Exploration and Practice of Artificial Intelligence Generative Art in Environmental Public Art
Pubblicato online: 19 mar 2025
Ricevuto: 14 ott 2024
Accettato: 05 feb 2025
DOI: https://doi.org/10.2478/amns-2025-0522
Parole chiave
© 2025 Juan Li, published by Sciendo
This work is licensed under the Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License.
With the concept of national smart city development, modern urban development needs have become diversified. Urban design should not only be conducive to the sustainable development of the environment, but also to the development of urban diversity and sharing economy, so the research and development and application of sustainable energy and intelligent data processing has become a research hotspot [1-3]. The demand for public art in modern cities has been transformed from a simple aesthetic and artistic perspective to interactive experience and shared information [4]. Intelligent design of public art created by using smart materials and smart technology shows the awareness of human beings to use clean energy and protect the ecological environment, and to a certain extent realizes the spiritual concept of designers and residents to protect the urban environment and maintain the ecological balance [5-8]. Intelligent design began to be practiced in public art, and developed into an emerging art form with its novel technological modeling and features of interactivity and intelligent functions [9-12].
In the era of rapid development of artificial intelligence, the demand for exploration of new skills and knowledge is increasing day by day. In order to understand the development trend of contemporary art and promote innovation and progress in the field of art and design, it is significant to deeply study and explore the innovative application of generative artificial intelligence in the field of art and design [13-14]. The essence of generative AI is to generate new original content through algorithms and models [15]. Unlike traditional supervised learning or classification tasks, generative AI not only recognizes and classifies existing data, but also creates completely new content based on existing knowledge and information, and this creativity and imagination make generative AI have a wide range of applications in many fields [16-19]. Currently, generative AI techniques are still being optimized by researchers. For example, the quality and diversity of generated content is improved by optimizing the architecture and learning methods of generative networks, or new generative AI techniques are continuously developed to improve the quality and diversity of generated content [20-23]. Thus, generative AI, as a new generation technology that can mimic human creative thinking and behavior, plays an important role in promoting innovation in fields such as environmental public art and design [24-26].
With the rapid development of artificial intelligence technology, artificial intelligence gradually evolves to produce creative results. This paper introduces AI generative art into the field of environmental public art, proposes an image segmentation method based on the color gradient algorithm, and generates dot painting images based on the weighted center-of-mass Voronoi algorithm. Combining the high-level semantic features and the underlying color features of the image, the Gestalt visual perception theory is introduced to optimize the traditional generative AI technology. The questionnaire method is used to evaluate the performance of the optimized generative AI technique. Seven influencing factors of AI generative art acceptance willingness are proposed, and the influence of each influencing factor on acceptance willingness is analyzed through a questionnaire survey with increased test sample capacity. The one-way variance method was used to analyze the influence of demographic characteristic variables on each observed variable, and the SPSS26 software was used to test it.
When an image is subjected to line extraction, its first task is to find the set of pixel points with step change or roof change. Whether it is threshold segmentation or detecting edges based on high and low frequency components of gray-scale images, the filtering operation of maximization is usually performed first, and then the line extraction operation is completed by differential operators in the smooth region with clear line features according to the image intensities (grayscale, luminance). In this study, a color gradient algorithm is designed for line extraction, which first uses the normalized calculation of the plane gradient of the RGB three-channel to achieve the highlighting of the edge information in the smooth inner region, and then uses the maximum variance queue value to perform the queue segmentation to obtain a smooth and clear line contour map.
In this study, the steps for segmenting the image based on line extraction with color gradient are as follows.
Step 1: Input the color original image with
Step 2: A continuous clear line contour image is acquired with color gradient algorithm.
Step 3: Take the extracted contour image as a mask image, do a subtraction operation with the grayscale image of the input image, perform image segmentation, and obtain a background image.
