Code and Trope: The Challenge of Artificial Intelligence in the Arts

Code and Trope: The Challenge of Artificial Intelligence in the Arts 1270 846 Sintagma | Create. Communicate. Inspire.
30 Years of Intermedial Aesthetics: From the Rules of Semiotics to the Generative Algorithm

By Angela Maria Carlucci

Image: AI-generated (Midjourney). Award-winning synthesis of classical architecture and algorithmic light.


© April 2026 | Original Research (1995–2026). 
All rights reserved by the author. No unauthorized AI harvesting.
Published open access – DOI: https://doi.org/10.5281/zenodo.19906440


The advent of generative AI marks an ontological rupture in communication and the arts – a shift as profound as the historical transition from painting to photography. To navigate today’s digital landscape, we must return to a foundational dialectic: the Code – the statistical, algorithmic rule – and the Trope – the intentional human anomaly that generates new, unforeseen meaning.

This work has its origin in a study I wrote in 1995 at the University of Florence, for the course in History and Criticism of Cinema taught by Professor Sandro Bernardi. My original title was Relationships and Mutual Influences between Film and the Other Arts – an investigation into the deep structural connections between cinema, painting, literature, and theatre. Drawing on that semiotic foundation, and on thirty years of interdisciplinary practice spanning media strategy, global corporate consulting, finance, and advocacy in labour and gender policy, this analysis approaches the arts not as a theoretical abstraction but as a lived, operational reality – one in which human creative labour is increasingly shaped, amplified, and threatened by algorithmic systems.

Re-reading that 1995 text today, I was struck by how clearly it had mapped the structural relationships between the arts in a still predominantly analogue era. Those thirty-year-old frameworks, I realised, are the necessary foundation for understanding the current digital upheaval – and in particular the shift toward what I call Algorithmic Synthesis: the moment when the machine stops assisting the artist and begins replacing them.

In this contemporary context, preserving the Trope – the intentional infraction of the statistical rule, the sovereign human anomaly – is no longer merely an aesthetic preference. It is a strategic economic and political imperative, especially for European creative industries navigating the pressures of AI-driven production. True literacy in the AI era is not conformity to the algorithm, but the capacity for agentic and sovereign deviation: the intentional synthesis of lived experience to disrupt the Code and preserve meaning. This literacy recognizes that while the machine can simulate the result, it remains ontologically incapable of experiencing the process of Carpe Diem – the seizing of the fleeting moment that anchors cinematic truth in human intentionality.

I have therefore decided to publish the full historical text alongside a new Section VI: The Digital Age (AI, Streaming, and the Synthesis of Reality), written in 2026. I invite you to read to the end – and to discover how insights developed thirty years ago about the duration and truth of the image precisely illuminate the rise of Netflix, the aesthetics of TikTok et al., and the urgent questions posed today by generative AI.

For an immediate synthesis of the central thesis and a more concise reading of the New Frontier (Section VI), please refer to the article: FROM CODE TO PROMPT: AI and the New Frontier.


Contents

I. The Structure of Film: Codes and Tropes
II. Film in Relation to the Other Arts
III. Mimesis and Carpe Diem: Relationships with Photography and Painting
IV. Film and the Novel Compared: Visual Possibilities vs. the Celebration of Language
V. Structural Affinities between Film and Theatre
VI. The Digital Age: The 2026 Update (AI, Streaming, and the Synthesis of Reality)


Note on the Theoretical Foundation
Acknowledgements
Author Biography
Bibliography


I. The Structure of Film: Codes and Tropes

The nature of film, recording, and video has profoundly influenced the development of all traditional arts, being in turn influenced by them. While the spectrum of the arts is vast, the domain of film and recording arts is even greater. Films, discs, and tapes are media-agents or channels of communication. Although art is their primary field of application, it is certainly not the only one. Moreover, film is a useful scientific tool that has opened new fields of knowledge and remains the most important medium of communication since the invention of writing.

As a medium, film closely resembles the phenomenon of language. It does not possess a codified grammar, a fixed vocabulary, or precise rules of usage; in this sense, it is not a linguistic system like written or spoken Italian or English. However, it performs many of the communicative functions of language. Describing the logical functioning of film has been the primary objective of film theorists for over half a century.

In the context of this essay, the term ‘Code’ refers to the system of semiotic rules and structural conventions that define the communication of an art form.

In the 1960s, semiotics provided a compelling approximation of the logical description of the linguistic phenomenon of film. Ferdinand de Saussure laid the foundations for semiotics at the beginning of the twentieth century with the elegant idea of viewing language as one of many systems of signifying codes.

Film lacks a grammar, but it possesses systems of codes. It lacks a vocabulary, but it has a system of signs. It utilizes the signs and codes of many other communication systems-for example, every musical code can be used in film, as can most narrative and visual codes. The strength of an art form lies precisely in the codes that cannot be transmitted to other arts. As Robert Frost famously remarked: ‘Poetry is what gets lost in translation.’

However, semiotics is limited because its analysis relies on reducing film to basic, detached, quantifiable units. Semiotics describes the communication system of film excellently but struggles to capture its artistic effect. For this, a concept borrowed from literary criticism is useful: the Trope.

In literary criticism, a trope signifies a ‘figurative expression’-a concept that transforms to mean more than its literal definition. While ‘Code’ describes the elements of an art’s language, ‘Trope’ describes the unusual and illogical way these elements are used to create new, unexpected meanings. Etymologically derived from the Greek tropos (‘way’ or ‘path’), it indicates an activity rather than a static definition.

For example, rhythm, melody, and harmony are musical codes. A syncopated beat in jazz is a sub-code. But the strange, exciting, and unique syncopations of Thelonious Monk are tropes. They cannot be scientifically quantified, and it is precisely this that defines his genius. Similarly, while the ‘soft edge’ is a sub-code in painting, the delicate, emotive lines of a Renoir sketch are particular tropes. In theatre, a gesture is a code; the specific way Laurence Olivier executes a gesture in Richard III is a trope.

