From Wikipedia, the free encyclopedia
Positive feedback is a
feedback system in which the system responds to the
perturbation in the same direction as the perturbation (It
is sometimes referred to as cumulative causation). In
contrast, a system that responds to the perturbation in the
opposite direction is called a
negative feedback system. The term "positive" means
responding to the same direction as the perturbation whereas
"negative" means responding to the opposite direction.
The end result of a positive feedback is often
amplifying and "explosive." That is, a small perturbation
will result in big changes. This feedback, in turn, will drive
the system even further away from its own original
setpoint, thus amplifying the original perturbation signal,
and eventually become explosive because the amplification often
grows
exponentially (with the first order positive feedback), or
even hyperbolically (with the second order positive feedback).
It is the
vicious cycle phenomenon. An intuitive example is "the rich
get richer, and the poor get poorer."
Both positive and negative feedback are
closed systems. They are called "closed systems" because the
system is closed by a feedback loop, i.e., the response of the
system depends on the feedback signal to complete its function;
without such a loop, it would become an
open system. In contrast, a
feed-forward system is an "open system" since it does not
have any feedback loop, and does not rely on feedback signal to
perform its function.
Examples of positive and negative feedback, open and closed
systems can be found in
ecological,
biological,
social systems and in engineering
control systems such as
servo
control systems.
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Contents
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1
Explanation
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2
In electronics
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2.1
Advantages
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2.2
Disadvantages
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2.3
Applications
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3
In games
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4
In the world system
development
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5
Echo Chamber Effect
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6
In biology
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7
References
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8
See also
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9
External links
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Explanation
When a change of
variable occurs in a system, the system responds. In the
case of positive feedback the response of the system is to
change that variable even more in the same direction. For a
simple example, imagine an
ecosystem with only one species and an unlimited amount of
food. The population will grow at a rate
proportional to the current population, which leads to
positive feedback. This has a de-stabilizing effect, so left
unchecked, does not result in
homeostasis. In some cases (if not controlled by negative
feedback), a positive feedback loop can run out of control, and
can result in the collapse of the system. This is called
vicious circle, or in Latin circulus vitiosus.
Positive feedback does not necessarily imply a runaway
process; it may just have an
amplifying effect. An example of this is the role of
water vapour in amplifying
global warming; higher global temperatures lead to increased
water vapour in the atmosphere, which pushes up temperatures
further, and so on, but the overall effect is that of a
convergent series, amplifying the original temperature rise
by a relatively constant factor. But at the point of
convergence, the total feedback sums up to zero or less.
Positive and negative do not mean or imply
desirability. The negative feedback loop tends to slow down a
process, while the positive feedback loop tends to speed it up.
Positive feedback is used in certain situations where rapid
change is desirable.
One common example of positive feedback is the
network effect, where more people are encouraged to join
a network the larger that network becomes. The result is that
the network grows more and more quickly over time.
In electronics
Feedback is the process of sampling a part of the output
signal and applying it back to the input. This technique is
useful to change the parameters of an amplifier like voltage
gain,input and output impedance,stability and bandwidth.
Feedback is said to be positive if any increase in the output
signal results in a feedback signal which on being mixed with
the input signal caused further increase in the magnitude of the
output signal. Hence it is also called regenerative feedback.
Positive feedback is in the same phase as the input
signal,therefore the final gain of the amplifier(Af)
increases.
Final gain Af=(output voltage/input
voltage)=A/(1-Aί). Here A is the gain of the amplifier without
feedback, and ί is the feedback factor
Advantages
- Gain increases
- Bandwidth decreases
Disadvantages
- Gain can tend to be unstable
- There is higher distortion
- Bandwidth decreases
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Stability is difficult or impossible to guarantee
Applications
Positive feedback is used extensively in
oscillators and in regenerative
radio receivers and
Q multipliers
Audio feedback is a common example of positive feedback. It
is the familiar squeal that results when sound from
loudspeakers enters a poorly placed
microphone and gets amplified, and as a result the
sound
gets louder and louder.
