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copyright-office-suggests-ai-copyright-debate-was-settled-in-1965

Copyright Office suggests AI copyright debate was settled in 1965


Most people think purely AI-generated works shouldn’t be copyrighted, report says.

Ars used Copilot to generate this AI image using the precise prompt the Copyright Office used to determine that prompting alone isn’t authorship. Credit: AI image generated by Copilot

The US Copyright Office issued AI guidance this week that declared no laws need to be clarified when it comes to protecting authorship rights of humans producing AI-assisted works.

“Questions of copyrightability and AI can be resolved pursuant to existing law, without the need for legislative change,” the Copyright Office said.

More than 10,000 commenters weighed in on the guidance, with some hoping to convince the Copyright Office to guarantee more protections for artists as AI technologies advance and the line between human- and AI-created works seems to increasingly blur.

But the Copyright Office insisted that the AI copyright debate was settled in 1965 after commercial computer technology started advancing quickly and “difficult questions of authorship” were first raised. That was the first time officials had to ponder how much involvement human creators had in works created using computers.

Back then, the Register of Copyrights, Abraham Kaminstein—who was also instrumental in codifying fair use—suggested that “there is no one-size-fits-all answer” to copyright questions about computer-assisted human authorship. And the Copyright Office agrees that’s still the case today.

“Very few bright-line rules are possible,” the Copyright Office said, with one obvious exception. Because of “insufficient human control over the expressive elements” of resulting works, “if content is entirely generated by AI, it cannot be protected by copyright.”

The office further clarified that doesn’t mean that works assisted by AI can never be copyrighted.

“Where AI merely assists an author in the creative process, its use does not change the copyrightability of the output,” the Copyright Office said.

Following Kaminstein’s advice, officials plan to continue reviewing AI disclosures and weighing, on a case-by-case basis, what parts of each work are AI-authored and which parts are human-authored. Any human-authored expressive element can be copyrighted, the office said, but any aspect of the work deemed to have been generated purely by AI cannot.

Prompting alone isn’t authorship, Copyright Office says

After doing some testing on whether the same exact prompt can generate widely varied outputs, even from the same AI tool, the Copyright Office further concluded that “prompts do not alone provide sufficient control” over outputs to allow creators to copyright purely AI-generated works based on highly intelligent or creative prompting.

That decision could change, the Copyright Office said, if AI technologies provide more human control over outputs through prompting.

New guidance noted, for example, that some AI tools allow prompts or other inputs “to be substantially retained as part of the output.” Consider an artist uploading an original drawing, the Copyright Office suggested, and prompting AI to modify colors, or an author uploading an original piece and using AI to translate it. And “other generative AI systems also offer tools that similarly allow users to exert control over the selection, arrangement, and content of the final output.”

The Copyright Office drafted this prompt to test artists’ control over expressive inputs that are retained in AI outputs. Credit: Copyright Office

“Where a human inputs their own copyrightable work and that work is perceptible in the output, they will be the author of at least that portion of the output,” the guidelines said.

But if officials conclude that even the most iterative prompting doesn’t perfectly control the resulting outputs—even slowly, repeatedly prompting AI to produce the exact vision in an artist’s head—some artists are sure to be disappointed. One artist behind a controversial prize-winning AI-generated artwork has staunchly defended his rigorous AI prompting as authorship.

However, if “even expert researchers are limited in their ability to understand or predict the behavior of specific models,” the Copyright Office said it struggled to see how artists could. To further prove their point, officials drafted a lengthy, quirky prompt about a cat reading a Sunday newspaper to compare different outputs from the same AI image generator.

Copyright Office drafted a quirky, lengthy prompt to test creative control over AI outputs. Credit: Copyright Office

Officials apparently agreed with Adobe, which submitted a comment advising the Copyright Office that any output is “based solely on the AI’s interpretation of that prompt.” Academics further warned that copyrighting outputs based only on prompting could lead copyright law to “effectively vest” authorship adopters with “rights in ideas.”

