The Hand of AARON | Harold Cohen’s Freehand Line Algorithm
Credit: Harold Cohen, Untitled (i23-3543), 1971. Silkscreen print on paper with plotter drawing. Courtesy of Gazelli Art House & Harold Cohen Trust
·Analysis

The Hand of AARON | Harold Cohen’s Freehand Line Algorithm

Paul Cohen discusses the role played by feedback and randomness in the early development of AI art

Paul Cohen

“The Hand of AARON | Harold Cohen’s Freehand Line Algorithm” is part of a special series of three essays commissioned by Right Click Save from the distinguished computer scientist and son of Harold Cohen, Paul Cohen, dedicated to the language of digital art. Read his other essays on “The Trouble with Terminology” and “On Creativity in Digital Art”.


With thanks to Alex Estorick, who conceived, commissioned, and edited this series.

Paul Cohen is a professor of Computer Science at the University of Pittsburgh and the CEO of Causerie.AI, which extracts knowledge from text at scale. Prior to becoming the Founding Dean of the School of Computing and Information at Pitt in 2017, he was a program manager in DARPA’s Information Innovation Office, where he designed and managed the Big Mechanism, Communicating with Computers, and World Modelers programs. He worked at DARPA under an IPA agreement with the University of Arizona, where he founded the School of Information: Sciences, Technology and Arts, now the School of Information. His research is in aspects of artificial intelligence and cognitive science, with interest in how language, communication, and AI methods can foster understanding of highly complicated systems such as cell signaling pathways, biophysical, and socio-economic systems. He is the son of the artist Harold Cohen.

¹ H Cohen, “How to Draw Three People in a Botanical Garden”, Paper presented at University of California, San Diego, 1987, 3.

² H Cohen, “The Material of Symbols”, Paper presented at First Annual Symposium on Symbols and Symbol Processes, University of Nevada, Las Vegas, August, 1976, 18.

³ Ibid., 16.

⁴ H Cohen, “What is an Image?” Paper presented at University of California, San Diego, 1979, 21.

⁵ Ibid., 5.

⁶ Ibid., 20.

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6 comments

From a conservation perspective, AARON raises fascinating questions. The system ran on hardware that no longer exists, in languages that are barely maintained. How do we preserve not just the outputs but the generative process itself? This is the central challenge of digital art conservation.

Elena, this is exactly why I think more artists should be open-sourcing their systems. Not just the outputs, but the full generative pipeline. It's the best preservation strategy we have.

AARON is such an important reference point for anyone working in generative art today. Cohen spent decades refining this system — the patience and depth of that practice is humbling compared to the speed at which most of us iterate now. The section on the freehand line algorithm is particularly fascinating.

The patience point is so important, James. There's something to be said for spending years with a single system rather than constantly chasing new tools and techniques. Depth over breadth.

The technical detail in this piece is excellent. The idea of encoding "handedness" into an algorithm — making a computer draw as if it had a physical hand with weight and momentum — is a beautiful engineering challenge. I wonder how this compares to modern approaches using physics simulations or neural style transfer.

I teach a module on the history of computational art and AARON is always the piece that surprises students most. They assume generative art started with Processing or Art Blocks. Learning that Cohen was doing this in the 1970s completely reframes the conversation.

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