlessly connecting with popular tools such as Zoom, Hopin, Cornerstone OnDemand, Articulate, Slack, and more, amplifying your virtual experiences with the tools you already know and love.
Key Takeaway:
This project aims to create a no-code platform for hosting virtual and hybrid events in the Metaverse. As part of this effort, we are brainstorming online exhibition ideas that can be implemented on the platform.

Innovative Online Exhibition Examples

As the world adapts to the new normal, various industries have transitioned from physical exhibitions to online galleries. This shift has led to numerous innovative virtual exhibition examples that showcase how creativity and technology can merge seamlessly. Let's explore some of these groundbreaking online events.

Manhattan Museumâ€™s Hybrid Exhibition Celebrating its 150th Anniversary

The Manhattan Museum commemorated its 150th birthday with a unique blend of physical displays and virtual offerings. The museum used an online platform like Google Arts & Culture to create an immersive experience for art lovers worldwide. Combining selected artworks from their vast collection with engaging audio guides, they captured their audience's attention even without being physically present at the venue. This successful hybrid event demonstrates how traditional institutions can adopt modern technologies such as augmented reality (AR) and virtual reality (VR) into their exhibits, reaching a more diverse audience.

Van Eyckâ€™s Religious Scenes Showcased Virtually Alongside Magali Duzantâ€™s Experiments

In another fascinating example of innovation in online exhibitions, Van Eyck's detailed oil paintings depicting religious scenes were exhibited virtually alongside writer Magali Duzant's exploration of exhibiting methods online. This collaboration allowed visitors from all over the globe to access not only Van Eyck's masterpieces but also provided insights into how artists are experimenting with digital spaces when showcasing their work.

VIRTUAL VIEWS: Visitors could zoom in on high-resolution images of Van Eyckâ€™s paintings, allowing them to appreciate every detail up close - something that would be impossible in a physical exhibition.

ARTIST TALKS: Magali Duzant shared her thoughts on the challenges and opportunities of presenting art online, providing valuable insights for other artists and curators considering virtual exhibitions.

Innovative approaches like these demonstrate how online exhibitions can complement, complement, and enhance traditional physical events. By leveraging the power of technology, event organizers can reach wider audiences while offering unique experiences that keep participants engaged throughout their virtual journey.

Online exhibitions are a great way to showcase artwork, celebrate anniversaries and more. They provide an exhilarating substitute for physical happenings that can be savoured anywhere. By leveraging virtual exhibitions, brands can benefit from increased visibility and lead generation opportunities.
Key Takeaway:
A no-code platform is being developed to create and host virtual and hybrid events in the Metaverse. As part of this project, ideas for online exhibitions are being explored.

Benefits of Virtual Exhibitions over Physical Events

Virtual exhibitions provide unique opportunities for showcasing products or services while building community through customized graphics and avatars. They attract more brand sponsors and generate better leads than traditional events due to wider reach potential across geographies without logistical limitations associated with travel or venue capacities.

Wider audience reaches without geographical constraints.

The ability to connect with a global audience is one of the top features that make virtual exhibitions stand out from physical events. With an online platform like MootUp, event organizers can easily create immersive experiences that allow visitors worldwide to access their content at any time. By providing access to those who may be unable to attend a physical exhibition due to distance or scheduling conflicts, virtual exhibitions offer an opportunity for global connection and engagement.

Selected artworks: Online galleries such as Google Arts & Culture offer curated selections of modern art pieces from renowned institutions like the Metropolitan Museum of Art.

Social media integration: By leveraging social media channels effectively, event organizers can expand their target audience even further by reaching diverse groups interested in attending a virtual exhibition.

Digital marketing strategies: Utilizing digital marketing techniques helps promote your virtual event more efficiently than traditional methods used for promoting physical events.

Increase brand visibility and lead generation opportunities.

Beyond providing greater accessibility for attendees, virtual exhibitions also present numerous benefits for exhibitors. One significant advantage is increased brand exposure; it can reach a wider audience and generate more leads when businesses can reach a wider audience and generate more leads when they participate in online expos instead of solely physical events. This is especially true when utilizing virtual event platforms that offer advanced features such as:

Virtual swag bags: These digital goodie bags allow exhibitors to share promotional materials with attendees, further increasing brand visibility.

Augmented reality (AR) experiences: Integrating AR technology into your exhibition allows visitors to interact with products or artworks in new ways, capturing the audience's attention and providing memorable experiences.

Data analytics tools: By tracking user behaviour during an online event, organizers can gather valuable insights about their target audience and use this information for future marketing efforts.

In addition to these advantages, hosting a virtual exhibition reduces costs associated with physical events like venue rental fees or travel expenses. By leveraging data analytics tools, businesses can create effective content that appeals to their desired demographic while still connecting with various potential customers.

The benefits of virtual exhibitions over physical events are undeniable, as they provide a wider audience reach without geographical constraints and increased brand visibility. Leveraging the right virtual event platform can help maximize these advantages for your business's success.
Key Takeaway:
A no-code platform is being developed to create and host virtual and hybrid events in the Metaverse. Concepts for digital showcases are being contemplated to make the experience more enjoyable for participants.

Leveraging Virtual Event Platforms for Success

Platforms like fairs offer event organizers tools such as social media post collection about your event, small workshop organization, and virtual open-day hosting, which helps create an immersive experience for attendees even when they're not physically present at the location. These platforms also provide live chat tools for real-time communication between exhibitors and visitors and marketing resources, ensuring content remains relevant long after the event.

Integrating social media into your online exhibition is essential to keep your audience engaged and informed. With fair built-in features, you can easily collect posts related to your event using specific hashtags or keywords. This enables you to showcase user-generated content on a dedicated social wall within the platform while promoting participant interaction.

Besides this, organizing workshops during virtual exhibitions allows attendees to learn more about products or services being showcased while providing valuable networking opportunities. Virtual event platforms make scheduling these sessions and managing registrations easily.

Live Chat Features for Real-Time Communication and Engagement

Exhibitor Booths: Live chat functionality allows exhibitors to interact directly with visitors in their booths by answering questions promptly and offering personalized assistance. This level of engagement ensures a better understanding of each visitor's needs leading to higher lead generation rates than physical events where face-to-face interactions are limited due to time constraints.

Audience Interaction: Attendees can use live chat features during presentations or panel discussions, allowing them instant access to speakers who can address their queries immediately without interrupting the flow of conversation, thus maintaining overall interest levels throughout the event.

Networking Opportunities: Virtual event platforms facilitate networking among participants by providing dedicated chat rooms or lounges where they can connect with like-minded individuals and exchange ideas, experiences, or business cards. This enhances the overall experience for attendees while fostering long-lasting professional relationships.

Incorporating these top features offered by virtual event platforms such as fairs into your online exhibition planning will ensure a seamless transition from physical to digital events while maximizing audience engagement and lead generation potential. By effectively leveraging technology, you can create immersive experiences that cater to diverse audiences across geographies without compromising quality or interactivity levels.
Key Takeaway:
This project aims to create a no-code platform for hosting virtual and hybrid events in the Metaverse. As part of this effort, we are brainstorming online exhibition ideas that can be implemented on the platform.

Frequently Asked Questions Online Exhibition Ideas

What makes a good virtual exhibition?

A good virtual exhibition features an intuitive and user-friendly interface, engaging content, interactive elements such as live chats and polls, visually appealing design, and easy navigation. It should also be accessible on various devices and offer opportunities for networking among attendees. A successful online event is well-planned with clear goals in mind.

How do you write an exhibition article?

To write an exhibition article, start by introducing the theme or purpose of the event. Describe key exhibits or presentations in detail while highlighting their significance to the audience. Include quotes from speakers or participants for added insights. Discuss any unique aspects of the event's format or technology used, and summarise its impact on attendees.

How do I create an online exhibition?

Create an online exhibition by following these steps:

1. Define your goals and objectives

2. Determine your target audience

3. Select a suitable platform

4. Create engaging content that resonates with your audience

5. Incorporate interactive elements like live chats, Q&A sessions, etc.

6. Promote your event through marketing channels like social media.

What are online exhibitions' pros and cons?

Conclusion

Organizing a digital showcase is an excellent way to transfer your event into the virtual world and generate beautiful participant encounters. With careful planning, thoughtful design, and proper measurement of success, you can ensure that your virtual or hybrid event meets its goals. By taking advantage of the many creative online exhibition ideas available today, you can ensure each attendee has a unique experience tailored to their interests while staying safe in these uncertain times.

MootUp 's browser-based platform empowers you to "futureproof" your Metaverse, granting seamless access across smartphones, tablets, laptops, and VR/AR headsets without downloading or installing software, ensuring unparalleled convenience for all users.

