Research Article
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Computational aesthetics in dystopian visualization: an integrated approach using python programming and adobe photoshop's generative features

Year 2025, Volume: 6 Issue: 3, 211 - 224, 30.09.2025
https://doi.org/10.5281/zenodo.15971532

Abstract

This study aims to investigate how fundamental geometric shapes and digital tools can be integrated to create visually compelling representations of dystopian and post-apocalyptic themes, focusing on expanding the boundaries of digital art by combining traditional artistic practices with algorithmic design methods. Using Python programming and Adobe Photoshop's "Generative Image" feature (Beta version 25.11), five fundamental geometric shapes were generated and transformed into thematic visualizations through a two-phase methodological approach. Initially, the shapes were designed using Python's Matplotlib and NumPy libraries and programmed with algorithms containing random variables, establishing the foundation of structured randomness and algorithmic patterns controlled by the artist. Subsequently, these base shapes were enhanced and restructured through Photoshop's advanced generative tools, guided by specific thematic keywords such as "dystopian pattern," "post-apocalyptic scenario," and "hopelessness," resulting in a total of fifteen visuals comprising three variations for each geometric shape. The findings highlight the effective integration of basic design principles with advanced generative technologies, resulting in visually striking artworks that encapsulate dystopian aesthetics while effectively reflecting themes of isolation, decay, and technological domination through elements such as chaotic urban landscapes, fragmented architectures, and alien world terrains. This research contributes to existing work in algorithmic design and digital visualization while being associated with theoretical frameworks such as Jean Baudrillard's concept of hyperreality, Donna Haraway's union of human-machine-nature, and Walter Benjamin's critiques of modern urban life, demonstrating that generative art functions not only as an aesthetic tool but also as a platform for social and philosophical criticism, illustrating how art evolves into new narrative forms in the digital age and suggesting its capacity to expand artistic boundaries and redefine modes of expression.

Ethical Statement

This research does not require ethical committee approval. There is no conflict of interest in the study. All authors have contributed equally to the preparation and writing of this article.

Supporting Institution

No funding support was received.

References

  • Baudrillard, J. (1994). Simulacra and simulation. University of Michigan Press.
  • Benjamin, W. (1968). The work of art in the age of mechanical reproduction. In H. Arendt (Ed.), Illuminations: Essays and reflections (pp. 217–251).
  • Benjamin, W. (1999). The arcades project. Harvard University Press.
  • Boden, M., & Edmonds, E. (2009). What is generative art? Digital Creativity, 20(1), 21–46. https://doi.org/10.1080/14626260902867915
  • Chauhan, A., Chauhan, R., Nainwal, A., Arora, A., & Bhatt, C. (2023, September 14–16). Image multidiffusion algorithms for AI generative art. 2023 6th International Conference on Contemporary Computing and Informatics (IC3I).
  • Christie’s. (2018). The AI art at Christie’s: How one painting generated more than $432,500. https://www.christies.com/en/stories/a-collaboration-between-two-artists-one-human-one-a-machine- 0cd01f4e232f4279a525a446d60d4cd1
  • Elgammal, A. (2017). CAN: Creative adversarial networks, generating “art” by learning about styles and deviating from style norms. arXiv Preprint, arXiv:1706.07068. https://arxiv.org/abs/1706.07068
  • Freeman, J. (2003). MetaMix: A symbiosis of familiar content with generative form [Conference presentation]. Generative Art Conference, Milan, Italy.
  • Galanter, P. (2003). What is generative art? Complexity theory as a context for art theory. Generative Art Conference, Milan, Italy.
  • Galanter, P. (2019). Artificial intelligence and problems in generative art theory. Electronic Visualisation and the Arts (EVA 2019). https://doi.org/10.14236/ewic/EVA2019.22
  • Haraway, D. J. (1991). A cyborg manifesto: Science, technology, and socialist-feminism in the late twentieth century. In Simians, cyborgs, and women: The reinvention of nature (pp. 149–181). Routledge.
  • Harris, C. R., Millman, K. J., van der Walt, S. J., Gommers, R., Virtanen, P., Cournapeau, D., ... & Oliphant, T. E. (2020). Array programming with NumPy. Nature, 585(7825), 357–362. https://doi.org/10.1038/s41586-020-2649-2
  • Hunter, J. D. (2007). Matplotlib: A 2D graphics environment. Computing in Science & Engineering, 9(3), 90–95. https://doi.org/10.1109/MCSE.2007.55
  • Hutchings, J. M. T. G. P. (2019). Autonomy, authenticity, authorship and intention in computer generated art. In EvoMUSART 2019: 8th International Conference on Computational Intelligence in Music, Sound, Art and Design, Leipzig, Germany. https://dx.doi.org/10.48550/arxiv.1903.02166
  • Joseph, B., & Raghav, B. (2021). Generative AI with Python and TensorFlow 2: Create images, text, and music with VAEs, GANs, LSTMs, Transformer models. Packt Publishing.
  • Kermode, F. (1967). The sense of an ending: Studies in the theory of fiction. Oxford University Press.
  • Maclaran, P., & Brown, S. (2010). The future perfect declined: Utopian studies and consumer research. Journal of Marketing Management, 17. https://doi.org/10.1362/0267257012652069
  • McCormack, J., Gifford, T., & Hutchings, P. (2019). Autonomy, authenticity, authorship and intention in computer generated art. International Conference on Computational Intelligence in Music, Sound, Art and Design (part of EvoStar).
  • Ren, L., & Du, M. (2024). From canvas to code: The evolution of generative art in the AI era. https://doi.org/10.4108/eai.15-9-2023.2340877
  • Romero, J., Machado, P., & Santos Ares, M. L. (2003). Artificial music critics [Conference presentation]. Generative Art Conference 2003, Milan, Italy.
  • Simon, A. L.-R., Albluwi, I., Becker, B. A., Giannakos, M., Kumar, A. N., Ott, L., ... & Szabo, C. (2018). Introductory programming: A systematic literature review. Proceedings Companion of the 23rd Annual ACM Conference on Innovation and Technology in Computer Science Education, Larnaca, Cyprus. https://doi.org/10.1145/3293881.3295779
  • Soban, B. (2003, December 15–17). Methodological approaches in the development of programs for generating images [Conference presentation]. Generative Art Conference, Florence, Italy.
  • Van Rossum, G., & Drake, F. L. (2009). Python 3 reference manual (Python Documentation Manual Part 2). CreateSpace Independent Publishing Platform.
  • Viscardi, A. (2003). Imagined architecture via material imagination: A matter of transformation [Conference presentation]. Generative Art Conference, Milan, Italy.
  • Whitelaw, M. (2004). Metacreation: Art and artificial life. MIT Press.
  • Williams, P. (2005). Beyond Mad Max III: Race, empire, and heroism on post-apocalyptic terrain. Science-Fiction Studies, 32, 301–315.
  • Wojcik, D. (1999). The end of the world as we know it: Faith, fatalism, and apocalypse in America. NYU Press.
  • Youvan, D. (2024). Exploring common themes in dystopian fiction. https://doi.org/10.13140/RG.2.2.23807.21922