An art system can be described semiotically as a collection of codes, but the specific vitality of an art resides in its tropes. Film contains a system of codes and tropes that refers to itself and is specific to the reproductive arts.

II. Film in Relation to the Other Arts

The recording (or protocol) arts constitute an entirely new form of discourse that operates in parallel to existing ones. Everything that manifests in life – everything that can be seen or heard – can be recorded on tape or disc (CD, photographic plate, diskette/floppy disk). Instead of being conveniently classified within the existing spectrum, “cinematic art” instead encompasses all the older arts. From the beginning, film and photography were neutral: the media existed before the arts. “Film is an invention without a future,” Louis Lumière is said to have remarked. In his time, this may have been exactly the case. However, as this revolutionary form of discourse was progressively applied to each of the older arts, it created a life of its own. Early cinematic experiments “made” (facevano) painting within the film, “made” the novel, “made” the drama, and so on, and progressively it was noted which elements of these arts were usable in cinematic situations and which were not.

The art of cinema developed within a process of reproduction. The neutral silhouette of the film was placed over the complex systems of the novel, painting, and drama, and thus revealed new truths about certain elements of these arts. If we set aside for a moment the coarseness of the early recording processes, the majority of the elements of these arts functioned well in the film. In fact, the history of the arts in the last hundred years is closely linked to the challenge posed by film. Film used the experiences of modern art extensively, giving artists in turn the possibility to gather new experiences in the field of the cine-optic image. In other words, while the recording arts made limitless use of their ancestors, painting, the novel, drama – even architecture – they had to redefine themselves (and therefore confront themselves) with the concepts of the new artistic language of film.

III. Mimesis and Carpe Diem: Relationships with Photography and Painting

“Moving images” are at first glance more akin to the visual arts. Until recently, film could only compete with painting to a limited extent: it was only toward the end of the sixties that film colours were mature enough to be attributed a greater importance in the making of the film and as an expressive medium. The vast possibilities of photography and film were seized immediately. The technical means surpassed painting and drawing in one fundamental aspect: they possessed the faculty to directly record the images of the world. Naturally, the visual arts have, alongside exact reproduction, other functions, but since the early Renaissance, mimesis was the determining value of visual aesthetics. People who could not travel were fascinated by reproductions of landscape scenes, and the portrait was an almost mystical experience. Today we are submerged by a myriad of snapshots, passport photos, newspaper illustrations, and postcards, such that we easily forget this function of the visual arts.

On January 7, 1839, François Arago proclaimed to the world in a lecture at the French Academy of Sciences the discovery of a method useful for producing photographic images, and shortly thereafter the portrait became its most important field of work. The daguerreotype gave thousands of average citizens a mode of immortality that until then had been reserved for an elite. The democratization of the image had its beginning. Within a few years, thousands of portrait galleries emerged.

But the invention that produced a portrait could not reproduce itself. One month after the system of Louis Jacques Mandé Daguerre, William Henry Fox Talbot described how he succeeded in fixing a negative photographic image in the camera and deriving several positives from it. This was the second important element of photography. Frederick Scott Archer replaced Talbot’s paper negative with film, completing the system of photography that records and reproduces precise images infinitely.

This new invention of photography was applied in the field most suited to it: the portrait. Painting accepted this challenge. The years of development and maturation of photography, from 1840 to 1870, are the years in which the theory of painting detached itself from simple imitation, seeking a more demanding expressive form. Freed by photography from the obligation to imitate reality, painters were free to experiment widely with the structure of their art. Surely there does not exist only a simple cause-and-effect relationship between the invention of photography and this development in the history of painting. Joseph Turner, for example, created “anti-photographic” landscape views.

The characteristics of the photographic image seem to have directly influenced the way of thinking of the Impressionist painters (especially Monet and Renoir). They strove to capture the instantaneous, almost accidental quality of the mechanically obtained image. Moving away from the idea of painting as idealization toward an instantaneous scientific realism, the Impressionists produced paintings logically connected with photography. Given the existence of the camera, painters were drawn to rediscover the immediacy of the moment and the special quality of light, two factors of maximum importance for the aesthetics of photography. When Monet placed a series of these moments side by side, as for example in his series of cathedrals painted at different moments of the day, he took the next logical step: his serial paintings are interesting precursors of the film.

In the early 19th century, there are numerous examples of the subtle correlations between the developing photographic technique and the esteemed arts of painting and drawing, and the next major development in the aesthetics of painting in the early 20th century coincided with the advent of film. It is, however, difficult to establish precise correlations. Certainly, it did not happen that Marcel Duchamp saw a screening of The Great Train Robbery, shouted “voilà,” and the following day began to paint Nude Descending a Staircase. But even here, the correspondences are evident.

From a certain point of view, movements such as Cubism and Futurism can be seen as a direct reaction to the growing predominant position of the photographic image. It is as if the artists had said: “Since photography does these things so well, we will direct our attention to other things.” Cubism consciously avoided light and atmosphere (the fields in which the Impressionists had competed directly-and successfully-with photography) to break radically and irrevocably with the tradition of mimesis in Western painting. Cubism is a decisive turning point in the history of all the arts; the artist freed himself from the existential model of the real world and could for the first time dedicate his attention to the concept of a work of art detached from its motif.

Seen differently, Cubism developed in parallel with film. In the attempt to capture different perspectival levels on the screen, Picasso, Braque, and others reacted directly to the challenge posed by film, which allowed, as a complex moving image, different and continuously variable perspectives. In this sense, Nude Descending a Staircase is the attempt to reproduce on canvas the multiple perspectives of film. Traditional art history maintains that African sculpture influenced Cubism most greatly, and this is undoubtedly true, given that the Cubists were certainly more familiar with these sculptures than with the films of Edwin S. Porter or Georges Méliès. Analyzing the structural kinship is certainly fascinating. One of the essential elements of Cubism was, for example, the attempt to succeed in obtaining on the screen an impression of the correlations between different perspectives. This does not derive from African sculpture, but refers strongly back to the dialectic of film montage. Both Cubism and montage avoid a single point of view and analyze the possibility of several perspectives.

