A study of utilizing computer-generated art methods to enhance creative expression in art education
Data publikacji: 19 mar 2025
Otrzymano: 23 lis 2024
Przyjęty: 23 lut 2025
DOI: https://doi.org/10.2478/amns-2025-0537
Słowa kluczowe
© 2025 Liangliang Song, published by Sciendo
This work is licensed under the Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License.
Creative thinking in art activities is the ability of an individual or group to participate effectively in the generation, evaluation and refinement of ideas in art expression [1]. In a team, individual creativity is the smallest unit and innovation does not come from nothing. In fine art expression, individual creativity stems from meaningful personal experience [2].
Art education has been recognized as one of the most important ways to develop students’ creativity, aesthetic emotions, and artistic skills [3]. However, in today’s digital era, the introduction of digital art elements has brought brand new possibilities to the art classroom [4]. Digital art is no longer limited to traditional pen-and-paper drawing, which integrates computer technology, Internet resources, and multimedia tools to provide students with a broader creative space [5-6].
As a modern way of artistic expression, digital art elements have emerged in art education. It not only provides students with more tools for artistic creation, but also prompts them to think and explore new ways of creative expression. Digital art elements create a broader space for students to create art [7-9].
While traditional art education is often limited to pen and paper and traditional media, the introduction of digital art allows students to create with the help of electronic devices, drawing software and Internet resources [10]. This multimedia approach to creativity provides students with more possibilities to express their creativity and ideas in a richer way [11]. Digital art elements also provide students with more ways of artistic expression. Digital art includes a variety of forms such as digital painting, digital photography, digital sculpture, etc., and these forms can meet the interests and needs of different students [12]. In conclusion, the application of digital art elements in art education has important educational value. It provides students with more creative space and expression, improves their technical ability and aesthetic quality, and also expands their artistic vision [13-14].
The application of digital art elements in art education not only enables students to obtain more creative tools, but also stimulates their creative expression [15]. This is particularly significant because the multimedia nature and interactivity of digital art make it a powerful educational tool that helps to develop students’ creative thinking and imagination. Digital art offers more freedom of expression [16]. While traditional art education is usually limited by paper and paint, digital art can cover a wide range of media, such as painting, photography, animation, and virtual reality. Students can express themselves more freely by choosing suitable media according to their interests and creativity. Digital art usually involves techniques such as image processing, color adjustment, and application of special effects, and students need to master these tools to achieve their creative goals [17-18]. In the process, they will continue to explore and experiment with different effects and techniques, which helps to develop their creative thinking and experimental spirit.
Wiratno, T. A et al. explored the paradigm shift in digital art through a literature review and interdisciplinary research methodology, noting that technological innovations have significantly impacted the creation and perception of art, bringing about entirely new aesthetic experiences and artistic expressions [19]. Teampau, R discusses the exigencies and ambiguities that characterize the performance of dramatic arts, and dialectically views the impact of information technology on dramatic performing arts, arguing that there is a need to approach the practice of information technology in dramatic performing arts with caution [20]. Candy, L et al. drew on relevant research and experience in the fields of art, design, and digital media in order to explore how practice influences the creation of art, and the research deepened knowledge and understanding of art creation [21]. In studies related to digital information technology-enabled art creation, researchers often use methods such as literature review, theoretical analysis, and empirical analysis to discover the advantages and potential challenges that digital information technology brings to art creation.
Art education has positive significance for students’ artistic creativity and creative expression, and related research mainly centers on teaching strategies, teaching effect evaluation and teaching method design of art education, aiming to continuously improve the ability of art education to cultivate students’ creative thinking. Katz-Buonincontro, J analyzes the purpose and pedagogy of art education, dissects the feasibility of creative agency strategies based on an understanding of creativity within art education, and concludes with a proposal for integrating art and design education curricula to promote the development of student creativity [22]. Ulger, K assessed the effectiveness of problem-based logic (PBL) learning methodology practiced in the classroom of visual arts students and the findings showed that PBL methodology was effective in developing students’ creative thinking, but had little effect on critical thinking [23]. Blanco, V et al. combined the theory and practice of creativity and visual arts, examined how children’s creativity training materials play a role in fostering children’s artistic creativity, as well as what indicators are used to assess the effectiveness of artistic creativity teaching and learning, and the study has made a positive contribution to the promotion of children’s artistic creativity training [24].