“The Office concludes that, given current generally available technology, prompts alone do not provide sufficient human control to make users of an AI system the authors of the output. Prompts essentially function as instructions that convey unprotectable ideas,” the guidance said. “While highly detailed prompts could contain the user’s desired expressive elements, at present they do not control how the AI system processes them in generating the output.”

Hundreds of AI artworks are copyrighted, officials say

The Copyright Office repeatedly emphasized that most commenters agreed with the majority of their conclusions. Officials also stressed that hundreds of AI artworks submitted for registration, under existing law, have been approved to copyright the human-authored elements of their works. Rejections are apparently expected to be less common.

“In most cases,” the Copyright Office said, “humans will be involved in the creation process, and the work will be copyrightable to the extent that their contributions qualify as authorship.”

For stakeholders who have been awaiting this guidance for months, the Copyright Office report may not change the law, but it offers some clarity.

For some artists who hoped to push the Copyright Office to adapt laws, the guidelines may disappoint, leaving many questions about a world of possible creative AI uses unanswered. But while a case-by-case approach may leave some artists unsure about which parts of their works are copyrightable, seemingly common cases are being resolved more readily. According to the Copyright Office, after each decision, it gets easier to register AI works that meet similar standards for copyrightability. Perhaps over time, artists will grow more secure in how they use AI and whether it will impact their exclusive rights to distribute works.

That’s likely cold comfort for the artist advocating for prompting alone to constitute authorship. One AI artist told Ars in October that being denied a copyright has meant suffering being mocked and watching his award-winning work freely used anywhere online without his permission and without payment. But in the end, the Copyright Office was apparently more sympathetic to other commenters who warned that humanity’s progress in the arts could be hampered if a flood of easily generated, copyrightable AI works drowned too many humans out of the market.

“We share the concerns expressed about the impact of AI-generated material on human authors and the value that their creative expression provides to society. If a flood of easily and rapidly AI-generated content drowns out human-authored works in the marketplace, additional legal protection would undermine rather than advance the goals of the copyright system. The availability of vastly more works to choose from could actually make it harder to find inspiring or enlightening content.”

New guidance likely a big yawn for AI companies

For AI companies, the copyright guidance may mean very little. According to AI company Hugging Face’s comments to the Copyright Office, no changes in the law were needed to ensure the US continued leading in AI innovation, because “very little to no innovation in generative AI is driven by the hope of obtaining copyright protection for model outputs.”

Hugging Face’s Head of ML & Society, Yacine Jernite, told Ars that the Copyright Office seemed to “take a constructive approach” to answering some of artists’ biggest questions about AI.

“We believe AI should support, not replace, artists,” Jernite told Ars. “For that to happen, the value of creative work must remain in its human contribution, regardless of the tools used.”

Although the Copyright Office suggested that this week’s report might be the most highly anticipated, Jernite said that Hugging Face is eager to see the next report, which officials said would focus on “the legal implications of training AI models on copyrighted works, including licensing considerations and the allocation of any potential liability.”

“As a platform that supports broader participation in AI, we see more value in distributing its benefits than in concentrating all control with a few large model providers,” Jernite said. “We’re looking forward to the next part of the Copyright Office’s Report, particularly on training data, licensing, and liability, key questions especially for some types of output, like code.”

Photo of Ashley Belanger

Ashley is a senior policy reporter for Ars Technica, dedicated to tracking social impacts of emerging policies and new technologies. She is a Chicago-based journalist with 20 years of experience.

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Procreate defies AI trend, pledges “no generative AI” in its illustration app

Political pixels —

Procreate CEO: “I really f—ing hate generative AI.”

Still of Procreate CEO James Cuda from a video posted to X.

Enlarge / Still of Procreate CEO James Cuda from a video posted to X.

On Sunday, Procreate announced that it will not incorporate generative AI into its popular iPad illustration app. The decision comes in response to an ongoing backlash from some parts of the art community, which has raised concerns about the ethical implications and potential consequences of AI use in creative industries.

“Generative AI is ripping the humanity out of things,” Procreate wrote on its website. “Built on a foundation of theft, the technology is steering us toward a barren future.”

