Generative Cell
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Generative Cell
Generative may refer to: * Generative actor, a person who instigates social change * Generative art, art that has been created using an autonomous system that is frequently, but not necessarily, implemented using a computer * Generative music, music that is ever-different and changing, and that is created by a system Mathematics and science * Generative anthropology, a field of study based on the theory that history of human culture is a genetic or "generative" development stemming from the development of language * Generative model, a model for randomly generating observable data in probability and statistics * Generative programming, a type of computer programming in which some mechanism generates a computer program to allow human programmers write code at a higher abstraction level * Generative sciences, an interdisciplinary and multidisciplinary science that explores the natural world and its complex behaviours as a generative process * Generative systems, systems that use a fe ...
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Generative Actor
A generative actor is an instigator of social change. They promote cultural change by defying cultural normatives. Noted examples include Galileo and Rosa Parks Rosa Louise McCauley Parks (February 4, 1913 – October 24, 2005) was an American activist in the civil rights movement best known for her pivotal role in the Montgomery bus boycott. The United States Congress has honored her as "th .... See also * Structuration theory Sociological terminology {{Socio-stub ...
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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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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 Anthropology
Generative anthropology is a field of study based on the hypothesis that the origin of human language happened in a singular event. The discipline of Generative Anthropology centers upon this original event which Eric Gans calls The Originary Scene. This scene is a kind of origin story that hypothesizes the specific event where language originated. The Originary Scene is powerful because any human ability: our ability to do science, to be ironic, to love, to think, to dominate, etc can be carefully explained first by reference to this scene of origin. Because The Originary Scene was the origin of all things human; Generative Anthropology attempts to understand all cultural phenomena in the simplest terms possible: all things human can be traced back to this hypothetical single origin point. Eric Gans and the origin of generative anthropology Generative Anthropology originated with Professor Eric Gans of UCLA who developed his ideas in a series of books and articles beginning wi ...
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Generative Model
In statistical classification, two main approaches are called the generative approach and the discriminative approach. These compute classifiers by different approaches, differing in the degree of statistical modelling. Terminology is inconsistent, but three major types can be distinguished, following : # A generative model is a statistical model of the joint probability distribution P(X, Y) on given observable variable ''X'' and target variable ''Y'';: "Generative classifiers learn a model of the joint probability, p(x, y), of the inputs ''x'' and the label ''y'', and make their predictions by using Bayes rules to calculate p(y\mid x), and then picking the most likely label ''y''. # A discriminative model is a model of the conditional probability P(Y\mid X = x) of the target ''Y'', given an observation ''x''; and # Classifiers computed without using a probability model are also referred to loosely as "discriminative". The distinction between these last two classes is not cons ...
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Generative Programming
In computer science, the term automatic programming identifies a type of computer programming in which some mechanism generates a computer program to allow human programmers to write the code at a higher abstraction level. There has been little agreement on the precise definition of automatic programming, mostly because its meaning has changed over time. David Parnas, tracing the history of "automatic programming" in published research, noted that in the 1940s it described automation of the manual process of punching paper tape. Later it referred to translation of high-level programming languages like Fortran and ALGOL. In fact, one of the earliest programs identifiable as a compiler was called Autocode. Parnas concluded that "automatic programming has always been a euphemism for programming in a higher-level language than was then available to the programmer." Program synthesis is one type of automatic programming where a procedure is created from scratch, based on mathematica ...
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Generative Sciences
Generative science is an area of research that explores the natural world and its complex behaviours. It explores ways "to generate apparently unanticipated and infinite behaviour based on deterministic and finite rules and parameters reproducing or resembling the behavior of natural and social phenomena". By modelling such interactions, it can suggest that properties exist in the system that had not been noticed in the real world situation. An example field of study is how unintended consequences arise in social processes. Generative sciences often explore natural phenomena at several levels of organization.J. Schmidhuber. (1997A computer scientist's view of life, the universe, and everything Foundations of Computer Science: Potential – Theory – Cognition, Lecture Notes in Computer Science, pages 201–208, Springer Self-organizing natural systems are a central subject, studied both theoretically and by simulation experiments. The study of complex systems in general has been ...
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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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Generative Grammar
Generative grammar, or generativism , is a linguistic theory that regards linguistics as the study of a hypothesised innate grammatical structure. It is a biological or biologistic modification of earlier structuralist theories of linguistics, deriving ultimately from glossematics. Generative grammar considers grammar as a system of rules that generates exactly those combinations of words that form grammatical sentences in a given language. It is a system of explicit rules that may apply repeatedly to generate an indefinite number of sentences which can be as long as one wants them to be. The difference from structural and functional models is that the object is base-generated within the verb phrase in generative grammar. This purportedly cognitive structure is thought of as being a part of a universal grammar, a syntactic structure which is caused by a genetic mutation in humans. Generativists have created numerous theories to make the NP VP (NP) analysis work in natural la ...
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Generative Lexicon
Generative lexicon (GL) is a theory of linguistic semantics which focuses on the distributed nature of compositionality in natural language. The first major work outlining the framework is James Pustejovsky's 1991 article "The Generative Lexicon". Subsequent important developments are presented in Pustejovsky and Boguraev (1993), Bouillon (1997), and Busa (1996). The first unified treatment of GL was given in Pustejovsky (1995). Unlike purely verb-based approaches to compositionality, generative lexicon attempts to spread the semantic load across all constituents of the utterance. Central to the philosophical perspective of GL are two major lines of inquiry: (1) How is it that we are able to deploy a finite number of words in our language in an unbounded number of contexts? (2) Is lexical information and the representations used in composing meanings separable from our commonsense knowledge? Motivation GL was initially developed as a theoretical framework for encoding selectional kn ...
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Generative Metrics
Generative metrics is the collective term for three distinct theories of verse structure (focusing on the English iambic pentameter) advanced between 1966 and 1977. Inspired largely by the example of Noam Chomsky's ''Syntactic Structures'' (1957) and Chomsky and Morris Halle's ''The Sound Pattern of English'' (1968), these theories aim principally at the formulation of explicit linguistic rules that will ''generate'' all possible well-formed instances of a given meter (e.g. iambic pentameter) and exclude any that are ''not'' well-formed. T.V.F. Brogan notes that of the three theories, " l three have undergone major revision, so that each exists in two versions, the revised version being preferable to the original in every case." Halle–Keyser The earliest (and most-discussed) theory of generative metrics is that put forth by Morris Halle and Samuel Jay Keyser — first in 1966 with respect to Chaucer's iambic pentameter, and in its full and revised form in 1971's ''English Stress ...
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Generative Principle
In foreign language teaching, the generative principle reflects the human capacity to generate an infinite number of phrases and sentences from a finite grammatical or linguistic competence. This capacity was captured in Wilhelm von Humboldt's famous phrase that language makes "infinite use of finite means". It is the theoretical basis for pattern drills and substitution tables - an essential component of the audio-lingual method - and may be considered as the necessary counterpart to the communicative principle, i.e. teaching communication through communicating (communicative language teaching; communicative competence). Background Children, in their process of first-language acquisition, notably in pre-sleep monologues, have been observed to use new phrases as models for more phrases, varying words or word groups during phases of essentially non-communicative verbal play in ways reminiscent of pattern drills. Ruth Weir observed the following monologue in a 2½ year old subjec ...
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