Among them, the specific process of color gradient algorithm is as follows:
Input: color image
Output: contour image
Extract
Create nonlinear filter
Filtering operations are performed in the
Calculate the angle of radians according to equation (1) equation (4)
The normalization matrix
for
Calculate the gradient of each channel plane as
end for
Get the gradient transformation matrix
Maximum variance thresholding based on the edge information to get the contour image counterImg
retrun counterImg
Currently, the research direction of pointillism is broadly categorized into quality-first, speed-first, and search-first. The quality-first approach is based on the final quality of the generated dot paintings; the speed-first approach prioritizes cost consumption; and the search-first approach balances the pros and cons of quality and speed.Among them, Lloyd’s algorithm is the basic idea to realize the weighted center-of-mass Voronoi algorithm for generating point drawing images, and generating weighted Voronoi diagrams based on Lloyd’s algorithm and its related variant techniques is the preferred generation method for high-quality point drawings, and the related research results, such as the blue-noise sample space algorithm based on the flexibility of generating the topological combinatorial constraints to a Lloyd’s algorithm variant to get the blue-noise point sets with characteristics that can be accurately adapted to a given density function distribution properties of the blue noise point set, etc.
The weighted center of mass Voronoi algorithm first identifies a set of generator points and divides the entire plane by the perpendicular bisectors of each point with its neighboring points to get a subregion (Voronoi cell). Then the position of this set of generator points is moved to the position of the center of mass of the Voronoi cell. Repeat the above two-step operation until the end of the iteration to obtain the weighted center of mass Voronoi diagram, which is calculated as in equation (8).
where
The key to point painting, as an artistic technique that can present rich hues with only one color, is that the distribution and density changes of the points can highlight important information, filter unimportant information, and show nuances in the hues. Therefore, when executing the iterative step of center-of-mass shift, the distribution of points can not be based only on the area division of the plane, it needs to reflect the grayscale effect of the image. Thus, the center of mass shift of the points introduces the idea of a density function to the Voronoi diagram, which weights the computation of the center of mass. Knowing the density function
For the distribution of handwritten characters, high-quality dot paintings are as close as possible to the original color tone in the aesthetic distribution, at the same time, can ensure that the distribution of dots is uniform and well spaced, which is important to the quality of the environmental public art images generated by this study based on handwritten characters to ensure that the quality of the handwritten characters is not too high, so as to introduce a weighted center-of-mass Voronoi algorithm to generate the dot present images, and to obtain the data of its dot set as the constraints on the distribution of handwritten characters.
Image collage refers to the combination of the rules of art aesthetics, the photos taken by people, or pictures downloaded from the Internet, through a special collage integration and optimization, so as to create a spatial layout, rich in content and at the same time visually pleasing works of art. Most of the traditional image collage creation methods are designed manually by experienced artists or designers, which requires the artist to collect a large number of relevant pictures in advance, which is a time-consuming and boring process, and usually requires professional image editing skills, such as familiarity with the use of Photoshop, Adobe illustrator and other software tools, so as to smoothly collect the pictures to be stitched together to meet the aesthetic requirements. The images collected can be stitched together to fulfill the aesthetic requirements. To the best of our knowledge, it usually takes several days to create such an image collage. Therefore, in this paper, we propose an image collage generation method that combines the high-level semantic features and the underlying color features of the images, and introduces the Gestalt theory of visual perception at the same time.
Given a target image, we use the methods of “image partitioning and flow field generation” and “eye-movement based visual attention modeling” to obtain the flow field and visual attention distribution map of the image, respectively, and we try to generate a set of chunks for each region. The region partitioning problem is a typical mathematization problem, and its goal is to place a set of chunks, equal or unequal in size, into the whole region without overlapping each other. For image collage applications, we consider a chunk as a square whose side lengths are determined by the region and the visual attention distribution map, which can be formally described as follows:
Given a region Ω ∈ ℝ2 and
A configuration of the set of chunks
As mentioned earlier, in order to keep the chunks distributed along the direction of the flow field lines, we need to search each flow field line sequentially along the direction of the flow field lines. In addition, we adopt a top-down approach to maximize the chunk size while minimizing the number of chunks to increase the search efficiency. That is, we first consider covering the region with the largest chunks, and if we find a location where the largest chunks can be placed, we halve the chunk size and search again, and so on, until the two constraints are satisfied.
Although the above method can obtain a set of chunks that satisfy the objective constraints, however it does not satisfy that the larger the chunks should be placed in more prominent locations, for this reason we include a visual attention distribution map in the chunk search process. A luminance threshold
Once a chunk is found, we first calculate the average luminance value of the chunk. If the average luminance value is higher than the luminance threshold at its corresponding size, it means that the chunk size satisfies the current level of visual attention, so we add the chunk to the set of target chunks
However, the set of chunks obtained by using only the above steps tends to be visually quite confusing because neighboring chunks of the same size from different flow field lines may have intersecting extension lines along the direction of the flow field lines.