Join us on MootUp and discover how our no-code platform can help you create and host virtual or hybrid events in the Metaverse. Get ready to take your event experiences to a whole new level!

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Exploring Online Exhibition Ideas for Virtual Event Success - MootUp

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Discover innovative online exhibition ideas to captivate your virtual audience and achieve event success in the digital world.

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What Are the Best Practices for Online Exhibitions?

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What Are the Best Practices for Online Exhibitions?

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Sum up: Online exhibitions provide a powerful way to showcase products and ideas globally, but success depends on strategic platform selection, engaging virtual spaces, and effective promotion. A user-friendly and interactive platform is key to visitor engagement, while intuitive navigation and accessible multimedia enhance the experience. Thoughtful marketing, including social media campaigns, influencer partnerships, and incentives, ensures visibility and audience participation. By combining the right technology, design, and outreach strategies, online exhibitions can create immersive, impactful experiences that resonate worldwide.

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What Are the Best Practices for Online Exhibitions?

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Explore top strategies for running successful online exhibitions, enhancing visitor engagement, and driving event ROI. Get expert tips now.

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10 Best Virtual Exhibition Platforms [2025]

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10 Best Virtual Exhibition Platforms [2025]

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10 Best Virtual Exhibition Platforms [2025] - vFairs.com

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Here’s a list of the 10 best virtual exhibition platforms, their pros and cons, and pricing details.

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Different Types of Virtual Exhibitions (With Examples!)

Virtual exhibitions offer endless possibilities for showcasing art, technology, healthcare innovations, and student projects. This article explores various formats, including hybrid exhibitions that blend physical and digital experiences. It features real-world examples, such as technology fairs, student showcases, and innovative virtual galleries, highlighting key benefits like global reach, interactivity, and flexibility.

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Different Types of Virtual Exhibitions (With Examples!)

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A guide to virtual exhibitions covering their definition, benefits, and various formats, including technology fairs, healthcare exhibitions, student showcases, and art exhibitions, with examples and insights on choosing the right platform. Learn More.

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Art in the Digital Era: Exploring the Rise of Online Exhibitions

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Art in the Digital Era: Exploring the Rise of Online Exhibitions

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Sum up: Online art exhibitions are revolutionizing the art world, offering accessibility, global reach, and new opportunities for artists and organizations. While they can't fully replace in-person experiences, platforms like the International Society of Experimental Artists and HMVC Gallery demonstrate how virtual exhibitions can showcase talent, expand recognition, and connect artists with wider audiences. This article explores the benefits, challenges, and innovative strategies behind successful online art shows.

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Art in the Digital Era: Exploring the Rise of Online Exhibitions

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Explore the advantages of online art exhibitions in today’s digital era. Learn how artists and art organizations are leveraging technology for a wider audience reach.

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Keeping Visitors Engaged Using Gamification in Museums & Art Galleries

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Keeping Visitors Engaged Using Gamification in Museums & Art Galleries

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Sum up

Museum fatigue, a decline in visitor engagement over time, has led to the rise of gamification in museums. By incorporating game-like elements such as challenges, rewards, and interactive experiences, museums aim to create a more engaging and memorable visit. This article explores the benefits of gamification, including increased visitor involvement, learning retention, and audience diversity, while also highlighting innovative technology solutions that enhance the museum experience.

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Engaging Visitors Using Gamification in Museums & Art Galleries

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Here’s everything you need to know about gamification in museums and the right technology, who keeps visitor engaged

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Sum up

Gamified Art: A New Way to Experience Creativity

Traditional art exhibitions are evolving with the rise of gamified art, an innovative approach that integrates game mechanics into artistic experiences. By incorporating elements like challenges, rewards, and interactive storytelling, gamified art transforms passive viewing into immersive participation. This approach makes art more engaging, accessible, and enjoyable for diverse audiences while opening new creative and financial opportunities for artists. As technology continues to merge with the art world, gamified exhibitions offer visitors a chance to explore, interact, and connect with artworks in unprecedented ways.

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In a world where technology is constantly evolving and human attention spans are shrinking, traditional art exhibitions often struggle to captivate audiences. However, a new trend is emerging that combines the worlds of art and gaming, creating immersive experiences that engage and enchant visitors like never before.

What is Gamified Art?

Gamified art is a revolutionary concept that infuses traditional art exhibitions with game elements and mechanics, transforming them into interactive and competitive experiences. By incorporating elements such as competition, interaction, challenges, and rewards, artists can create a dynamic environment that sparks the curiosity and enthusiasm of visitors.

Imagine entering an art gallery and finding a virtual tour guide who leads you through various pieces of artwork. As you explore the space, you encounter puzzles, riddles, and hidden clues that you must solve to progress. Each completed challenge earns you points and badges, making you feel like an adventurer embarking on a quest to unlock the secrets of art.

Why Gamify Art?

Breaking away from passive art experiences

Traditional art exhibitions often require visitors to be passive observers, merely looking at artworks without actively engaging with them. Gamified art breaks this mold by encouraging visitors to become active participants in the artistic process. Through gamification, visitors are motivated to interact with the artworks, explore their meanings, and discover hidden layers of creativity.

Imagine stepping into a gallery and finding yourself transported into a virtual world where art comes alive. The paintings on the walls respond to your presence, shifting and changing as you move. Sculptures invite you to touch and interact with them, revealing new perspectives and dimensions. The boundaries between the artist and the viewer blur, creating a symbiotic relationship where both parties contribute to the creation of the experience.

Encouraging active engagement and exploration

By introducing game elements, gamified art turns the act of viewing art into an immersive and interactive experience. Visitors become engrossed in the challenges presented to them, eagerly exploring every nook and cranny of the exhibition space. This active engagement fosters a deeper connection with the artworks, allowing visitors to appreciate the artist's vision from a more personal and intimate perspective.

Imagine entering a room filled with mirrors and projections, each reflecting a different aspect of your own identity. As you move through the space, the reflections morph and change, revealing hidden facets of your personality. Through this interactive experience, the artist invites you to confront and explore your own sense of self, blurring the lines between the artwork and your own identity.

Making art more accessible and enjoyable

For many people, the world of art can feel intimidating and exclusive. Gamified art aims to change that perception by making art more accessible and enjoyable for everyone. By incorporating game mechanics, artists can bridge the gap between the art world and the general public, inviting people of all ages and backgrounds to participate in the creative process.

Imagine a gallery that transforms into a playground where visitors of all ages can engage in interactive installations and challenges. Children laugh and play as they explore colorful mazes and solve puzzles, while adults rediscover their sense of wonder and curiosity. Art becomes a communal experience, bringing people together and fostering a sense of connection and joy.

Creating memorable experiences associated with gaming:

Gaming has become an integral part of modern culture, with millions of people spending hours immersed in virtual worlds. By tapping into the power of gaming, gamified art creates memorable experiences that resonate with visitors long after they leave the exhibition. These experiences become intertwined with the joy and excitement associated with gaming, making art a more integral part of people's lives.

Imagine attending an art exhibition where you can don a virtual reality headset and step into a mesmerizing world of colors and shapes. As you navigate through this virtual landscape, you encounter fantastical creatures and breathtaking landscapes. The lines between reality and imagination blur, leaving you with a sense of awe and wonder that stays with you long after you remove the headset.

Exploring Gamified Immersive Art

Collecting points and badges as adventurers

Gamified immersive art takes inspiration from role-playing games, allowing visitors to assume the role of adventurers within the exhibition space. As they progress through the challenges and interact with the artworks, visitors earn points and badges, symbolizing their achievements and progress. This gamified approach adds an element of competition and motivation, encouraging visitors to fully immerse themselves in the experience.

Imagine embarking on a treasure hunt through an art gallery, armed with a digital map and a set of clues. Each artwork holds a piece of the puzzle, and as you unravel the mystery, you earn points and badges. The thrill of discovery and the satisfaction of overcoming challenges drive you forward, making the experience both engaging and rewarding.

Connecting gamified immersive art with digital art

Technology plays a crucial role in enhancing the immersive experience of gamified art. Through the use of augmented reality, virtual reality, and interactive installations, artists can blur the boundaries between traditional and digital art forms. Visitors can step into a virtual world where artworks come to life, respond to their presence, and interact with them on a whole new level. This fusion of technology and art opens up endless possibilities for creativity and innovation.

Imagine entering a room filled with screens displaying digital artworks that respond to your movements and gestures. As you wave your hand, colors shift and patterns change, creating a mesmerizing symphony of light and sound. The boundaries between the physical and the digital dissolve, immersing you in a multisensory experience that challenges your perception of reality.