The theoretical relationship between painting and film still exists today. The Italian Futurists produced evident parodies of film; contemporary photographic hyperrealism continues the critique of photographic aesthetics. But the connection of the two arts was never again as evident as at the time of Cubism. The most important response of painting to the challenge posed by film is the impression that Cubism first made possible and that now unites all the arts. The task of imitation has been left largely to the reproductive arts. The arts of symbolic reproduction and the work of art have moved toward a new, more abstract sphere. The great challenge of film for the visual arts was surely a function of its mimetic capabilities, but it was also linked to that factor which differentiated film from painting: film was in motion.

IV. Film and the Novel Compared: Visual Possibilities vs. the Celebration of Language

The narrative potential of film is so pronounced that it has established its closest connection not with painting or even drama, but rather with the novel. Film and the novel both tell long stories with a myriad of details, and they do so from the perspective of the narrator, who often interjects a certain irony between the story and the observer. Everything that can be told in the printed novel can be approximately symbolised or told in film (even if the wildest fantasies of a Jorge Luis Borges or a Lewis Carroll will require many special effects). The differences between the two arts – aside from the clear and great distinction between visual and linguistic narrative modes – are easy to discover.

First and foremost, film is limited, as it takes place in real time. Successful novels have represented an enormous reserve of material for commercial films in recent years. In fact, for publishing houses, utilising a successful novel’s material for a film is an economic factor. At times, it seems that the successful novel exists (contrary to the elite art of prose) only as a first draft for the film.

But the commercial film cannot reproduce the time span of a novel. A screenplay contains an average of 125 – 150 typewritten pages; a novel is four times as long. Details of action are almost regularly lost in the transposition from novel to film. Only the television series can cope with this deficiency. The serial transmits almost the same impression of duration that is part of the great novel. Among all the cinematic versions of War and Peace, it seems that the twenty-part BBC series of the early sixties met with the greatest success; not necessarily because of better acting performances or direction compared to the two – or six-hour film versions, but solely because the longer television series was able to reproduce the essential character of the saga – duration.

If film, on one hand, is forced to limit itself to a shorter tale, it has, on the other hand, visual possibilities that the novel does not possess. That which cannot be transmitted through description allows itself to be transposed into the image. Here we find the basic difference between the two forms of storytelling. Novels are narrated by the author. We see and hear only what he wants us to see and hear. Films are also narrated by their authors, but we see and hear much more than the director necessarily intends. For a writer, the attempt to describe a scene as detailed as it is transmitted in the cinema would be an absurd task. Whatever the writer describes is always filtered through his language, his prejudices, and his point of view. In film, we have a certain freedom of choice in focusing our gaze and placing our attention on one detail rather than another.

The driving force of the novel is the relationship between the story material (plot, characters, theme, etc.) and its transposition into language; in other words, the relationship between the story and the narrator. Film, however, derives its driving force from the story material and the objective nature of the image. It is as if the author/director were perpetually in conflict with the scene he is filming. Chance plays a much greater role, and the final result is that the spectator has many more possibilities to participate actively in the experience. The words on the page of a book are always the same, but the images on the screen change continuously based on where we direct our attention. Seen in this way, film is a much richer experience.

But it is simultaneously poorer, given that the figure of the narrator is weaker. In fact, there is only one major film that has tried to reproduce the first-person narration so useful for the novel: Lady in the Lake (1946) by Robert Montgomery. The result is an embarrassing, claustrophobic experience: we see only what the hero sees. To show us the hero, Montgomery had to resort to various tricks of reflections. Film can approach the ironies that the novel develops in its narrative form, but it can never imitate them.

Rightly, the novel faced the challenge from film by strengthening precisely that field: the subtle, complex ironies of language. Like painting, 20th-century prose has abandoned imitation, turning toward self-investigation. In its path, it then divided. What in the previous century was a common experience – the main form of social and cultural expression and the art form most loved by the new middle-class reading public – has thus split into two forms: the entertainment novel, meanwhile so closely linked to film as to sometimes be constituted first as a screenplay; and the “elite” novel, the field of work for the “artistic” avant-garde. This artistic novel has developed from James Joyce onward similarly to painting.

Through film, writers learned, like painters, to analyse and understand their art. Vladimir Nabokov, Jorge Luis Borges, Alain Robbe-Grillet, Donald Barthelme, and many others wrote novels about writing novels (as well as about other things), just as 20th-century painters painted pictures about how to paint. Abstraction is no longer limited solely to human experience but has long been directed toward ideas about this experience, eventually becoming an interest in the aesthetics of thought. Jean Genet, playwright and novelist, said: “Ideas do not interest me as much as the form of ideas.”

In what way has the novel been changed by film? Since the days of Defoe, one of the main functions of the novel, as of painting, was to transmit an impression of other places and other peoples. In the early 19th century, at the time of Sir Walter Scott, this travel report, linked to the Grand Tour, reached its climax. Later, when first photography and then film began to assume this function, the scenic and descriptive character of the novel weakened. Novelists have also learned to tell their stories in small details that are typical of film, just as contemporary writers now think in small scenes instead of long acts.

The ability to play with words is one of the greatest advantages of the novel. Film also possesses words, but generally not to the extent or with the concrete perseverance of the printed text. If painting, under the influence of film, tended toward design, then the novel approaches poetry, turning attention upon itself and celebrating its own material: language.

V. Structural Affinities between Film and Theatre: Brecht and Artaud

Dramatic films, if viewed superficially, are easily comparable to theatrical drama. It is there that the roots of early commercial film certainly lie. However, film differs from theatrical drama in numerous respects: it possesses the vivid, precise, plastic potential of the visual arts, and has greater narrative possibilities.