To solve this problem, we need to selectively search the flow field lines. In other words, after traversing a flow field line, we need to selectively decide which flow field line to traverse next, instead of selecting the next flow field line sequentially. The selection criterion is whether there is a new chunk in the previously traversed flow field line. If there is a new chunk, the flow field line is divided into two subsets, one of which falls within the region covered by the extension line of the new chunk along the direction of the flow field line, and the other subset falls outside of the region. We then continue the search for the first subset by half the size of the added chunk, and the second subset by the size of the added chunk. If no new chunks were added, the search continued for other flow field lines according to the size of the previous chunks. We found that these steps are quite similar, except that the chunk size and the set of flow field lines are different for each search, so we further introduced a partitioning algorithm to solve the region partitioning problem.
Although the set of area chunks obtained by the partitioning algorithm and the visual attention distribution map
where
With a collection of chunks, our goal is to find a suitable set of images for that collection. In general, choosing images with similar themes to the target images is more appealing to the viewer’s eye and reflects the theme of the collage better than choosing irrelevant images to generate the image collage. For this reason, we consider the high-level semantic features and the underlying color features of the images to select suitable images for image collage synthesis. To achieve this goal, this paper adopts a new semantic-color similarity measure to find the most suitable picture for each chunk by combining two different features.
In order to construct a mapping relationship between the set of chunks and the set of pictures, so that the larger the chunks are, the more the semantics of the pictures corresponding to the chunks conform to the theme of the target picture, so that the user can understand the theme expressed by the collage faster; the smaller the chunks are, the more the color of the pictures corresponding to the chunks conform to the color of the region where the chunks are located, so as to facilitate the preservation of the visual characteristics of the target picture. We introduce the semantic item weight
Further, we define a new semantic-color similarity measure as follows:
where
On the premise of ensuring the neighborhood diversity of each chunk in the set of chunks, we find for each chunk the image with the highest semantic-color similarity to be placed in the region where the chunk is located, thus generating the entire image collage.
From text to images to speech synthesis and finally to video and 3D modeling, it opens up large creative markets in film, games, virtual reality, architecture and physical product design. The entire world of art history and popular culture is encoded in these large-scale models, which will allow anyone to explore themes and styles that previously would have taken a lifetime to master. It can also involve gaming, media/advertising, design art coding and prototyping of physical products, with generative AI producing high-fidelity renderings based on rough sketches and prompts. In terms of user experience, social media and digital communities then ask if there are new ways to express oneself using generative tools? As new applications such as ChatGPT learn to search and create on social networks like humans, this will create new social experiences. With these new technologies applied to environmental public art, it is easy for an artist to draw a draft of environmental public art using the results of these materials, and then it is easy to generate a model of environmental public art using computer science such as generative AI techniques.
Traditional art in the design stage, time-consuming, creative single, human consumption, if through the computer science of big data collection and artificial intelligence technology, machine learning and generative AI technology can automatically generate product demand sample illustrations or activity programs, it can be for enterprises and organizations in the environment of the public art creation to improve work efficiency, save money, reduce costs and increase profits. The in-depth integration of computer technology and art will open up a new world for modern art design, bringing people more different aesthetic feelings, improving the efficiency of art design, and can be based on the feelings or needs of different users to create personalized new media art works.
The goal of the experiment was to test the system’s ability to generate paintings of art outside the realm of human experience, i.e., human subjects thought the painting was created by a top human artist but were unable to distinguish between the stylistic types of the artwork. In this experiment, each subject was asked after a single 5-second observation whether the creator of the image was human or computer, and how much he or she preferred the image.
The results showed that 21 of the 50 subjects believed that the image was computer-generated, suggesting that this group of subjects quickly sensed the difference between the image and the existing human artwork, and thus suggesting that for them the image lost the premise of the discussion of artistic creativity. Another 29 subjects believed that the image was created by a human, indicating that the generated image used in this experiment successfully deceived 58% of the subjects. The mean and standard deviation statistics of the scores for the two questions in Experiment I are shown in Table 1. In that experiment for the optimized generative AI and the traditional generative AI, the mean values of the veracity scores were 0.64 and 0.43, respectively, which indicates that the optimized image generation system in this study has stronger functionality compared to the pre-optimization image generation system.