Benefits of Gamified Art

Enhancing the perception and appreciation of art

Gamified art challenges the traditional notion of art appreciation by providing a more dynamic and engaging experience. By actively involving visitors in the artistic process, gamified art fosters a deeper understanding and connection with the artworks. Visitors are encouraged to explore different perspectives, interpret symbolism, and engage in meaningful discussions, ultimately enhancing their overall perception and appreciation of art.

Imagine attending an art exhibition where you can leave comments and insights about each artwork, sparking conversations with other visitors. The gallery becomes a forum for dialogue and exchange, where diverse opinions and interpretations enrich the collective understanding of the art. Through this interactive engagement, visitors develop a deeper appreciation for the artist's vision and the artistic process.

Providing new revenue streams for artists

In addition to enriching the visitor experience, gamified art also presents new opportunities for artists to generate income. Through the sale of limited-edition collectibles, merchandise, and digital assets associated with the gamified experience, artists can tap into a new market and expand their reach beyond traditional art sales. This diversification of revenue streams allows artists to sustain their creative pursuits while reaching a wider audience.

Imagine attending an art exhibition where you have the opportunity to purchase digital replicas of the artworks you encounter. These replicas can be displayed on your digital devices or even in virtual reality environments, allowing you to enjoy the art long after the exhibition ends. By offering these unique digital collectibles, artists can create a sustainable business model that supports their creative endeavors.

Fostering creativity and innovation in the art world

Gamified art challenges artists to think outside the box and push the boundaries of their creativity. By incorporating game elements into their artworks, artists are forced to consider new ways of engaging viewers and telling stories. This spirit of innovation permeates the entire art industry, inspiring artists to experiment with different mediums, techniques, and concepts, ultimately pushing the boundaries of what art can be.

Imagine a world where artists collaborate with game developers and technologists to create immersive experiences that transcend traditional boundaries. Paintings come to life through augmented reality, sculptures transform through interactive projections, and music intertwines with digital landscapes. The possibilities for creativity and innovation are endless as artists embrace the power of gamification to reinvent the art form.

Gamified art offers a fresh and exciting approach to art exhibitions, revolutionizing the way we perceive and engage with art. By gamifying the experience, art becomes accessible, interactive, and enjoyable for people of all backgrounds. The fusion of art and gaming creates immersive experiences that captivate and inspire, leaving a lasting impression on visitors.

So, the next time you find yourself longing for a unique and unforgettable art experience, seek out a gamified exhibition. Step into the shoes of an adventurer, collect points and badges, and unlock the secrets of art in a whole new way. Embrace the power of gamification and join the movement that is reshaping the art industry.

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Gamifying Art: The Fun and Challenges of Immersive Art Experiences

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Discover the captivating world of gamified immersive art experiences that combine the thrill of gaming with the appreciation of art. Learn how this innovative approach enhances accessibility, engagement, and enjoyment while creating new opportunities for artists.

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vFairs is a leading virtual and hybrid event platform that enables organizations to host immersive online experiences, including conferences, job fairs, trade shows, and networking events. With features like interactive 3D venues, live webinars, AI-powered matchmaking, and gamification, vFairs enhances attendee engagement and accessibility. The platform supports seamless integration with various tools, making it a versatile solution for businesses, universities, and nonprofits looking to connect with global audiences in a dynamic and cost-effective way.

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Virtual Events Platform - Host Amazing Online Events - vFairs

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vFairs is a leading virtual events platform that enables organizations to host online conferences, virtual job fairs, online trade shows, open days & more.

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Get event success consulted now! AI-powered event management and marketing platform. Boost your event revenue, whether it’s a conference, a hybrid event, an expo or a trade show.

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HexaFair, The best event software platform Offers Virtual TradeFair, Virtual Exhibition, Virtual conference, Virtual Meet & Virtual Expo solutions

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Dreamcast is a virtual and hybrid event platform that helps businesses and organizations host interactive online conferences, exhibitions, and trade shows. It offers features like 3D virtual venues, live streaming, networking tools, and real-time analytics to enhance audience engagement. With a focus on customization and user-friendly design, Dreamcast enables seamless event execution, making it a popular choice for brands looking to create immersive and engaging digital experiences.

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Best Virtual Exhibition Platform | Host a Virtual Expo Online

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Dreamcast virtual exhibition platform helps organizations and brands to promote products & services online with virtual exhibitions and expos. Request a Free Demo!

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Accelevents is an all-in-one virtual and hybrid event platform designed to streamline event management and enhance attendee engagement. It offers features such as customizable event pages, ticketing, live streaming, networking tools, and real-time analytics. With its user-friendly interface and automation capabilities, Accelevents helps organizers host conferences, trade shows, and fundraisers efficiently, ensuring a seamless experience for both hosts and participants.

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This online performance art series by the Tate includes moving meditations and performances that blend dance, sound, and spoken word, offering a unique digital experience

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Anno’s Journey: The World of Anno Mitsumasa at Japan House London

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Anno’s Journey: The World of Anno Mitsumasa at Japan House London

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Celebrating the work of one of Japan’s most beloved and prolific artists, Anno Mistumasa, this exhibition has been brilliantly rendered for online, with troves of information to peruse. The online tour has been skillfully composed by Japan House and feels utterly immersive, with the ability to zoom and spin yourself around the space as the soundtrack blasts through your screen.

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Anno's Journey: The World of Anno Mitsumasa - Virtual Exhibition

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Step into the 'World of Anno Mitsumasa' with this audiovisual, 3D exhibition experience.

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Tracey Emin/Edvard Munch: The Loneliness of the Soul at the Royal Academy

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Tracey Emin/Edvard Munch: The Loneliness of the Soul at the Royal Academy

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It was to be a major highlight of the 2020/2021 art calendar; an exhibition which celebrated the creative conversation between the YBA titan and her artistic forebear Edvard Munch. Tragically cut short (IRL) by the pandemic, you can now experience this powerful curation online, with an introduction and tour by Emin herself.

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Explore the dark territories and raw emotions distilled in the artworks of Tracey Emin and Edvard Munch in this virtual tour of our landmark exhibition.

Tracey Emin / Edvard Munch: The Loneliness of the Soul

15 November 2020 - 28 February 2021

Temporarily closed.

She's been a major figure in contemporary art for over 25 years; he pioneered a radical new style known as Expressionism. In this landmark exhibition, Tracey Emin RA selects masterpieces by Edvard Munch to show alongside her most recent paintings.

Support the RA

An independent charity, we receive no revenue funding from the government. At this difficult time, we're reliant on the support of our Friends, visitors and online audiences. Thank you.

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Virtual tour - Tracey Emin / Edvard Munch: The Loneliness of the Soul | Blog | Royal Academy of Arts

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Explore the dark territories and raw emotions distilled in the artworks of Tracey Emin and Edvard Munch in this virtual tour of our landmark exhibition. She's been a major figure in contemporary art for over 25 years; he pioneered a radical new style known as Expressionism.

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The exhibition explores the colourful cultural legacy of the humble mushroom and their powerful potential in the planet's survival, as innovative designers experiment with the sustainable material of mushrooms in fashion, homewares and architecture.

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This major retrospective is the first Warhol exhibition at Tate Modern for almost 20 years. As well as his iconic pop images of Marilyn Monroe, Coca-Cola and Campbell's soup cans, it includes works never seen before in the UK. Twenty-five works from his Ladies and Gentlemen series - portraits of black and Latinx drag queens and trans women - are shown for the first time in 30 years.

Exhibition Tour

Join curators Gregor Muir and Fiontán Moran as they discuss Warhol through the lens of the immigrant story, his LGBTQI identity and concerns with death and religion.

Popularly radical and radically popular, Warhol was an artist who reimagined what art could be in an age of immense social, political and technological change.

Explore the artist's life and career in these 12 rooms.

ROOM 1: ANDREW WARHOLA

Andy Warhol produced art at a time of immense social, political and technological change. This exhibition examines Warhol's subject matter, his experiments in media and the way he cultivated his public persona. It draws attention to Warhol's personal story and how his view of the world shaped his art.

Born in 1928 in the industrial town of Pittsburgh, Pennsylvania, Andrew Warhola was the third son of Andrej and Julia Warhola. His parents were Carpatho-Rusyn, and had emigrated from Miková, a mountain village in what is now Slovakia. Warhol was brought up Ruthenian Catholic, attending church throughout his life. Religious imagery and the glamour of Hollywood movies interested him from a young age. He would draw with his mother and took art lessons at his local museum. When Warhol's father died in 1942, he left his savings for his youngest child to go to college, where he studied pictorial design. In 1949, at the age of 21, Warhol moved to New York to work as a commercial illustrator. During this time, he permanently dropped the 'a' from his surname. His mother joined him in New York a few years later. She helped with his illustrations and lived with him until shortly before her death in 1972.

