Virtual Reality
Virtual Reality is a
Computer Generated 3D Graphics that
simulates a particular
real life
situation that a person can interact with. A hypothetical
three-dimensional visual world created by a computer
where the user wears special
goggles and fiber optic gloves etc., and can enter and move about in this
world and
interact with objects as if inside it.
VR History -
Game Design.
Virtual is being
similar in
almost every respect. Existing in
essence or effect though
not in actual fact.
Artificial.
Computer Simulation is a
simulation, run on a single
computer, or a network of computers, to reproduce behavior of a
system.
Computer Simulation is the technique of
representing the real world by a
computer program.
Training Simulation.
Simulation is the technique of
representing
the real world by a computer program.
Representation of something, sometimes on a
smaller scale. The act of
imitating the behavior of some
situation or some process by means of something suitably
analogous, or
similar or
equivalent in some respects though otherwise
dissimilar. The
act of giving a false appearance. (Artificial Experience).
Computational Model
-
Computer Generated -
Telepresence
Scientific
Modeling is to make a particular part or feature of the world easier
to understand, define, quantify,
visualize,
or simulate by referencing it to existing and usually commonly accepted
knowledge. It requires selecting and identifying relevant aspects of a
situation in the real world and then using different types of models for
different aims, such as conceptual models to better understand,
operational models to
operationalize, mathematical models to quantify, and graphical models to
visualize the subject. Modeling is an essential and inseparable part of
scientific activity, and many scientific disciplines have their own ideas
about specific types of modeling.
Statistics.
Mixed
Reality is the merging of real and virtual worlds to produce new
environments and visualizations where physical and
digital objects
co-exist and interact in real time.
Immersion Virtual Reality
is a perception of being physically present in a non-physical world.
Holodeck.
Visual Effects are the processes by
which imagery is created or manipulated outside the context of a live
action shot. Visual effects involve the integration of live-action footage
and generated imagery to create environments which look realistic, but
would be dangerous, expensive, impractical, or impossible to capture on
film. Visual effects using computer-generated imagery have recently become
accessible to the independent filmmaker with the introduction of
affordable and easy-to-use
Animation and compositing software.
Special Effect are
illusions or visual tricks
used in the film, television, theatre, video game, and simulator
industries to simulate the imagined events in a story or virtual world.
Special effects are traditionally divided into the categories of
optical effects and
mechanical effects. With the emergence of
digital filmmaking a distinction
between special effects and visual effects has grown, with the latter
referring to digital post-production while "special effects" referring to
mechanical and optical effects. Mechanical effects (also called practical
or physical effects) are usually accomplished during the live-action
shooting. This includes the use of mechanized props, scenery, scale
models, animatronics, pyrotechnics and atmospheric effects: creating
physical wind, rain, fog, snow, clouds, etc. Making a car appear to drive
by itself and blowing up a building are examples of mechanical effects.
Mechanical effects are often incorporated into set design and makeup. For
example, a set may be built with break-away doors or walls to enhance a
fight scene, or prosthetic makeup can be used to make an actor look like a
non-human creature. Optical effects (also called photographic effects) are
techniques in which images or film frames are created photographically,
either "in-camera" using multiple exposure, mattes, or the Schüfftan
process, or in post-production using an optical printer. An optical effect
might be used to place actors or sets against a different background.
Since the 1990s,
Computer Generated
Imagery (CGI) has come to the forefront of special effects
technologies. It gives filmmakers greater control, and allows many effects
to be accomplished more safely and convincingly and—as technology
improves—at lower costs. As a result, many optical and mechanical effects
techniques have been superseded by CGI.
Augment - Enhance
Augmented is to add something extra to a
technology so that it will be
more effective and
more efficient. Something added to or
made greater in amount or number or strength. To enlarge or increase the
potential of something.
Progress.
Complementary is
combining in such a way as
to
enhance or emphasize the qualities of each other or another.
Accompany or a Companion.