Mean and standard deviation of experiment I scores
Serial number | Q1 Authenticity | Q2 Liking degree |
---|---|---|
Generative AI | 0.43(0.19) | 3.28(0.54) |
Improved Generative AI | 0.64(0.15) | 3.54(0.51) |
The subjects’ preferences for the generated image are shown in Figure 1. Four subjects, or 8% of the total, gave scores of 1 or less, indicating that the generated image had an extreme effect on some subjects when stimulating arousal potential and that overstimulation was not completely avoided. Forty percent of the subjects scored below 2.5, and 60% scored above 2.5, indicating that the generated image has a 20% advantage over the hedonic stimulus with lower aesthetic preference when delivering hedonic stimulus with higher aesthetic preference, reflecting that the generated image is more in line with the aesthetic concepts of the subject population, and it can bring them a certain degree of aesthetic enjoyment. As for the subjects’ categorization of the image’s artistic style and the visual illusion effect, the experiment could not draw any obvious conclusions for the time being.

Liking score
To further confirm the results of Experiment I, in the second round of experiments, the subjects were first presented with questions that guided them to purposefully construct the image semantics starting from a random point and attribute the source of differences to the image styles. The mean and standard deviation statistics of the scores for the six problems in Experiment II are shown in Table 2, and the results of similar experiments of the optimized generative AI are compared with those of the mainstream generative AI techniques GAN (Generative Adversarial Networks), DGGAN (Dual Generative Adversarial Networks), CAN (Creative Adversarial Networks), and NST (Neurostyle Migration).
Mean and standard deviation of experiment II scores
Serial number | Q3 Liking degree | Q4 Novelty | Q5 Surprise | Q6 Ambiguity | Q7 Complexity | Q8 Authenticity |
---|---|---|---|---|---|---|
GAN | 3.24(0.45) | 2.97(0.35) | 2.01(0.38) | 3.09(0.41) | 3.14(0.52) | 0.41(0.18) |
DGGAN | 3.54(0.47) | 3.09(0.32) | 2.18(0.40) | 3.35(0.38) | 3.11(0.61) | 0.42(0.14) |
CAN | 3.73(0.41) | 3.11(0.38) | 2.19(0.62) | 3.46(0.43) | 3.29(0.54) | 0.51(0.13) |
NST | 3.69(0.37) | 3.19(0.41) | 2.55(0.59) | 3.28(0.55) | 3.32(0.51) | 0.58(0.15) |
Improved Generative AI | 3.85(0.52) | 3.26(0.49) | 2.81(0.28) | 3.98(0.68) | 3.35(0.47) | 0.69(0.11) |
Overall, it seems that with the development of generative deep learning neural network, the scores from Q3 to Q7 do not have a big change, but the fondness, novelty and ambiguity are in an increasing trend, which indicates that the learning of ambiguous visual illusion type features by this system is successful, and with the increase in the ambiguity of the generated image, it also improves the novelty and the degree of being fondness of the image to some extent. And the result of Q8 shows that Experiment II is 5% more than Experiment I, which indicates that the successive pursuit of the source of the image under the guidance of the evocative potentiality feature improves the difficulty of discriminating the authenticity of the image, i.e., the increase of creativity causes the increase of the difficulty of recognition.
In order to verify the affective nature of the evocative potentiality trait on the aesthetics of environmental public art, the third round of experiments presented subjects with an interrogation of themselves during the process of observing the generated images, and simulated the process of transferring image information from the ideal visual cognitive mode to artistic discernment within the human brain by guiding subjects to consider the content of the generated images in terms of deliberate, structural, communicative, and inspirational aspects. The mean and standard deviation statistics of the scores of the four questions in Experiment III are shown in Table 3, and the results of the performance of the human art paintings Abstract Expression, Art Basel 2016, Conceptual Art, and Minimalism in similar experiments are compared.