The article first explores the possibility of multifaceted applications of computer-generated art from the perspective of multi-sensory perceptual transformation construction of body immersion, real-time image interactive experience of presence, and aesthetic design of data visualization. On this basis, an art image style migration method based on Generative Adversarial Networks is explored, and a real-time image style migration algorithm is also introduced, which separates style and content before optimization and fusion. In addition, the model architecture and algorithm of Draw GAN are further investigated, which enhances the image generation task by integrating line drawing, grayscale, and color views. Finally, the proposed method in this paper is applied in an experimental test on two art education classes in a school to explore its impact on enhancing students’ creative expression.
Generative art is broadly considered to be the introduction of systemic factors into the practice of art making by the artist relinquishing the right to control the outcome of the work. With the passage of time, artworks can reflect the autonomy of the system, which is reflected in the birth and flux of programs, behaviors, and methods. In generative art, the most important thing is the construction of behavioral systems. Generative art is inclusive and serves as the foundation for the theoretical advancement of the fusion of technology and art. With the development of contemporary art forms, mechanical devices, microorganisms, ecosystems, natural language commands, computer algorithms, program coding, body movements, intelligent materials, robotic systems, computer data mapping, and other autonomous systems with valid rules have been introduced into the process of art creation, consisting of a continuous sequence of time from extreme order to extreme disorder. These can also be recognized as the systematic construction of “generative art” [25]. This system requires the artist not to presuppose a given result, but to develop art and extend the infinite possibilities of the creative medium in the construction of the system, placing the construction of the artistic act and process and the presentation of the result of the work of art on the same scale of importance. In addition to the influence of environmental art, ephemeral art, body art extreme art, conceptual art and light art on the creative trend of contemporary art, the systematic thinking of generative art and “relational design”, as a kind of creative thinking, is associated with almost any kind of creative ideas, media, expression and results of contemporary art, but has been neglected by theoretical researchers of art and design. However, theoretical researchers of art and design have neglected it. It was not until the advent of the artificial intelligence era that artists gradually realized the correlation between the autonomous system in the artwork and the creative subject.
Generative art in the narrow sense is computer-generated art, i.e. algorithmic art. The computer is granted autonomy by the artist by applying the concept of design, and by creating a programming language, the artist establishes specific rules to provide the computer with a great deal of autonomy. The computer creates programs automatically that create artworks related to vision, resulting in unique visual forms that cannot be replicated. Its development is highly relevant to both the visual arts and computer graphics. In fact, computer-generated images are more precise and abstract than traditional easel paintings. At the heart of the creation of computer-generated art lies the process of the artist designing the algorithm. The convergence of human and computer collaboration makes computer-generated art more than just a tool for interdisciplinary creativity in the fields of art and technology. The artistic result it presents also belongs to the research category of “aesthetics and computation”, which is an important issue in the study of aesthetics in the era of artificial intelligence. In the interactive video installation, each video experience of the audience is a unique real-time rendering, and the result is unexpected and difficult to copy and describe. The themes and aesthetics expressed are related to the connection between humans and nature, or the beauty and power of nature, whether known or unknown, or the cognition and actions triggered by human experience and behavior. Real-time, interactivity, mutability, and narrative are the most important characteristics of interactive video installations. As the experience moves, images, refracted light, sound, and even smells in the space echo their behavior, creating a fleeting and unrepeatable effect. The result is a fleeting and unrepeatable effect that creates a dazzling and profound impression.
Interactive images are forms of expression that explore connections between phenomena in different fields of perception. In a situation different from real life, the image, with the help of the artist’s way of perceiving the world, puts the viewer in a changing world full of various colors of light and shadow, silence and sound, call and response [26]. Computer-generated art introduces new perspectives on aesthetic interventions in perception through the construction of situations, time-spaces, and environments for the creation of video art. The transition between perception is gradually opened up, and can be “perceived” seems to be the concept of “unity of heaven and man” in the Eastern philosophy to achieve a modern scientific quantitative fit, and become the fusion of art and science in the creation of the way. The artist chooses the appropriate programming language and rules to correlate and transform various factors.