The Extended
Mind are objects within the environment that function as a part of the
mind, like
technology. The mind and the environment can act as a "
coupled
system".
Extended Cognition is the view that mental processes and mind extend
beyond the body to include aspects of the environment in which an organism
is embedded and the organism's interaction with that
environment.
Smartphones -
AI Machine -
Automation
-
Machinery
Human Enhancement is a natural, artificial, or technological
alteration of the human body in order to enhance physical or mental
capabilities.
Bionics -
Brain Implants -
Tactile Feedback
Enhance is to
add something
extra that would
improve the quality,
value, or the
utility of something. To
make something
better.
Augmented Reality is an
interactive
experience of a real-world environment where the objects that reside in
the real world are enhanced by
computer-generated sensory
perceptual information, sometimes across multiple sensory modalities,
including visual, auditory, haptic, somatosensory and olfactory. A live
direct or indirect view of a physical, real-world environment whose
elements are augmented (or supplemented) by input such as sound, video, graphics or GPS data.
An augogram is a computer generated image that is used to create AR.
Augography is the science and practice of making augograms for AR. AR can
be defined as a system that fulfills three basic features: a combination
of real and virtual worlds, real-time interaction, and accurate 3D
registration of virtual and real objects. The overlaid sensory information
can be constructive (i.e. additive to the natural environment), or
destructive (i.e. masking of the natural environment). This experience is
seamlessly interwoven with the physical world such that it is perceived as
an immersive aspect of the real environment. In this way, augmented
reality alters one's ongoing perception of a real-world environment,
whereas virtual reality completely replaces the user's real-world
environment with a simulated one. Augmented reality is related to two
largely synonymous terms: mixed reality and
computer-mediated reality. The primary value of augmented reality is
the manner in which components of the digital world blend into a person's
perception of the real world, not as a simple display of data, but through
the integration of immersive sensations, which are perceived as natural
parts of an environment. The earliest functional AR systems that provided
immersive mixed reality experiences for users were invented in the early
1990s, starting with the Virtual Fixtures system developed at the U.S. Air
Force's Armstrong Laboratory in 1992. Commercial augmented reality
experiences were first introduced in entertainment and gaming businesses.
Subsequently, augmented reality applications have spanned commercial
industries such as education, communications, medicine, and entertainment.
In education, content may be accessed by scanning or viewing an image with
a mobile device or by using markerless AR techniques. An example relevant
to the construction industry is an AR helmet for construction workers
which displays information about construction sites. Augmented reality is
used to enhance natural environments or situations and offer perceptually
enriched experiences. With the help of advanced AR technologies (e.g.
adding computer vision, incorporating AR cameras into smartphone
applications and object recognition) the information about the surrounding
real world of the user becomes interactive and digitally manipulated.
Information about the environment and its objects is overlaid on the real
world. This information can be virtual or real, e.g. seeing other real
sensed or measured information such as electromagnetic radio waves
overlaid in exact alignment with where they actually are in space.
Augmented reality also has a lot of potential in the gathering and sharing
of tacit knowledge. Augmentation techniques are typically performed in
real time and in semantic contexts with environmental elements. Immersive
perceptual information is sometimes combined with supplemental information
like scores over a live video feed of a sporting event. This combines the
benefits of both augmented reality technology and
heads up display technology (HUD).
Data Augmentation adds value to
base data by adding information derived from
internal and external
sources within an enterprise.
Scully Labs -
Magic Leap
head-mounted virtual retinal augmented reality display.
Best method to teach children augmented reality.
Google Glass or
Glass Enterprise Edition is a hands free wearable computer that is
very useful for workers who need to view multiple documents, procedures,
check lists and data. (now with a faster
atom
processor and larger display).
Head Display.
SVVR Silicon Valley VR Expo. Silicon
Valley Virtual Reality is an International Organization of VR
Professionals who are dedicated to advancing a healthy, diverse virtual
reality ecosystem.
