Search This Blog

Wednesday, August 13, 2025

Conway's Game of Life

From Wikipedia, the free encyclopedia
A single Gosper's glider gun creating gliders
A screenshot of a puffer-type breeder (red) that leaves glider guns (green) in its wake, which in turn create gliders (blue) (animation)

The Game of Life, also known as Conway's Game of Life or simply Life, is a cellular automaton devised by the British mathematician John Horton Conway in 1970. It is a zero-player game, meaning that its evolution is determined by its initial state, requiring no further input. One interacts with the Game of Life by creating an initial configuration and observing how it evolves. It is Turing complete and can simulate a universal constructor or any other Turing machine.

Rules

The universe of the Game of Life is an infinite, two-dimensional orthogonal grid of square cells, each of which is in one of two possible states, live or dead (or populated and unpopulated, respectively). Every cell interacts with its eight neighbours, which are the cells that are horizontally, vertically, or diagonally adjacent. At each step in time, the following transitions occur:

  1. Any live cell with fewer than two live neighbours dies, as if by underpopulation.
  2. Any live cell with two or three live neighbours lives on to the next generation.
  3. Any live cell with more than three live neighbours dies, as if by overpopulation.
  4. Any dead cell with exactly three live neighbours becomes a live cell, as if by reproduction.

The initial pattern constitutes the seed of the system. The first generation is created by applying the above rules simultaneously to every cell in the seed, live or dead; births and deaths occur simultaneously, and the discrete moment at which this happens is sometimes called a tick. Each generation is a pure function of the preceding one. The rules continue to be applied repeatedly to create further generations.

Origins

Stanisław Ulam, while working at the Los Alamos National Laboratory in the 1940s, studied the growth of crystals, using a simple lattice network as his model. At the same time, John von Neumann, Ulam's colleague at Los Alamos, was working on the problem of self-replicating systems. Von Neumann's initial design was founded upon the notion of one robot building another robot. This design is known as the kinematic model. As he developed this design, von Neumann came to realize the great difficulty of building a self-replicating robot, and of the great cost in providing the robot with a "sea of parts" from which to build its replicant. Von Neumann wrote a paper entitled "The general and logical theory of automata" for the Hixon Symposium in 1948. Ulam was the one who suggested using a discrete system for creating a reductionist model of self-replication. Ulam and von Neumann created a method for calculating liquid motion in the late 1950s. The driving concept of the method was to consider a liquid as a group of discrete units and calculate the motion of each based on its neighbours' behaviours. Thus was born the first system of cellular automata. Like Ulam's lattice network, von Neumann's cellular automata are two-dimensional, with his self-replicator implemented algorithmically. The result was a universal copier and constructor working within a cellular automaton with a small neighbourhood (only those cells that touch are neighbours; for von Neumann's cellular automata, only orthogonal cells), and with 29 states per cell. Von Neumann gave an existence proof that a particular pattern would make endless copies of itself within the given cellular universe by designing a 200,000 cell configuration that could do so. This design is known as the tessellation model, and is called a von Neumann universal constructor.

Motivated by questions in mathematical logic and in part by work on simulation games by Ulam, among others, John Conway began doing experiments in 1968 with a variety of different two-dimensional cellular automaton rules. Conway's initial goal was to define an interesting and unpredictable cellular automaton. According to Martin Gardner, Conway experimented with different rules, aiming for rules that would allow for patterns to "apparently" grow without limit, while keeping it difficult to prove that any given pattern would do so. Moreover, some "simple initial patterns" should "grow and change for a considerable period of time" before settling into a static configuration or a repeating loop. Conway later wrote that the basic motivation for Life was to create a "universal" cellular automaton.

The game made its first public appearance in the October 1970 issue of Scientific American, in Martin Gardner's "Mathematical Games" column, which was based on personal conversations with Conway. Theoretically, the Game of Life has the power of a universal Turing machine: anything that can be computed algorithmically can be computed within the Game of Life. Gardner wrote, "Because of Life's analogies with the rise, fall, and alterations of a society of living organisms, it belongs to a growing class of what are called 'simulation games' (games that resemble real-life processes)."

Since its publication, the Game of Life has attracted much interest because of the surprising ways in which the patterns can evolve. It provides an example of emergence and self-organization. A version of Life that incorporates random fluctuations has been used in physics to study phase transitions and nonequilibrium dynamics. The game can also serve as a didactic analogy, used to convey the somewhat counter-intuitive notion that design and organization can spontaneously emerge in the absence of a designer. For example, philosopher Daniel Dennett has used the analogy of the Game of Life "universe" extensively to illustrate the possible evolution of complex philosophical constructs, such as consciousness and free will, from the relatively simple set of deterministic physical laws which might govern our universe.

The popularity of the Game of Life was helped by its coming into being at the same time as increasingly inexpensive computer access. The game could be run for hours on these machines, which would otherwise have remained unused at night. In this respect, it foreshadowed the later popularity of computer-generated fractals. For many, the Game of Life was simply a programming challenge: a fun way to use otherwise wasted CPU cycles. For some, however, the Game of Life had more philosophical connotations. It developed a cult following through the 1970s and beyond; current developments have gone so far as to create theoretic emulations of computer systems within the confines of a Game of Life board.

Examples of patterns

Many different types of patterns occur in the Game of Life, which are classified according to their behaviour. Common pattern types include: still lifes, which do not change from one generation to the next; oscillators, which return to their initial state after a finite number of generations; and spaceships, which translate themselves across the grid.