As a gay man growing up at a time when sex between men was illegal in the United States, Warhol embraced New York's queer community of designers, poets, dancers and artists. Warhol's first exhibitions in the 1950s featured line drawings of young men. Abstract expressionist art dominated the US art world. Warhol was considered too camp, or what some referred to as 'swish', and overly connected to the commercial world of advertising illustration to be a serious contender. It would take another decade before he found success as an artist

ROOM 2: SLEEP

From the start of his career, Warhol used his intimate personal relationships with people to create new ways of looking at the world. His first serious art film was Sleep, made over several nights in summer and autumn 1963 with a 16mm camera. The film shows 22 close-ups of the poet John Giorno, who was briefly Warhol's lover, as he sleeps in the nude. Warhol was fascinated by the ability of his friends to stay up for days on end while using drugs and wondered whether sleep would soon become obsolete.

Warhol shot around 50 reels of film for Sleep, each one lasting only three minutes. He edited them with Sarah Dalton, who recalled, 'he asked me to edit it, taking out bits where John moved too much - he wanted the movie to be without movement. I protested that I hadn't a clue how to edit, but he fished out an old moviola editing machine, showed me how it operated and so to work I went.' The final version repeats many scenes and lasts over five hours. It is projected in slow motion, giving a dream-like feel.

By documenting a single action with no dramatic narrative, Warhol turned film into something that could be treated like a painting hanging on the wall. John Giorno said that Warhol got round the homophobia of the art world 'by making the movie Sleep into an abstract painting: the body of a man as a field of light and shadow.'

Although he was a successful illustrator, Warhol still wanted to be taken seriously as an artist. Inspired by the new wave of art he saw in New York galleries, in 1960 he started making hand-painted pictures combining advertising imagery with expressive painting. This soon gave way to a clean graphic style now known as Pop Art. Warhol grew up eating watered-down ketchup with salt for soup. His images of consumer items such as Campbell's soup cans are rooted in his experience of an emerging aspirational culture, selling a dream of economic and social progress.

Warhol was eager to speed up the process of replicating his images, so in 1962 he adopted the commercial production technique of screenprinting. He began to use photographs from newspapers and magazines, often depicting traumatic scenes. Screenprinting meant he could reproduce photographs onto canvas multiple times. While the printing process removed the artist's hand, Warhol often allowed his screen to be over or under-inked. This created effects that disrupted the images. The face of film star Marilyn Monroe became almost mask-like, while the emotional impact of the news images in his Death and Disaster series was both emphasised and undermined. Some images, such as Pink Race Riot (Red Race Riot), which depicts peaceful civil rights campaigners being attacked by police, connected his work to broader social struggles and forced viewers to look at the world around them.

Warhol said creating pop art was 'being like a machine', as the process was often machine-like or mechanised. He then said, 'everybody should be a machine', as machines don't discriminate. If we were all machines then 'everybody should like everybody', whatever their gender. Warhol's open and fluid approach to his subject matter, to people, and the relationships between them, spoke to a decade of social change.

ROOM 4: The Factory

An important part of Warhol's fame was built through 'the Factory', which was an experimental art studio and a social space. Warhol set up the first Factory in 1963. After seeing his collaborator and former lover Billy Name's silver apartment, he asked him to cover the Factory with silver paint and foil. It was the setting for the mass production of his paintings and sculptures, and the site of Warhol's new interest in underground film making.

Warhol documented the people who passed through the Factory in his Screen Tests from 1964-6. Intended as film portraits, they emerged out of Warhol's Most Wanted Men series of paintings (on display in room 3). The title refers to the Hollywood convention of filming new faces to test their 'screen presence'. Warhol's subjects were simply left to be themselves. They sat in front of the camera with nothing to do but endure its gaze for the duration of the film reel.

Warhol and his collaborators made more than 500 films between 1963 and 1972. They ignored traditional methods of film making and were often unscripted. The films usually featured his 'superstars', a group of personalities who spent their time at the Factory. By the mid-1960s, the Factory scene had become a form of living artwork, as famous and as controversial as Warhol's paintings. Reflecting on this period, Warhol recalled how his 1965 exhibition in Philadelphia was so crowded the art had to be removed from the walls. He said it had become 'an art opening with no art! We weren't just at the art exhibit. We were the art exhibit.'

ROOM 5: SILVER CLOUDS

In 1965, at the height of his fame as an artist, Warhol announced his retirement from painting in favour of film making. He staged his farewell with an installation in a New York gallery the following year. One room consisted of nothing but wallpaper featuring a fluorescent pink cow. In the other, metallic silver balloons filled with helium floated through the gallery space and could be interacted with by the viewer. Titled Silver Clouds, they continued Warhol's association with silver: in the silver Factory, his silver paintings, and his silver-grey wig.

Warhol described Silver Clouds, made with engineer Billy Klüver, as 'paintings that float'. He wanted to upset conventional thinking about sculpture, specifically the dominance of minimalist art in the New York art scene at the time. This was an art based on order, mathematical precision and industrial materials. Instead, Warhol's installation emphasised fluidity, movement and participation.

In 1968, the avant-garde choreographer Merce Cunningham asked to feature Silver Clouds for a performance of his dance piece RainForest. Warhol suggested that the dancers perform nude. Cunningham did not adopt this idea and asked the artist Jasper Johns to make the costumes instead.

Warhol's Cow Wallpaper is installed in the exhibition café on this floor and in the Tate Kitchen on level 6.

ROOM 6: EXPLODING PLASTIC INEVITABLE (CURRENTLY CLOSED)

Working with members of the Factory, Warhol became interested in combining film with performance and music, expanding the idea of what cinema could be. In 1966 and 1967, he co-organised multimedia shows known as Andy Warhol's Uptight and later as the Exploding Plastic Inevitable or EPI. The shows used new technology that has now become standard practice in live music gigs.

EPI featured musical performances by the Velvet Underground and Nico. Warhol's films and still images were projected on top of each other. Coloured gels and strobe lights overlaid the projections, while Factory superstars, including Gerard Malanga and Mary Woronov danced with whips. The show managed to fascinate and alienate its audience. Velvet Underground singer Lou Reed described it as 'a show by and for freaks'. It went on to tour music venues and college campuses around the US, and reinforced Warhol's association with the counterculture.

Warhol also achieved his first commercial success in film at this time, with the release of The Chelsea Girls in 1966. This follows various 'characters', including 'Pope' Ondine, in and around New York's Chelsea Hotel, and is presented as a double-screen projection. The final section of the film was shot in colour at the Factory and features layers of coloured light projected over Warhol's superstars, which was also used for the EPI shows.

This room was designed by The Andy Warhol Museum, Pittsburgh to give an evocation of the EPI shows.

ROOM 7: THE SHOOTING

As well as being fascinated with new media, Warhol used printed matter as a promotional tool and a space for experimentation. He published magazines, posters, books and designed record covers. At the beginning of 1968, the Factory moved to a new site on Union Square, as the original building was to be demolished. Warhol said the 'silver' period was over, and 'we were into white now'. The new Factory had spaces dedicated to his magazine Interview and his film production.

On 3 June, the writer Valerie Solanas came to the Factory and shot Warhol, damaging his internal organs. Warhol was rushed to hospital and was declared clinically dead, but doctors managed to revive him. Solanas had been part of the Factory scene for a short time. She appeared in Warhol's 1967 film I, A Man and had given Warhol the script for her play Up Your Ass, which was mislaid. She told the police Warhol was stealing her ideas. Her SCUM manifesto called for an end to the male sex and to capitalist society.

The shooting brought increased scrutiny of Warhol's lifestyle and affected his physical and mental health for the rest of his life. He stopped the open-door policy of the Factory. He had trouble eating, had to wear a surgical corset, and became nervous around people he didn't know. Despite the trauma of the event, he agreed to pose for photographer Richard Avedon and once compared the stitches of his chest to a Yves Saint Laurent dress.

ROOM 8: BACK TO WORK

After the shooting, Warhol passed most of his directing on to Paul Morrissey, who had worked on Warhol's films since The Chelsea Girls. His business manager Fred Hughes sourced new portrait commissions from wealthy clients. These helped fund Interview magazine, edited by college graduate Bob Colacello, and ideas for TV shows, produced by Vincent Fremont. Warhol's studio turned from an open social space to one focused on what he called 'business art'. Warhol explained that 'making money is art, and working is art - and good business is the best art.'

Warhol also started a serious personal relationship at this time. Jed Johnson moved in with Warhol in 1968, and they lived together for twelve years. Johnson edited a number of the Warhol-Morrissey films and directed Bad 1977, the final film Warhol produced. Julia Warhola's ill health led to her return to Pittsburgh, and she died in 1972.