The obvious difference between theatrical drama and filmed drama is, as between a prose story and a cinematic tale, the point of view. We see a theatrical play as we wish; we see a film only as the director wants us to see it. Furthermore, we can see much more in the film. It is a known fact that the theatrical actor works with his voice, while a film actor uses his face. Even in the most favourable circumstances, the theatrical spectator has difficulty understanding more than the most obvious gestures. Today, the film actor does not necessarily have to use his voice; thanks to synchronization, dialogue can be added later. But the face must be expressive to the maximum, especially if in a close-up it is enlarged up to a thousand times. For a film actor, a day of filming has been satisfactory if he has achieved one good “moment.” If we also consider that films can be made with “raw material” – with amateur actors, or even with people who do not know they are being filmed – the differences between theatrical and cinematic acting appear even more evident.

Of the same importance as the different modes of acting is the contrast between the way of narrating in film and that on the stage. In Shakespeare’s time, the scene and not the act was the basic unit for theatrical work. A comedy (or a drama) was composed of twenty or thirty scenes and not three to five much longer acts. In the 19th century, it was already different. Realism became important and the unity of the act was preferred because it was more realistic. During an act lasting thirty minutes, the audience could forget doubts and enter the lives of the characters, something that the shorter unity of the scene made difficult.

Film developed precisely when this mode of scenic (theatrical) realism reached its climax. And just as painting and the novel had left this imitation to the film, the theatre did likewise. The scene became the basic unit again. Strindberg and others developed an expressionistic (sometimes almost cubistic) use of theatrical space. Pirandello analysed in detail the structure of theatrical art and abstracted the theatrical experience for a future generation of playwrights.

By the end of the 1920s, the avant-garde theatre could seriously challenge the upstart film. It was useless to create realistic sets when the film could show real scenarios; above all, subtle gestures were useless if they could only be seen from the front rows. The audience could go to the cinema around the corner and see silent actresses like Garbo or Gish doing extraordinary and magical things with their faces, apparently without the slightest movement. With the advent of sound, the film was even more easily comparable to theatrical drama.

But theatre has a great advantage over film: theatre is live. While it is true that film can achieve effects unknown to the theatre precisely because it can be filmed at different times, it is also true that the people performing in the film clearly have no contact with their audience.

Two very different theatre theorists took advantage, each in his own way, of this incontestable fact. Towards the end of the 1920s and in the 1930s, Bertolt Brecht and Antonin Artaud developed theatrical plans that were based on the constant interaction between the audience and the ensemble. Artaud’s so-called Theatre of Cruelty required a more intimate and demanding relationship between performer and spectator than had ever existed before in theatre. Artaud’s aim was to directly and closely involve the spectator in a communion between actor and audience, something that is never possible in cinema.

Artaud had in mind a kind of frontal attack on the spectator, a “total” theatre, in which all possible expressive forms were applied. The new theatrical language, as seen by Artaud, is influenced by cinematic language. Film, having no fixed rules, knowing no traditions or schools, soon discovered the value of the components listed by Artaud: sculpture, music, dance, pantomime, intonation, architecture, lighting, and furnishing. Thus, it happens that another of the old arts finds itself in a love-hate relationship with the new technology.

Brecht took the opposite direction. His theory of Epic Theatre is more complex – one could almost say more demanding – than that of Artaud’s Theatre of Cruelty. He saw, like Artaud, the basic meaning of theatre in the immediacy and intimacy of the theatrical representation. Brecht, however, wanted to recreate the relationship between actor and audience by making it become dialectical. The audience should not continue to suppress its doubt freely. In cinema, this manifests itself more easily.

“The epic form of theatre,” wrote Brecht, “makes the spectator an observer, but awakens his activity, induces decisions. The dramatic form of theatre twists the spectator into an action, transmits events to him.” All this is achieved through the Verfremdungseffekt (or V-Effekt), that is, the alienation effect, whose purpose was to alienate the social gesture underlying all procedures. This is certainly more than a simple theory of drama. Brecht’s Epic Theatre and his alienation effect can be referred to a large number of arts, including film. Brecht’s ideas indeed have a prominent place in the development of film theory.

Brecht intensified the participation of the spectator in the theatre, but on an intellectual level, while Artaud rejected the intellectual approach in favour of a theatre that put the spectator in a trance. Both theories were, however, explicitly against a theatre of imitation.

Theatre and film influence each other based on their structural affinity. If in France many important 20th-century novelists (Alain Robbe-Grillet, Marguerite Duras) were at the same time directors, it seems that in England, Italy, Germany, and the USA the people who work in film divide their career between screen and stage. The union has been fertile. While the theories of Brecht and Artaud have matured over the last forty years, theatre has developed according to the canons they predicted; they have not been supplanted by new radical theatrical theories. Contemporary theatre refers to Artaud in its renewed interest in the ritual aspect of the dramatic experience and in its disposition for collective celebration, which has always been at the base of theatre.

In modern drama, this is achieved by attributing the primary role to the mise en scène, at the expense of the text. On the other hand, contemporary theatre also orients itself toward the word as an energy source. Especially English screenwriters have developed the concept of theatre as dialogue, which has its roots in Brecht. Peter Brook, Harold Pinter, and others have created over the last forty years a theatre of verbal representation, which achieves a great effect in small theatres, which would not be possible in film.

The great similarity between the different theatrical forms and the feature film could have been catastrophic for the old art. Already in the past, some arts have “died”: in the 17th century, narrative or epic poetry was driven out by the novel. But the theatre has responded with renewed vitality to the challenge posed by film; indeed, it is precisely the correlation between these two art forms that proved to be a primary source of creative energy in the mid-20th century.