The creation of an interactive video installation experience is divided into five stages: connection, integration, interaction, transformation, and emergence. First, the audience must enter the space that emphasizes the here and now, connecting with the work and integrating it into the narrative of the image as the protagonist and the first viewer. They interact with the work, the artist, and the audience, resulting in morphological and narrative changes in the work. The relationship, thinking and experience of the image will also be updated in real time, resulting in the necessity to connect and become fully integrated (not just viewed from a distance), interacting with the system and others. This leads to a transformation of work and consciousness, resulting in the emergence of entirely new images, relationships, thoughts, and experiences.
The GAN network model draws on the idea of a two-player zero-sum game to estimate the generative model through the adversarial process, i.e., assuming that both parties simultaneously adopt the optimal solution and use it during the game, so that the outcome of the game reaches the state of Nash equilibrium. In this algorithm, generative model
Generative Adversarial Networks proposed by Good Fellow, the discriminator network uses conventional training methods, while the training data consists of a small dataset of real samples and random noise

The training process of Generative Adversarial Nets
When the input is a true sample, the output of the discriminator network is close to 1. When the input is a false sample, the output of the discriminator network should be close to 0. Therefore, the loss function (or cost function) of the discriminator network
In order for the discriminator to make as many errors as possible,
That is, if the training of a generative adversarial network is a very small and very large game problem, then its optimization process requires that the loss function
Assuming that
With the generative model given, it can be shown that the optimal discriminator that can be obtained at this point is:
Johnson et al. draw on the design ideas of DCGAN and VGG network model to propose a real-time fast image style migration method. The real-time image style migration algorithm flow is shown in Figure 2, and the model contains two networks, the image transformation network and the loss network. The input image

Real-time style transfer algorithm process
The VGG network is trained on the Image Net dataset, and the resulting pre-trained model is constituted as a loss network. Feature reconstruction loss
The characteristic reconstruction loss is:
Where,
The style reconstruction loss is the sum of the style reconstruction losses after the convolution of the 2nd, 4th, 7th and 10th layers. Compared to the image style migration algorithm proposed by Gatys et al. This real-time image style migration algorithm and the method of Gatys et al. are both built on the basis of convolutional neural networks, although the former image generation effect is slightly worse, after the training of the image transformation network is completed, it is only necessary to do the forward computation of the image transformation network only once for each input image, instead of doing heavy neural network training, the training speed is increased by more than 200 times.
This section designs a multi-view generator that first generates line drawings and grayscales of an image and then finally generates a color map. This section also proposes to combine multiple discriminators so that they can capture different feature information from each view and provide feedback uniformly to improve the performance of the generator.
Since GAN was proposed, there have been many papers investigating the loss functions of GAN such as wgan, hinge loss. Among them hinge loss is proved to be the most stable in most experiments and performs faster in unconditional image generation. In this paper, we use the hinge version of adversarial loss to iteratively train the discriminator
Unlike existing GAN architectures, the model of Draw GAN consists of a generator with three outputs that are connected to three different discriminators. Although the model architecture in this paper is designed to resemble an artist’s drawing process, it also conforms to the GAN training mechanism. Unlike traditional GAN generators that typically produce a single view image
This section adds an auto-encoder to the discriminator to achieve self-supervised learning by reconstructing the input. A self-encoder is a specific type of feed-forward neural network in which the inputs are the same as the outputs.
The structure of a self-encoder, shown in Figure 3, compresses the input into abstract features and then reconstructs the output from that representation. Abstract features are a kind of “compressed” information of the input, which is also called potential space representation.Its main purpose is to convert input

The structure of the self-code device
By using the reconstruction loss of the self-encoder to provide strong regularization for discriminator
Where ‖·‖ indicates that the reconstruction function can be selected
In order to model can be expanded to more less datasets, this paper adds the program of micro-able data enhancement, training micro-able data enhancement uniform choice, first random color adjustment, then random panning, and finally random cropping. Then the loss function of Draw GAN can eventually be rewritten as:
Based on the introduction of the above formulas, this paper designs a generative adversarial network training architecture with three outputs of multi-view generators, and a combination of multi-discriminators, and the training framework of DrawGAN is shown in Fig. 4.