VR Cameras
Virtual Camera System aims at controlling a camera or a set of cameras
to display a view of a
3D virtual world. Camera systems are used in
videogames where their purpose is to show the action at the best possible
angle; more generally, they are used in 3D virtual worlds when a third
person view is required. As opposed to film makers, virtual camera system
creators have to deal with a world that is interactive and unpredictable.
It is not possible to know where the player's character is going to be in
the next few seconds; therefore, it is not possible to plan the shots as a
film maker would do. To solve this issue, the system relies on certain
rules or artificial intelligence to select the most appropriate shots.
There are mainly three types of camera systems. In fixed camera systems,
the camera does not move at all and the system displays the player's
character in a succession of still shots. Tracking cameras, on the other
hand, follow the character's movements. Finally, interactive camera
systems are partially automated and allow the player to directly change
the view. To implement camera systems, video game developers use
techniques such as constraint solvers, artificial intelligence scripts, or
autonomous agents. Virtual cameras have been developed which allow a
director to film motion capture and view the digital characters movements
in real time in a pre-constructed digital environment, such as a house or
spaceship. There is no lens on a Virtual Camera?
Camorama 360° Panoramic 4K Video Camera that can be viewed by VR
goggles or UltraHD TV. (live-streaming)
ORBI Prime: The First 360 Video Recording Eyewear.
Ricoh Theta 360
Fitt360 Wearable 360
Camera
Z CAM S1 - Professional VR Camera.
Jaunt VR
Virtual Camera System is a set of cameras to display a view of a 3D
virtual world.
Insta360 Air 360° VR Clip On Camera for Smartphone
VR Films
Blender is the free and open source
3D creation suite. It supports the entirety of the 3D pipeline—modeling,
rigging, animation, simulation, rendering, compositing and motion
tracking, even video editing and game creation.
Moka360 The World's Smallest 360 Camera.
Parrot -
First-Person View (radio control) stereoscopic view is a technique for
creating or enhancing the illusion of depth in an image by means of
stereopsis for binocular vision.
MOGO - Immersive Cinematic Experience for 2D video using your
smartphone, preserving 100% phone pixels & without side effects.
MeCam NeoMe Mini Wearable Video Camera the smallest, lightest and most
versatile wearable video camera.
No Lens? No problem
for FlatCam (youtube) - There is no lens Virtual Camera
Video Making Tools and Software -
Technology Addiction
-
Spatial Intelligence.
Virtual Reality - Great Tool for Advancing Education
But sadly manufacturers want to sell VR systems as toys so that people
waste time, energy and resources, just like they do with smartphones and
other games. It's understandable for children to consider things as toys,
but what about the adults, what's their excuse? Reality offers many more
possibilities and many more rewards then the stuff that you make up in
your head. Why limit yourself? Use VR as a tool to expand your reality,
and don't use VR to limit your reality. It's time for you to
crawl out of that
crib you been living in.
Immersion Virtual Reality (holodeck)
-
Holography
Educational Games and Toys
-
Game Design -
E-Learning
Unreal Engine 4 is a complete suite of development tools made for
anyone working with
Real-Time Technology. From enterprise applications and
cinematic experiences to high-quality games across PC, console, mobile, VR
and AR, Unreal Engine 4 gives you everything you need to start, ship, grow
and stand out from the crowd. A world-class toolset and accessible
workflows empower developers to quickly iterate on ideas and see immediate
results without touching a line of code, while full source code access
gives everyone in the Unreal Engine 4 community the freedom to modify and
extend engine features.
Siren Real-Time
Performance | Project Spotlight | Unreal Engine Epic Games teamed with
3Lateral, Cubic Motion, Tencent and Vicon to take live captured digital
humans to the next level using Unreal Engine. Meet “Siren,” a
high-fidelity, real-time digital character based on the likeness of
Chinese actress Bingjie Jiang.
Technology Education
360ed leverages
digital technologies to transform the Education Reform process: Virtual
Reality (VR), Augmented Reality (AR), mobile technologies and other
innovative technologies.Provide interactive and dynamic learning
solutions.