Mean and standard deviation of experiment III scores
Serial number | Q9 Deliberate | Q10 Structure | Q11 Communication | Q12 Enlightening |
---|---|---|---|---|
Abstract Expression | 2.43(0.47) | 2.82(0.32) | 2.18(0.40) | 2.33(0.28) |
Art Basel 2016 | 2.49(0.73) | 2.43(0.61) | 2.19(0.62) | 1.96(0.57) |
Conceptual Art | 2.51(0.53) | 2.75(0.54) | 2.11(0.35) | 1.88(0.43) |
Minimalism | 2.88(0.41) | 2.18(0.33) | 2.64(0.62) | 1.93(0.35) |
Improved Generative AI | 3.72(0.47) | 3.26(0.18) | 2.81(0.28) | 2.48(0.32) |
Usually, AI art, due to its lack of intentionality, unconsciousness, and social exclusion, is not sufficient to indicate that the level of AI in the current era has reached the level of generating creativity as human artwork, and the experimental expectation did not believe that the present system would lead to better performance. However, unexpectedly, the results of this experiment show that the paintings produced by the optimized generative AI outperform human art paintings across the board in all of the above four aspects. From a prudent point of view, this result may be due to the magnification of individual cases caused by the small test sample size, and thus a single investigation containing only one image generated by this system is not statistically significant and is not suitable for direct comparison with human artworks with sufficient samples. However, it is certain that the system’s introduction of creativity and ambiguity to the generated images was able to be recognized by the subjects and resulted in a positive aesthetic experience.
In order to further verify the real evaluation of the art professional audience on AI-generated art in the field of environmental public art, and to analyze the key influencing factors of the willingness to accept AI-generated art, this paper increases the test sample capacity to conduct the experiment again. In order to ensure the operability of the questionnaire survey, this study adopts the form of online questionnaire and distributes the questionnaire through multiple channels. In this study, on the one hand, questionnaires are distributed in art social platforms and communities, and all community members participate in questionnaires according to the principle of equal opportunity to form survey samples, and on the other hand, volunteers are recruited for a fee in communities and information platforms, and volunteers are selected according to the program quota and the requirements of the screening of survey respondents, and volunteers are invited to distribute the questionnaires to other respondents that meet the requirements in order to obtain sufficient survey samples. The final number of recovered questionnaires was 641, after attention to the topic screening and eliminating some obvious logical errors and duplicate questionnaires, the final number of valid questionnaires that can be used for scale analysis was 608, with an effective rate of 94.85%, and the overall view of the recovered samples basically conformed to the quota plan for gender, region, and age.
A total of 608 valid samples were collected in this study, of which 92.8% of art audiences were exposed to AI paintings through social media, 62.2% were generated or previewed by themselves through AI generation platforms, 42.1% and 10.5% of art audiences were exposed to AI paintings through art websites and offline exhibition channels, and 3.0% were exposed to AI paintings through other channels, including private mutual sharing, advertising campaigns, lectures, corporate training and other channels of exposure to AI painting works, the specific data is shown in Figure 2.

Distribution of contact channels of AI paintings
It can be concluded that the online medium is the main communication channel for AI paintings, but about 10% of AI paintings also enter the art audience in the form of exhibitions offline. As offline exhibitions are guarded by art curators, and as offline exhibitions are a common way of exhibiting and selling works in the art industry, art audiences recognize up to 80% of the exhibited works. In addition, because offline exhibitions involve paying to visit or buy exhibits, the dissemination of AI paintings through this channel also indicates that they have entered commercialization in the art industry.
In addition, among other channels, private sharing and advertising reflect the effectiveness of AI painting in social activity and media content production, while lectures and corporate training also show the importance of AI painting in academic and corporate settings.AI painting work generation toward the trend of building a professional training system, the art audience’s access to the channel in the future may be more systematic and professional.
This paper proposes seven influences on the willingness to accept art generated by artificial intelligence, which are perceived quality, perceived value, perceived cost, perceived risk, social influence, technology anxiety, and media barriers. All variables are operationally defined in relation to the research questions of this study, and measurement question items are identified.