The earliest interesting patterns in the Game of Life were discovered without the use of computers. The simplest still lifes and oscillators were discovered while tracking the fates of various small starting configurations using graph paper, blackboards, and physical game boards, such as those used in Go. During this early research, Conway discovered that the R-pentomino failed to stabilize in a small number of generations. In fact, it takes 1103 generations to stabilize, by which time it has a population of 116 and has generated six escaping gliders; these were the first spaceships ever discovered.

Frequently occurring examples (in that they emerge frequently from a random starting configuration of cells) of the three aforementioned pattern types are shown below, with live cells shown in black and dead cells in white. Period refers to the number of ticks a pattern must iterate through before returning to its initial configuration.

The pulsar is the most common period-3 oscillator. The great majority of naturally occurring oscillators have a period of 2, like the blinker and the toad, but oscillators of all periods are known to exist, and oscillators of periods 4, 8, 14, 15, 30, and a few others have been seen to arise from random initial conditions. Patterns which evolve for long periods before stabilizing are called Methuselahs, the first-discovered of which was the R-pentomino. Diehard is a pattern that disappears after 130 generations. Starting patterns of eight or more cells can be made to die after an arbitrarily long time. Acorn takes 5,206 generations to generate 633 cells, including 13 escaped gliders.

The R-pentomino
Diehard
Acorn

Conway originally conjectured that no pattern can grow indefinitely—i.e. that for any initial configuration with a finite number of living cells, the population cannot grow beyond some finite upper limit. In the game's original appearance in "Mathematical Games", Conway offered a prize of fifty dollars (equivalent to $400 in 2024) to the first person who could prove or disprove the conjecture before the end of 1970. The prize was won in November by a team from the Massachusetts Institute of Technology, led by Bill Gosper; the "Gosper glider gun" produces its first glider on the 15th generation, and another glider every 30th generation from then on. For many years, this glider gun was the smallest one known. In 2015, a gun called the "Simkin glider gun", which releases a glider every 120th generation, was discovered that has fewer live cells but which is spread out across a larger bounding box at its extremities.

Gosper glider gun
Simkin glider gun

Smaller patterns were later found that also exhibit infinite growth. All three of the patterns shown below grow indefinitely. The first two create a single block-laying switch engine: a configuration that leaves behind two-by-two still life blocks as it translates itself across the game's universe. The third configuration creates two such patterns. The first has only ten live cells, which has been proven to be minimal. The second fits in a five-by-five square, and the third is only one cell high.


Later discoveries included other guns, which are stationary, and which produce gliders or other spaceships; puffer trains, which move along leaving behind a trail of debris; and rakes, which move and emit spaceships. Gosper also constructed the first pattern with an asymptotically optimal quadratic growth rate, called a breeder or lobster, which worked by leaving behind a trail of guns.

It is possible for gliders to interact with other objects in interesting ways. For example, if two gliders are shot at a block in a specific position, the block will move closer to the source of the gliders. If three gliders are shot in just the right way, the block will move farther away. This sliding block memory can be used to simulate a counter. It is possible to construct logic gates such as AND, OR, and NOT using gliders. It is possible to build a pattern that acts like a finite-state machine connected to two counters. This has the same computational power as a universal Turing machine, so the Game of Life is theoretically as powerful as any computer with unlimited memory and no time constraints; it is Turing complete. In fact, several different programmable computer architectures have been implemented in the Game of Life, including a pattern that simulates Tetris.

Oblique spaceships

Until the 2010s, all known spaceships could only move orthogonally or diagonally. Spaceships which move neither orthogonally nor diagonally are commonly referred to as oblique spaceships. On May 18, 2010, Andrew J. Wade announced the first oblique spaceship, dubbed "Gemini", that creates a copy of itself on (5,1) further while destroying its parent. This pattern replicates in 34 million generations, and uses an instruction tape made of gliders oscillating between two stable configurations made of Chapman–Greene construction arms. These, in turn, create new copies of the pattern, and destroy the previous copy. In December 2015, diagonal versions of the Gemini were built.

A more specific case is a knightship, a spaceship that moves two squares left for every one square it moves down (like a knight in chess), whose existence had been predicted by Elwyn Berlekamp since 1982. The first elementary knightship, Sir Robin, was discovered in 2018 by Adam P. Goucher. This is the first new spaceship movement pattern for an elementary spaceship found in forty-eight years. "Elementary" means that it cannot be decomposed into smaller interacting patterns such as gliders and still lifes.

Self-replication

A pattern can contain a collection of guns that fire gliders in such a way as to construct new objects, including copies of the original pattern. A universal constructor can be built which contains a Turing complete computer, and which can build many types of complex objects, including more copies of itself. On November 23, 2013, Dave Greene built the first replicator in the Game of Life that creates a complete copy of itself, including the instruction tape. In October 2018, Adam P. Goucher finished his construction of the 0E0P metacell, a metacell capable of self-replication. This differed from previous metacells, such as the OTCA metapixel by Brice Due, which only worked with already constructed copies near them. The 0E0P metacell works by using construction arms to create copies that simulate the programmed rule. The actual simulation of the Game of Life or other Moore neighbourhood rules is done by simulating an equivalent rule using the von Neumann neighbourhood with more states. The name 0E0P is short for "Zero Encoded by Zero Population", which indicates that instead of a metacell being in an "off" state simulating empty space, the 0E0P metacell removes itself when the cell enters that state, leaving a blank space.

Undecidability

Many patterns in the Game of Life eventually become a combination of still lifes, oscillators, and spaceships; other patterns may be called chaotic. A pattern may stay chaotic for a very long time until it eventually settles to such a combination.

