Generative systems
──────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────
top
Generative systems are technologies with the overall capacity to produce unprompted change driven by large, varied, and uncoordinated audiences.cite-ref-0-1-0[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 individuals may cooperate indirectly and contribute to innovation.cite-ref-teiglandpower2013-2-0[2]
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.cite-ref-3[3] More examples can be found in generative music, generative art, in video games such as Spore, and more recently generative generosity and platforms like generos.io.
Contents
• Theory
• See also
──────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────
Theory
Jonathan Zittrain
In 2006, Jonathan Zittrain published The Generative Internet in Volume 119 of the Harvard Law Review.cite-ref-0-1-1[1] In this paper, Zittrain describes a technology's degree of generativity as being the function of four characteristics:
• Capacity for leverage – the extent to which an object enables something to be accomplished that would not have otherwise be possible or worthwhile.
• Adaptability – how widely a technology can be used without it needing to be modified.
• Ease of mastery – how much effort and skill is required for people to take advantage of the technology's leverage.
• Accessibility – how easily people are able to start using a technology.
See also
• Digital morphogenesis – Generative art in which complex shape development, or morphogenesis, enabled by computation
• Emergent behavior – Unpredictable phenomenon in complex systems
• Generative adversarial network – Deep learning method
• Generative art – Art created by a set of rules, often using computers
• Generative artificial intelligence – Subset of AI using generative models
• Generative design – Iterative design process
• Generative grammar – Research tradition in linguistics
• Generative music – Music that is ever-different and changing, and that is created by a system
• Generative pre-trained transformer – Type of large language model
• Generative science – Study of how complex behaviour can be generated by deterministic and finite rules and parameters
• Generativity – Term originating in psychology to describe a concern for the next generation
References
cite-note-33. ↑ citerefzittrain-jonathan-jonathan-l-1969-2008Zittrain, Jonathan (Jonathan L.), 1969- (2008). The future of the Internet and how to stop it. New Haven [Conn.]: Yale University Press. ISBN 978-0-300-14473-4. OCLC 289029003.{{cite book}}: CS1 maint: multiple names: authors list (link) CS1 maint: numeric names: authors list (link)
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 Systeme by Benedikt Groß and Julia Laub
• Bugworld - a generative vermin installation by Philipp Sackl, Markus Jaritz & Thomas Gläser