Generative Systems
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Generative Systems
Generative systems are technologies with the overall capacity to produce unprompted change driven by large, varied, and uncoordinated audiences. 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 individuals may cooperate indirectly and contribute to innovation. Depending on the rules, the patterns can be extremely varied and unpredictable. One of the better-known examples is Conway's Game of Life, a cellular automaton. Other examples include Boids and Wikipedia. More examples can be found in generative music, generative art, and, more recently, in video games such as Spore (2008 video game), Spore. Theory Jonathan Zittrain In 2006, Jonathan Zittrain published ''The Generative Internet'' in Volume 119 of the Harvard Law Review. In this paper, Zittrain describes a technology's degree of generativity as being the function of four characteristics: * ...
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Conway's Game Of Life
The Game of Life, also known simply as Life, is a cellular automaton devised by the British mathematician John Horton Conway in 1970. It is a zero-player game, meaning that its evolution is determined by its initial state, requiring no further input. One interacts with the Game of Life by creating an initial configuration and observing how it evolves. It is Turing complete and can simulate a universal constructor or any other Turing machine. Rules The universe of the Game of Life is an infinite, two-dimensional orthogonal grid of square ''cells'', each of which is in one of two possible states, ''live'' or ''dead'' (or ''populated'' and ''unpopulated'', respectively). Every cell interacts with its eight '' neighbours'', which are the cells that are horizontally, vertically, or diagonally adjacent. At each step in time, the following transitions occur: # Any live cell with fewer than two live neighbours dies, as if by underpopulation. # Any live cell with two or three live neig ...
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Cellular Automaton
A cellular automaton (pl. cellular automata, abbrev. CA) is a discrete model of computation studied in automata theory. Cellular automata are also called cellular spaces, tessellation automata, homogeneous structures, cellular structures, tessellation structures, and iterative arrays. Cellular automata have found application in various areas, including physics, theoretical biology and microstructure modeling. A cellular automaton consists of a regular grid of ''cells'', each in one of a finite number of '' states'', such as ''on'' and ''off'' (in contrast to a coupled map lattice). The grid can be in any finite number of dimensions. For each cell, a set of cells called its ''neighborhood'' is defined relative to the specified cell. An initial state (time ''t'' = 0) is selected by assigning a state for each cell. A new ''generation'' is created (advancing ''t'' by 1), according to some fixed ''rule'' (generally, a mathematical function) that determines the new state of e ...
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Boids
Boids is an artificial life program, developed by Craig Reynolds in 1986, which simulates the flocking behaviour of birds. His paper on this topic was published in 1987 in the proceedings of the ACM SIGGRAPH conference. The name "boid" corresponds to a shortened version of "bird-oid object", which refers to a bird-like object. "Boid" is also a New York Metropolitan dialect pronunciation for "bird." As with most artificial life simulations, Boids is an example of emergent behavior; that is, the complexity of Boids arises from the interaction of individual agents (the boids, in this case) adhering to a set of simple rules. The rules applied in the simplest Boids world are as follows: * separation: steer to avoid crowding local flockmates * alignment: steer towards the average heading of local flockmates * cohesion: steer to move towards the average position (center of mass) of local flockmates More complex rules can be added, such as obstacle avoidance and goal seeking. ...
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Wikipedia
Wikipedia is a multilingual free online encyclopedia written and maintained by a community of volunteers, known as Wikipedians, through open collaboration and using a wiki-based editing system. Wikipedia is the largest and most-read reference work in history. It is consistently one of the 10 most popular websites ranked by Similarweb and formerly Alexa; Wikipedia was ranked the 5th most popular site in the world. It is hosted by the Wikimedia Foundation, an American non-profit organization funded mainly through donations. Wikipedia was launched by Jimmy Wales and Larry Sanger on January 15, 2001. Sanger coined its name as a blend of ''wiki'' and '' encyclopedia''. Wales was influenced by the " spontaneous order" ideas associated with Friedrich Hayek and the Austrian School of economics after being exposed to these ideas by the libertarian economist Mark Thornton. Initially available only in English, versions in other languages were quickly developed. Its combin ...
