AIM·3193
[R]
Research + teaching library

Reading

A layered reading system: critical and pathway-specific core texts first, followed by optional technical and production-oriented references.

18 RECORDS / SELECTIVE ACCESS LINKS
[01]

Recommend List

7 READINGS
01
AI ARTCORE

Joanna Zylinska (2020), AI Art: Machine Visions and Warped Dreams. Open Humanities Press.

A critical account of AI art that moves beyond machine-creativity tests to histories of robotic, networked and algorithmic art, while connecting labour, automation, ecology, power and artistic practice.

Week 2 core extract; return in Week 7.
02
AI ARTCORE

Sofian Audry (2021), Art in the Age of Machine Learning. The MIT Press.

Connects machine-learning system design with histories of cybernetic, artificial-life, robotic, sound and electronic-literature practice; treats training, models, data and evaluation as artistic material.

Week 2 or Week 7 selected chapters.
03
AI ARTCORE ARTICLE

Aaron Hertzmann (2018), “Can Computers Create Art?” Arts, 7(2), 18.

A concise argument separating technical ability, artistic intention, authorship and social recognition, useful for debating automation and creative labour.

Week 2 reading response and debate.
04
NET ARTCORE

Rachel Greene (2004), Internet Art. Thames & Hudson.

A field overview of email art, websites and artist software, with attention to authorship, identity, intellectual property, economics, power and networked culture.

Week 3 historical frame; revisit in Week 8.
05
CREATIVE CODINGWORKSHOP CORE

Golan Levin & Tega Brain (2021), Code as Creative Medium. The MIT Press.

A studio-oriented handbook of open creative prompts, short programming studies and pedagogical reflections that positions code as an expressive and critical medium.

Week 3 workshop; Week 8 project prompt.
06
VIDEO ARTCONTEXT CORE

Michael Rush (2007), Video Art (rev. and expanded ed.). Thames & Hudson.

A field survey tracing video art from early experiments and performance to installation, multichannel work and digital practice, with attention to changing technologies, artists and viewing contexts.

Week 4 video-art foundations; revisit in Week 9.
07
GAME ARTCONTEXT CORE

Eddie Lohmeyer (2021), Unstable Aesthetics: Game Engines and the Strangeness of Modding. Bloomsbury Academic.

Examines game engines and modding as unstable aesthetic systems, connecting glitches, procedural space, estrangement and experimental interventions to the artistic and critical possibilities of game technologies.

Week 5 game-art introduction; revisit in Week 10.
[02]

Extended Reading

11 READINGS

Further theoretical, historical, technical and production-oriented titles are retained as optional references. Availability may vary; only confirmed open resources or locally supplied files are linked.

01
ANIMATION / VIDEOCONTEXT CORE

Maureen Furniss (2008), Art in Motion: Animation Aesthetics (rev. ed.).

A cross-form animation aesthetics survey covering 2D, 3D, stop motion, abstraction, sound, structure, audiences, representation and institutional contexts.

Week 4 foundations; Week 9 analysis.
02
GAME ARTCONTEXT CORE

Mary Flanagan (2009), Critical Play: Radical Game Design. The MIT Press.

Links alternative games to art, everyday play, activism and social questions, asking how mechanics can challenge dominant conventions and carry critical meaning.

Week 5 introduction; Week 10 mechanic critique.
03
STABLE DIFFUSIONOPTIONAL TOOL

E. D. Aaron (2023), The Stable Diffusion XL Prompt Handbook.

A beginner prompt handbook and visual-style catalogue for rapid SDXL experimentation rather than art-historical or critical study.

Optional Week 2 visual-style experiment.
04
GENERAL AISUPPLEMENT

A. Bennett (2024), AI for Beginners Made Easy. Global Ink Publishing.

A broad seven-day introduction to machine learning, neural networks, NLP, generative AI and practical applications for nontechnical readers.

Optional Week 1–2 technical baseline.
05
GENERATIVE AISUPPLEMENT

Numa Dhamani & Maggie Engler (2024), Introduction to Generative AI. Manning.

A nontechnical explanation of large language models, training, privacy, security, prompts, productivity, misuse and wider legal and social consequences.

Week 2 or Week 7 selected chapters.
06
VISUAL PROMPTINGFREE GUIDE

R. Kaiser / @RasputinKaiser (2023), Mastering the Art of Stable Diffusion: Composition, Color, and Style.

An online guide organising composition, colour, media and style vocabulary for iterative Stable Diffusion prompting.

Week 2 prompt-language critique.
07
DIGITAL PAINTINGOPTIONAL TOOL

A. Morris (2022), Digital Painting with Stable Diffusion.

A practical hybrid workflow spanning sketches, img2img, inpainting, outpainting, upscaling, repair and integration with painting software.

Week 4 asset-production supplement.
08
STABLE DIFFUSIONFREE GUIDE

Stable Diffusion Art (2023–ongoing), Beginner’s Guide to Stable Diffusion AI Art.

A frequently updated technical guide to installation, parameters, models, img2img, repair, training and interface choices.

Student self-service troubleshooting.
09
UNVERIFIEDHOLD

R. Weaver (2024), Introduction to Generative AI: A Guide to Uncovering the Power of AI Techniques.

No reliable publisher, catalogue, ISBN or contents record was located during the reading-list review.

Do not assign until bibliographic evidence is supplied.
10
STABLE DIFFUSIONOPTIONAL TOOL

M. Włodarczak (2024), Stable Diffusion Handbook: Creating Anime and Manga Artwork with AI.

A practical handbook covering local interfaces, models, parameters, img2img, extensions, defects and troubleshooting through anime/manga examples.

Optional local-model workflow reference.
11
GAME ASSETSOPTIONAL TOOL

Masakazu Yanai (2023), Creating Game Assets with Stable Diffusion AI Image Generator.

A production guide for 2D game backgrounds, characters, LoRA training, props, icons, maps and interface textures.

Week 5/10 asset supplement—not a game-art theory text.