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Edebi metinden algoritmaya: Rüyanın Öte Yakası romanından yapay zeka destekli görselleştirme denemeleri

Year 2025, Volume: 2 Issue: 1, 71 - 83, 30.06.2025

Abstract

Bu makale, Ursula K. Le Guin’in Rüyanın Öte Yakası (The Lathe of Heaven, 1971) adlı romanını çıkış noktası alarak, yapay zekâ destekli görselleştirme tekniklerinin üretimsel ve kuramsal boyutlarını posthümanist bir çerçevede incelemeyi amaçlamaktadır. Edebi metin, burada yapay zekâ ile çalışan metin-temelli görselleştirme algoritmalarının nasıl anlam ürettiğini gözlemlemek ve bu üretim sürecini kuramsal olarak tartışmak için bir zemin işlevi görmektedir. Çalışmada, romanın belirli sahneleri metin tabanlı “prompt”lara dönüştürülerek yapay zekâ görselleştirme modellerine aktarılmış, ortaya çıkan görseller posthüman özne, çoklu failiyet ve insan-dışı ajans kavramları ekseninde yorumlanmıştır. Yöntem olarak, görselleştirme süreci hem üretimsel hem de kavramsal düzeyde analiz edilmiş; kuramsal zemin olarak Braidotti’nin posthüman özne kuramı ve Hayles’ın insan-dışı biliş tartışmaları referans alınmıştır. Yaratıcı sürece insanla birlikte katılan yapay zekâ, bu çerçevede bağımsız bir yorumlayıcı ve estetik fail olarak değerlendirilmiştir. Elde edilen görseller, yalnızca görsel temsil üretmekle kalmayıp, anlamın teknik bir sistem içinde nasıl dönüştüğünü ve kaymaya uğradığını da göstermektedir. Görseller, edebi anlatının bazı tematik yönlerini başarılı biçimde dönüştürürken, çok katmanlı anlam yapılarında indirgemeye yol açabilmektedir. Görselleştirme noktasında bulgular yapay zekânın yalnızca teknik bir araç değil, anlam üretiminde aktif rol oynayan bir estetik ortak olduğunu göstermektedir. Böylece çalışma, edebiyat, teknoloji ve kuramın kesişiminde; yaratıcı üretimin yeni biçimlerine ve posthüman düşünceyle uyumlu yaratım modellerine dair eleştirel bir tartışma sunmaktadır. Sonuç olarak, bu çalışma yapay zekâ destekli yaratıcı üretim biçimlerinin posthüman düşünceyle kesiştiği noktaları ortaya koymakta ve dijital çağda insan-merkezli estetik anlayışlara eleştirel bir alternatif sunmaktadır.

References

  • Barr, M. S. (2008). Lost in space: Probing feminist science fiction and beyond. University of North Carolina Press. Braidotti, R. (2013). The posthuman. Polity Press.
  • Candy, L., & Edmonds, E. (2018). The role of the artist in interactive art. Digital Creativity, 29(2–3), 145–159. https://doi.org/10.1080/14626268.2018.1485058
  • Cummins, E. (1993). Understanding Ursula K. Le Guin. University of South Carolina Press.
  • Elgammal, A., Liu, B., Elhoseiny, M., & Mazzone, M. (2017). CAN: Creative adversarial networks, generating “art” by learning about styles and deviating from style norms. arXiv. https:// arxiv.org/abs/1706.07068
  • Galanter, P. (2003). What is generative art? Complexity theory as a context for art theory. In Proceedings of the GA2003—6th Generative Art Conference.
  • Goodfellow, I., Pouget-Abadie, J., Mirza, M., Xu, B., Warde-Farley, D., Ozair, S., Courville, A., & Bengio, Y. (2014). Generative adversarial nets. In Advances in neural information processing systems (pp. 2672–2680).
  • Gunkel, D. J. (2020). How to survive the robot apocalypse: Identity, ethics, and AI. Routledge.
  • Hayles, N. K. (1999). How we became posthuman: Virtual bodies in cybernetics, literature, and informatics. University of Chicago Press.
  • Hayles, N. K. (2017). Unthought: The power of the cognitive nonconscious. University of Chicago Press.
  • Ifrah, G. (2000). The universal history of numbers: From prehistory to the invention of the computer. Wiley.
  • Knuth, D. E. (1997). The art of computer programming: Fundamental algorithms (Vol. 1). Addison-Wesley.
  • Le Guin, U. K. (1971). The lathe of heaven. Avon Books.
  • McCormack, J., Gifford, T., & Hutchings, P. (2019). Autonomy, authenticity, authorship and intention in computer generated art. In Proceedings of the 10th International Conference on Computational Creativity (ICCC) (pp. 272–279).
  • Munster, A. (2013). An aesthesis of networks: Digital media art, and the affective turn. MIT Press.
  • Pickering, B. (2014). Dreams, power, and community: An analysis of balance in Ursula K. Le Guin’s The word for world is forest and The lathe of heaven [Master’s thesis, University of Saskatchewan]. University of Saskatchewan Repository.
  • Reed, S. E., Akata, Z., Yan, X., Logeswaran, L., Schiele, B., & Lee, H. (2016). Generative adversarial text to image synthesis. arXiv. https://arxiv.org/abs/1605.05396
  • Zhang, H., Xu, T., Li, H., Zhang, S., Wang, X., Huang, X., & Metaxas, D. N. (2021). StackGAN++: Realistic image synthesis with stacked generative adversarial networks. IEEE Transactions on Pattern Analysis and Machine Intelligence, 41(8), 1947–1962.
  • Zylinska, J. (2020). AI art: Machine visions and warped dreams. Open Humanities Press.