The Game of Life is undecidable, which means that given an initial pattern and a later pattern, no algorithm exists that can tell whether the later pattern is ever going to appear. Given that the Game of Life is Turing-complete, this is a corollary of the halting problem: the problem of determining whether a given program will finish running or continue to run forever from an initial input.

Iteration

From most random initial patterns of living cells on the grid, observers will find the population constantly changing as the generations tick by. The patterns that emerge from the simple rules may be considered a form of mathematical beauty. Small isolated subpatterns with no initial symmetry tend to become symmetrical. Once this happens, the symmetry may increase in richness, but it cannot be lost unless a nearby subpattern comes close enough to disturb it. In a very few cases, the society eventually dies out, with all living cells vanishing, though this may not happen for a great many generations. Most initial patterns eventually burn out, producing either stable figures or patterns that oscillate forever between two or more states; many also produce one or more gliders or spaceships that travel indefinitely away from the initial location. Because of the nearest-neighbour based rules, no information can travel through the grid at a greater rate than one cell per unit time, so this velocity is said to be the cellular automaton speed of light and denoted c.

Algorithms

Early patterns with unknown futures, such as the R-pentomino, led computer programmers to write programs to track the evolution of patterns in the Game of Life. Most of the early algorithms were similar: they represented the patterns as two-dimensional arrays in computer memory. Typically, two arrays are used: one to hold the current generation, and one to calculate its successor. Often 0 and 1 represent dead and live cells, respectively. A nested for loop considers each element of the current array in turn, counting the live neighbours of each cell to decide whether the corresponding element of the successor array should be 0 or 1. The successor array is displayed. For the next iteration, the arrays may swap roles so that the successor array in the last iteration becomes the current array in the next iteration, or one may copy the values of the second array into the first array then update the second array from the first array again.

A variety of minor enhancements to this basic scheme are possible, and there are many ways to save unnecessary computation. A cell that did not change at the last time step, and none of whose neighbours changed, is guaranteed not to change at the current time step as well, so a program that keeps track of which areas are active can save time by not updating inactive zones.

Game of Life on the surface of a trefoil knot
The Game of Life on the surface of a toroidal trefoil knot

To avoid decisions and branches in the counting loop, the rules can be rearranged from an egocentric approach of the inner field regarding its neighbours to a scientific observer's viewpoint: if the sum of all nine fields in a given neighbourhood is three, the inner field state for the next generation will be life; if the all-field sum is four, the inner field retains its current state; and every other sum sets the inner field to death.

To save memory, the storage can be reduced to one array plus two line buffers. One line buffer is used to calculate the successor state for a line, then the second line buffer is used to calculate the successor state for the next line. The first buffer is then written to its line and freed to hold the successor state for the third line. If a toroidal array is used, a third buffer is needed so that the original state of the first line in the array can be saved until the last line is computed.

Glider gun within a toroidal array. The stream of gliders eventually wraps around and destroys the gun.
Red glider on a square lattice with periodic boundary conditions

In principle, the Game of Life field is infinite, but computers have finite memory. This leads to problems when the active area encroaches on the border of the array. Programmers have used several strategies to address these problems. The simplest strategy is to assume that every cell outside the array is dead. This is easy to program but leads to inaccurate results when the active area crosses the boundary. A more sophisticated trick is to consider the left and right edges of the field to be stitched together, and the top and bottom edges also, yielding a toroidal array. The result is that active areas that move across a field edge reappear at the opposite edge. Inaccuracy can still result if the pattern grows too large, but there are no pathological edge effects. Techniques of dynamic storage allocation may also be used, creating ever-larger arrays to hold growing patterns. The Game of Life on a finite field is sometimes explicitly studied; some implementations, such as Golly, support a choice of the standard infinite field, a field infinite only in one dimension, or a finite field, with a choice of topologies such as a cylinder, a torus, or a Möbius strip.

Alternatively, programmers may abandon the notion of representing the Game of Life field with a two-dimensional array, and use a different data structure, such as a vector of coordinate pairs representing live cells. This allows the pattern to move about the field unhindered, as long as the population does not exceed the size of the live-coordinate array. The drawback is that counting live neighbours becomes a hash-table lookup or search operation, slowing down simulation speed. With more sophisticated data structures this problem can also be largely solved.

For exploring large patterns at great time depths, sophisticated algorithms such as Hashlife may be useful. There is also a method for implementation of the Game of Life and other cellular automata using arbitrary asynchronous updates while still exactly emulating the behaviour of the synchronous game. Source code examples that implement the basic Game of Life scenario in various programming languages, including C, C++, Java and Python can be found at Rosetta Code.

Variations

Since the Game of Life's inception, new, similar cellular automata have been developed. The standard Game of Life is symbolized in rule-string notation as B3/S23. A cell is born if it has exactly three neighbours, survives if it has two or three living neighbours, and dies otherwise. The first number, or list of numbers, is what is required for a dead cell to be born. The second set is the requirement for a live cell to survive to the next generation. Hence B6/S16 means "a cell is born if there are six neighbours, and lives on if there are either one or six neighbours". Cellular automata on a two-dimensional grid that can be described in this way are known as Life-like cellular automata. Another common Life-like automaton, Highlife, is described by the rule B36/S23, because having six neighbours, in addition to the original game's B3/S23 rule, causes a birth. HighLife is best known for its frequently occurring replicators.

