318 Int. J. Advanced Intelligence Paradigms, Vol. 1, No. 3, 2009
Copyright © 2009 Inderscience Enterprises Ltd.
Biological motifs designed using the principles
of artificial life
Penesta Dika
Institute of Interface Cultures,
Department for Media Studies,
University of Art and Industrial Design, Linz, Austria
E-mail: penesta@gmx.net
Abstract: Whereas digitalised art plants and animals have been designed using
algorithms imitating the natural rules of creating a living being, in interactive
media art, their virtual development, growth and death are simulated based
on the visitors’ interactivity. Virtual worlds, which are developed through the
rules of the artists, enable a redefining of the rules through the users. The users
can create virtual worlds that even the artists have not yet imagined. To realise
this, evolutionary, and, in particular, genetic algorithms are used.
Keywords: designing biological motifs; interactive media art; artificial life;
genetic algorithms.
Reference to this paper should be made as follows: Dika, P. (2009)
‘Biological motifs designed using the principles of artificial life’,
Int. J. Advanced Intelligence Paradigms, Vol. 1, No. 3, pp.318–331.
Biographical notes: Penesta Dika received her Master’s Degree in Philosophy
from the Institute of Art History at the Vienna University (Austria) with the
thesis: “Die Computerkunst Herbert W. Frankes” (Computer – Art of Herbert
W. Franke) in 2003. Her thesis was published as a book by Logos Berlin in
honour of the 80th birthday of Herbert W. Franke. Currently, she is a Doctoral
Degree candidate in Philosophy at “Kunstuniversität Linz” (Austria), Institute
for Interface Culture, under the supervision of Professor Christa Sommerer and
Professor Oliver Grau. The title of her thesis is “Visual Motifs in Interactive
Media Art”.
1 Introduction
The aspect of the usage of principles of nature, in particular, creating art imitating
the rules of nature, is widespread in interactive media art. The fact that it is possible
to programme works based on such rules has been presented here, and this is significant
for the development of artworks. For example, the so-called genetic algorithm
(see Holland, 1975; Goldberg, 1989), which is a type of evolutionary algorithm, is used
in interactive artworks, which are discussed in this paper. Genetic algorithms are
algorithms used for optimisation problems and are based on Charles Darwin’s
evolutionary theory and the principle of the “survival of the fittest”. The main rules on
which they are based are selection, reproduction, crossover and mutation. The different
usage of such algorithms brought appropriate visual characteristics. Considering the