Thirty Years Later


VI. The Digital Age: The 2026 Update (AI, Streaming, and the Synthesis of Reality)

The sections that precede this update were written in 1995, documenting the ontological fracture of a still predominantly analogue era. Re-reading them thirty years later, what strikes most forcefully is not what they failed to anticipate but what they already understood: that the history of art is the history of the Code/Trope dialectic under technological pressure.

Photography forced painting to reinvent itself in abstraction; film established its closest connection with the novel, forcing prose to celebrate the subtle, complex ironies of language; and theatre radicalised its irreducible asset of “liveness” through Brecht and Artaud. In each case, the pattern was identical: the technology took the Code; the art deepened the Trope. Artificial Intelligence represents the Total Instance of this same pattern – with the decisive difference that it masters the Code of all media simultaneously. Unlike previous shifts, where art could retreat into a new domain, there is today no comparable domain of retreat remaining.

The promised “paradigm shift” – the expectation that automation would liberate the human worker toward “creative and quality work” – has encountered a fundamental structural impasse. Far from a liberation of agency, the current landscape suggests a state of information overload where the human is displaced from the intentional centre of meaning. This represents a devaluation of the quest: a state where semantic agency is sacrificed to the machine’s statistical regularity.

This is not merely a modern phenomenon of resolution or technical fracture; it is an ontological rupture. The machine “perceives” this reality through correlation – a horizontal navigation of the Syntagm. It can process millions of datasets with statistical precision, yet it remains blind to the causal why that anchors a fact in human experience. When there is no longer a specific medium into which the worker can retreat, the conflict shifts from the where to the how. The human response to this total instance resides in the reassertion of the Trope as a sovereign act: the intentional agency that deviates from the Code to save the Meaning.

To navigate this landscape, three conceptual tools structure the analysis that follows: the Code, the system of semiotic rules and statistical regularity that the algorithm navigates; the Trope, the intentional human anomaly – the causal infraction through which the dignity of labour is reasserted; and the Syntagm, the structured sequences where the conflict between statistical regularity and sovereign human deviation is most concretely enacted. In this “Digital Desert,” the dignity of human labour is no longer defined by the ability to process the Code, but by the capacity to perform the infraction.

6.1 The Total Instance: From Indexical Record to Algorithmic Mosaic

Umberto Eco, in his later essays and interviews on the media landscape (2017), building on Zygmunt Bauman’s (2000) concept of liquid modernity, diagnosed the contemporary mediascape as a state of permanent semiotic noise – a clamour of the present in which digital culture severs the connection between past and future, reducing human experience to an eternal present of immediate, unfiltered consumption. For Eco, this clamour operates on three levels simultaneously: it destroys memory, preventing information from being critically processed before it is displaced by the next stimulus; it levels all voices, dissolving the distinctions between expertise and ignorance on which meaningful communication depends; and it impoverishes language itself, replacing reasoned analysis with emotive, immediate reaction that prevents individuals from understanding their own condition. The result is a culture that systematically prioritises the statistically probable over the singular: the Code over the Trope.

The economic mechanism producing and sustaining this cultural condition is precisely what Mathias Binswanger (2024) identifies in his analysis of algorithmic capitalism. As algorithms increasingly make economically relevant decisions in place of humans, individuals and organisations progressively lose their autonomy and become dependent on systems they can no longer comprehend or control. This process decouples the economy from the human: it raises productivity while simultaneously generating an intensifying bureaucracy of conformist pressure – a system of algorithmic surveillance and compliance that trains citizens to become what Binswanger calls “normalized permanent consumers.” This paradox sharpens the diagnosis further: as data volume grows faster than algorithmic processing capacity, the system responds not with liberation but with intensification – more surveillance, more compliance, more optimisation – making this condition structurally self-perpetuating.

In the creative industries, this manifests as the algorithmic curation of taste, the SEO optimisation of meaning, and the platform-driven standardisation of form: the systematic replacement of the sovereign creative act with the statistically validated content object. This creates a ‘new baroque’ of digital excess, where the sheer volume of Code risks suffocating the singular voice – the economic architecture of the Digital Desert, here understood as the landscape of infinite algorithmic reproduction in which the sovereign Trope becomes the only remaining act of resistance. Eco diagnosed the cultural symptom; Binswanger identifies the economic machinery producing it.

On the aesthetic level, Manovich (2018) had already identified the defining consequence of AI adoption: the progressive automation of aesthetic decisions – from the algorithmic curation of what we see, to the platform-driven standardisation of what we create. What AI produces, Manovich observes, are works of statistical pattern without direct reference to the human world – the Code without the Trope. Where Binswanger identifies the economic machinery of this condition, Manovich maps its aesthetic territory: a cultural landscape in which the statistically probable systematically displaces the sovereignly singular. Together, all three define the landscape in which the Trope must now assert itself.

In this context, the Trope functions as the definitive ‘Bustina di Minerva’ – the micro-insight (Eco, 2000) – that sovereign boundary where human intentionality is reasserted against systemic entropy: the intentional syncopation that breaks the repetitive clamour of the machine, reclaiming a space for meaning that algorithmic processes, by their ontological nature, cannot generate.

The Théâtre D’Opéra Spatial case makes the stakes of this condition legally and semiotically precise. In 2022, Jason M. Allen submitted an AI-generated image to the Colorado State Fair fine arts competition and won. When he subsequently applied for copyright registration, the U.S. Copyright Office denied it – not once but twice (U.S. Copyright Office, 2023). Despite 624 prompts and more than 900 iterative refinements, the Office ruled that numerical iteration alone cannot constitute human authorship: the machine produces a ‘codified artefact’ (Major, 2025) without subjective agency. This ruling is not merely a legal boundary – it is a semiotic one. It establishes that the Trope cannot be generated by iteration. The machine mastered the Code completely, produced something visually remarkable, and still could not produce the sovereign act. As Binswanger (2024) argues, when human labour is reduced to system-conforming digital processes, creativity and agency become increasingly constrained by bureaucratic and algorithmic logics – precisely the condition the Allen case exposes. When creation is reduced to prompt curation, the unique, non-linear intentionality of the human worker – the sovereign act – is not merely diminished. It is rendered legally invisible.

