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In particular, it examines the concept of emergence, looking at its historical origins and salient issues surrounding its classification and meaning for developing generative art.
(…) most interesting works of generative art exhibit four basic properties: coherence and unity; multi-scaled temporal complexity; autonomous production of novelty; responsiveness to perturbation.
Brian Eno, who coined the term ‘Generative Music’, has used generative techniques on many of his works, starting with Discreet Music (1975) up to and including (according to Sound on Sound Oct 2005) his latest album ‘Another Day on Earth’. His works, lectures, and interviews on the subject have done much to promote generative music in the avant-garde music community. Eno used SSEYO’s Koan generative music system (created by Pete Cole and Tim Cole of intermorphic), to create his hybrid album Generative Music 1 (published by SSEYO and Opal Arts in April 1996), which is probably his first public use of the term “Generative Music”.
Underlying our approach to this subject is our conviction that “computer science” is not a science and that its significance has little to do with computers. The computer revolution is a revolution in the way we think and in the way we express what we think. The essence of this change is the emergence of what might best be called procedural epistemology the study of the structure of knowledge from an imperative point of view, as opposed to the more declarative point of view taken by classical mathematical subjects. Mathematics provides a framework for dealing precisely with notions of “what is.” Computation provides a framework for dealing precisely with notions of “how to.
‘Meaning’ then does not reside in the artwork but in its performance, its dissemination/ dispersal across multiple contexts, which continually reactivates (and subverts or destabilises) the work.
The idea of dissemination (…) provides a generative focus for a sustained enquiry into contemporary arts practices: what constitutes the artwork (as a dynamic process)? and how does the artwork provide meanings in relation to the contexts that it participates in and moves through? How can we generate, understand and curate artwork as a dynamic, fluid, event-based phenomenon?
Generacion procedural

Procedural generation is a widely used term in the production of media, indicating the possibility to create content on the fly rather than prior to distribution. This is often related to computer graphics applications and video game level design.

The term procedural refers to the process that computes a particular function. Fractals, an example of procedural generation, dramatically expresses this concept, around which a whole body of mathematics—fractal geometry—has evolved. Commonplace procedural content includes textures and meshes. Sound is often procedurally generated as well and has applications in both speech synthesis as well as music. It has been used to create compositions in various genres of electronic music by artists such as Brian Eno who popularized the term “generative music”.

While software developers have applied procedural generation techniques for years, few products have employed this approach extensively.

The modern demoscene uses procedural generation to package a great deal of audiovisual content into relatively small programs. Farbrausch is a team famous for such achievements, although many similar techniques were already implemented by The Black Lotus in the 1990s.

Procedurally generated content such as textures and landscapes may exhibit variation, but the generation of a particular item or landscape must be identical from frame to frame. Accordingly, the functions used must be referentially transparent, always returning the same result for the same point, so that they may be called in any order and their results freely cached as necessary. This is similar to lazy evaluation in functional programming languages.

Modelado procedural

Procedural modeling is an umbrella term for a number of techniques in computer graphics to create 3D models and textures from sets of rules. L-Systems, fractals, and generative modeling are procedural modeling techniques since they apply algorithms for producing scenes. The set of rules may either be embedded into the algorithm, configurable by parameters, or the set of rules is separate from the evaluation engine. Although all modeling techniques on a computer require algorithms to manage and store data at some point, procedural modeling focuses on creating a model from a rule set, rather than editing the model via user input. Procedural modeling is often applied when it would be too cumbersome to create a 3D model using generic 3D modelers, or when more specialized tools are required. This is often the case for plants, architecture or landscapes.

Sistemas generativos

Generative Systems refers to systems that use a few basic rules to yield extremely varied and unpredictable patterns.

Video game designer Will Wright and musician Brian Eno.

Generativity of a system is premised on five principle factors:

1 How extensively a system of technology leverages a set of possible tasks;

2 How well it can be adapted to a range of tasks;

3 How easily new contributors can master it;

4 How accessible it is to those ready and able to build on it; and

5 How transferable any changes are to others, including non-experts.