Additional Life-like cellular automata exist. The vast majority of these 218 different rules produce universes that are either too chaotic or too desolate to be of interest, but a large subset do display interesting behaviour. A further generalization produces the isotropic rulespace, with 2102 possible cellular automaton rules (the Game of Life again being one of them). These are rules that use the same square grid as the Life-like rules and the same eight-cell neighbourhood, and are likewise invariant under rotation and reflection. However, in isotropic rules, the positions of neighbour cells relative to each other may be taken into account in determining a cell's future state—not just the total number of those neighbours.

A sample of a 48-step oscillator along with 2-step and 4-step oscillators from a two-dimensional hexagonal Game of Life (rule H:B2/S34)

Some variations on the Game of Life modify the geometry of the universe as well as the rules. The above variations can be thought of as a two-dimensional square, because the world is two-dimensional and laid out in a square grid. One-dimensional square variations, known as elementary cellular automata, and three-dimensional square variations have been developed, as have two-dimensional hexagonal and triangular variations. A variant using aperiodic tiling grids has also been made.

Conway's rules may also be generalized such that instead of two states, live and dead, there are three or more. State transitions are then determined either by a weighting system or by a table specifying separate transition rules for each state; for example, Mirek's Cellebration's multi-coloured Rules Table and Weighted Life rule families each include sample rules equivalent to the Game of Life.

Patterns relating to fractals and fractal systems may also be observed in certain Life-like variations. For example, the automaton B1/S12 generates four very close approximations to the Sierpinski triangle when applied to a single live cell. The Sierpinski triangle can also be observed in the Game of Life by examining the long-term growth of an infinitely long single-cell-thick line of live cells, as well as in Highlife, Seeds (B2/S), and Stephen Wolfram's Rule 90.

Immigration is a variation that is very similar to the Game of Life, except that there are two on states, often expressed as two different colours. Whenever a new cell is born, it takes on the on state that is the majority in the three cells that gave it birth. This feature can be used to examine interactions between spaceships and other objects within the game. Another similar variation, called QuadLife, involves four different on states. When a new cell is born from three different on neighbours, it takes the fourth value, and otherwise, like Immigration, it takes the majority value. Except for the variation among on cells, both of these variations act identically to the Game of Life.

Music

Various musical composition techniques use the Game of Life, especially in MIDI sequencing. A variety of programs exist for creating sound from patterns generated in the Game of Life.

Notable programs

The 6366548773467669985195496000th (6×1027) generation of a Turing machine, made in the Game of Life, computed in less than 30 seconds on an Intel Core Duo 2 GHz CPU using Golly in Hashlife mode

Computers have been used to follow and simulate the Game of Life since it was first publicized. When John Conway was first investigating how various starting configurations developed, he tracked them by hand using a go board with its black and white stones. This was tedious and prone to errors. The first interactive Game of Life program was written in an early version of ALGOL 68C for the PDP-7 by M. J. T. Guy and S. R. Bourne. The results were published in the October 1970 issue of Scientific American, along with the statement: "Without its help, some discoveries about the game would have been difficult to make."

A color version of the Game of Life was written by Ed Hall in 1976 for Cromemco microcomputers, and a display from that program filled the cover of the June 1976 issue of Byte. The advent of microcomputer-based color graphics from Cromemco has been credited with a revival of interest in the game.

Two early implementations of the Game of Life on home computers were by Malcolm Banthorpe written in BBC BASIC. The first was in the January 1984 issue of Acorn User magazine, and Banthorpe followed this with a three-dimensional version in the May 1984 issue. Susan Stepney, Professor of Computer Science at the University of York, followed this up in 1988 with Life on the Line, a program that generated one-dimensional cellular automata.

There are now thousands of Game of Life programs online, so a full list will not be provided here. The following is a small selection of programs with some special claim to notability, such as popularity or unusual features. Most of these programs incorporate a graphical user interface for pattern editing and simulation, the capability for simulating multiple rules including the Game of Life, and a large library of interesting patterns in the Game of Life and other cellular automaton rules.

  • Golly is a cross-platform (Windows, Macintosh, Linux, iOS, and Android) open-source simulation system for the Game of Life and other cellular automata (including all Life-like cellular automata, the Generations family of cellular automata from Mirek's Cellebration, and John von Neumann's 29-state cellular automaton) built by Andrew Trevorrow and Tomas Rokicki. It includes the Hashlife algorithm for extremely fast generation, and Lua or Python scriptability for both editing and simulation.
  • Mirek's Cellebration is a freeware one- and two-dimensional cellular automata viewer, explorer, and editor for Windows. It includes powerful facilities for simulating and viewing a wide variety of cellular automaton rules, including the Game of Life, and a scriptable editor.
  • Xlife is a cellular-automaton laboratory by Jon Bennett. The standard UNIX X11 Game of Life simulation application for a long time, it has also been ported to Windows. It can handle cellular automaton rules with the same neighbourhood as the Game of Life, and up to eight possible states per cell.
  • Dr. Blob's Organism is a Shoot 'em up based on Conway's Life. In the game, Life continually generates on a group of cells within a "petri dish". The patterns formed are smoothed and rounded to look like a growing amoeba spewing smaller ones (actually gliders). Special "probes" zap the "blob" to keep it from overflowing the dish while destroying its nucleus.

Google implemented an easter egg of the Game of Life in 2012. Users who search for the term are shown an implementation of the game in the search results page.