YiXue Squirrel AI is a K12 EdTech company which specializes in
Intelligent Adaptive Education or Adaptive Learning System in China.
Bringing
personalized
learning to every child in the world. Develop the cutting-edge
intelligent learning and big data-driven technology and incorporate the
high quality learning content from experienced and renowned teachers.
Nvidia DGX-2 Largest GPU, 2 petaFLOPS system that combines 16 fully
interconnected GPUs for 10X the
deep learning
performance.
Super Computers.
Interactive Table Tennis Trainer (video)
Virtual Learning Environment in educational technology is a Web-based
platform for the digital aspects of courses of study, usually within
educational institutions. They present resources, activities and
interactions within a course structure and provide for the different
stages of assessment. VLEs also usually report on participation; and have
some level of integration with other institutional systems. For teachers
and instructors who edit them, VLEs may have a de facto role as authoring
and design environments. VLEs have been adopted by almost all higher
education institutions in the English-speaking world. The following are
the main components required for the best virtual learning learning
environment or online education curriculum to take place.
VLE learning platforms commonly allow:
Content management – creation, storage, access to and use of learning
resources. Curriculum mapping and planning – lesson planning, assessment
and personalisation of the learning experience. Learner engagement and
administration – managed access to learner information and resources and
tracking of progress and achievement. Communication and collaboration –
emails, notices, chat, wikis, blogs. Real time communication – live video
conferencing or audio conferencing.
A VLE may
include some or all of the following elements: The course syllabus.
Administrative information about the course: prerequisites, credits,
registration, payments, physical sessions, and contact information for the
instructor. A notice board for current information about the ongoing
course. The basic content of some or all of the course; the complete
course for distance learning applications, or some part of it, when used
as a portion of a conventional course. This normally includes material
such as copies of lecture in the form of text, audio, or video
presentations, and the supporting visual presentations. Additional
resources, either integrated or as links to outside resources. This
typically consists of supplementary reading, or innovative equivalents for
it. Self-assessment quizzes or analogous devices, normally scored
automatically. Formal assessment functions, such as examinations, essay
submission, or presentation of projects. This now frequently includes
components to support peer assessment. Support for communications,
including e-mail, threaded discussions, chat rooms, Twitter and other
media, sometimes with the instructor or an assistant acting as moderator.
Additional elements include wikis, blogs, RSS and 3D virtual learning
spaces. Links to outside sources – pathways to all other online learning
spaces are linked via the VLE (Virtual Learning Environment). Management
of access rights for instructors, their assistants, course support staff,
and students. Documentation and statistics as required for institutional
administration and quality control. Authoring tools for creating the
necessary documents by the instructor, and, usually, submissions by the
students. Provision for the necessary hyperlinks to create a unified
presentation to the students. Interactive online whiteboard for live
virtual classes. A VLE is normally not designed for a specific course or
subject, but is capable of supporting multiple courses over the full range
of the academic program, giving a consistent interface within the
institution and—to some degree—with other institutions using the system.
The virtual learning environment supports the worldwide exchange of
information between a user and the learning institute he or she is
currently enrolled in through digital mediums like e-mail, chat rooms, web
2.0 sites or a forum. One of the processes to enhance the learning
experience was the virtual resource room, which is student-centered, works
in a self-paced format, and which encourages students to take
responsibility for their own learning. In virtual mode, the materials are
available in the form of computer-aided learning programs, lecture notes,
special self-assessment modules. Another mechanism for the student to
student interactions in a form of simple discussion forum is by using a
novel link cyber tutor. This allows the students with an email account to
connect with course content and the staff with their doubts and related
questions. The students are able to contact the staff without a face to
face visit which saves the on-campus time. The staff remains anonymous
which allows for the several staff to act as a cyber tutor during the
course. The student do not remain anonymous although their email address
are cryptic enough to mask their identity. Students can discuss the exams,
lab reports, posters, lectures, technical help with downloading materials.