Warhol returned to painting in the 1970s with large-scale screen prints featuring a more expressive painting style and new subjects. He began with the Mao series in 1972, and continued exploring iconography with the Hammer and Sickle and Skull series of 1976. Warhol also experimented with other art forms. He vacuumed a gallery carpet as a performance and started his Factory Diaries: videos of life in the Factory and at home, including this tape of his mother Julia.

ROOM 9: LADIES AND GENTLEMEN

In 1975 Warhol produced a new series featuring anonymous Black and Latinx drag queens and trans women. Italian art dealer Luciano Anselmino commissioned the pictures and came up with the theatrical title Ladies and Gentlemen. This title implies Anselmino was less concerned with the lived experience of the models and more interested in the dramatisation of gender. The subjects were recruited via Warhol's friends and from local drag bars and posed for a fee.

Warhol took over 500 photographs of 14 models. A selection of these were enlarged onto silkscreens. The result was a large group of paintings that deviated from the original proposal in favour of an exploration of performance, glamour and personality. In a similar manner to other works he created at the time, Warhol used expressive brushmarks and finger painting to explore the relationship between the silkscreen layer and the painted background. His films featuring the superstars Mario Montez, Holly Woodlawn and Candy Darling show Warhol was interested in depictions of gender expression. However, there are questions around the ethics of this series: he documented a community he was not part of, with the subjects having little agency in how they were depicted or where the works would be shown.

Given the lack of representation of trans people in art, there has been renewed interest in the series and the identity of the sitters. This room features seven of the models across 25 paintings. It includes Marsha 'Pay it no mind' Johnson who was present at the Stonewall Uprising that ushered in the gay and trans rights movements, and Wilhelmina Ross. Both Johnson and Ross performed as part of the drag theatre company 'Hot Peaches', founded by Jimmy Camicia, in off-off-Broadway shows. Little is known about some of the other figures, perhaps a record of the discrimination faced by trans people, especially those of colour.

ROOM 10: EXPOSURES

By the 1970s, Warhol was himself an international celebrity. He was regularly photographed and took photographs at places such as the nightclub Studio 54, alongside public figures such as Grace Jones and Debbie Harry. Warhol famously went out every night, a condition he referred to as his 'social disease'. As well as giving his work publicity, Warhol's exposure enabled him to reinforce his distinctive public identity. Some US art critics dismissed his socialising and lucrative business of producing commissioned portraits for the rich and powerful as 'selling out'. However, such activities also helped finance his more experimental art practices.

These social networks of collaboration and bodily performance found their way into Warhol's new works, which were more explicitly based around the body. His Oxidation series from 1978 used human urine to oxidise metallic paint. The Torso series features male bodies, with some of the models recruited in gay bath houses by friends of Warhol, and brought back to the Factory to pose.

Warhol's experiments with video extended into television projects, co-produced with Vincent Fremont, where he could reach an even larger audience. In 1980, he premiered Andy Warhol's TV on a cable television network. He followed this in 1986 with Andy Warhol's Fifteen Minutes on MTV. It played on the artist's fame, his network of celebrities and his obsession with recording, which he had been doing since the mid 1960s. The programmes followed the format of his Interview magazine by presenting intimate conversations between stars.

ROOM 11: MORTAL COIL

As the 1980s progressed, Warhol's work featured more political and religious imagery. Although it wasn't deliberate, it reflected some of the major concerns of the time, including the Cold War between the US and the USSR and the escalating AIDS epidemic.

Warhol created images of the Statue of Liberty many times. It could be seen as the ultimate celebrity portrait. In Statue of Liberty (Fabis), Warhol laid military camouflage over this well-known symbol of freedom. The statue had personal meaning for Warhol. His family landed at Ellis Island, near to where Liberty stands, when they immigrated to the US. In this version, Warhol used a French biscuit tin lid, designed to commemorate the 100th anniversary of the statue arriving in New York as a gift from France. The Lenin series, created for a German gallery, saw Warhol return to the subject of communism and its most recognisable symbols.

Warhol had always used his own image in his art. In the 1980s, he created what came to be known as his 'fright wig' self-portraits for an exhibition in London. In earlier works, his wig was an integrated part of his appearance. In these pictures, his wig takes on the status of art. In contrast to his early self-portraits where he appeared aloof, in these works his gaunt face and intense expression convey the pain that he routinely suffered from since the shooting.

ROOM 12: THE LAST SUPPER

Faith, death and desire come together in Warhol's Sixty Last Suppers. This large-scale work forms part of a series commissioned in 1986 based on Leonardo da Vinci's Last Supper. This famous mural depicts Jesus the night before his crucifixion with the twelve disciples. A copy of the mural had hung in the Warhola family kitchen. Da Vinci's depiction has been damaged and repaired many times over the centuries. Warhol purposely used a cheap reproduction based on a 19th-century copy for his work. Choosing to copy a copy of the original, Warhol evokes the re-enactment of the Last Supper that takes place during every Mass. It also plays on the authenticity of da Vinci's Last Supper, with Warhol stating: 'It's a good picture... It's something you see all the time. You don't think about it.'

Unlike most of his paintings, Warhol's Last Supper series focuses on a group scene. The repetition of an image showing collective activity between men adds to the work's symbolism. It was created soon after the death of Warhol's former partner Jon Gould from an AIDS-related illness, and at a time when the private lives of gay men were facing the glare of the media. While Warhol was not a queer activist, Sixty Last Suppers could be seen as a moving portrayal of endless loss, reminiscent of 'columbarium', the wall graves found in many cemeteries.

Sixty Last Suppers would turn out to be one of Warhol's final works. After the first exhibition of the series in Milan, he returned to New York where he reluctantly checked in to hospital for gallbladder surgery. While the operation was a success, his long-term ill health led to his heart failing, and Warhol died on 22 February 1987, aged 58.

Andy Warhol is presented in The Eyal Ofer Galleries. This exhibition is in partnership with Bank of America. With additional support from the Andy Warhol Exhibition Supporters Circle, Tate Americas Foundation, Tate International Council, Tate Patrons and Tate Members.

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Read the exhibition guide for Andy Warhol at Tate Modern

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A fully virtual exhibition space where artists create immersive installations using animation, 3D modeling, and programming, pushing the boundaries of online art

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The purpose of Panther is to promote the versatility of file-based installation, via the construction of new architectural spaces for artists. Each project shown at Panther Modern is given a unique structure in the format of a 3D model file, which built to engage the artist and their process of making.

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The digitorial for the special exhibition “Gods in Color - Golden Edition“ at the Liebieghaus Sculpture Collection in Frankfurt/Main, on view from 30 January to 30 August 2020.

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Art & innovation: A proposal for the future In ITALIAN. 

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Art & innovation: A proposal for the future In ITALIAN. 

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Ep.17 | Valentino Catricalà - Arte e innovazione: una proposta per il futuro

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🤔 AI as a tool, author, or creator?

That's the question worth sitting with right now.

It doesn't have a straightforward answer, and that's exactly the point. Instead of accepting what everyone's already saying, it's time to explore what AI actually means for your creative practice and your work in youth spaces.

This conversation is happening at the highest levels of cultural policy 📋

The European Network for Cultural Policy (ENCATC) just released the tenth issue of their Cultural Policy Tracker, a quarterly publication that shapes how policymakers across Europe think about the creative sector.

In the latest edition "Frameworks for the Future" leading voices are engaging with this very question: how is AI reshaping our cultural landscape? Your.AI is proudly part of this broader dialogue!

🔗 Read the full issue and explore the debate

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Creatives Unite platform: Intellectual Property (IP) 

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Creatives Unite platform: Intellectual Property (IP) 

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Intellectual Property (IP) is at the heart of the cultural and creative industries, and there are many tools around Europe to help creators in providing information about IP.
The Creativesunites platfrom collects several resources for the creatives on the topic, helping creators by providing information about IP. All you need to do is to answer the left-hand side questions after opening the link to reach these tools specific to your needs.

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Intellectual Property (IP) is at the heart of the cultural and creative industries, and there are many tools around Europe to help creators in providing information about IP. We collected such tools for you! All you need to do is to answer the left-hand side questions to reach these tools specific to your needs. Would you like to recommend some more tools? Then, contact us through flip@ipil.lu

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Do you know that Art Electronica has a Future Lab? The Ars Electronica Futurelab sees itself as an interface and catalyst between different disciplines. Our philosophy is to promote an understanding of ourselves that transcends traditional boundaries through critical thinking, artistic practice, and technological innovation. We believe in the power of creativity to initiate social change and shape visions of the future. In our work, we combine art and science to open up new perspectives and harness the potential of technology for the benefit of future society. The Futurelab is a place where experimental ideas and projects are realized. They demonstrate how art and creativity can inspire and guide the development of new technologies. Our mission is to create works that reveal the transformative power of the convergence of art, society, and technology.

