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'''Generative systems''' are technologies with the overall capacity to produce unprompted change driven by large, varied, and uncoordinated audiences.<ref>{{cite journal |last= Zittrain|first=Jonathan |last2= |first2= |date= May, 2006|title=The Generative Internet |url= http://www.jstor.org/stable/4093608 |journal= Harvard Law Review|publisher= |volume= |issue= |pages= |doi= |accessdate=8 February 2014}}</ref> When generative systems provide a common platform, changes may occur at varying layers (physical, network, application, content) and provide a means through which different firms and invididuals may cooperative indirectly and contribute to innovation. |
'''Generative systems''' are technologies with the overall capacity to produce unprompted change driven by large, varied, and uncoordinated audiences.<ref>{{cite journal |last= Zittrain|first=Jonathan |last2= |first2= |date= May, 2006|title=The Generative Internet |url= http://www.jstor.org/stable/4093608 |journal= Harvard Law Review|publisher= |volume= |issue= |pages= |doi= |accessdate=8 February 2014}}</ref> When generative systems provide a common platform, changes may occur at varying layers (physical, network, application, content) and provide a means through which different firms and invididuals may cooperative indirectly and contribute to innovation.<ref name="TeiglandPower2013">{{cite book|author1=Robin Teigland|author2=Dominic Power|title=The Immersive Internet: Reflections on the Entangling of the Virtual with Society, Politics and the Economy|url=http://books.google.com/books?id=T5mx4Ei2cHwC&pg=PA204|date=25 March 2013|publisher=Palgrave Macmillan|isbn=978-1-137-28302-3|pages=205}}</ref> |
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Depending on the rules, the patterns can be extremely varied and unpredictable, and the One of the more well-known examples is [[Conway's Game of Life]], a [[cellular automaton]]. Another example is [[Boids]]. More examples can be found in [[generative music]], [[generative art]], and, more recently, in video games such as [[Spore (2008 video game)|Spore]]. |
Depending on the rules, the patterns can be extremely varied and unpredictable, and the One of the more well-known examples is [[Conway's Game of Life]], a [[cellular automaton]]. Another example is [[Boids]]. More examples can be found in [[generative music]], [[generative art]], and, more recently, in video games such as [[Spore (2008 video game)|Spore]]. |
Revision as of 16:50, 8 February 2014
Generative systems are technologies with the overall capacity to produce unprompted change driven by large, varied, and uncoordinated audiences.[1] When generative systems provide a common platform, changes may occur at varying layers (physical, network, application, content) and provide a means through which different firms and invididuals may cooperative indirectly and contribute to innovation.[2]
Depending on the rules, the patterns can be extremely varied and unpredictable, and the One of the more well-known examples is Conway's Game of Life, a cellular automaton. Another example is Boids. More examples can be found in generative music, generative art, and, more recently, in video games such as Spore.
See also
References
- ^ Zittrain, Jonathan (May, 2006). "The Generative Internet". Harvard Law Review. Retrieved 8 February 2014.
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(help) - ^ Robin Teigland; Dominic Power (25 March 2013). The Immersive Internet: Reflections on the Entangling of the Virtual with Society, Politics and the Economy. Palgrave Macmillan. p. 205. ISBN 978-1-137-28302-3.
External links
- A talk on generative systems by Will Wright and Brian Eno for the Long Now Foundation
- The Future of the Internet and How to Stop it; Yale University Press (2008)
- Early generative computer graphics by Herber W. Franke
- Generative System by Benedikt Gross
- Bugworld - a generative vermin installation by Philipp Sackl, Markus Jaritz & Thomas Gläser