If the first century of cinema was defined by the photochemical nature of film – the physical, indexical bond between the object captured and its image – the advent of digital represented an ontological fracture not unlike that caused by the invention of photography itself. With digitisation, the image ceased to be a trace of light imprinted on matter and became a mosaic of data: an infinitely manipulable numerical sequence subject to algorithmic extraction and the procedural flattening of individual authorship. Film, which once based its authority on its ability to record reality, now inhabits a territory where the distinction between recording and creation “from scratch” has been substantially erased.

This fracture is not merely a modern phenomenon of resolution, but a long-standing tension between mechanical recording and human subjectivity. Generative AI now represents the ‘Total Instance’ of the Code: it has finally achieved the perfect statistical synthesis of the past, yet it remains ontologically incapable of generating the non-linear intentionality of the present. It produces a static, algorithmic mosaic that lacks the unique, embodied agency of the human worker. The machine has mastered the ‘How’ of the sign but remains fundamentally blind to the ‘Why’ of the Trope.

In this new landscape, the argument embedded in Section IV has been spectacularly vindicated. The claim made in 1995 – that only the television serial could reproduce the essential character of the great novel, its duration – has been confirmed by the rise of streaming. Works such as The Sopranos demonstrated that only digital temporal dilation could accommodate the density of codes that once belonged exclusively to literature, a structural logic subsequently consolidated by the platform distribution models of Netflix and the premium cable infrastructure of HBO, which together transformed serialisation from a formal possibility into the dominant architecture of global narrative production.

On the visual level, Computer Generated Imagery has paradoxically brought cinema closer to painting. If photography freed painters from the constraints of mimesis, digital has freed filmmakers from the constraints of physical reality. With the advent of deepfakes, contemporary cinema has become a hybrid – a hyperrealist pictorial art in motion, where the truth of the image no longer resides in its optical origin but in the computing power of the algorithm. The ontological shift was embodied first by the Wachowski sisters’ The Matrix (1999), which represented physical reality as pure, manipulable code, demonstrating that digital images can simulate mental architectures and extreme subjectivity with a precision once the prerogative of prose alone.

Christopher Nolan dedicated the following twenty years to the manipulation of time and memory: the backward architectures of Memento (2000), the dreamlike levels of Inception (2010), the radical simultaneity of Dunkirk (2017), the physical inversion of Tenet (2020). Editing became a tool to replicate the non-linear mechanisms of the unconscious. The evolution culminates in the dominant theme of the 2020s – the Multiverse – where cinema no longer tells one story at a time but visualises infinite simultaneous possibilities, achieving in moving images a fragmentation of identity and simultaneity of consciousness that modernist literature had previously claimed as its exclusive domain.

This revolution also took the theories of Brecht and Artaud to their ultimate consequence. Today’s cinema – Avatar (2009), the Marvel universe, The Mandalorian (Favreau, 2019) – is built within graphics engines like Unreal Engine. The virtual camera can make impossible movements, enter anywhere, fly seamlessly. The modern viewer, accustomed to virtual worlds, no longer perceives the film as a static surface to observe but as a space to enter – realising the “dream of total immersion” that both Artaud and Brecht, from opposite directions, had theorised.

Finally, the emergence of generative AI – Sora, MidJourney, and DALL-E – completes the historical arc in the relationship between word and image. With text-to-video technology, language, the Code of the novel, becomes the direct tool for generating the image, the Code of the film. By writing a prompt, the author evokes complex visions without manual filming or drawing. The novel’s typical celebration of language paradoxically becomes the primary driver of visual creation – sanctioning the triumph of algorithmic synthesis over the indexical connection to reality, and reflecting the broader shift from traditional software code to natural-language prompt as the primary operational interface of generative systems.

Unlike photography, which challenged painting alone, or film, which challenged the novel and theatre in succession, AI appears to master the Code of every art form simultaneously – image, text, music, narrative, film. No comparable domain of retreat remains available to the displaced art. What we are witnessing is the colonization of the ‘Trope’ by the ‘Code’, where AI moves from a tool of assistance to a tool of replacement. The only thing that cannot be automated is the generation of the new Trope itself. In an era of infinite, low-cost algorithmic synthesis and total cognitive automation (Ford, 2021), the only remaining source of market scarcity – and thus of political and economic leverage for the creative worker, and particularly within the framework of European creative sovereignty – is the intentionality of the Trope. This shift reflects the broader autonomisation of capitalism described by Binswanger (2024): when algorithmic steering dominates production at every level, the sovereign creative act becomes the scarce resource, and the Trope becomes its currency.

6.2 Biosemiotic Boundaries: Signals (The Machine) vs. Natural Conventions (The Human)

To define this intentionality, we must recognise the fundamental biosemiotic boundary of the machine. This is not a matter of computational power but of ontological category – a difference in the very nature of being. Within the framework of Code Biology (Barbieri, 2015; Marcus & Davis, 2019), living systems are governed by biological codes that act not merely as mechanistic causal relations but as ‘natural conventions’ – shared agreements of meaning stabilised through embodied experience over time (Major, 2025). This is the ontological gap: AI can simulate the mathematical signals of a narrative, but it cannot participate in the human convention of meaning. It remains semantically blind, executing the Code without ever knowing the truth of the story.