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Alchemists of the Future The Ars Electronica Futurelab has constantly reinvented itself since it was founded over 25 years ago: from developing interactive exhibits to the artistic research and development laboratory it is today, interwoven in the Ars Electronica network. Who We Are Team Get to know the Futurelab members, their expertise, and visions - [...]

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🤖 Mastering AI Prompts: Your Quick Guide to Better Results!
Tired of unpredictable AI output? Remember: AI doesn't read minds—it reads instructions. 💡 The difference between a weak prompt and a strong one is detail, direction, and atmosphere.
5️⃣ Elements of a Strong Prompt:
Subject: What you want to create.
Context: Where, when, and purpose.
Style: Medium, era, or influences (e.g., watercolor, cyberpunk, 1920s).
Mood: The emotional tone (e.g., dystopian, calm, dreamlike).
Constraints: Technical requirements like size, color, or word count.
🚀 Level-Up Your Prompts:
Use Modifiers: Short phrases that instantly shape the style (e.g., muted palette, volumetric light).
Try Negative Prompts: Tell the AI what to exclude! ❌ (e.g., Exclude text, watermark, blurry faces).
Embrace Iteration: Generate → Evaluate → Adjust → Repeat. Good prompting is a feedback loop!
Style Anchors: Repeat the same keywords, palette, or camera angle to keep a project consistent.
Start with clear intention and watch your AI results transform!

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> prompt: Firefly artificial intelligence on the matrix; futuristic art concept; _MATERIALS _mAteRiaLs _Materials Guide on the opportunities and challeng…

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Will AI revolutionise art? 🤖🎨
For now, one thing is certain: art history is much more than artificial intelligence.
Art is 30,000-year-old cave paintings. It is paintings in Egyptian tombs, sculptures on Greek hills, murals on Italian streets - wherever there are people. Art is part of us.
And yet, every now and then, inventions appeared that changed it forever: they opened up new possibilities, gave artists fresh tools and languages of expression.
👇 Take a look at Anna Knapek's subjective list of ‘inventions that revolutionised art’ and let us know:
what would you add to it today in the context of AI in your artistic practice?
We are interested in your point of view 💬✨

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Will AI revolutionise art? For the moment, the history of art is much more than AI. Art is the cave paintings, dating back over 30,000 years. Art is in Egyp ...

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As it has done every year since 1927, the American magazine "Time" has chosen its Person of the Year, an award given annually to men, women, groups, concepts that “for better or worse, have done the most to influence the events of the year.”

Year after year, it has reflected the evolution and revolution of society and technology, and how each step has irrevocably redefined our thoughts, actions, and emotions, confronting us with realities that are often both frightening and thrilling.

This year (as we should have guessed) it was given to those who contributed to the creation and development of Artificial Intelligence.

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The Architects of AI Are TIME's 2025 Person of the Year

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The Architects of AI drove the economy, shaped geopolitics, and changed the way we interact with the world

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Visionary & Inspiring
🎨 Redefining Your Vision: The Power of Style Algorithms
Have you ever wondered how your artwork would look if reimagined through a completely different medium, texture, or mood? 🤖✨
Image Style Algorithms are opening up a new world for creators. They allow you to apply complex artistic languages to your work without losing the original soul of your piece.
What can you do with them? 🔹 Preserve the Core: Keep your underlying structure and composition intact. 🔹 Transform the Aesthetic: Experiment with entirely new textures, colors, and atmospheres. 🔹 Re-render Reality: Instantly see your vision translated into a new visual language.
It’s more than just a filter—it's a tool for creative transformation. How would you use a new "visual language" today? 🖌️

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How AI Enhances Visual Arts Education: Creativity, Personalization, and Accessibility - TOM DACCORD

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How AI Enhances Visual Arts Education: Creativity, Personalization, and Accessibility - TOM DACCORD

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AI as a co-creator, not a “magic machine” 🤖🎨
Artificial intelligence can play various roles in art - someone aptly called it a ‘sketchbook on steroids’ 😄
And there is something to it: AI can help in creating mood boards, testing compositions, searching for style variants, or quickly iterating ideas.
When working with AI, it is worth distinguishing between three approaches:
✅ prompt to start - to capture inspiration and direction,
✅ prompt as a process - a series of conscious decisions, corrections, and refinements,
✅ AI as a partner for experimentation - when the tool opens up new paths rather than replacing the creator.
In visual education, this is a great opportunity to practise critical thinking and build your own artistic language, rather than just ‘producing pretty pictures’.
💬 And you - as young creators - what do you use AI for most often?

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AI for Personalized Learning: Tailoring Instruction to Individual Needs

Just as AI can personalize learning in ESL instruction by tailoring content and difficulty to individual students, AI can personalize visual arts instruction in a similar way. AI algorithms can analyze student work, identify areas for improvement, and provide targeted feedback and personalized learning recommendations.

For example, an AI-powered art program could analyze a student's drawing and provide feedback on their use of line, shape, and composition. The program could also recommend specific tutorials or exercises to help students improve their skills in those areas. This personalized feedback and guidance can help students progress at their own pace and develop their artistic abilities more effectively.

AI for Skill Development: Mastering Foundational Techniques

AI can also play a crucial role in helping students develop foundational art skills. AI-powered tutorials and interactive exercises can provide step-by-step guidance on techniques such as drawing, painting, and sculpting, allowing students to learn at their own pace and receive immediate feedback on their progress. These tools can also be used to introduce students to different art styles and movements, providing them with a comprehensive understanding of art history and theory.

AI for Accessibility: Making Art Education Inclusive

AI has the potential to make visual arts education more inclusive for students with disabilities. For example, AI-powered tools can help students with visual impairments create and experience art in new ways. Text-to-image generators can create visual representations of verbal descriptions, allowing students with visual impairments to "see" the artwork they create or experience artwork described to them. AI can also be used to develop adaptive art tools tailored to the specific needs of students with different disabilities, enabling them to participate more fully in art education.

AI for Collaboration: Fostering Creativity and Communication

AI tools can also be used to foster collaboration and communication in the art classroom. Students can work together on AI-powered art projects, using AI tools to brainstorm ideas, create visual elements, and refine their work as a team. These collaborative projects can help students develop their communication skills, learn from each other, and appreciate the value of teamwork in the creative process.

Ethical Considerations and the Role of the Teacher

While the potential benefits of AI in visual arts education are vast, it's essential to approach these technologies thoughtfully and address potential ethical concerns. For example, it's crucial to ensure that AI tools are used to enhance creativity, not replace it. Teachers must guide students in using AI as a tool to explore and expand their artistic horizons, not as a shortcut to producing artwork. It's also important to discuss issues of bias and ownership with students, as AI-generated artwork can raise questions about originality and authorship.

Moreover, it is crucial to emphasize that AI should be used to augment, not replace, the role of the art teacher. The art teacher remains essential in guiding students' creative development, fostering their critical thinking skills, and providing them with the support and mentorship they need to flourish as artists. The teacher's role in providing context, critique, and encouragement is irreplaceable, and AI should be seen as a tool to enhance these interactions, not substitute them.

Preparing Teachers and Students for an AI-Powered Future

To effectively integrate AI into visual arts education, both teachers and students need to develop AI literacy. Teachers need to be familiar with the different AI tools available and understand how to use them effectively and responsibly in their classrooms. Professional development opportunities focused on AI in art education can help teachers gain the knowledge and skills they need to embrace this new technology.

Students also need to develop an understanding of AI, its capabilities, limitations, and ethical implications. They should be encouraged to think critically about AI-generated artwork, to question the role of technology in the creative process, and to use AI as a tool to enhance their own artistic expression.

Embracing AI as a Transformative Force in Art Education

AI is poised to transform the way visual arts is taught and learned in schools. AI can empower both teachers and students to embrace new possibilities, expand their creative horizons, and develop their artistic abilities in exciting new ways by serving as a creative partner, personalizing learning, supporting skill development, and fostering collaboration. As we navigate this new era in art education, let's approach AI with a spirit of curiosity, creativity, and a commitment to using these powerful tools to nurture the next generation of artists.

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How AI Enhances Visual Arts Education: Creativity, Personalization, and Accessibility - TOM DACCORD

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Discover how AI is transforming visual arts education by enhancing creativity, personalizing learning, and supporting accessibility. Learn how AI tools can act as creative partners, provide personalized feedback, aid skill development, and foster collaboration, all while maintaining ethical practices.