1) Perceived Quality
Q1: AI-generated artworks are aesthetically pleasing in terms of color, structure, and detailing, and can appeal to me
Q2: The content of the AI-generated artwork expresses a complete story or is rich in meaning
2) Perceived value
Q3: Viewing AI-generated artworks resonates with my emotions and gives me pleasure
Q4: I think AI-generated artworks have the potential to generate investment income
Q5: I think AI-generated artworks can improve my work efficiency
3) Perceived cost
Q6: Obtaining a quality AI-generated artwork would take me a lot of time
Q7: The platform or channel I use to obtain an AI-generated artwork is relatively expensive
4) Perceived Risk
Q8: I think AI-generated artworks will violate the copyright of other works
Q9: I am concerned that AI-generated artworks may involve violation of personal privacy, such as portrait photos
5) Social impact
Q10: I would agree with the value of AI-generated artworks because of the economic trading behavior of AI-generated artworks in the marketplace
Q11: I would agree with the value of AI-generated artworks because of the appreciation of AI-generated artworks by celebrities, media, etc.
6) Technological anxiety
Q12: I am anxious that AI technology that generates paintings will replace humans
Q13: I worry that my unfamiliarity with the technology will prevent me from effectively generating AI-generated artworks
7) Medium Barriers
Q14: I think AI technology is not independently generating paintings fails to increase the value of paintings
Q15: I think AI is not creative and not useful to me
8) Willingness to accept
Q16: I am willing to keep electronic versions of artworks generated by AI as digital collections
Q17: I am willing to spend money on AI-generated artworks
The descriptive statistics of the observed variables in this study were analyzed in terms of the mean and standard deviation of each measurement question item and the mean of each variable as a whole, as shown in Table 4.A 7-point Likert scale was used for each of the observed variables, and the option scores corresponded to the descriptions as follows: not at all conforming - 1 point; relatively not conforming - 2 points; somewhat not conforming - 3 points ; average - 4 points; somewhat conforming - 5 points; more conforming - 6 points; and fully conforming - 7 points.Typically, the mean distribution gives a general indication of the degree of agreement with the description of the observed variable, and the standard deviation is used to analyze whether there is a significant difference between the data. When the mean value is greater than 4, it indicates that the survey sample agrees with the viewpoint, and the higher the mean value, the higher the degree of agreement, while the mean value is less than 4, it indicates that the survey sample does not agree with the viewpoint.
Descriptive statistical analysis of observed variables
Variable | Question | Mean value | Standard deviation | Mean value |
---|---|---|---|---|
Perceived quality | Q1 | 4.643 | 1.464 | 4.461 |
Q2 | 4.279 | 1.468 | ||
Perceived value | Q3 | 4.736 | 1.368 | 4.187 |
Q4 | 4.260 | 1.553 | ||
Q5 | 3.566 | 1.350 | ||
Perceived cost | Q6 | 4.380 | 1.285 | 4.666 |
Q7 | 4.952 | 1.538 | ||
Perceived risk | Q8 | 5.269 | 1.393 | 4.932 |
Q9 | 4.594 | 1.479 | ||
Social influence | Q10 | 3.680 | 1.498 | 4.261 |
Q11 | 4.841 | 1.651 | ||
Technological anxiety | Q12 | 3.579 | 1.275 | 3.832 |
Q13 | 4.085 | 1.034 | ||
Media barrier | Q14 | 5.297 | 1.496 | 4.690 |
Q15 | 4.082 | 1.753 | ||
Willingness to accept | Q16 | 4.397 | 1.479 | 4.335 |
Q17 | 4.279 | 1.437 |
The data results show that the mean values of perceived quality, perceived value, perceived cost, perceived risk, social impact, media barriers, and willingness to accept are above 4 points, indicating that most of the art audience agrees with the views in this variable, in which the mean value of one question item each of perceived value and social impact is lower than 4 points, but they are all higher than 3.5 points, and the degree of deviation from 4 points is not very high and is within the acceptable range. Technology anxiety has the lowest mean value of 3.832 and is below 4 points, indicating that the arts audience does not quite agree that AI technology will replace humans.
Since professional training is generally at the tertiary level, it is reasonable to explain that the single sample under 18 years old is close to 18 years old and at the tertiary level of enrollment, and is therefore discussed in conjunction with the age group of 18 to 25 years old. Then, the age variable of the art audience was categorized into three groups, “18~25 years old”, “26~35 years old” and “36 years old and above”, which conformed to normal distribution, and was analyzed using one-way ANOVA. In terms of the differences in the mean values of the variables of the arts audience in terms of age, there is not much difference in the mean values of the dimensions between 18-25 and 26-35 years old, and there is a big difference in the mean values of the variables above 36 years old compared to the other two age groups, in which in terms of the perceived quality, social impact, perceived value, and willingness to accept the variables are higher in 36 years old than in the other two age groups, and in terms of the perceived cost, perceived risk, and technological anxiety mediated barriers are lower than in the the other two age groups.
