AI Art History  ·  Denmark

The first GAN artworks in Denmark

Before AI became a buzzword, before the YouTube clickbait, before anyone outside a research lab had heard of a Generative Adversarial Network - I was training them in my studio.

When did the first GANs come out?

What it was actually like

The first time I trained a GAN, the outputs were noise. Literally - just static. That was expected. You were supposed to babysit the training process for hours, sometimes days, watching the generator and discriminator find their equilibrium. If the discriminator got too good too fast, the generator would give up and produce the same image over and over, a failure mode called mode collapse. If neither won, you got noise forever. Getting anything coherent out felt like coaxing something alive.

Most people had never heard the word "AI" in the way we use it today. Not in Denmark, and honestly not anywhere outside machine learning research circles. If you told someone you were making art with a neural network, they would ask what that was. Not in a dismissive way - they genuinely didn't know the concept existed. There was no cultural reference point. AlphaGo had beaten a Go world champion two years earlier and that had briefly made news, but it felt abstract and distant. Nothing had made neural networks feel relevant to everyday life.

The research community was different then, too. If you searched for "neural networks" or "AI" on YouTube, you did not get what you'd find today. No clickbait thumbnails, no "AI will replace you" anxiety loops, no five-minute explainer videos optimised for outrage. You got lectures. Actual university lectures - Geoffrey Hinton teaching at Toronto, Andrej Karpathy's Stanford CS231n course, Yann LeCun talking at ICLR. Dry, long, genuinely informative. The audience was people who wanted to understand the thing, not people who wanted to have an opinion about it.

There was something clarifying about that. The field hadn't been colonised by narrative yet. A GAN paper was just a paper. You read it, you tried to implement it, it broke in twenty places, you asked on a GitHub issue thread and waited three days for an answer. The gap between an idea and a working result was enormous - and that gap was where the interesting work happened.

Training on consumer hardware meant overnight runs, unexpected crashes, and outputs that felt genuinely strange because nobody had established a visual vocabulary for what GAN art was supposed to look like. There were no aesthetic norms to conform to or rebel against. The images that came out were sometimes deeply uncanny, sometimes unexpectedly beautiful, and always a negotiation between the dataset you'd curated and a process you only partially understood.

I don't think that uncertainty made the work worse. I think it made it more honest.

Frequently Asked Questions

When did the first GANs come out?

Generative Adversarial Networks were introduced in June 2014 by Ian Goodfellow and colleagues at the University of Montreal in the paper "Generative Adversarial Nets," presented at NeurIPS. The first GANs produced low-resolution, blurry outputs - practical high-quality image generation came with DCGAN (2015), ProGAN (2017), and StyleGAN (2018-2019).

What is GAN art?

GAN art is imagery generated by a Generative Adversarial Network - a neural network architecture in which a generator learns to produce realistic images by competing against a discriminator that tries to tell real from fake. The artist's role is in curating the training data, shaping the architecture, and selecting outputs. It is a collaboration between human intent and emergent machine behaviour.

Who were the first AI artists?

The first artists working with GANs emerged around 2016-2018. Internationally, names like Robbie Barrat, Helena Sarin, and the Obvious collective (whose work sold at Christie's in 2018) are among the early figures. In Denmark, this work was being done in parallel, independently - outside any institutional framework and largely unknown to the wider public.

What hardware did early GAN training require?

Most early GAN work outside academic settings ran on consumer GPUs - NVIDIA GTX 1080 or similar. Training a single model could take 12-72 hours. Cloud GPU access existed but was less standardised and more expensive than it is today. Efficient mixed-precision training wasn't widely adopted yet, so VRAM was a constant constraint.

Is GAN art still relevant now that diffusion models exist?

Diffusion models (Stable Diffusion, DALL-E, Midjourney) have largely replaced GANs as the dominant image generation architecture since 2022. But GAN work from 2017-2021 has a distinct visual character - artefacts, latent space interpolations, the specific uncanniness of ProGAN faces - that diffusion models don't replicate. Early GAN art is a distinct historical category.

Working with AI since before it was a trend

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