In a video posted on X, Procreate CEO James Cuda laid out his company’s stance, saying, “We’re not going to be introducing any generative AI into our products. I don’t like what’s happening to the industry, and I don’t like what it’s doing to artists.”

Cuda’s sentiment echoes the fears of some digital artists who feel that AI image synthesis models, often trained on content without consent or compensation, threaten their livelihood and the authenticity of creative work. That’s not a universal sentiment among artists, but AI image synthesis is often a deeply divisive subject on social media, with some taking starkly polarized positions on the topic.

Procreate CEO James Cuda lays out his argument against generative AI in a video posted to X.

Cuda’s video plays on that polarization with clear messaging against generative AI. His statement reads as follows:

You’ve been asking us about AI. You know, I usually don’t like getting in front of the camera. I prefer that our products speak for themselves. I really fucking hate generative AI. I don’t like what’s happening in the industry and I don’t like what it’s doing to artists. We’re not going to be introducing any generative AI into out products. Our products are always designed and developed with the idea that a human will be creating something. You know, we don’t exactly know where this story’s gonna go or how it ends, but we believe that we’re on the right path supporting human creativity.

The debate over generative AI has intensified among some outspoken artists as more companies integrate these tools into their products. Dominant illustration software provider Adobe has tried to avoid ethical concerns by training its Firefly AI models on licensed or public domain content, but some artists have remained skeptical. Adobe Photoshop currently includes a “Generative Fill” feature powered by image synthesis, and the company is also experimenting with video synthesis models.

The backlash against image and video synthesis is not solely focused on creative app developers. Hardware manufacturer Wacom and game publisher Wizards of the Coast have faced criticism and issued apologies after using AI-generated content in their products. Toys “R” Us also faced a negative reaction after debuting an AI-generated commercial. Companies are still grappling with balancing the potential benefits of generative AI with the ethical concerns it raises.

Artists and critics react

A partial screenshot of Procreate's AI website captured on August 20, 2024.

Enlarge / A partial screenshot of Procreate’s AI website captured on August 20, 2024.

So far, Procreate’s anti-AI announcement has been met with a largely positive reaction in replies to its social media post. In a widely liked comment, artist Freya Holmér wrote on X, “this is very appreciated, thank you.”

Some of the more outspoken opponents of image synthesis also replied favorably to Procreate’s move. Karla Ortiz, who is a plaintiff in a lawsuit against AI image-generator companies, replied to Procreate’s video on X, “Whatever you need at any time, know I’m here!! Artists support each other, and also support those who allow us to continue doing what we do! So thank you for all you all do and so excited to see what the team does next!”

Artist RJ Palmer, who stoked the first major wave of AI art backlash with a viral tweet in 2022, also replied to Cuda’s video statement, saying, “Now thats the way to send a message. Now if only you guys could get a full power competitor to [Photoshop] on desktop with plugin support. Until someone can build a real competitor to high level [Photoshop] use, I’m stuck with it.”

A few pro-AI users also replied to the X post, including AI-augmented artist Claire Silver, who uses generative AI as an accessibility tool. She wrote on X, “Most of my early work is made with a combination of AI and Procreate. 7 years ago, before text to image was really even a thing. I loved procreate because it used tech to boost accessibility. Like AI, it augmented trad skill to allow more people to create. No rules, only tools.”

Since AI image synthesis continues to be a highly charged subject among some artists, reaffirming support for human-centric creativity could be an effective differentiated marketing move for Procreate, which currently plays underdog to creativity app giant Adobe. While some may prefer to use AI tools, in an (ideally healthy) app ecosystem with personal choice in illustration apps, people can follow their conscience.

Procreate’s anti-AI stance is slightly risky because it might also polarize part of its user base—and if the company changes its mind about including generative AI in the future, it will have to walk back its pledge. But for now, Procreate is confident in its decision: “In this technological rush, this might make us an exception or seem at risk of being left behind,” Procreate wrote. “But we see this road less traveled as the more exciting and fruitful one for our community.”

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Adobe to update vague AI terms after users threaten to cancel subscriptions

Adobe to update vague AI terms after users threaten to cancel subscriptions

Adobe has promised to update its terms of service to make it “abundantly clear” that the company will “never” train generative AI on creators’ content after days of customer backlash, with some saying they would cancel Adobe subscriptions over its vague terms.