The visual novel Anonymous;Code includes a basic implementation of the Game of Life in it, which is connected to the plot of the novel. Near the end of Anonymous;Code, a certain pattern that appears throughout the game as a tattoo on the heroine Momo Aizaki has to be entered into the Game of Life to complete the game (Kok's galaxy, the same pattern used as the logo for the open-source Game of Life program Golly).

Tuesday, August 12, 2025

Modernity

From Wikipedia, the free encyclopedia
https://en.wikipedia.org/wiki/Modernity

Modernity
, a topic in the humanities and social sciences, is both a historical period (the modern era) and the ensemble of particular socio-cultural norms, attitudes and practices that arose in the wake of the Renaissance—in the Age of Reason of 17th-century thought and the 18th-century Enlightenment. Commentators variously consider the era of modernity to have ended by 1930, with World War II in 1945, or as late as the period falling between the 1980s and 1990s; the following era is often referred to as "postmodernity". The term "contemporary history" is also used to refer to the post-1945 timeframe, without assigning it to either the modern or postmodern era. (Thus "modern" may be used as a name of a particular era in the past, as opposed to meaning "the current era".)

Depending on the field, modernity may refer to different time periods or qualities. In historiography, the 16th to 18th centuries are usually described as early modern, while the long 19th century corresponds to modern history proper. While it includes a wide range of interrelated historical processes and cultural phenomena (from fashion to modern warfare), it can also refer to the subjective or existential experience of the conditions they produce, and their ongoing impact on human culture, institutions, and politics.

As an analytical concept and normative idea, modernity is closely linked to the ethos of philosophical and aesthetic modernism; political and intellectual currents that intersect with the Enlightenment; and subsequent developments such as existentialism, modern art, the formal establishment of social science, and contemporaneous antithetical developments such as Marxism. It also encompasses the social relations associated with the rise of capitalism, and shifts in attitudes associated with secularization, liberalization, modernization and post-industrial life.

By the late 19th and early 20th centuries, modernist art, politics, science and culture had come to dominate not only Western Europe and North America, but almost every populated area on the globe, including movements opposing the West or opposing globalization. The modern era is closely associated with the development of individualismcapitalismurbanization and progressivism—that is, the belief in the possibilities of technological and political progress. Perceptions of problems arising from modernization, which can include the advent of world wars, the reduced role of religion in some societies, or the erosion of traditional cultural norms, have also led to anti-modernization movements. Optimism and the belief in consistent progress (also referred to as whig history) have been subject to criticism in postmodern thought, while the global hegemonic dominance (particularly in the form of imperialism and colonialism) of various powers in western Europe and Anglo-America for most of the period has been criticized in postcolonial theory.

In the context of art history, modernity (Fr. modernité) has a more limited sense, modern art covering the period of c. 1860–1970. Use of the term in this sense is attributed to Charles Baudelaire, who in his 1863 essay "The Painter of Modern Life", designated the "fleeting, ephemeral experience of life in an urban metropolis", and the responsibility art has to capture that experience. In this sense, the term refers to "a particular relationship to time, one characterized by intense historical discontinuity or rupture, openness to the novelty of the future, and a heightened sensitivity to what is unique about the present".

Etymology

The Late Latin adjective modernus, a derivation from the adverb modo ("presently, just now", also "method"), is attested from the 5th century CE, at first in the context of distinguishing the Christian era of the Later Roman Empire from the Pagan era of the Greco-Roman world. In the 6th century CE, Roman historian and statesman Cassiodorus appears to have been the first writer to use modernus ("modern") regularly to refer to his own age.

The terms antiquus and modernus were used in a chronological sense in the Carolingian era. For example, a magister modernus referred to a contemporary scholar, as opposed to old authorities such as Benedict of Nursia. In its early medieval usage, the term modernus referred to authorities regarded in medieval Europe as younger than the Greco-Roman scholars of Classical antiquity and/or the Church Fathers of the Christian era, but not necessarily to the present day, and could include authors several centuries old, from about the time of Bede, i.e. referring to the time after the foundation of the Order of Saint Benedict and/or the fall of the Western Roman Empire.

The Latin adjective was adopted in Middle French, as moderne, by the 15th century, and hence, in the early Tudor period, into Early Modern English. The early modern word meant "now existing", or "about the present times", not necessarily with a positive connotation. English author and playwright William Shakespeare used the term modern in the sense of "everyday, ordinary, commonplace".

The word entered wide usage in the context of the late 17th-century quarrel of the Ancients and the Moderns within the Académie Française, debating the question of "Is Modern culture superior to Classical (Græco–Roman) culture?" In the context of this debate, the ancients (anciens) and moderns (modernes) were proponents of opposing views, the former believing that contemporary writers could do no better than imitate the genius of Classical antiquity, while the latter, first with Charles Perrault (1687), proposed that more than a mere Renaissance of ancient achievements, the Age of Reason had gone beyond what had been possible in the Classical period of the Greco-Roman civilization. The term modernity, first coined in the 1620s, in this context assumed the implication of a historical epoch following the Renaissance, in which the achievements of antiquity were surpassed.

Phases

Modernity has been associated with cultural and intellectual movements of 1436–1789 and extending to the 1970s or later.

According to Marshall Berman, modernity is periodized into three conventional phases dubbed "Early", "Classical", and "Late" by Peter Osborne:

  • Early modernity: 1500–1789 (or 1453–1789 in traditional historiography)
    • People were beginning to experience a more modern life (Laughey, 31).
  • Classical modernity: 1789–1900 (corresponding to the long 19th century (1789–1914) in Hobsbawm's scheme)
    • Consisted of the rise and growing use of daily newspapers, telegraphs, telephones and other forms of mass media, which influenced the growth of communicating on a broader scale (Laughey, 31).
  • Late modernity: 1900–1989
    • Consisted of the globalization of modern life (Laughey, 31).

