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Digital Darwinian world reveals architecture of evolution. The architecture that pervades biological networks gives them an evolutionary edge by allowing them to evolve to perform new functions more rapidly than an alternative network design, according to computer simulations conducted at the University of Chicago. The finding is published in the August issue of the journal Nature Physics.

Scientists have found the same intricate network architecture of evolution just about everywhere they look. This architecture characterizes the interaction network of proteins in yeast, worms, fruit flies and viruses, to name a few. But this same architecture also pervades social networks and even computer networks, affecting, for example, the functioning of the World Wide Web. “These results highlight an organizing principle that governs the evolution of complex networks and that can improve the design of engineered systems,” wrote the article’s co-authors, graduate student Panos Oikonomou and Philippe Cluzel, Assistant Professor in Physics.

Robotic sculptures, interactive art inspired by natural systems. The Art of Unix Programming by Eric Raymond. AIX, AS/400, DB/2, OS/2, System/360, MVS, VM/CMS, and IBM PC are trademarks of IBM. Alpha, DEC, VAX, HP-UX, PDP, TOPS-10, TOPS-20, VMS, and VT-100 are trademarks of Compaq. Amiga and AmigaOS are trademarks of Amiga, Inc. Apple, Macintosh, MacOS, Newton, OpenDoc, and OpenStep are trademarks of Apple Computers, Inc. ClearCase is a trademark of Rational Software, Inc. Ethernet is a trademark of 3COM, Inc. The photograph of Ken and Dennis in Chapter 2 appears courtesy of Bell Labs/Lucent Technologies. The epigraph on the Portability chapter is from the Bell System Technical Journal, v57 #6 part 2 (July-Aug. 1978) pp. 2021-2048 and is reproduced with the permission of Bell Labs/Lucent Technologies.

Self-Organising Map. Games Analysis - Types. Sources: Silbermann / Schaaf / Adam; Filmanalyse. Grundlagen - Methoden - Didaktik; 1980 In the schedule below the relationships between the different types of analysis and the involved elements of the communication in a games environment are visualised. Archetypes: Interaction Structures of the Universe. Interaction Structures of the Universe This article is essentially a continuation of Systems Thinking: An Operational Perspective of the Universe in which the Reinforcing and Balancing structures were developed. This article develops a set of frequently recurring structures resulting from various combinations of Reinforcing and Balancing structures. This article essentially represents an elaboration of the work of Senge (1990) and Pegasus Communications (1989-1996). Note that all the archetype examples that were previously wired into this article are now accessible via theWay which is considered to provide a more comprehensive treatment of the archetypes, as well as a few additional ones, and uses the "+" and "-" influence notation.

Accidental Adversaries The Accidental Adversaries structure is a composed of three reinforcing loops and two balancing loops. Balancing Loop (^) The Balancing Loop attempts to move some current state to a desired or reference state though some action.