Users got upset last week when an Adobe pop-up informed them of updates to terms of use that seemed to give Adobe broad permissions to access user content, take ownership of that content, or train AI on that content. The pop-up forced users to agree to these terms to access Adobe apps, disrupting access to creatives’ projects unless they immediately accepted them.

For any users unwilling to accept, canceling annual plans could trigger fees amounting to 50 percent of their remaining subscription cost. Adobe justifies collecting these fees because a “yearly subscription comes with a significant discount.”

On X (formerly Twitter), YouTuber Sasha Yanshin wrote that he canceled his Adobe license “after many years as a customer,” arguing that “no creator in their right mind can accept” Adobe’s terms that seemed to seize a “worldwide royalty-free license to reproduce, display, distribute” or “do whatever they want with any content” produced using their software.

“This is beyond insane,” Yanshin wrote on X. “You pay a huge monthly subscription, and they want to own your content and your entire business as well. Going to have to learn some new tools.”

Adobe’s design leader Scott Belsky replied, telling Yanshin that Adobe had clarified the update in a blog post and noting that Adobe’s terms for licensing content are typical for every cloud content company. But he acknowledged that those terms were written about 11 years ago and that the language could be plainer, writing that “modern terms of service in the current climate of customer concerns should evolve to address modern day concerns directly.”

Yanshin has so far not been encouraged by any of Adobe’s attempts to clarify its terms, writing that he gives “precisely zero f*cks about Adobe’s clarifications or blog posts.”

“You forced people to sign new Terms,” Yanshin told Belsky on X. “Legally, they are the only thing that matters.”

Another user in the thread using an anonymous X account also pushed back, writing, “Point to where it says in the terms that you won’t use our content for LLM or AI training? And state unequivocally that you do not have the right to use our work beyond storing it. That would go a long way.”

“Stay tuned,” Belsky wrote on X. “Unfortunately, it takes a process to update a TOS,” but “we are working on incorporating these clarifications.”

Belsky co-authored the blog this week announcing that Adobe’s terms would be updated by June 18 after a week of fielding feedback from users.

“We’ve never trained generative AI on customer content, taken ownership of a customer’s work, or allowed access to customer content beyond legal requirements,” Adobe’s blog said. “Nor were we considering any of those practices as part of the recent Terms of Use update. That said, we agree that evolving our Terms of Use to reflect our commitments to our community is the right thing to do.”

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Canva’s Affinity acquisition is a non-subscription-based weapon against Adobe

M&A —

But what will result from the companies’ opposing views on generative AI?

Affinity's photo editor.

Enlarge / Affinity’s photo editor.

Online graphic design platform provider Canva announced its acquisition of Affinity on Tuesday. The purchase adds tools for creative professionals to the Australian startup’s repertoire, presenting competition for today’s digital design stronghold, Adobe.

The companies didn’t provide specifics about the deal, but Cliff Obrecht, Canva’s co-founder and COO, told Bloomberg that it consists of cash and stock and is worth “several hundred million pounds.”

Canva, which debuted in 2013, has made numerous acquisitions to date, including Flourish, Kaleido, and Pixabay, but its purchase of Affinity is its biggest yet—by both price and headcount (90). Affinity CEO Ashley Hewson said via a YouTube video that Canva approached Affinity about a potential deal two months ago.

Before its Affinity purchase, Canva claimed 175 million users, which interestingly includes 90 million accrued since September 2022, when Canva launched Visual Suite. Without Affinity, though, Canva hasn’t had a way to appeal to the business-to-business market.

Affinity, which works with iPads, Macs, and Windows PCs, meanwhile, has a creative suite that includes a photo editor, professional page layout software, and Designer, a vector-based graphics software that “thousands” of illustrators, designers, and game developers use, Obrecht said when announcing the acquisition.