In the second phase, Berman draws upon the growth of modern technologies such as the newspaper, telegraph, and other forms of mass media. There was a great shift into modernization in the name of industrial capitalism. Finally, in the third phase, modernist arts and individual creativity marked the beginning of a new modernist age as it combats oppressive politics, economics as well as other social forces including mass media.

Some authors, such as Lyotard and Baudrillard,[citation needed] believe that modernity ended in the mid- or late 20th century and thus have defined a period subsequent to modernity, namely Postmodernity (1930s/1950s/1990s–present). Other theorists, however, regard the period from the late 20th century to the present as merely another phase of modernity; Zygmunt Bauman calls this phase liquid modernity, Giddens labels it high modernity (see High modernism).

Definition

Political

Politically, modernity's earliest phase starts with Niccolò Machiavelli's works which openly rejected the medieval and Aristotelian style of analyzing politics by comparison with ideas about how things should be, in favour of realistic analysis of how things really are. He also proposed that an aim of politics is to control one's own chance or fortune, and that relying upon providence actually leads to evil. Machiavelli argued, for example, that violent divisions within political communities are unavoidable, but can also be a source of strength which lawmakers and leaders should account for and even encourage in some ways.

Machiavelli's recommendations were sometimes influential upon kings and princes, but eventually came to be seen as favoring free republics over monarchies. Machiavelli in turn influenced Francis BaconMarchamont NeedhamJames HarringtonJohn MiltonDavid Hume, and many others.

Important modern political doctrines which stem from the new Machiavellian realism include Mandeville's influential proposal that "Private Vices by the dextrous Management of a skilful Politician may be turned into Publick Benefits" (the last sentence of his Fable of the Bees), and also the doctrine of a constitutional separation of powers in government, first clearly proposed by Montesquieu. Both these principles are enshrined within the constitutions of most modern democracies. It has been observed that while Machiavelli's realism saw a value to war and political violence, his lasting influence has been "tamed" so that useful conflict was deliberately converted as much as possible to formalized political struggles and the economic "conflict" encouraged between free, private enterprises.

Starting with Thomas Hobbes, attempts were made to use the methods of the new modern physical sciences, as proposed by Bacon and Descartes, applied to humanity and politics. Notable attempts to improve upon the methodological approach of Hobbes include those of John LockeSpinozaGiambattista Vico, and Rousseau. David Hume made what he considered to be the first proper attempt at trying to apply Bacon's scientific method to political subjects, rejecting some aspects of the approach of Hobbes.

Modernist republicanism openly influenced the foundation of republics during the Dutch Revolt (1568–1609), English Civil War (1642–1651), American Revolution (1775–1783), the French Revolution (1789–1799), and the Haitian Revolution (1791–1804).

A second phase of modernist political thinking begins with Rousseau, who questioned the natural rationality and sociality of humanity and proposed that human nature was much more malleable than had been previously thought. By this logic, what makes a good political system or a good man is completely dependent upon the chance path a whole people has taken over history. This thought influenced the political (and aesthetic) thinking of Immanuel Kant, Edmund Burke, and others and led to a critical review of modernist politics. On the conservative side, Burke argued that this understanding encouraged caution and avoidance of radical change. However, more ambitious movements also developed from this insight into human culture, initially Romanticism and Historicism, and eventually both the Communism of Karl Marx, and the modern forms of nationalism inspired by the French Revolution, including, in one extreme, the German Nazi movement.

On the other hand, the notion of modernity has been contested also due to its Euro-centric underpinnings. Postcolonial scholars have extensively critiqued the Eurocentric nature of modernity, particularly its portrayal as a linear process originating in Europe and subsequently spreading—or being imposed—on the rest of the world. Dipesh Chakrabarty contends that European historicism positions Europe as the exclusive birthplace of modernity, placing European thinkers and institutions at the center of Enlightenment, progress, and innovation. Latin America's version of modernity is a prime example of a contradiction to European modernity. During Europe's imperial conquest, ultimately created a dominant version of colonialism that the world would associate with modernity, Mexico provided an alternative version of modernity that contradicted the brutal and harsh nature of colonial Europe. This narrative marginalizes non-Western thinkers, ideas, and achievements, reducing them to either deviations from or delays in an otherwise supposedly universal trajectory of modern development. Frantz Fanon similarly exposes the hypocrisy of European modernity, which promotes ideals of progress and rationality while concealing how much of Europe’s economic growth was built on the exploitation, violence, and dehumanization integral to colonial domination. Similarly, Bhambra argued that beyond economic advancement, Western powers "modernized" through colonialism, demonstrating that developments such as the welfare systems in England were largely enabled by the wealth extracted through colonial exploitation.

Sociological

Cover of the original German edition of Max Weber's The Protestant Ethic and the Spirit of Capitalism

In sociology, a discipline that arose in direct response to the social problems of modernity, the term most generally refers to the social conditions, processes, and discourses consequent to the Age of Enlightenment. In the most basic terms, British sociologist Anthony Giddens describes modernity as

...a shorthand term for modern society, or industrial civilization. Portrayed in more detail, it is associated with (1) a certain set of attitudes towards the world, the idea of the world as open to transformation, by human intervention; (2) a complex of economic institutions, especially industrial production and a market economy; (3) a certain range of political institutions, including the nation-state and mass democracy. Largely as a result of these characteristics, modernity is vastly more dynamic than any previous type of social order. It is a society—more technically, a complex of institutions—which, unlike any preceding culture, lives in the future, rather than the past.