Computational aesthetics in dystopian visualization: an integrated approach using python programming and adobe photoshop's generative features

Year 2025, Volume: 6 Issue: 3, 211 - 224, 30.09.2025
https://doi.org/10.5281/zenodo.15971532

Abstract

This study aims to investigate how fundamental geometric shapes and digital tools can be integrated to create visually compelling representations of dystopian and post-apocalyptic themes, focusing on expanding the boundaries of digital art by combining traditional artistic practices with algorithmic design methods. Using Python programming and Adobe Photoshop's "Generative Image" feature (Beta version 25.11), five fundamental geometric shapes were generated and transformed into thematic visualizations through a two-phase methodological approach. Initially, the shapes were designed using Python's Matplotlib and NumPy libraries and programmed with algorithms containing random variables, establishing the foundation of structured randomness and algorithmic patterns controlled by the artist. Subsequently, these base shapes were enhanced and restructured through Photoshop's advanced generative tools, guided by specific thematic keywords such as "dystopian pattern," "post-apocalyptic scenario," and "hopelessness," resulting in a total of fifteen visuals comprising three variations for each geometric shape. The findings highlight the effective integration of basic design principles with advanced generative technologies, resulting in visually striking artworks that encapsulate dystopian aesthetics while effectively reflecting themes of isolation, decay, and technological domination through elements such as chaotic urban landscapes, fragmented architectures, and alien world terrains. This research contributes to existing work in algorithmic design and digital visualization while being associated with theoretical frameworks such as Jean Baudrillard's concept of hyperreality, Donna Haraway's union of human-machine-nature, and Walter Benjamin's critiques of modern urban life, demonstrating that generative art functions not only as an aesthetic tool but also as a platform for social and philosophical criticism, illustrating how art evolves into new narrative forms in the digital age and suggesting its capacity to expand artistic boundaries and redefine modes of expression.

Ethical Statement

This research does not require ethical committee approval. There is no conflict of interest in the study.All authors have contributed equally to the preparation and writing of this article.

Supporting Institution

No funding support was received.