In this context, the Syntagm – the concrete, combinatory sequence of signs where meaning is actively constructed – becomes the primary battleground where the statistical regularity of the Code and the intentional anomaly of the Trope collide. The machine navigates the Syntagm: it predicts the next step in the horizontal chain with statistical precision. What it cannot perform is the Paradigmatic act – the vertical, sovereign selection of the improbable over the probable: the choice that is not optimisation but infraction. With the advent of generative technologies, we witness a historical inversion: the linguistic prompt now functions as the direct generative engine for the image, effectively automating the Code of the visual through the celebration of language. In Major’s terms, this is the process of amodal completion – the unique human capacity to reassemble fragmented experience into a structured, dignified whole even when conscious frameworks collapse. While AI can replicate the structural homology of archetypes as ‘codified artefacts’ (Major, 2025), it lacks the subjective agency to perform the ‘shamanic deviation’ – that is, the intentional break from statistically predicted pathways – the agentic infraction that breaks the Code to save the meaning.

In the age of AI, this capacity for deviation becomes the ultimate act of resistance against what Simone Weil identified as “Machinism” – the automated force that uproots human agency through calculable abstraction (Weil, 1949). While the machine follows a pre-calculated Path of statistical probability, producing only the dead labour of a simulacrum, the human worker engages in ‘Agentic Traversal’: a search for identity and meaning that requires the shamanic deviation to navigate the unknown. In this context, the spiritual dimension of labour is not intended as religious but as sinnstiftend – meaning-constituting: the capacity for Attention to transform a mechanical task into a human Trope.

For Weil, Attention is not mere concentration but a form of receptivity – the willingness to be genuinely changed by what one encounters in the process of making. It is precisely this capacity that generates the Trope. The machine cannot have it because it cannot be present. It processes. It does not attend. And without Attention, there is no sovereign deviation – only the statistical average. This constitutes the biosemiotic boundary: not a romantic defence of human creativity, but an ontological distinction between the mechanical signals of the algorithm and the natural conventions of the human Trope. The Trope is the natural convention that creates a bounded, intentional space of meaning – whether within the physical Arizona desert or the “Digital Desert” of AI.

 6.3 The Quest and the Digital Arcology: The Human Response

It is precisely here that the final, decisive challenge for human art unfolds.

If the machine’s defining limitation is its inability to attend, the human worker’s defining resource is precisely the opposite: the capacity for the Quest – the non-linear, intentional, embodied journey through unknown territory that cannot be pre-calculated. This concept was established in the author’s research at the University of Florence (Travels Throughout the American Continent in Search of Identity, Carlucci, 1999) and refined in subsequent work (Carlucci, 2014; 2025a; 2025b). The dignity of human labour resides in the enactment of the Quest: a search for meaning that requires the shamanic deviation to navigate the unknown. Whether analysing the mythic structures of Beowulf as an archetype of the Quest (Carlucci, 2025a) or applying that framework to the strategic demands of the AI age (Carlucci, 2025b), true labour is not the soulless processing of a pre-defined sequence, but the intentional act of synthesising the “Road” of lived experience into a meaningful pattern.

The physical manifestation of this logic was already present in the author’s 1996 field research at Arcosanti, Paolo Soleri’s experimental community in the Arizona desert – an experience later synthesised in A Step Inside This City of the Future (Carlucci, 2024). Conceived as a living laboratory for Soleri’s concept of Arcology – the fusion of architecture and ecology to resist the entropic sprawl of industrial expansion – Arcosanti was built on a precise principle: that human meaning requires a self-sufficient oasis, a bounded space of intentional order constructed deliberately against the surrounding desert of standardisation. Just as Soleri used compact city design to rethink urbanisation according to the laws of nature – creating an oasis of human meaning within the Arizona desert – the agentic infractions of the contemporary creative worker serve as a form of ‘digital arcology’.

In 2026, this creative worker faces an equivalent desert – the Digital Desert of AI-generated content, algorithmically optimised and infinitely reproducible at negligible marginal cost, sustained by the conformist economic machinery that Binswanger identifies as the structural condition of algorithmic capitalism. In a semiotic transposition of Soleri’s principle, the response is ‘digital arcology’: the deliberate construction of a self-sufficient space of meaning grounded in lived origin rather than algorithmic validation. By refusing the metrics of engagement and SEO rankings, by insisting that the narrative be driven by the Trope rather than the statistical average, the worker achieves Semiotic Autarky – a state in which human labour sustains its own signs without requiring external algorithmic recognition. By constructing this ‘Fortress of the Trope’, the worker reclaims the means of semiotic production, grounding meaning in a lived origin that Algorithmic Capital can calculate but never experience.

While Algorithmic Capital seeks to strip meaning into measurable data points, the ‘Fortress’ preserves the thick signs of human experience – those elements of the irrational and the particular that an algorithm can approximate but never fully appropriate. By ensuring their narrative is driven by the Trope – an agentic deviation that refuses the machine’s pattern – the worker maintains their Sovereignty. This is not a failure of communication but a success of insulation: the Trope acts as a biosemiotic barrier that makes the human lived origin invisible to the extractive eye of Algorithmic Capital, protecting the Quest as a non-linear, idiosyncratic journey irreducible to statistical prediction.

If the narrative is the journey – the Quest – then the Trope is the steering wheel.

6.4 The Political Economy of the Trope: Agentic Sovereignty and the Dignity of Labour

The challenge now encompasses not only cognitive and creative labour but also manual and operational forms of work, as AI increasingly substitutes and reshapes all aspects of production. The challenge for the future of the arts no longer lies in the technical ability to reproduce reality – a problem now solved by digital synthesis – but in the ability to generate new human Tropes in a sea of machine-generated content.

The history of art is a continuous negotiation between the Rule – the Code – and the Anomaly – the Trope. Each era of standardisation has produced its acts of sovereign deviation. The Impressionist refusal of the photographic line – those fragmented, vibrating brushstrokes that created light where the reproductive apparatus only saw stillness – was a Trope against the Code of photographic mimesis. The birth of Jazz – Thelonious Monk’s unexpected syncopations breaking the regular metronome – was a Trope against the standardisation of industrial rhythm. In both cases, the deviation was not a mere error but a fundamental ontological necessity: the assertion that human meaning cannot be reduced to its “statistical average.” What has changed in 2026 is not the nature of this negotiation but the power of the Rule, which has assumed its most structurally invasive form yet: the Algorithm.