The evaluation of the use of a Virtual resource room is done by surveys,
focus groups, and online feedback forms. The students have 24 hours of
access to the learning material in a day which suits their lifestyles..
Computerized learning systems have been referred to as electronic
educational technology, e-learning, learning platform or learning
management system. The major difference is that VLE and LMS are
applications, whereas the Learning Platform shares characteristics with an
Operating System where different educational web-based applications can be
run on the platform. The terms virtual learning environment (VLE) and
learning platform are generically used to describe a range of integrated
web-based applications that provide teachers, learners, parents and others
involved in education with information, tools, and resources to support
and enhance educational delivery and management. These terms are broadly
synonymous with 'managed learning environments' (MLEs) and 'managed
virtual learning environments' (MVLEs). The applications that form part of
these online services can include web pages, email, message boards, and
discussion forums, text and video conferencing, shared diaries, online
social areas, as well as assessment, management, and tracking tools. The
term learning platform refers to a range of tools and services often
described using terms such as educational extranet, VLE, LMS, ILMS and
LCMS providing learning and content management. The term learning platform
also includes the personal learning environment (PLE) or personal online
learning space (POLS), including tools and systems that allow the
development and management of portfolios. The specific functionality
associated with any implementation of a learning platform will vary
depending upon the needs of the users and can be achieved by bringing
together a range of features from different software solutions either
commercially available, open source, self-built or available as free to
use web services. These tools are delivered together via a cohesive user
environment with a single entry point, through integration achieved by
technical standards. a learning management system (LMS). Related concepts
include content management system (CMS), which properly refers to the
organization of the educational or other content, not the overall
environment; learning content management system (LCMS), which is more
often used for corporate training systems than for systems in education
institutions; managed learning environment (MLE), which normally refers to
the overall infrastructure in an institution of which the VLE is a
component, learning support system (LSS); online learning center (OLC); or
learning platform (LP), education via computer-mediated communication
(CMC); or online education. The term "virtual learning environment" is
more commonly used in Europe and Asia, while the synonymous term "learning
management system" is the more common usage in North America. The term LMS
can also mean a "library management system" (which is now more commonly
referred to as integrated library system, or ILS).
Middle School and High School use VLEs in order to:
Increase
academic performance in order to meet standards to graduate. Address the
diverse learning needs of all students with the digital curriculum.
Personalize learning to better meet the needs of all students including
underachieving and accelerated learners. Equip administrators, teachers,
and students with real-time progress and performance to make informed
decisions to track success.
Institutions of higher
and further education use VLEs in order to: Economize on the time
of teaching staff, and the cost of instruction. Facilitate the
presentation of online learning by instructors without web authoring
experience. Provide instruction to students in a flexible manner to
students with varying time and location constraints. Provide instruction
in a manner familiar to the current web-oriented generation of students.
Facilitate the networking of instruction between different campuses or
even colleges. Provide for the reuse of common material among different
courses. Provide automatic integration of the results of student learning
into campus information systems. Provide the ability to deliver various
courses to a large number of students. Online learners performed modestly
better, on average than those learning the same material through
traditional face-to-face instruction.
VLEs are
supposed to support many 21st century skills, including: Cultural
and global awareness: Students have access to a wide network of people and
information. Self-direction: Students are able to work at their own pace.
Information and communication technology literacy: Students use technology
to obtain and present information. Problem solving skills: Students are
required to demonstrate their knowledge and skills in order to be
assessed, and they often participate in group thinking and discussion.
Time management: Students are required to meet deadlines. Both supporters
and critics of virtual learning environments recognize the importance of
the development of such skills, including creativity, communication, and
knowledge application; however, the controversy lies in whether or not
virtual learning environments are practical for both teachers and
students.