References

  • Baudrillard, J. (1994). Simulacra and simulation. University of Michigan Press.
  • Benjamin, W. (1968). The work of art in the age of mechanical reproduction. In H. Arendt (Ed.), Illuminations: Essays and reflections (pp. 217–251).
  • Benjamin, W. (1999). The arcades project. Harvard University Press.
  • Boden, M., & Edmonds, E. (2009). What is generative art? Digital Creativity, 20(1), 21–46. https://doi.org/10.1080/14626260902867915
  • Chauhan, A., Chauhan, R., Nainwal, A., Arora, A., & Bhatt, C. (2023, September 14–16). Image multidiffusion algorithms for AI generative art. 2023 6th International Conference on Contemporary Computing and Informatics (IC3I).
  • Christie’s. (2018). The AI art at Christie’s: How one painting generated more than $432,500. https://www.christies.com/en/stories/a-collaboration-between-two-artists-one-human-one-a-machine- 0cd01f4e232f4279a525a446d60d4cd1
  • Elgammal, A. (2017). CAN: Creative adversarial networks, generating “art” by learning about styles and deviating from style norms. arXiv Preprint, arXiv:1706.07068. https://arxiv.org/abs/1706.07068
  • Freeman, J. (2003). MetaMix: A symbiosis of familiar content with generative form [Conference presentation]. Generative Art Conference, Milan, Italy.
  • Galanter, P. (2003). What is generative art? Complexity theory as a context for art theory. Generative Art Conference, Milan, Italy.
  • Galanter, P. (2019). Artificial intelligence and problems in generative art theory. Electronic Visualisation and the Arts (EVA 2019). https://doi.org/10.14236/ewic/EVA2019.22
  • Haraway, D. J. (1991). A cyborg manifesto: Science, technology, and socialist-feminism in the late twentieth century. In Simians, cyborgs, and women: The reinvention of nature (pp. 149–181). Routledge.
  • Harris, C. R., Millman, K. J., van der Walt, S. J., Gommers, R., Virtanen, P., Cournapeau, D., ... & Oliphant, T. E. (2020). Array programming with NumPy. Nature, 585(7825), 357–362. https://doi.org/10.1038/s41586-020-2649-2
  • Hunter, J. D. (2007). Matplotlib: A 2D graphics environment. Computing in Science & Engineering, 9(3), 90–95. https://doi.org/10.1109/MCSE.2007.55
  • Hutchings, J. M. T. G. P. (2019). Autonomy, authenticity, authorship and intention in computer generated art. In EvoMUSART 2019: 8th International Conference on Computational Intelligence in Music, Sound, Art and Design, Leipzig, Germany. https://dx.doi.org/10.48550/arxiv.1903.02166
  • Joseph, B., & Raghav, B. (2021). Generative AI with Python and TensorFlow 2: Create images, text, and music with VAEs, GANs, LSTMs, Transformer models. Packt Publishing.
  • Kermode, F. (1967). The sense of an ending: Studies in the theory of fiction. Oxford University Press.
  • Maclaran, P., & Brown, S. (2010). The future perfect declined: Utopian studies and consumer research. Journal of Marketing Management, 17. https://doi.org/10.1362/0267257012652069
  • McCormack, J., Gifford, T., & Hutchings, P. (2019). Autonomy, authenticity, authorship and intention in computer generated art. International Conference on Computational Intelligence in Music, Sound, Art and Design (part of EvoStar).
  • Ren, L., & Du, M. (2024). From canvas to code: The evolution of generative art in the AI era. https://doi.org/10.4108/eai.15-9-2023.2340877
  • Romero, J., Machado, P., & Santos Ares, M. L. (2003). Artificial music critics [Conference presentation]. Generative Art Conference 2003, Milan, Italy.
  • Simon, A. L.-R., Albluwi, I., Becker, B. A., Giannakos, M., Kumar, A. N., Ott, L., ... & Szabo, C. (2018). Introductory programming: A systematic literature review. Proceedings Companion of the 23rd Annual ACM Conference on Innovation and Technology in Computer Science Education, Larnaca, Cyprus. https://doi.org/10.1145/3293881.3295779
  • Soban, B. (2003, December 15–17). Methodological approaches in the development of programs for generating images [Conference presentation]. Generative Art Conference, Florence, Italy.
  • Van Rossum, G., & Drake, F. L. (2009). Python 3 reference manual (Python Documentation Manual Part 2). CreateSpace Independent Publishing Platform.
  • Viscardi, A. (2003). Imagined architecture via material imagination: A matter of transformation [Conference presentation]. Generative Art Conference, Milan, Italy.
  • Whitelaw, M. (2004). Metacreation: Art and artificial life. MIT Press.
  • Williams, P. (2005). Beyond Mad Max III: Race, empire, and heroism on post-apocalyptic terrain. Science-Fiction Studies, 32, 301–315.
  • Wojcik, D. (1999). The end of the world as we know it: Faith, fatalism, and apocalypse in America. NYU Press.
  • Youvan, D. (2024). Exploring common themes in dystopian fiction. https://doi.org/10.13140/RG.2.2.23807.21922
There are 28 citations in total.

Details

Primary Language English
Subjects Image and Video Coding, Visual Arts (Other), Stage Design
Journal Section Research Article
Authors

Ozan Bebek 0000-0003-3292-4403

Kevser Kübra Kırboğa 0000-0002-2917-8860

Mehmet Coşar 0000-0003-1931-845X

Submission Date June 5, 2025
Acceptance Date August 17, 2025
Early Pub Date September 2, 2025
Publication Date September 30, 2025
Published in Issue Year 2025 Volume: 6 Issue: 3

Cite

APA Bebek, O., Kırboğa, K. K., & Coşar, M. (2025). Computational aesthetics in dystopian visualization: an integrated approach using python programming and adobe photoshop’s generative features. Journal for the Interdisciplinary Art and Education, 6(3), 211-224. https://doi.org/10.5281/zenodo.15971532
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