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Generative systems
layout: Wide Β· Narrow Β· Centered
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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

β€’ Theory
β€’ See also
β€’ References

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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:

β€’ Capacity for leverage – the extent to which an object enables something to be accomplished that would not have otherwise be possible or worthwhile.
β€’ Adaptability – how widely a technology can be used without it needing to be modified.
β€’ Ease of mastery – how much effort and skill is required for people to take advantage of the technology's leverage.
β€’ Accessibility – how easily people are able to start using a technology.

See also

β€’ Digital morphogenesis – Generative art in which complex shape development, or morphogenesis, enabled by computation
β€’ Emergent behavior – Unpredictable phenomenon in complex systems
β€’ Generative adversarial network – Deep learning method
β€’ Generative art – Art created by a set of rules, often using computers
β€’ Generative artificial intelligence – Subset of AI using generative models
β€’ Generative design – Iterative design process
β€’ Generative grammar – Research tradition in linguistics
β€’ Generative music – Music that is ever-different and changing, and that is created by a system
β€’ Generative pre-trained transformer – Type of large language model
β€’ Generative science – Study of how complex behaviour can be generated by deterministic and finite rules and parameters
β€’ Generativity – Term originating in psychology to describe a concern for the next generation

References

cite-note-0-11. ↑ citerefzittrain2006Zittrain, Jonathan (May 2006). "The Generative Internet". Harvard Law Review. 119 (7): 1974–2040. JSTOR 4093608.
cite-note-teiglandpower2013-22. ↑ citerefrobin-teiglanddominic-power2013Robin 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.
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

β€’ A talk on generative systems by Will Wright and Brian Eno for the Long Now Foundation
β€’ The Future of the Internet and How to Stop it; Yale University Press (2008)
β€’ Early generative computer graphics by Herber W. Franke
β€’ Generative Systeme by Benedikt Groß and Julia Laub
β€’ Bugworld - a generative vermin installation by Philipp Sackl, Markus Jaritz & Thomas GlΓ€ser