DrawGAN’s training framework
This subsection first introduces the multiview generator of Draw GAN, which will first generate the line drawing and grayscale of the image, and then finally the color map.The generator network architecture of Draw GAN is shown in Fig. 5, which starts by converting the input noise vector

The Draw GAN generator network architecture
In order to synthesize higher resolution images, generator
The idea of jump connectivity is combined with the channel attention mechanism by using a jumping channel attention module (SSE).The structure of the SSE module is shown in Fig. 6, which first down-samples the underlying feature mapping

The structure of the SSE module
The multi-discriminator of Draw GAN consists of three modules, i.e., line-draft discriminator, grayscale discriminator and color discriminator. They provide more comprehensive feature information feedback to the generator by comparing the generated image {
The generator
The generated image type classification discrimination results are shown in Figure 7. In order to present the results visually, the horizontal axis represents the degree of certainty of each type based on contour and the vertical axis represents the degree of certainty of each type based on texture. The analysis reveals that the types with a degree of certainty higher than 50% are:The labels “C”, “F”, “I”, “K”, “M”, “R”, “U”, “K” and “R” ranked first and second with 61% and 63% certainty, respectively, and all met the needs of this study in terms of ambiguity in generating images.The “U” label of the image was ranked third with a certainty of 59%, and its “transparent” characteristics are in line with the ethereal and hazy artistic style presented by the base image, so the algorithm validation was successfully passed.

Generate the classification of image types
The experiment invites 30 students from a school to participate in an image scoring activity generated using the methods in this paper, and the ideas and opinions of these 30 students are summarized and analyzed using a questionnaire.
Experiment 1
The goal of this experiment was to test the ability of this paper’s method to generate art paintings outside the realm of human experience, i.e., the human subjects believed that the painting was created by a top human artist, but could not distinguish the stylistic type of the artwork. In this experiment, each student was asked after a single 5-second observation whether the creator of the image was a human or a computer, and their own preference for the image. The preference scores are shown in Figure 8. The results show that out of the 30 students who responded to the preference of the generated image, 3 students, or 10% of the total, gave a score of 1 or less, indicating that the generated image had an extreme effect on some of the subjects in terms of stimulus arousal potential and that the overstimulation situation was not completely avoided. Thirty percent of the students scored less than 2.5, and 70% scored higher than 2.5, indicating that the generated image has an advantage over the hedonic stimulus of lower aesthetic preference when delivering hedonic stimulus of higher aesthetic preference, reflecting that the use of this paper’s method of generating the image is more in line with the students’ concept of aesthetics, and it can bring them a certain degree of aesthetic enjoyment.

Degree of preference
Experiment 2
To further confirm the results of Experiment 1, sources of differences in pairs of image styles were attributed in the second round of experiments. The mean and standard deviation of the Experiment 2 scores are shown in Table 1. Overall, it seems that with the development of generative deep learning neural network, the scores from Q3 to Q7 do not have a large change, but the fondness, novelty and ambiguity are in an increasing trend, which indicates that this paper’s method is successful in generating images, and with the improvement of generating image ambiguity, it also improves the novelty and the degree of being fondness of the image to a certain extent. And the results of Q8 show that the authenticity of the model proposed in this paper is improved by 0.33 and 0.11 compared with DGGAN and CAN models, which indicates that the successive pursuit of the source of the image guided by the evocative potentiality feature improves the difficulty of discriminating the authenticity of the image, i.e., the increase in creativity causes the difficulty of recognition.
Experiment 2 score mean and standard deviation
Serial number | Q3 fondness | Q4 novelty | Q5 surprise | Q6 ambiguity | Q7 complexity | Q8 veracity |
---|---|---|---|---|---|---|
DGGAN | 3.27 (0.5) | 3.04 (0.62) | 3.29 (0.53) | 3.33 (0.45) | 3.25 (0.53) | 0.36 (0.6) |
CAN | 3.44 (0.47) | 3.15 (0.47) | 3.32 (0.41) | 3.52 (0.62) | 3.38 (0.61) | 0.58 (0.46) |
Improved CAN | 3.57 (0.44) | 3.22 (0.54) | 3.46 (0.58) | 3.72 (0.52) | 3.5 (0.54) | 0.69 (0.45) |
Experiment 3
The third round of experiments presented students with an examination of themselves in the process of observing the generated images, and simulated the process of transferring image information from an ideal visual cognitive model to artistic discernment within the human brain by guiding students to consider the content of the generated images in terms of deliberate, structural, communicative, and inspirational aspects. The mean and standard deviation of the scores of Experiment 3 are shown in Table 2. Normally, 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 experiments were not expected to result in better performance from the present system. Surprisingly, however, the results of this experiment show that the paintings produced by the Creative Adversarial Network-based Optical Illusion Image Generation System outperform human art paintings 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 capacity, 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.