Critics of VLE worry about the
disconnect that can occur between the teacher and students, as well as
between student to student. A Virtual Learning Environment does not
provide students with face-to-face interaction and therefore, can deprive
students of opportunities for better communication and deeper
understanding. Educators also have concerns pertaining to a student's
computer literacy skills and access to quality technology. Both can create
a challenge for students to succeed in a Virtual Learning Environment. A
study among Indian students has suggested that a negative experience with
virtual learning environments can leave "the learner with a passive,
un-engaging experience, leading to incomplete learning and low
performance". The VLE leads to a reported higher computer self-efficacy,
while participants report being less satisfied with the learning process
that is achieved in the Virtual Learning Environment.
Simulations - VR Training - VR Education
VR can be used to help train workers for new jobs
quicker and also help educate people quicker.
Simulation is the imitation of the operation of
a real-world process or system over time.
Computer Modeling.
Training Simulation is a virtual medium through
which various types of skills can be acquired. Training simulations can be
used in a wide variety of genres; however they are most commonly used in
corporate situations to improve business awareness and management skills.
They are also common in academic environments as an integrated part of a
business or management course. The word simulation implies an imitation of
a real-life process, usually via a computer or other technological device,
in order to provide a lifelike experience. This has proven to be a very
reliable and successful method of training in thousands of industries
worldwide. They can be used both to allow specialization in a certain
area, and to educate individuals in the workings of the sectors as a
whole, making training simulations incredibly versatile. It is important
to emphasize that training simulations are not just games; their aim is to
educate and inform in an exciting and memorable way, rather than purely to
entertain.
On the Job Training
-
Intelligence Testing.
Virtual Reality
Medical Training and Education -
Robotics
New Virtual Reality Program Lets You See Proteins
That Could Be Causing Cancer (youtube)
The
Birth of Virtual Reality as an Art Form: Chris Milk: (video and interactive text)
Virtual Reality Laboratory at NASA is an immersive training facility
that provides real time graphics and motion simulators integrated with a
tendon-driven robotic device to provide the kinesthetic sensation of the
mass and inertia characteristics of any large object (<500lb) being
handled.
Virtual Reality Safety Training could improve employee safety and
Health. Researchers developed an immersive VR system to stimulate
participants' perception of temperature, and senses of smell, sight and
hearing to explore how they behaved during two health and safety training
scenarios, such as
fire evacuation drills.
Simulation Video Game describes a diverse super-category of
video games, generally designed to closely
simulate real world activities. A
simulation game attempts to copy various activities from real life in the
form of a game for various purposes such as training, analysis, or
prediction. Usually there are no strictly defined goals in the game, with
the player instead allowed to control a character or environment freely.
Well-known examples are war games, business games, and role play
simulation. From three basic types of strategic, planning, and learning
exercises: games, simulations, and case studies, a number of hybrids may
be considered, including simulation games that are used as case studies.
Comparisons of the merits of simulation games versus other teaching
techniques have been carried out by many researchers and a number of
comprehensive reviews have been published.
Real-Time Simulation refers to a computer model of a physical system
that can execute at the same rate as actual "wall clock" time. In other
words, the computer model runs at the same rate as the actual physical
system. For example, if a tank takes 10 minutes to fill in the real-world,
the simulation would take 10 minutes as well. Real-time simulation occurs
commonly in computer gaming, but also is important in the industrial
market for operator training and off-line controller tuning. Computer
languages like LabVIEW, VisSim and Simulink allow quick creation of such
real-time
simulations and have connections to industrial displays and Programmable
Logic Controllers via OLE for process control or digital and analog I/O
cards. Several real-time simulator are available on the market like xPC
Target and RT-LAB for mechatronic systems and using Simulink, eFPGAsim and
eDRIVEsim for power electronic simulation and eMEGAsim, HYPERSIM and RTDS
for power grid real-time (RTS) simulation.
Real-Time Games is when the game time progresses continuously
according to the game clock. One example of such a game is the sandbox
game Minecraft, where one day-night cycle is equal to 20 minutes in real
time. Players perform actions simultaneously as opposed to in sequential
units or turns. Players must perform actions with the consideration that
their opponents are actively working against them in real time, and may
act at any moment. This introduces time management considerations and
additional challenges (such as physical coordination in the case of video
games).