Of course, Affinity’s user base isn’t nearly the size of Adobe’s. Affinity claims that 3 million creative professionals use its tools. Adobe hasn’t provided hard numbers recently, but in 2017, it was estimated that Adobe Creative Cloud had 12 million subscribers, and Adobe currently claims to have 50 million members on its Behance online community.

However, Affinity has earned a following among creative professionals seeking an alternative to Adobe. Speaking to Bloomberg, Obrecht was keen to point out that Apple has featured Affinity apps in presentations about creative products, for example.

Perpetual Affinity licenses will still be available

Since being founded in 2014, one of the biggest ways that Affinity has stood out to creatives looking to avoid the costs associated with Adobe, including subscription fees, is perpetual licensing. New owner Canva pledged in an announcement today that one-time purchase fees will always be an option for Affinity users.

“Perpetual licenses will always be offered, and we will always price Affinity fairly and affordably,” an announcement today from Canva and Affinity said.

If Canva ever decides to sell Affinity as a subscription, perpetual licensing will remain available, Canva said, adding: “This fits with enabling Canva users to start adopting Affinity. It could also allow us to offer Affinity users a way to scale their workflows using Canva as a platform to share and collaborate on their Affinity assets, if they choose to.”

As we’ve seen with many other acquisitions, though, it’s common for companies to start changing their minds about how they’re willing to operate an acquired business years or even months after finalizing the purchase. And, of course, Canva’s idea of pricing “fairly and affordably” could differ from those of long-time Affinity users.

What about AI?

Canva also vowed to keep Affinity available as a standalone product and said there will be upcoming free updates to Affinity V2. However, Cameron Adams, Canva’s co-founder, pointed to potential future integration between Canva’s and Affinity’s offerings when speaking with Sydney Morning Herald:

Our product teams have already started chatting and we have some immediate plans for lightweight integration, but we think the products themselves will always be separate. Professional designers have really specific needs.

Canva’s announcement today said that the company plans to accelerate the rollout of “highly requested” Affinity features, “such as variable font support, blend and width tools, auto object selection, multi-page spreads, [and] ePub export.” With Canva, which was valued at $26 billion in 2021 and generates over $2.1 billion in annualized revenue, taking ownership of Affinity, the creative suite is expected to have more resources for improvements and updates than before.

Notably, though, Canva hasn’t revealed to what degree it may try to incorporate AI into Affinity. Canva is fully aboard the generative AI hype train and, as recently as this Monday pushed workers of all types to embrace the technology. Affinity, meanwhile, has said that it won’t make any generative AI tech and is “against anything which undermines human talent or tramples on artists’ IP.” Affinity’s stance could be forced to change one day under its new owner.

To start, though, Canva’s acquisition helps to fill the B2B gap in its portfolio, and it’s expected to use its new appeal to go after some of Adobe’s dominance.

“While our last decade at Canva has focused heavily on the 99 percent of knowledge workers without design training, truly empowering the world to design includes empowering professional designers, too. By joining forces with Affinity, we’re excited to unlock the full spectrum of designers at every level and stage of the design journey,” Obrecht said in Tuesday’s announcement.

Meanwhile, Adobe abandoned its own recent merger and acquisition efforts, a $20 billion purchase of Figma, in December due to regulatory concerns.

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Adobe gives up on $20 billion acquisition of Figma

No deal —

Competition probes in the EU and UK made regulatory approval dicey.

Adobe and Figma logos

Adobe has abandoned its proposed $20 billion acquisition of product design software company Figma, as there was “no clear path to receive necessary regulatory approvals” from UK and EU watchdogs.

The deal had faced probes from both the UK and EU competition regulators for fears it would have an impact on the product design, image editing, and illustration markets.

Adobe refused to offer remedies to satisfy the UK Competition and Markets Authority’s concerns last week, according to a document published by the regulator on Monday, arguing that a divestment would be “wholly disproportionate.”

Hours later, the two companies issued a mutual statement terminating the merger, citing the regulatory challenges. Adobe will pay Figma $1 billion in a termination fee under the terms of the merger agreement.

“Adobe and Figma strongly disagree with the recent regulatory findings, but we believe it is in our respective best interests to move forward independently,” said Shantanu Narayen, chair and chief executive of Adobe.