In games
In
games, positive feedback is a critical and heavily exploited
mechanism for controlling the resources in a game. It has a
number of uses:
- To speed up a game that would otherwise be too slow. For
example, if the annual income did not increase in
SimCity as the city grew, it would take many years
to earn enough money to fill the large map with structures.
- To create a feeling of growth and progress. For example,
in a
role-playing game, it's typical for players to struggle
with enemies near the beginning that later become easy to
destroy due to enhanced strength and weapons, purchased with
the experience and gold earned by those early encounters.
- To magnify small advantages. For example, in
StarCraft, a player who has more resources will be
able to build more units, enabling them to seize more
resource-rich territory and so gain yet more resources. This
allows a player with a small resource advantage to crush
their opponent in time.
However, accidental positive feedback loops in games can also
be a source of degenerate strategies, destroying the game's
challenge. For example, suppose a player in a
first-person shooter gained 100 health points for every
person they killed. Then, a careful player could quickly amass a
large number of health points and become virtually
indestructible. This is one reason that most FPS games place a
limit on the maximum health a player can have.
In the world system development
The hyperbolic growth of the
world population observed till the 1970s has recently been
correlated to a non-linear second order positive feedback
between the demographic growth and technological development
that can be spelled out as follows: technological growth -
increase in the
carrying capacity of land for people - demographic growth -
more people - more potential inventors - acceleration of
technological growth - accelerating growth of the carrying
capacity - the faster population growth - accelerating growth of
the number of potential inventors - faster technological growth
- hence, the faster growth of the Earth's carrying capacity for
people, and so on (see, e.g.,
Introduction to Social Macrodynamics by
Andrey Korotayev et al.).
Echo Chamber Effect
Metaphorically, cumulative causation may emerge on the
Internet as an
echo chamber effect, which refers to any situation in which
information or ideas are amplified by transmission inside an
enclosed space. Another emerging term used to describe this
"echoing" and homogenizing effect on the Internet within social
communities is "cultural tribalism".
The Internet may be seen as a complex system (e.g., emergent,
dynamic, evolutionary), and as such, will at times eluminate the
effects of positive feedback
loops (i.e., the echo-chamber effect) to that system, where a
lack of perturbation to dimensions of the network, prohibits a
sense of equilibrium to the system. Complex systems that are
characterized by
negative feedback loops will create more stability and
balance during emergent and dynamic behaviour.
For example, observers of
journalism in the
mass media describe an echo chamber effect in media
discourse. One purveyor of information will make a claim, which
many like-minded people then repeat, overhear, and repeat again
(often in an exaggerated or otherwise distorted form) until most
people assume that some extreme variation of the story is true.
Due to this condition arising in online communities,
participants may find their own opinions constantly echoed
back to them, and in doing so reinforce a certain sense of truth
that resonates with individual belief systems. This can create
some significant challenges to critical discourse within an
online medium. The echo-chamber effect may also impact a lack of
recognition to large demographic changes in language and culture
on the Internet if individuals only create, experience and
navigate those online spaces that reinforce their "preferred"
world view.
In biology
One example of a biological positive feedback loop is the
onset of
contractions in
childbirth. When a contraction occurs, the hormone
oxytocin is released into the body, which stimulates furthur
contractions. This results in contractions increasing in
amplitude and frequency.
Another example of a biological positive feedback loop is the
process of
blood clotting. The loop is initiated when injured tissue
releases signal chemicals which activate platelets in the blood.
An activated platelet releases chemicals which activate more
platelets, causing a rapid cascade and the formation of a blood
clot.
In most cases, once the purpose of the feedback loop is
completed, counter-signals are released which suppress or break
the loop.
References
- Katie Salen and Eric Zimmerman. Rules of Play.
MIT Press. 2004.
ISBN 0-262-24045-9. Chapter 18: Games as Cybernetic
Systems.
See also
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Donella Meadows' twelve leverage points to intervene in a
system
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Stability criterion
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Virtuous circle and vicious circle
External links
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Flash animation at McGraw-Hill
biochemistry-Feedback
Categories:
Control theory |
Systems |
Cybernetics |
Electrical engineering |
Theories of history