Experiment 3 score mean and standard deviation
Serial number | Q9 deliberate | Q10 structure | Q11 communication | Q12 illuminatin |
---|---|---|---|---|
Abstract Expression | 3.07 (0.25) | 2.01 (0.41) | 3.37 (0.38) | 2.46 (0.58) |
Art Basel 2016 | 2.03 (0.59) | 1.96 (0.4) | 2.15 (0.32) | 2.76 (0.2) |
Draw CAN | 3.72 (0.36) | 3.06 (0.41) | 3.98 (0.58) | 2.89 (0.6) |
In this section of the study, two classes of students in art education at a school are selected as research subjects. Then, a control group and an experimental group are set up, each with 20 students and equal number of students, the experimental group adopts the method proposed in this paper for art education, while the control group continues to use the traditional teaching method for art education, and the control group conducts a pre and post-test experiment together with the experimental class.
Before conducting the experiment, the students’ creative self-efficacy, creative tendencies and their performance in various dimensions were tested, and independent samples t-tests were conducted on the members of the experimental and control groups using the independent samples t-test method, and the differences between the experimental group and the control group in the different dimensions in the pre-test stage are shown in Table 3 (* indicates p<0.05, ** indicates p<0.01, and *** indicates p<0.001). As can be seen from the table, there is no significant difference between the experimental group and the control group on the various dimensions, and the two groups of students are basically at the same level and belong to a homogeneous group. Therefore, they can be compared as equivalent groups.
Differences in the different dimensions
Dimension Name | Group (M±SD) | T | P | |
---|---|---|---|---|
Control Group (N= 20) | Experimental Group (N= 20) | |||
Imagination | 12.19±1.9 | 13.11±2.01 | -1.067 | 0.282 |
Challenge | 13.5±2.79 | 12.11±2.48 | 1.838 | 0.078 |
Curiosity | 12.01±2.91 | 10.83±3.56 | 1.198 | 0.25 |
Risk | 6.48±2.29 | 5.31±1.71 | 1.857 | 0.101 |
Creative Strategy | 3.27±0.53 | 2.86±0.66 | 1.619 | 0.115 |
Creative Product | 2.95±0.74 | 2.71±0.49 | 1.296 | 0.197 |
Anti-Negative Evaluation | 3.01±0.55 | 2.71±0.69 | 1.743 | 0.104 |
In order to investigate the effect of the method proposed in this paper on students’ creative self-efficacy and creative tendencies, the differences in the scores of the experimental and control groups on the dimensions at the post-intervention stage are compared. The differences between the experimental and control groups on the different dimensions at the posttest stage are shown in Table 4 (* indicates p<0.05, ** indicates p<0.01, and *** indicates p<0.001).As can be seen from the table, at the end of the experiment, there was a significant difference in the scores of all dimensions between the two groups, with the experimental group scoring higher than the control group. Specifically, in terms of imagination, the experimental group (M=14.93, SD=2.43) scored significantly higher than the control group (M=13.26, SD=2.13), t=-3.441, p=0.005<0.01.In terms of creative strategies, the experimental group (M=3.04, SD=0.95) was also significantly larger than the control group (M=2.64, SD=0.51), t=-2.839, p=0.006<0.01.On the dimension of creative finished product, the experimental group (M=3.69, SD=0.52) scored significantly higher than the control group (M=2.76, SD=0.59) as well, t=-2.524, p=0.017<0.05. Summarizing the statistical results mentioned above, at the end of the experiment, the scores of the vast majority of dimensions of the experimental group were significantly higher than those of the control group, which indicates that teaching with the method of this paper in art education has a positive impact on improving students’ creative tendencies.