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Generative Music
Generative music is a term popularized by Brian Eno to describe music that is ever-different and changing, and that is created by a system. Historical background In 1995 whilst working with SSEYO's Koan software (built by Tim Cole and Pete Cole who later evolved it to Noatikl then Wotja), Brian Eno used the term "generative music" to describe any music that is ever-different and changing, created by a system. The term has since gone on to be used to refer to a wide range of music, from entirely random music mixes created by multiple simultaneous CD playback, through to live rule-based computer composition. Koan was SSEYO's first real-time music generation system, developed for the Windows platform. Work on Koan was started in 1990, and the software was first released to the public in 1994. In 1995 Brian Eno started working with SSEYO's Koan Pro software, work which led to the 1996 publication of his title 'Generative Music 1 with SSEYO Koan Software'. Eno's early relationship ...
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Generative Art
Generative art refers to art that in whole or in part has been created with the use of an autonomous system. An autonomous system in this context is generally one that is non-human and can independently determine features of an artwork that would otherwise require decisions made directly by the artist. In some cases the human creator may claim that the Generative systems, generative system represents their own artistic idea, and in others that the system takes on the role of the creator. "Generative art" often refers to algorithmic art (algorithmically determined computer generated artwork) and synthetic media (general term for any algorithmically-generated media), but artists can also make it using systems of chemistry, biology, mechanics and robotics, smart materials, manual randomization, mathematics, data mapping, symmetry, Tessellation, tiling, and more. History The use of the word "generative" in the discussion of art has developed over time. The use of "Artificial DN ...
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Spore (2008 Video Game)
''Spore'' is a 2008 life simulation real-time strategy God game developed by Maxis and published by Electronic Arts for Microsoft Windows and Mac OS X. Designed by Will Wright, it covers many genres including action, real-time strategy, and role-playing games. ''Spore'' allows a player to control the development of a species from its beginnings as a microscopic organism, through development as an intelligent and social creature, to interstellar exploration as a spacefaring culture. It has drawn wide attention for its massive scope, and its use of open-ended gameplay and procedural generation. Throughout each stage, players are able to use various creators to produce content for their games. These are then automatically uploaded to the online Sporepedia and are accessible by other players for download. ''Spore'' was released after several delays to generally favorable reviews. Praise was given for the fact that the game allowed players to create customized creatures, vehicle ...
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Jonathan Zittrain
Jonathan L. Zittrain (born December 24, 1969) is an American professor of Internet law and the George Bemis Professor of International Law at Harvard Law School. He is also a professor at the Harvard Kennedy School, a professor of computer science at the Harvard School of Engineering and Applied Sciences, and co-founder and director of Harvard's Berkman Klein Center for Internet & Society. Previously, Zittrain was Professor of Internet Governance and Regulation at the Oxford Internet Institute of the University of Oxford and visiting professor at the New York University School of Law and Stanford Law School. He is the author of ''The Future of the Internet and How to Stop It'' as well as co-editor of the books, ''Access Denied'' (MIT Press, 2008), ''Access Controlled'' (MIT Press, 2010), and ''Access Contested'' (MIT Press, 2011). Zittrain works in several intersections of the Internet with law and policy including intellectual property, censorship and filtering for content co ...
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Harvard Law Review
The ''Harvard Law Review'' is a law review published by an independent student group at Harvard Law School. According to the ''Journal Citation Reports'', the ''Harvard Law Review''s 2015 impact factor of 4.979 placed the journal first out of 143 journals in the category "Law". It is published monthly from November through June, with the November issue dedicated to covering the previous year's term of the Supreme Court of the United States. The journal also publishes the online-only ''Harvard Law Review Forum'', a rolling journal of scholarly responses to the main journal's content. The law review is one of three honors societies at the law school, along with the Harvard Legal Aid Bureau and the Board of Student Advisors. Students who are selected for more than one of these three organizations may only join one. The Harvard Law Review Association, in conjunction with the ''Columbia Law Review'', the ''University of Pennsylvania Law Review'', and the '' Yale Law Journal'', publi ...
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Generativity
The term generativity was coined by the psychoanalyst Erik Erikson in 1950 to denote "a concern for establishing and guiding the next generation." He first used the term while defining the Care stage in his theory of the stages of psychosocial development. Jonathan Zittrain adopted the term in 2006 to refer to the ability of a technology platform or technology ecosystem to create, generate or produce new output, structure or behavior without input from the originator of the system.Zittrain, J. L. (2006). The Generative Internet. Harvard Law Review, 119, 1974-2040. doi:10.1145/1435417.1435426 History In 1950 Erik Erikson created the term generativity to explain the 7th stage in his theory of the stages of psychosocial development. The 7th stage encompasses the middle ages of one's life, from 40 through 64. Generativity was defined as the “ability to transcend personal interests to provide care and concern for younger and older generations.” It took over 30 years for gener ...
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