有田 隆也 / Takaya Arita
GALLABO TOKYO(ギャラボトウキョウ)創設の基本的なモチベーションは「AI (大規模言語モデル: LLM)によって、作品の見え方そのものが変わる、豊かになる体験をつくりたい」ということです。そのための実験場がGALLABO TOKYOです。そして、作家の方々にもできればクリエイティブな影響を与えられればと考えています。
そのための主たる実践は,オンサイトのExhibitionとShowcase,及びオンラインのAI Critiqueです.ExhibitionとShowcaseは通常のギャラリー展示と同等ですが,前者は作品展示にAIの作品解釈・批評[1][2]を重ねた新しい鑑賞手段を提供します。後者は立体作品を含む多様な表現を時間をかけて展開する長期展示です。一方、AI CritiqueはAIが生成した批評を継続的に掲載していくテクニカル・レポートです.
これらによって,「AI批評に基づくアート・エコロジー / AI-Centered Ecology of Artistic Feedback」を実現したいと考えています.これは,LLMによる批評生成を基盤として,作家,鑑賞者,AI批評家,AI設計者が作品・批評・コメントを媒介にして相互作用を繰り返すことで,作品の芸術的な意味・価値を絶えず更新していくエコロジカルな創造環境です.
これらの実践と並行して、以下も実践の柱とします.
以上の活動を支えるバックグラウンドは以下です.
[1] T. Arita, W. Zheng, R. Suzuki, and F. Akiba, "Assessing LLMs in Art Contexts: Critique Generation and Theory of Mind Evaluation", arXiv, 2025 (doi: 10.48550/arxiv.2504.12805).
[2] W. Zheng, R. Suzuki, and T. Arita, "Artificial Intelligence as Art Critic: Design and Comparative Turing Test of Human vs. AI Critiques", Proc. of Artificail Life and Robotics (AROB), pp. 75-80, Jan. 2025.
[3] 有田隆也, "人工生命(改訂2版)", 医学出版, 2002.
[4] 有田隆也, "心はプログラムできるか",ソフトバンク クリエイティブ,2007
[5] 有田隆也, "生物から生命へ", 筑摩書房, 2012.
[6] T. Arita and N. Ogawa, "Promoting Reciprocity-based Cooperation by Dual Layer Gamification", Proceedings of the 17th Annual European Conference on Simulation and AI in Computer Games (GAMEON 2016), pp. 22-27, 2016.
The fundamental motivation behind the founding of GALLABO TOKYO is to create experiences where AI (Large Language Models: LLM) transforms and enriches the very way artworks are perceived. GALLABO TOKYO serves as a testing ground for this purpose. We also hope to provide creative inspiration to the artists.
Our main initiatives toward this goal are on-site Exhibitions and Showcases, as well as the online AI Critique. While Exhibitions and Showcases are equivalent to standard gallery exhibitions, the former offers a new way of appreciating art by overlaying AI interpretations and critiques [1][2] onto the displayed works. The latter is a long-term exhibition that unfolds over time, featuring a diverse range of expressions, including 3D works. Meanwhile, AI Critique is a collection of technical reports that continuously publishes AI-generated critiques.
Through these initiatives, we aim to realize an AI-Centered Ecology of Artistic Feedback. This is an ecological creative environment in which, based on criticism generated by large language models (LLMs), artists, viewers, AI critics, and AI designers repeatedly interact through works, critiques, and comments, thereby constantly renewing the artistic meaning and value of the works.
In parallel with these practices, we will also focus on the following pillars:
The background supporting these activities is as follows:
[1] T. Arita, W. Zheng, R. Suzuki, and F. Akiba, "Assessing LLMs in Art Contexts: Critique Generation and Theory of Mind Evaluation", arXiv, 2025 (doi: 10.48550/arxiv.2504.12805).
[2] W. Zheng, R. Suzuki, and T. Arita, "Artificial Intelligence as Art Critic: Design and Comparative Turing Test of Human vs. AI Critiques", Proc. of Artificail Life and Robotics (AROB), pp. 75-80, Jan. 2025.
[3] Takata Aria, "Artificial Life (Revised 2nd Edition)", IGAKU SYUPPAN, 2002 (in Japanese).
[4] Takaya Arita, "Can the Mind Be Programmed?", SoftBank Creative, 2007 (in Japanese).
[5] Takaya Arita, "From Organisms to Life", Chikuma Shobo, 2012 (in Japanese).
[6] T. Arita and N. Ogawa, "Promoting Reciprocity-based Cooperation by Dual Layer Gamification", Proceedings of the 17th Annual European Conference on Simulation and AI in Computer Games (GAMEON 2016), pp. 22-27, 2016.
GALLABO TOKYO
2-121-21 Furuichiba, Saiwai-ku, Kawasaki-shi, Kanagawa 212-0052, Japan
Open: Thu–Sun (13:00–18:00)
Email: [email protected]