This is the ‘Resistance of the Trope’: the point where statistically optimised code encounters the irreducible singularity of intentional meaning. The Trope is the result of unique cognitive and embodied labour – an out-of-system mode of thinking and acting that a machine, bound by the statistical average of its training data, can never replicate. AI does not replace consciousness; it elevates the challenge. The Algorithm, working solely on statistical probability, dominates the Syntagm and can replicate the Tropes of the past. But it lacks the Intention and Subjectivity necessary to create the new Trope: the anomaly that generates meaning. Safeguarding the anomaly is therefore not merely a romantic defence of creativity but a necessary strategy for the survival of a human-centric economy of work, encompassing both artistic and manual spheres.

This has direct policy consequences. The European Union’s Artificial Intelligence Act (EU, 2024) constitutes, in part, an institutional recognition that human intentionality in creative production requires active protection from technocratic displacement. However, the practical enforcement of this recognition remains a site of intense friction, particularly for European creative industries navigating the regulatory and competitive pressures of the EU AI Act as it reaches its full implementation phase between 2026 and 2027. Following the impasse in the AI Omnibus trilogues in April 2026 – with negotiations over sectoral exemptions set to resume in May – the tension between regulatory simplification and human agentic capacity remains unresolved.

The proposed prohibition of ‘nudifier’ applications in these negotiations represents a crucial legal demarcation: it is the recognition that the Code must not be permitted to synthesize a false reality over the Trope of the human body. It is the protection of the ‘Indexical Trace’ against total algorithmic erasure. Yet, while this marks a clear victory for bodily integrity, the broader Omnibus covers a vast array of sectoral alignments – spanning medical devices and industrial machinery – where the risk of shrouding remains. By routing AI governance through these traditional sectoral rules rather than the AI Act’s horizontal safeguards, the law risks a deregulatory shift disguised as simplification. This effectively moves high-risk AI into a transparency-free Black Box, allowing the Code to act autonomously. In doing so, it strips away essential Human-in-the-Loop protections – specifically human interpretability and mandatory oversight – thereby bypassing the human’s capacity for agentic intervention.

This legal shrouding represents the institutionalization of the Silence of Erasure: the blindness of systems that do not register what they cannot measure. As established in Carlucci, von Forstner, and Pittella (2026), this results in a dangerous Institutional Silence – a deliberate regulatory withdrawal that allows algorithmic autonomy to operate beyond the reach of political responsibility. Such a transition from democracy to technocracy is, as Pittella warns, a shift towards autocracy that neutralizes freedom by eliminating the shadow zones required for the maturation of consensus. The Code remains by its ontological nature incapable of deciphering the semiotic density of silence. For Carlucci, it hears frequencies but is deaf to the history behind the pause, remaining unable to decode the Trope as a culturally encoded exception to the rule. It attempts to manage situations containing meanings that exceed the capacity of any computational system to capture – such as the diagnostic silences analyzed by von Forstner – replacing the human’s contextual synthesis with a purely probabilistic performance. Against this erasure stands the Silence of Meaning: the irreducible meta-level that gives language and labour its weight. With the August 2026 deadline fast-approaching, the Trope stands as the essential foundation for agentic dignity – the final territory of our freedom – preserving the power to remain unquantifiable under the world’s strictest AI governance framework.

European creative sovereignty is not nostalgia for a pre-digital past: it is a strategic economic necessity in a global market where Algorithmic Capital seeks to reduce meaning to measurable data points, and where the dignity of human labour depends on the preserved capacity for agentic and sovereign deviation – what Weil’s concept of Attention identifies as the irreducible condition of meaningful work (Weil, 1949). The sovereign act – the intentional infraction of the Rule, anchoring meaning in a verifiable human reality that the machine can calculate but never experience – serves as the demarcation line between the simulation and the real. This transition constitutes a fundamental political, economic, and societal necessity: to preserve and protect human artistic expression and the dignity of human labour from devaluation by technocratic governance.

Just as photography forced painting to reinvent itself in abstraction – liberating it from mimesis by compelling it toward the Trope – Artificial Intelligence will force all code-based arts, from image to writing to music, to seek an indefinable essence that pure data synthesis cannot replicate. This essence is the Trope: not reproduction, but significant infraction. Not the Path, but the Quest.

The Trope is that error, that imprecision, that illogical illumination manifested in Thelonious Monk’s unexpected syncopations – the rhythmic infraction in jazz – and in Renoir’s emotional brushstrokes – the infraction of pictorial mimesis. The future of art and of dignified human labour lies in that incalculable singularity that, from the early 20th century to the digital age, remains the only thing the machine cannot fully simulate.

 # # #


Note on the Theoretical Foundation
The original essay is the result of the teachings of Sandro Bernardi (b. 1949), formerly Professor of History and Criticism of Cinema at the University of Florence. A scholar of European stature, he has served as a visiting professor in Paris, Budapest, and Vienna. His fundamental works include Kubrick e il cinema come arte del visibile (1990) and the widely used manual L’avventura del cinematografo (2007). His most recent publication is Cineuropa: Storia del cinema europeo (2023).


Acknowledgements
The author wishes to thank Professor Mathias Binswanger (University of Applied Sciences Northwestern Switzerland; University of St. Gallen) for more than two decades of dialogue; and Edoardo Carlucci for insights and support throughout this project.


Author Biography
Angela Maria Carlucci is an Italian – Swiss Strategist and Director of Sintagma. She holds a degree in Foreign Languages and Literatures from the University of Florence, with academic studies at Frankfurt and Toronto. Examining the ontological rupture of generative AI through foundational semiotics, she bridges theoretical research with strategic consultancy for global markets, exploring the human dimensions of AI. Her perspective is informed by extensive experience in global corporate strategy, communications, and Swiss and EU social dialogue.


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