
My goal at the recent Art Impact AI workshop held in Dartmouth, Nova Scotia, was to see how AI (Artificial Intelligence) might play a role in plein air art. The workshop was headed by Valentine Goddard and Jerrold McGrath.
The participant numbers were of a convenient size that we could delve into the subject matter at some depth. What struck me first was the diversity of backgrounds in attendance — from wood sculptor to theatre-savvy software developer, from cellular biologist to explorers of biologic/geologic forms, from filmmaker to former art director. But we all had the creative artistic mind and AI interest in common.
I learned all sorts of AI concepts such as Neural Networks, Machine Learning, CV, and Deep Learning, and dominant AI values such as transparency, fairness, accountability, and more. We were shown a book entitled Neural Networks for Babies by Fernie and Kaiser. We played games to immerse ourselves in the mechanism of AI thinking. “Finding the Criminal” game taught us about the significance of algorithm development, application, confidence, bias, and use/abuse. That type of game, upon later discussions with filmmaker Kimberly Smith from Canning, could have implications in his Movie Games project.
So, how does AI apply to my plein air art world? In the short term, I do not see AI having immediate impact. I do see where AI has the potential for the visual artist; playing a role in my art, down the road, as mentor, coach, teacher and critic. I do not see AI in art as something to be feared. I see AI as something to augment the creative learning process and development of the human artist — where AI and human collaborate.
In plein air art that AI augmentation also includes the process of seeing and interpreting the geography that surrounds us as an artist.
ACKNOWLEDGEMENTS
Participants in the Art Impact AI Dartmouth workshop, for their lively and insightful discussions.
Valentine Goddard and Jerrold McGrath for heading the Art Impact AI workshop.
REFERENCES
Neural Networks for Babies, by Chris Ferrie and Dr Sarah Kaiser, Sourcebooks, March 2019
Movie Games, by Kimberly Smith

While painting Pillar Rock from Presqu-île, near the southern part of the Cape Breton Highlands National Park, we noted dozens of visitors come for a few minutes to snap photos then move on. Did they see the otters swim the nearby pond? Did they note how the sun lit up the rocky shoreline as it rose above Jerome mountain? Did they hear the high-pitched piping notes of the eagle?
At the other extreme, we were greeted several times by the “
The sky wasn’t just overcast or sunny. The sky was a mix of Burnt Sienna with a touch of French Ultramarine Blue or was a variegated wash from Cerulean Blue to Cadmium Yellow. We were not just engulfed in fall foliage of colours. Hills became brushstrokes of Alizarin Crimson, Quinacridone Gold (I love that colour) and Prussian Blue.
We divided the landscape into zones (foregrounds, mid-grounds, and backgrounds) and described how we would paint aerial perspective, “treat edges” and change tonal contrasts, to give a sense of distance.
Many times we would identify a focal point in the landscape (almost with “eye-spy-with-my-little-eye enthusiasm) and would suggest ways to direct viewers’ eyes to that point. Would it be the slope of the hills, the line of our winding road, edges of forest stands or the illumination of light breaking through the clouds? How would our favourite artists, or The Group Of Seven treat that focal point?
As we drove, we unpacked our landscape NOT in terms of “things” (such as houses, fence rows, barns, silos or cows) but in terms of shape, line, colour, patterns, gradation and composition. We became exhilarated, as artists, to not only view the landscape but to offer ways to interpret the landscape — whether it be as a realist, impressionist or abstract artist — in oils, acrylics, watercolours or inks.
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