From literary text to algorithm: Artificial intelligence-generated visualisation experiments from the novel The Lathe of Heaven

Year 2025, Volume: 2 Issue: 1, 71 - 83, 30.06.2025

Abstract

This article aims to examine the productive and theoretical dimensions of AI-assisted visualisation techniques within a posthumanist framework, taking Ursula K. Le Guin’s novel The Lathe of Heaven (1971) as a starting point. The literary text serves as a ground to observe how text-based visualisation algorithms working with artificial intelligence produce meaning and to theoretically discuss this production process. In the study, certain scenes of the novel were transformed into text-based ‘prompts’ and transferred to artificial intelligence visualisation models, and the resulting visuals were interpreted in the axis of posthuman subject, multiple agency and non-human agency concepts. As a method, the visualisation process is analysed at both the productive and conceptual levels; Braidotti’s posthuman subject theory and Hayles’ discussions on non-human cognition are taken as the theoretical basis. Artificial intelligence, which participates in the creative process together with humans, is evaluated as an independent interpreter and aesthetic agent in this framework. The visuals obtained not only produce visual representation, but also show how meaning is transformed and shifted within a technical system. While the visuals successfully transform some thematic aspects of the literary narrative, they can lead to a reduction in multi-layered meaning structures. The findings show that artificial intelligence is not only a technical tool but also an aesthetic partner that plays an active role in meaning production. Thus, at the intersection of literature, technology and theory, the study presents a critical discussion on new forms of creative production and models of creation compatible with posthuman thought. As a result, this study reveals the intersections of artificial intelligence-supported forms of creative production with posthuman thought and offers a critical alternative to anthropocentric aesthetic understandings in the digital age.

References

  • Barr, M. S. (2008). Lost in space: Probing feminist science fiction and beyond. University of North Carolina Press. Braidotti, R. (2013). The posthuman. Polity Press.
  • Candy, L., & Edmonds, E. (2018). The role of the artist in interactive art. Digital Creativity, 29(2–3), 145–159. https://doi.org/10.1080/14626268.2018.1485058
  • Cummins, E. (1993). Understanding Ursula K. Le Guin. University of South Carolina Press.
  • Elgammal, A., Liu, B., Elhoseiny, M., & Mazzone, M. (2017). CAN: Creative adversarial networks, generating “art” by learning about styles and deviating from style norms. arXiv. https:// arxiv.org/abs/1706.07068
  • Galanter, P. (2003). What is generative art? Complexity theory as a context for art theory. In Proceedings of the GA2003—6th Generative Art Conference.
  • Goodfellow, I., Pouget-Abadie, J., Mirza, M., Xu, B., Warde-Farley, D., Ozair, S., Courville, A., & Bengio, Y. (2014). Generative adversarial nets. In Advances in neural information processing systems (pp. 2672–2680).
  • Gunkel, D. J. (2020). How to survive the robot apocalypse: Identity, ethics, and AI. Routledge.
  • Hayles, N. K. (1999). How we became posthuman: Virtual bodies in cybernetics, literature, and informatics. University of Chicago Press.
  • Hayles, N. K. (2017). Unthought: The power of the cognitive nonconscious. University of Chicago Press.
  • Ifrah, G. (2000). The universal history of numbers: From prehistory to the invention of the computer. Wiley.
  • Knuth, D. E. (1997). The art of computer programming: Fundamental algorithms (Vol. 1). Addison-Wesley.
  • Le Guin, U. K. (1971). The lathe of heaven. Avon Books.
  • McCormack, J., Gifford, T., & Hutchings, P. (2019). Autonomy, authenticity, authorship and intention in computer generated art. In Proceedings of the 10th International Conference on Computational Creativity (ICCC) (pp. 272–279).
  • Munster, A. (2013). An aesthesis of networks: Digital media art, and the affective turn. MIT Press.
  • Pickering, B. (2014). Dreams, power, and community: An analysis of balance in Ursula K. Le Guin’s The word for world is forest and The lathe of heaven [Master’s thesis, University of Saskatchewan]. University of Saskatchewan Repository.
  • Reed, S. E., Akata, Z., Yan, X., Logeswaran, L., Schiele, B., & Lee, H. (2016). Generative adversarial text to image synthesis. arXiv. https://arxiv.org/abs/1605.05396
  • Zhang, H., Xu, T., Li, H., Zhang, S., Wang, X., Huang, X., & Metaxas, D. N. (2021). StackGAN++: Realistic image synthesis with stacked generative adversarial networks. IEEE Transactions on Pattern Analysis and Machine Intelligence, 41(8), 1947–1962.
  • Zylinska, J. (2020). AI art: Machine visions and warped dreams. Open Humanities Press.
There are 18 citations in total.

Details

Primary Language English
Subjects Philosophy of Art, Visual Design, Fine Arts
Journal Section Articles
Authors

Büşra Meydan 0000-0002-2365-4539

Publication Date June 30, 2025
Submission Date May 19, 2025
Acceptance Date June 30, 2025
Published in Issue Year 2025 Volume: 2 Issue: 1

Cite

APA Meydan, B. (2025). From literary text to algorithm: Artificial intelligence-generated visualisation experiments from the novel The Lathe of Heaven. Karatay Sanat Ve Tasarım Dergisi, 2(1), 71-83.