Other writers have criticized such definitions as just being a listing of factors. They argue that modernity, contingently understood as marked by an ontological formation in dominance, needs to be defined much more fundamentally in terms of different ways of being.

The modern is thus defined by the way in which prior valences of social life ... are reconstituted through a constructivist reframing of social practices in relation to basic categories of existence common to all humans: time, space, embodiment, performance and knowledge. The word 'reconstituted' here explicitly does not mean replaced.

This means that modernity overlays earlier formations of traditional and customary life without necessarily replacing them. In a 2006 review essay, historian Michael Saler extended and substantiated this premise, noting that scholarship had revealed historical perspectives on modernity that encompassed both enchantment and disenchantment. Late Victorians, for instance, "discussed science in terms of magical influences and vital correspondences, and when vitalism began to be superseded by more mechanistic explanations in the 1830s, magic still remained part of the discourse—now called 'natural magic,' to be sure, but no less 'marvelous' for being the result of determinate and predictable natural processes." Mass culture, despite its "superficialities, irrationalities, prejudices, and problems," became "a vital source of contingent and rational enchantments as well." Occultism could contribute to the conclusions reached by modern psychologists and advanced a "satisfaction" found in this mass culture. In addition, Saler observed that "different accounts of modernity may stress diverse combinations or accentuate some factors more than others...Modernity is defined less by binaries arranged in an implicit hierarchy, or by the dialectical transformation of one term into its opposite, than by unresolved contradictions and oppositions, or antinomies: modernity is Janus-faced."

In 2020 Jason Crawford critiqued this recent historiography on enchantment and modernity. The historical evidence of "enchantments" for these studies, particularly in mass and print cultures, "might offer some solace to the citizens of a disenchanted world, but they don't really change the condition of that world." These "enchantments" offered a "troubled kind of unreality" increasingly separate from modernity. Per Osterrgard and James Fitchett advanced a thesis that mass culture, while generating sources for "enchantment", more commonly produced "simulations" of "enchantments" and "disenchantments" for consumers.

Cultural and philosophical

The era of modernity is characterised socially by industrialisation and the division of labour, and philosophically by "the loss of certainty, and the realization that certainty can never be established, once and for all". With new social and philosophical conditions arose fundamental new challenges. Various 19th-century intellectuals, from Auguste Comte to Karl Marx to Sigmund Freud, attempted to offer scientific and/or political ideologies in the wake of secularisation. Modernity may be described as the "age of ideology".

For Marx what was the basis of modernity was the emergence of capitalism and the revolutionary bourgeoisie, which led to an unprecedented expansion of productive forces and to the creation of the world market. Durkheim tackled modernity from a different angle by following the ideas of Saint-Simon about the industrial system. Although the starting point is the same as Marx, feudal society, Durkheim emphasizes far less the rising of the bourgeoisie as a new revolutionary class and very seldom refers to capitalism as the new mode of production implemented by it. The fundamental impulse to modernity is rather industrialism accompanied by the new scientific forces. In the work of Max Weber, modernity is closely associated with the processes of rationalization and disenchantment of the world.

Critical theorists such as Theodor Adorno and Zygmunt Bauman propose that modernity or industrialization represents a departure from the central tenets of the Enlightenment and towards nefarious processes of alienation, such as commodity fetishism and the Holocaust. Contemporary sociological critical theory presents the concept of rationalization in even more negative terms than those Weber originally defined. Processes of rationalization—as progress for the sake of progress—may in many cases have what critical theory says is a negative and dehumanising effect on modern society.

Enlightenment, understood in the widest sense as the advance of thought, has always aimed at liberating human beings from fear and installing them as masters. Yet the wholly enlightened earth radiates under the sign of disaster triumphant.

What prompts so many commentators to speak of the 'end of history', of post-modernity, 'second modernity' and 'surmodernity', or otherwise to articulate the intuition of a radical change in the arrangement of human cohabitation and in social conditions under which life-politics is nowadays conducted, is the fact that the long effort to accelerate the speed of movement has presently reached its 'natural limit'. Power can move with the speed of the electronic signal – and so the time required for the movement of its essential ingredients has been reduced to instantaneity. For all practical purposes, power has become truly exterritorial, no longer bound, or even slowed down, by the resistance of space (the advent of cellular telephones may well serve as a symbolic 'last blow' delivered to the dependency on space: even the access to a telephone market is unnecessary for a command to be given and seen through to its effect.

Consequent to debate about economic globalization, the comparative analysis of civilizations, and the post-colonial perspective of "alternative modernities", Shmuel Eisenstadt introduced the concept of "multiple modernities". Modernity as a "plural condition" is the central concept of this sociologic approach and perspective, which broadens the definition of "modernity" from exclusively denoting Western European culture to a culturally relativistic definition, thereby: "Modernity is not Westernization, and its key processes and dynamics can be found in all societies".

Secularization

Central to modernity is emancipation from religion, specifically the hegemony of Christianity (mainly Roman Catholicism), and the consequent secularization. According to writers like Fackenheim and Husserl, modern thought repudiates the Judeo-Christian belief in the Biblical God as a mere relic of superstitious ages. It all started with Descartes' revolutionary methodic doubt, which transformed the concept of truth in the concept of certainty, whose only guarantor is no longer God or the Church, but Man's subjective judgement.