The results of the significance analysis are shown in Table 5, the social influence ANOVA chi-square test was non-chiral, so Welch’s test was used, and the rest of the ANOVA chi-square test significance was greater than 0.05, and the results were equivariate, so F test was used. At the 95% confidence interval, the difference in the means of the arts audiences of different ages showed significance on perceived value (P=0.024<0.05), perceived cost (P=0.005<0.01), perceived risk (P=0.047<0.05), and technology anxiety (P=0.049<0.05).
Analysis of effects of age on observed variables
Variable | Test for homogeneity of variance | Comparison of mean differences | ||
---|---|---|---|---|
Homogeneous or not | Significance | F | Sig.(Double tail) | |
Perceived quality | Yes | 0.274 | 1.648 | 0.537 |
Perceived value | Yes | 0.537 | 3.764 | 0.024 |
Perceived cost | Yes | 0.258 | 4.230 | 0.005 |
Perceived risk | No | 0.043 | 3.285 | 0.047 |
Social influence | Yes | 0.437 | 0.094 | |
Technological anxiety | Yes | 0.742 | 3.082 | 0.049 |
Media barrier | Yes | 0.093 | 4.972 | 0.085 |
Willingness to accept | Yes | 0.438 | 1.758 | 0.287 |
There are four groups of art audiences: “junior college and below”, “undergraduate”, “master’s” and “doctoral”, which conform to a normal distribution, so one-way ANOVA is used. In terms of the differences in the means of the variables for the arts audience across education levels, most of the variables showed a more concentrated mean performance across education levels, but the perceived value of doctoral students was significantly higher than the other education types, and the perceived cost of specialization and below was significantly lower than that of the other groups.
The results of the significance analysis are shown in Table 6, all variables variance chi-square test significance is greater than 0.05 results are equivocal, so F-test was used. At 95% confidence interval, the difference in the means of art audiences with different levels of education on perceived quality (P=0.016<0.05) showed significance.
Analysis of the effect of educational level on observed variables
Variable | Test for homogeneity of variance | Comparison of mean differences | ||
---|---|---|---|---|
Homogeneous or not | Significance | F | Sig.(Double tail) | |
Perceived quality | Yes | 0.264 | 4.072 | 0.016 |
Perceived value | Yes | 0.374 | 1.586 | 0.267 |
Perceived cost | Yes | 0.193 | 0.835 | 0.678 |
Perceived risk | Yes | 0.631 | 1.643 | 0.237 |
Social influence | Yes | 0.164 | 1.854 | 0.175 |
Technological anxiety | Yes | 0.389 | 2.675 | 0.164 |
Media barrier | Yes | 0.935 | 1.753 | 0.192 |
Willingness to accept | Yes | 0.375 | 0.427 | 0.782 |
This paper introduces artificial intelligence generative art into the field of environmental public art, proposes optimized generative AI technology, and conducts research on the application of artificial intelligence generative art in environmental public art.
In Experiment I, the mean values of the optimized generative AI and traditional generative AI scores were 0.64 and 0.43, respectively.In Experiment II, the optimized generative AI scores mean values for each problem are higher than the mainstream generative AI techniques GAN, DGGAN, CAN and NST.In Experiment III, the optimized generative AI produced paintings that scored better than human art paintings on every question.
The data results show that the mean values of perceived quality, perceived value, perceived cost, perceived risk, social impact, media barriers, and willingness to accept are above 4 points. The mean value of technology anxiety is the lowest at 3.832 and below 4 points, indicating that art audiences are less likely to agree that AI technology will replace humans.
At the 95% confidence interval, the difference in the mean values of perceived value (P=0.024<0.05), perceived cost (P=0.005<0.01), perceived risk (P=0.047<0.05), and technology anxiety (P=0.049<0.05) among art audiences of different ages showed significance. The difference in means between art audiences with different levels of education showed significance on perceived quality (P=0.016<0.05).
2023 “Private Teachers Plan” project: Research on the teaching reform of art design with commercial expansion and multidisciplinary collaboration (Z20001.23.106).