Real-Time
Computing or reactive computing describes hardware and software
systems subject to a "real-time constraint", for example from event to
system response. Real-time programs must guarantee response within
specified time constraints, often referred to as "deadlines". The
correctness of these types of systems depends on their temporal aspects as
well as their functional aspects. Real-time responses are often understood
to be in the order of milliseconds, and sometimes microseconds. A system
not specified as operating in real time cannot usually guarantee a
response within any timeframe, although typical or expected response times
may be given.
Real-Time Control System (wiki)
Collaborative Real-Time Editor is a form of
collaborative
software application that allows several people to edit a computer
file using different computers, a practice called collaborative editing.
There are two types of collaborative editing: real-time and non-real-time.
In real-time collaborative editing (RTCE), users can edit the same file
simultaneously, whereas in Non-real-time collaborative editing, the users
do not edit the same file at the same time (similar to revision control
systems). Collaborative real-time editors generally permit both the above
modes of editing in any given instance.
Reenactment is acting out a past event usually in a theatrical
performance. Sometimes performing a new version or different version of a
story using actors and
visual
performance tools.
Visual Story Telling.
Motion-Capture Acting is a type of acting in which an actor wears
markers or sensors on a skintight bodysuit or directly on the skin.
Several cameras from different angles record the actor's movements
simultaneously, recording the three-dimensional position of the sensors
and not recording the rest of the actor. Sampling is done many times each
second, aided by advances in computer technology. The resulting database
of 3-D points permits a filmmaker or video game creator to create a
digital character and to place this character in an entirely new setting,
such as on top of a fictional volcano or flying through the air. This type
of acting is seen as a growth area, with predictions that there will be
more work in future for actors. Some theatrical agents represent
motion-capture actors.
Infina Deck
360-degree moving floor allows for true and natural movement.
Omnidirectional
Treadmill for Virtual Reality (youtube)
Omnidirectional VR
Treadmill (youtube)
CXC Simulations design and
manufacture of advanced personal racing simulation equipment. The least
expensive Motion Pro II starts at $49,000 and rises to $60,775 if you want
three screens.
Microsoft Flight Simulator (wiki)
Envelop - Windows
Computing in VR (youtube)
3D Printing -
Smartphone Capabilities
Virtual Reality Software vLUME allows researchers to 'walk' inside and
analyze individual cells could be used to understand fundamental problems
in biology and develop new treatments for disease.
Pinc VR Smartphone
Goggles for Snow Sports
Vufine
FLYBi - Drone with Virtual Reality Goggles
Google Cardboard
SMARTvr: Make Your Smart Phone a
Virtual Reality Viewer
Advanced Virtual-Reality Technologies
New 3D Display Takes the Eye Fatigue Out of Virtual Reality
Wind and Thunder
Gods (HTC Vive-TiltBrush) Drawing Pictures in VR (youtube)
Kolor -
Dodocase -
Fat Shark Predator V2 FPV RTF Headset System Video Goggle GLASS CAMERA
Institute for Creative Technologies
Teleport 3D Camera and VR Headset
Magic Leap
Interactive Sand Table (youtube)
Interfaces
-
Smartphones Accessories
Head-Mounted Display is a helmet or glasses with two small LCD or OLED
displays with
magnifying lenses, one for each eye. The technology can be
used to show stereo films, images or games, but it can also be used to
create a virtual display. Head-mounted displays may also be coupled with
head-tracking devices, allowing the user to "look around" the virtual
world by moving their head, eliminating the need for a separate
controller. Performing this update quickly enough to avoid inducing nausea
in the user requires a great amount of
computer image processing. If six
axis position sensing (direction and position) is used then wearer may
move about within the limitations of the equipment used. Owing to rapid
advancements in
computer graphics and the continuing miniaturization of
video and other equipment these devices are beginning to become available
at more reasonable cost.