Theologians have adapted in different ways to the challenge of modernity. Liberal theology, over perhaps the past 200 years or so, has tried, in various iterations, to accommodate, or at least tolerate, modern doubt in expounding Christian revelation, while Traditionalist Catholics, Eastern Orthodox and fundamentalist Protestant thinkers and clerics have tried to fight back, denouncing skepticism of every kind. Modernity aimed towards "a progressive force promising to liberate humankind from ignorance and irrationality".

Scientific

In the 16th and 17th centuries, Copernicus, Kepler, Galileo, and others developed a new approach to physics and astronomy which changed the way people came to think about many things. Copernicus presented new models of the Solar System which no longer placed humanity's home, Earth, in the centre. Kepler used mathematics to discuss physics and described the regularities of nature this way. Galileo actually made his famous proof of uniform acceleration in freefall using mathematics.

Francis Bacon, especially in his Novum Organum, argued for a new methodological approach. It was an experimental-based approach to science, which sought no knowledge of formal or final causes.  Yet, he was no materialist. He also talked of the two books of God, God's Word (Scripture) and God's work (nature). But he also added a theme that science should seek to control nature for the sake of humanity, and not seek to understand it just for the sake of understanding. In both these things, he was influenced by Machiavelli's earlier criticism of medieval Scholasticism, and his proposal that leaders should aim to control their own fortune.

Influenced both by Galileo's new physics and Bacon, René Descartes argued soon afterward that mathematics and geometry provided a model of how scientific knowledge could be built up in small steps. He also argued openly that human beings themselves could be understood as complex machines.

Isaac Newton, influenced by Descartes, but also, like Bacon, a proponent of experimentation, provided the archetypal example of how both Cartesian mathematics, geometry and theoretical deduction on the one hand, and Baconian experimental observation and induction on the other hand, together could lead to great advances in the practical understanding of regularities in nature.

Technological

One common conception of modernity is the condition of Western history since the mid-15th century, or roughly the European development of movable type and the printing press. In this context the modern society is said to develop over many periods and to be influenced by important events that represent breaks in the continuity.

Artistic

After modernist political thinking had already become widely known in France, Rousseau's re-examination of human nature led to a new criticism of the value of reasoning itself which in turn led to a new understanding of less rationalistic human activities, especially the arts. The initial influence was upon the movements known as German Idealism and Romanticism in the 18th and 19th centuries. Modern art therefore belongs only to the later phases of modernity.

For this reason art history keeps the term modernity distinct from the terms Modern Age and Modernism – as a discrete "term applied to the cultural condition in which the seemingly absolute necessity of innovation becomes a primary fact of life, work, and thought". And modernity in art "is more than merely the state of being modern, or the opposition between old and new".

In the essay "The Painter of Modern Life" (1863), Charles Baudelaire gives a literary definition: "By modernity, I mean the transitory, the fugitive, the contingent".

Advancing technological innovation, affecting artistic technique and the means of manufacture, changed rapidly the possibilities of art and its status in a rapidly changing society. Photography challenged the place of the painter and painting. Architecture was transformed by the availability of steel for structures.

Theological

From conservative Protestant theologian Thomas C. Oden's perspective, modernity is marked by "four fundamental values":

  • "Moral relativism (which says that what is right is dictated by culture, social location, and situation)"
  • "Autonomous individualism (which assumes that moral authority comes essentially from within)"
  • "Narcissistic hedonism (which focuses on egocentric personal pleasure)"
  • "Reductive naturalism (which reduces what is reliably known to what one can see, hear, and empirically investigate)"

Modernity rejects anything "old" and makes "novelty ... a criterion for truth." This results in a great "phobic response to anything antiquarian." In contrast, "classical Christian consciousness" resisted "novelty".

Within Roman Catholicism, Pope Pius IX and Pope Pius X claim that Modernism (in a particular definition of the Catholic Church) is a danger to the Christian faith. Pope Pius IX compiled a Syllabus of Errors published on December 8, 1864, to describe his objections to Modernism. Pope Pius X further elaborated on the characteristics and consequences of Modernism, from his perspective, in an encyclical entitled "Pascendi Dominici gregis" (Feeding the Lord's Flock) on September 8, 1907. Pascendi Dominici Gregis states that the principles of Modernism, taken to a logical conclusion, lead to atheism. The Roman Catholic Church was serious enough about the threat of Modernism that it required all Roman Catholic clergy, pastors, confessors, preachers, religious superiors and seminary professors to swear an Oath against modernism from 1910 until this directive was rescinded in 1967, in keeping with the directives of the Second Vatican Council.

Defined

Of the available conceptual definitions in sociology, modernity is "marked and defined by an obsession with 'evidence'," visual culture, and personal visibility. Generally, the large-scale social integration constituting modernity, involves the:

  • increased movement of goods, capital, people, and information among formerly discrete populations, and consequent influence beyond the local area
  • increased formal social organization of mobile populaces, development of "circuits" on which they and their influence travel, and societal standardization conducive to socio-economic mobility
  • increased specialization of the segments of society, i.e., division of labor, and area inter-dependency
  • increased level of excessive stratification in terms of social life of a modern man
  • Increased state of dehumanisation, dehumanity, unionisation, as man became embittered about the negative turn of events which sprouted a growing fear.
  • man became a victim of the underlying circumstances presented by the modern world
  • Increased competitiveness among people in the society (survival of the fittest) as the jungle rule sets in.

Virtual reality

From Wikipedia, the free encyclopedia https://en.wikipedia.org/wiki/Virtual_reality Researchers with the Eu...