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Generative systems

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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. 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

  1. ^ Zittrain, Jonathan (May, 2006). "The Generative Internet". Harvard Law Review. Retrieved 8 February 2014. {{cite journal}}: Check date values in: |date= (help)
  2. ^ 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.