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Your New Digital Studio Assistant 🎨
AI isn’t replacing the artist—it’s enhancing the workflow. Computer-Aided Drawing is transforming how we sketch, color, and compose.
How it helps you:
• Refined Linework: Smooths shaky strokes while keeping your style.
• Instant Color: Explore multiple palettes and shading in seconds.
• Extended Composition: Use Generative Fill to expand your canvas and try new layouts.
• Speed: Faster clean-up means more time for big creative decisions.
The Hybrid Workflow: You sketch ➡️ AI assists ➡️ You finalize. You stay in total control of the artistic vision.
Ready to try? Explore AI tools in Krita, Clip Studio Paint, and Photoshop to see how they can sharpen your creative process.

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AI ethics in artistic practice (simple and without panic) 🧭✨
For many young artists, AI is already an everyday tool. But as with any technology, it's worth having your own rules of the game.
You can find more tips in our e-learning course (module 4, Chapter 4.6 Responsible AI use in an artistic practice), and today we're giving you a mini-compass: 3 questions that help you use AI consciously 👇
✅ Where does AI get its data?Could the model have ‘learned’ from other people's work without their consent? What does this mean for you as a creator?
✅ What is mine in this image?The idea? The selection? The editing? The context? The meaning?The more of your decisions are involved, the more it is your work.
✅ Does this image perpetuate stereotypes? Bias in AI is real - that's why it's worth taking a critical look: who is shown, how, and why?
This is not a list of prohibitions. It is a set of questions that help you create responsibly and with respect for other creators. The NAEA (National Art Educators Association) points out that AI in education only makes sense when it goes hand in hand with reflection on authorship and responsible use - learn more in the article.
💬 And you? What are your rules for using AI in your creative work? What would you add to this compass?

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Image Classification: Organizing Your Creative Chaos

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Image Classification: Organizing Your Creative Chaos

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What if your digital studio could organize itself? Image Classification is more than just tech—it’s a way for artists to master their vast archives and understand how machines "read" visual art. 🤖🎨
Why it matters for you:
• Instant Archiving: Automatically sort thousands of sketches and references by style, mood, or subject.
• Pattern Discovery: Let AI reveal your "Artistic DNA" by identifying recurring themes in your body of work.
• Curated Inspiration: Transform a messy folder of images into a structured library of textures, lighting, and anatomy.
It’s not just about labels—it’s about gaining a new perspective on your visual language.
"Classification turns a mountain of data into a gallery of insights."

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[1] Minsky currently faces serious allegations related to convicted pedophile and rapist Jeffrey Epstein. Minsky was one of several scientists who met with Epstein and visited his island retreat where underage girls were forced to have sex with members of Epstein's coterie. As scholar Meredith Broussard observed, this was part of a broader culture of exclusion that became endemic in AI: "as wonderfully creative as Minsky and his cohort were, they also solidified the culture of tech as a billionaire boys' club. Math, physics, and the other "hard" sciences have never been hospitable to women and people of color; tech followed this lead." See Meredith Broussard, Artificial Unintelligence: How Computers Misunderstand the World (Cambridge, Massachusetts, and London: MIT Press, 2018), 174.

[2] See Daniel Crevier, AI: The Tumultuous History of the Search for Artificial Intelligence (New York: Basic Books, 1993), 88.

[3] Minsky gets the credit for this idea, but clearly Papert, Sussman, and teams of "summer workers" were all part of this early effort to get computers to describe objects in the world. See Seymour A. Papert, "The Summer Vision Project," July 1, 1966, https://dspace.mit.edu/handle/1721.1/6125. As he wrote: "The summer vision project is an attempt to use our summer workers effectively in the construction of a significant part of a visual system. The particular task was chosen partly because it can be segmented into sub-problems which allow individuals to work independently and yet participate in the construction of a system complex enough to be a real landmark in the development of 'pattern recognition'."

[4] Stuart J. Russell and Peter Norvig, Artificial Intelligence: A Modern Approach, 3rd ed, Prentice Hall Series in Artificial Intelligence (Upper Saddle River, NJ: Prentice Hall, 2010), 987.

[5] In the late 1970s, Ryszard Michalski wrote an algorithm based on "symbolic variables" and logical rules. This language was very popular in the 1980s and 1990s, but, as the rules of decision-making and qualification became more complex, the language became less usable. At the same moment, the potential of using large training sets triggered a shift from this conceptual clustering to contemporary machine-learning approaches. See Ryszard Michalski, "Pattern Recognition as Rule-Guided Inductive Inference." IEEE Transactions on Pattern Analysis and Machine Intelligence, 2, 349-361, 1980.

[6] There are hundreds of scholarly books in this category, but for a good place to start, see W. J. T. Mitchell, Picture Theory: Essays on Verbal and Visual Representation, Paperback ed., [Nachdr.] (Chicago: University of Chicago Press, 2007).

[7] M. Lyons et al., "Coding Facial Expressions with Gabor Wavelets," in Proceedings Third IEEE International Conference on Automatic Face and Gesture Recognition (Third IEEE International Conference on Automatic Face and Gesture Recognition, Nara, Japan: IEEE Comput. Soc, 1998), 200-205, https://doi.org/10.1109/AFGR.1998.670949.

[8] As described in the AI Now Report 2018, this classification of emotions into six categories has its root in the work of the psychologist Paul Ekman. "Studying faces, according to Ekman, produces an objective reading of authentic interior states-a direct window to the soul. Underlying his belief was the idea that emotions are fixed and universal, identical across individuals, and clearly visible in observable biological mechanisms regardless of cultural context. But Ekman's work has been deeply criticized by psychologists, anthropologists, and other researchers who have found his theories do not hold up under sustained scrutiny. The psychologist Lisa Feldman Barrett and her colleagues have argued that an understanding of emotions in terms of these rigid categories and simplistic physiological causes is no longer tenable. Nonetheless, AI researchers have taken his work as fact, and used it as a basis for automating emotion detection." Meredith Whitaker et al., "AI Now Report 2018" (AI Now Institute, December 2018), https://ainowinstitute.org/AI_Now_2018_Report.pdf. See also Lisa Feldman Barrett et al., "Emotional Expressions Reconsidered: Challenges to Inferring Emotion From Human Facial Movements," Psychological Science in the Public Interest 20, no. 1 (July 17, 2019): 1-68, https://doi.org/10.1177/1529100619832930.

[9] See, for example, Ruth Leys, "How Did Fear Become a Scientific Object and What Kind of Object Is It?", Representations 110, no. 1 (May 2010): 66-104, https://doi.org/10.1525/rep.2010.110.1.66. Leys has offered a number of critiques of Ekman's research program, most recently in Ruth Leys, The Ascent of Affect: Genealogy and Critique (Chicago and London: University of Chicago Press, 2017). See also Lisa Feldman Barrett, "Are Emotions Natural Kinds?", Perspectives on Psychological Science 1, no. 1 (March 2006): 28-58, https://doi.org/10.1111/j.1745-6916.2006.00003.x; Erika H. Siegel et al., "Emotion Fingerprints or Emotion Populations? A Meta-Analytic Investigation of Autonomic Features of Emotion Categories.," Psychological Bulletin, 20180201, https://doi.org/10.1037/bul0000128.

[10] Fei-Fei Li, as quoted in Dave Gershgorn, "The Data That Transformed AI Research-and Possibly the World," Quartz, July 26, 2017, https://qz.com/1034972/the-data-that-changed-the-direction-of-ai-research-and-possibly-the-world/. Emphasis added.

[11] John Markoff, "Seeking a Better Way to Find Web Images," The New York Times, November 19, 2012, sec. Science, https://www.nytimes.com/2012/11/20/science/for-web-images-creating-new-technology-to-seek-and-find.html.

[12] Their paper can be found here: Alex Krizhevsky, Ilya Sutskever, and Geoffrey E. Hinton, "ImageNet Classification with Deep Convolutional Neural Networks," in Advances in Neural Information Processing Systems 25, ed. F. Pereira et al. (Curran Associates, Inc., 2012), 1097-1105, http://papers.nips.cc/paper/4824-imagenet-classification-with-deep-convolutional-neural-networks.pdf.

[13] Released in the mid-1980s, this lexical database for the English language can be seen as a thesaurus that defines and groups English words into synsets, i.e., sets of synonyms. https://wordnet.princeton.edu This project takes place in a broader history of computational linguistics and natural-language processing (NLP), which developed during the same period. This subfield aims at programming computers to process and analyze large amounts of natural language data, using machine-learning algorithms.

[14] See Geoffrey C. Bowker and Susan Leigh Star, Sorting Things Out: Classification and Its Consequences, First paperback edition, Inside Technology (Cambridge, Massachusetts and London: MIT Press, 2000): 44, 107; Anja Bechmann and Geoffrey C. Bowker, "Unsupervised by Any Other Name: Hidden Layers of Knowledge Production in Artificial Intelligence on Social Media," Big Data & Society 6, no. 1 (January 2019): 205395171881956, https://doi.org/10.1177/2053951718819569.