The companies had been battling multiple regulatory challenges, with the EU’s executive body, the European Commission, publishing a statement of objections to the deal last month arguing the takeover could “significantly reduce competition in the global markets.”

Margrethe Vestager, the EU’s competition commissioner, said: “By combining these two companies, the proposed acquisition would have terminated all current and prevented all future competition between them. Our in-depth investigation showed that this would lead to higher prices, reduced quality or less choice for customers.”

Competition regulators around the world have sent mixed signals over the aspirations of Big Tech groups hoping to acquire promising start-ups and potential rivals, at a time when public markets have been largely closed to new listings.

The EU’s antitrust watchdog has made a formal objection to Amazon’s $1.7 billion proposed purchase of Roomba-maker iRobot. However, Microsoft was able to complete its $75 billion takeover of games maker Activision after it made revisions to the deal to appease UK regulators.

Speaking with the Financial Times last week, Figma chief executive Dylan Field said: “It is important that those paths of acquisition remain available because very few companies make it all the way to IPO. So many companies fail on the way.”

Shares in Adobe were up almost 2 percent in pre-market trading. Since the deal was announced, Adobe has turned its focus to embedding generative artificial intelligence into its products by, for example, enabling users to create novel stock imagery with AI.

The huge price that Adobe was willing to pay for San Francisco-based Figma had been seen by critics of the deal as an effort to quash the software giant’s most promising new rival in decades.

The deal, which was first negotiated during the COVID-19 pandemic’s boom in tech investment and announced in September 2022, would have valued Figma at roughly 50 times its annual recurring revenue, and double its last private funding round in 2021.

The companies were expected to appear in front of the CMA to contest the regulator’s provisional findings on Thursday this week.

Under its proposed remedies in November, the CMA said it was considering either prohibiting the deal or demanding the divestiture of overlapping operations, such as Adobe’s Illustrator or Photoshop, or Figma’s core product, Figma Design.

Field said that the latter suggestion left him amazed at “the idea of buying a company so you can divest the company.”

“When I read that document and saw that was one of the proposals, I thought it was quite amusing; it felt like a bit of a punchline to a joke. I was surprised to see that as a proposal from the agency.” In a statement on Monday, Field said he was “disappointed in the outcome.”

Earlier on Monday, the CMA had published the companies’ responses to its provisional findings, which Adobe and Figma said contained “serious errors of law and fact” and took “an irrational approach to the gathering and appraisal of evidence.”

“Requiring a multibillion-dollar global divestment of Photoshop or Illustrator in order to address an uncertain and speculative theory of harm is wholly disproportionate,” they wrote.

© 2023 The Financial Times Ltd. All rights reserved. Not to be redistributed, copied, or modified in any way.

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Adobe’s VR 3D Modeling Tool Now Available on New Headsets, Quest Support Planned

Adobe’s VR modeling tool, Substance 3D Modeler, is now available on Steam, bringing with it support for Valve’s Index headset and possibly others.

Adobe released 3D Modeler as part of its ‘Substance’ suite of applications last year. The application supports VR and non-VR modes. In VR, users can intuitively ‘sculpt’ 3D models to their liking, then pull them into the 2D mode for refinements and use with the rest of the Substance suite (or vice versa).

When the app first launched it only supported Meta VR headsets through the Oculus PC software. Now Substance 3D Modeler has launched on Steam, bringing official support for Valve Index and its controllers for the first time.

Ostensibly the app should work just fine through Steam on Meta headsets as well, and other SteamVR headsets may work with the app too, assuming users can create the correct bindings for their controllers (though Adobe is not claiming official support for any other headsets at this time). Sources tell us that official support for Vive wands could be coming in the future.

Unlike Substance 3D Modeler bought through Adobe’s Creative Cloud platform (which is only offered as a subscription) the Steam version is a one-time purchase with updates promised through the end of 2023. Though priced regularly at $150, the Adobe is offering a limited time ‘introductory offer’ of $100 (30% discount) on Steam for the next two days.

As announced previously Adobe still expects to bring Substance 3D Modeler to Quest as a standalone application next year.

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