Differences in the different dimensions
Dimension Name | Group (M±SD) | T | P | |
---|---|---|---|---|
Control Group (N= 20) | Experimental Group (N= 20) | |||
Imagination | 13.26±2.13 | 14.93±2.43 | -3.441** | 0.005 |
Challenge | 12.4±2.22 | 14.28±3.23 | -2.605* | 0.009 |
Curiosity | 11.54±3.74 | 11.65±2.51 | 0.459 | 0.645 |
Risk | 6.78±1.69 | 7.3±1.73 | -3.155** | 0.008 |
Creative Strategy | 2.64±0.51 | 3.04±0.95 | -2.839*** | 0.006 |
Creative Product | 2.76±0.59 | 3.69±0.52 | -2.524 | 0.017 |
Anti-Negative Evaluation | 2.82±0.49 | 3.99±1.05 | -2.888** | 0.011 |
The differences between the experimental groups in the pre-test and post-test phases on the different dimensions are shown in Table 5 (* indicates p<0.05, ** indicates p<0.01, and *** indicates p<0.001). The results showed a significant improvement in the scores of the vast majority of dimensions in the experimental group after applying the method proposed in this paper to art education. Specifically: on the creative strategy dimension, there was a significant difference (t=-3.244, p=0.008<0.01) between the pre-test (M=2.02, SD=0.27) and post-test (M=3.28, SD=0.77) in the experimental group, with the post-test scores being significantly higher than the pre-test scores. On the dimension of creative finished product, there was a significant difference between the pretest (M=2.25, SD=0.75) and posttest (M=2.83, SD=0.27) of the experimental group (t=-5.549, p=0.000<0.001), with the posttest scores being significantly higher than the pretest scores. To summarize, the scores of the experimental group significantly improved in the vast majority of dimensions. This indicates that art education using the method presented in this paper is effective in improving students’ creative abilities.
Differences in the experimental group in different dimensions
Dimension Name | Test Stage (M±SD) | T | P | |
---|---|---|---|---|
Pre-Test (N= 20) | Post-Test (N= 20) | |||
Imagination | 13.13±1.86 | 15.04±1.5 | -3.9** | 0.009 |
Challenge | 12.49±2.68 | 14.63±2.43 | -3.878* | 0.009 |
Curiosity | 10.21±3.34 | 11.4±1.28 | -0.596 | 0.568 |
Risk | 5.21±1.73 | 8.04±1.5 | -4.65** | 0 |
Creative Strategy | 2.02±0.27 | 3.28±0.77 | -3.244** | -0.008 |
Creative Product | 2.25±0.75 | 2.83±0.27 | -5.549* | 0 |
Anti-Negative Evaluation | 2.4±0.93 | 3.68±0.3 | -5.466** | 0 |
The differences between the pre-test and post-test stage control group on the different dimensions are shown in Table 6 (* indicates p<0.05, ** indicates p<0.01, and *** indicates p<0.001). As can be seen from the table, within the control group, the difference between the scores of the pre-test and post-test on each dimension was not significant. This indicates that in the absence of intervention, there was no significant change in the scores of the control group between the pre and post-tests on each dimension.
Differences in the control group in different dimensions
Dimension Name | Test Stage (M±SD) | T | P | |
---|---|---|---|---|
Pre-Test (N= 20) | Post-Test (N= 20) | |||
Imagination | 12.12±1.66 | 12.63±1.24 | -1.231 | 0.238 |
Challenge | 13.87±3.52 | 12.76±1.79 | 1.511 | 0.144 |
Curiosity | 11.75±3.31 | 11.31±3.73 | 0.345 | 0.741 |
Risk | 6.41±2.23 | 6.98±1.47 | -0.71 | 0.491 |
Creative Strategy | 3.24±-0.1 | 3.44±0.48 | -1.561 | 0.133 |
Creative Product | 3.03±0.09 | 3.91±0.67 | -1.485 | 0.159 |
Anti-Negative Evaluation | 3.13±0.94 | 2.57±0.62 | -0.599 | 0.544 |
In this paper, from the perspective of computer-generated art, we try to construct computer-generated art based on generative adversarial network, and then apply the method to art education to improve students’ creative expression ability. The results of the study are as follows:
In the results of the questionnaire survey on the degree of preference, 70% of the students scored higher than 2.5, which indicates that the images generated by the method of this paper are more in line with the aesthetic concepts of the students and can bring them a certain degree of aesthetic enjoyment.
In the post-test difference test analysis of the experimental group and the control group, in terms of creativity strategy, students in the experimental group (M=3.04) were significantly higher than those in the control group (M=2.94), and the scores of the experimental group were significantly higher than those of the control group in most of the dimensions, which can be concluded that the art teaching using the method of this paper has a positive impact on improving students’ creativity tendency.