[15] These are some of the categories that have now been entirely deleted from ImageNet as of January 24, 2019.

[16] For an account of the politics of classification in the Library of Congress, see Sanford Berman, Prejudices and Antipathies: A Tract on the LC Subject Heads Concerning People (Metuchen, NJ: Scarecrow Press, 1971).

[17] We're drawing in part here on the work of George Lakoff in Women, Fire, and Dangerous Things: What Categories Reveal about the Mind (Chicago: University of Chicago Press, 2012).

[18] See Deng, Jia, Wei Dong, Richard Socher, Li-Jia Li, Kai Li, and Li Fei-Fei, "Imagenet: A Large-Scale Hierarchical Image Database" In 2009 IEEE Conference on Computer Vision and Pattern Recognition, pp. 248-255.

[19] Quoted in Allan Sekula, "The Body and the Archive," October 39 (1986): 3-64, https://doi.org/10.2307/778312.

[20] Ibid; for a broader discussion of objectivity, scientific judgment, and a more nuanced take on photography's role in it, see Lorraine Daston and Peter Galison, Objectivity, Paperback ed. (New York: Zone Books, 2010).

[21] "UTKFace - Aicip," accessed August 28, 2019, http://aicip.eecs.utk.edu/wiki/UTKFace.

[22] See Paul N. Edwards and Gabrielle Hecht, "History and the Technopolitics of Identity: The Case of Apartheid South Africa," Journal of Southern African Studies 36, no. 3 (September 2010): 619-39, https://doi.org/10.1080/03057070.2010.507568. Earlier classifications used in the 1950 Population Act and Group Areas Act used four classes: "Europeans, Asiatics, persons of mixed race or coloureds, and 'natives' or pure-blooded individuals of the Bantu race" (Bowker and Star, 197). Black South Africans were required to carry pass books and could not, for example, spend more than 72 hours in a white area without permission from the government for a work contract (198).

[23] Bowker and Star, 208.

[24] See F. James Davis, Who Is Black? One Nation's Definition, 10th anniversary ed. (University Park, PA: Pennsylvania State University Press, 2001).

[25] See Joy Buolamwini and Timnit Gebru, "Gender Shades: Intersectional Accuracy Disparities in Commercial Gender Classification," in Conference on Fairness, Accountability, and Transparency, 2018, 77-91, http://proceedings.mlr.press/v81/buolamwini18a.html.

[26] Michele Merler et al., "Diversity in Faces," ArXiv:1901.10436 [Cs], January 29, 2019, http://arxiv.org/abs/1901.10436.

[27] "Webscope | Yahoo Labs," accessed August 28, 2019, https://webscope.sandbox.yahoo.com/catalog.php?datatype=i&did=67&guccounter=1.

[28] Olivia Solon, "Facial Recognition's 'Dirty Little Secret': Millions of Online Photos Scraped without Consent," March 12, 2019, https://www.nbcnews.com/tech/internet/facial-recognition-s-dirty-little-secret-millions-online-photos-scraped-n981921.

[29] Stephen Jay Gould, The Mismeasure of Man, revised and expanded (New York: Norton, 1996). The approach of measuring intelligence based on skull size was prevalent across Europe and the US. For example, in France, Paul Broca and Gustave Le Bon developed the approach of measuring intelligence based on skull size. See Paul Broca, "Sur le crâne de Schiller et sur l'indice cubique des crânes," Bulletin de la Société d'anthropologie de Paris, I° Série, t. 5, fasc. 1, p. 253-260, 1864. Gustave Le Bon, L'homme et les sociétés. Leurs origines et leur développement (Paris: Edition J. Rothschild, 1881). In Nazi Germany, the "anthropologist" Eva Justin wrote about Sinti and Roma people, based on anthropometric and skull measurements. See Eva Justin, Lebensschicksale artfremd erzogener Zigeunerkinder und ihrer Nachkommen [Biographical destinies of Gypsy children and their offspring who were educated in a manner inappropriate for their species], doctoral dissertation, Friedrich-Wilhelms-Universität Berlin, 1943.

[30] "Figure Eight | The Essential High-Quality Data Annotation Platform," Figure Eight, accessed August 28, 2019, https://www.figure-eight.com/.

[31] The authors made a backup of the ImageNet dataset prior to much of its deletion.

[32] Their "MegaPixels" project is here: https://megapixels.cc/

[33] Jake Satisky, "A Duke Study Recorded Thousands of Students' Faces. Now They're Being Used All over the World," The Chronicle, June 12, 2019, https://www.dukechronicle.com/article/2019/06/duke-university-facial-recognition-data-set-study-surveillance-video-students-china-uyghur.

[34] "2nd Unconstrained Face Detection and Open Set Recognition Challenge," accessed August 28, 2019, https://vast.uccs.edu/Opensetface/; Russell Stewart, Brainwash Dataset (Stanford Digital Repository, 2015), https://purl.stanford.edu/sx925dc9385.

[35] Melissa Locker, "Microsoft, Duke, and Stanford Quietly Delete Databases with Millions of Faces," Fast Company, June 6, 2019, https://www.fastcompany.com/90360490/ms-celeb-microsoft-deletes-10m-faces-from-face-database.

[36] Madhumita Murgia, "Who's Using Your Face? The Ugly Truth about Facial Recognition," Financial Times, April 19, 2019, https://www.ft.com/content/cf19b956-60a2-11e9-b285-3acd5d43599e.

[37] Locker, "Microsoft, Duke, and Stanford Quietly Delete Databases"

[38] Full video here: Amarjot Singh, Eye in the Sky: Real-Time Drone Surveillance System (DSS) for Violent Individuals Identification, 2018, https://www.youtube.com/watch?time_continue=1&v=zYypJPJipYc.

[39] Steven Melendez, "Watch This Drone Use AI to Spot Violence in Crowds from the Sky," Fast Company, June 6, 2018, https://www.fastcompany.com/40581669/watch-this-drone-use-ai-to-spot-violence-from-the-sky.

[40] James Vincent, "Drones Taught to Spot Violent Behavior in Crowds Using AI," The Verge, June 6, 2018, https://www.theverge.com/2018/6/6/17433482/ai-automated-surveillance-drones-spot-violent-behavior-crowds.

[41] Ibid.

[42] Gould, The Mismeasure of Man, 140.

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An investigation into the politics of training sets, and the fundamental problems with classifying humans.

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Link 2: https://digital-strategy.ec.europa.eu/en/policies/code-practice-ai-generated-content Link 3: https://www.europarl.europa.eu/RegData/etudes/STUD/2025/774095/IUST_STU(2025)774095_EN.pdf

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Recently, the EU launched a high-profile investigation into Google's use of content from the web and YouTube in connection with training their AI models. The most important question is whether creators had a real opportunity to object and whether the terms were fair to the authors.
Why is this important for young artists? Because this is not a ‘dispute between giants’, but a question about the future of creativity:
- can your work become training data without your consent?
- what will remuneration for creators look like in the world of GenAI?
- will platforms have to clearly state: ‘this was trained on someone else's work’?
This topic is closely linked to new European recommendations: EUIPO and the European Parliament are pushing for clear opt-out rules, training transparency and fair licensing models.
💬 And you, if you could choose, would you
A) want your work to be able to train AI, but with your consent and remuneration
B) be in favour of a total ban on the use of your art for training?

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EU opens investigation into Google’s use of online content for AI models

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European Commission to assess whether Gemini owner is putting rival companies at a disadvantage

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The New Creative Dialogue
AI is not your replacement—it’s your co-pilot. 

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The New Creative Dialogue
AI is not your replacement—it’s your co-pilot. 

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🎨 The New Creative Dialogue
AI is not your replacement—it’s your co-pilot. 🤝✨
The biggest shift in modern art isn't just "generating" an image; it’s the move toward Co-Creation. Think of AI as a collaborator that offers unexpected perspectives, helping you break through creative blocks and explore territories you wouldn't have reached alone.
It’s an iterative dialogue: You speak, the AI responds, you refine.
How to build your Hybrid Workflow: 🔹 AI Drafts ➡️ Human Edits: Use AI to generate "clay," then sculpt it into your final vision. 🔹 Sketch ➡️ Expansion: Feed your rough thumbnails to AI to see them re-rendered in 10 different moods. 🔹 Curated Variations: Let the model propose 50 color palettes; you pick the one that hits the right emotion. 🔹 Back-and-forth Storytelling: Brainstorm world-building and lore with a model that challenges your logic.
The Bottom Line: You are the Director. The AI is the talented assistant offering unlimited drafts. Together, you create a shared exploration between human intuition and machine imagination.

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People + AI Research (PAIR) is a multidisciplinary team at Google that explores the human side of AI.