Virtual Reality Headset provides virtual reality for the wearer. VR
headsets are widely used with computer games but they are also used in
other applications, including simulators and trainers. They comprise a
stereoscopic head-mounted display (providing separate images for each
eye),
stereo sound, and head
motion tracking sensors (which may include
gyroscopes,
accelerometers,
structured light systems,
etc.). Some VR headsets also have eye tracking sensors and gaming
controllers.
Virtual Retinal Display is a display technology that draws a raster
display (like a television) directly onto the retina of the eye. The user
sees what appears to be a conventional display floating in space in front
of them.(also known as a retinal scan display (RSD) or retinal projector
(RP).
Head-Up Display is any transparent display that presents data without
requiring users to look away from their usual viewpoints. The origin of
the name stems from a pilot being able to view information with the head
positioned "up" and looking forward, instead of angled down looking at
lower instruments. A HUD also has the advantage that the pilot's eyes do
not need to refocus to view the outside after looking at the optically
nearer instruments. Although they were initially developed for military
aviation, HUDs are now used in commercial aircraft, automobiles, and other
(mostly professional) applications.
Virtual Reality Therapy
VR can also be used to treat all kinds of Phobias
Virtual
Reality Therapy is a method of psychotherapy that uses virtual reality
technology to treat patients with
anxiety
disorders and phobias where it has proven very effective. It is now one of
the primary treatments for
PTSD. New
technology also allows for the treatment of addictions and other
conditions including those caused by lesions. Also known as virtual
reality immersion therapy (VRIT), simulation for therapy (SFT), virtual
reality exposure therapy (VRET), and computerized CBT (CCBT).
Virtual Reality could Recalibrate Neurological Disorders. Temporal
recalibration: Helping individuals shift perception of time. Virtual
reality could be used to treat neurological conditions. Playing games in
virtual reality (VR) could be a key tool in treating people with
neurological conditions such as autism, schizophrenia and Parkinson's
disease. The technology, according to a recent study, could help
individuals with these conditions shift their perceptions of time, which
their conditions lead them to perceive differently.
Avatar Therapy for auditory verbal hallucinations in people with
psychosis: a single-blind, randomized controlled trial.
Kortex: effective stress and
sleep management, scientifically
validated wearable VR headset.
Senses - Haptic Technology
Haptic Technology recreates the
sense of touch
by applying forces, vibrations, or motions to the user. This mechanical
stimulation can be used to assist in the creation of virtual objects in a
computer
simulation, to control such virtual objects, and to enhance the
remote control of machines and devices (
telerobotics). Haptic devices may
incorporate tactile sensors that measure forces exerted by the user on the
interface.
Haptic Feedback is the use of touch to
communicate with users, like the vibration in a mobile phone or the rumble
in a game controller.
Somatosensory System
is a complex system of nerve cells that responds to changes to the surface
or internal state of the body. Nerve cells called "
sensory receptors"
(including thermoreceptors, mechanoreceptors, chemoreceptors and
nociceptors) send
signals along a chain of nerve cells to the spinal cord
where they may be processed by other nerve cells and then relayed to the
brain for further processing. Sensory receptors are found in many parts of
the body including the
skin, epithelial tissues, skeletal muscles, bones
and joints, internal organs, and the cardiovascular system.
Augment.
Haptic skinsuit
lets you 'feel' virtual reality (youtube) -
Skinterface
Predictive touch response mechanism is a step toward a tactile internet.
Humans can touch and
interact with
remote or virtual objects
while experiencing realistic haptic
feedback.
Humans can Feel Molecular Differences between nearly identical surfaces,
sensitivity of human touch could pave the way for advanced haptic
technologies.
Virtual
Doctors (robots)
Project
Nourished merging the physicality of
molecular gastronomy with virtual reality, we
can finally enjoy any food we want in a new way.
Kinect is a motion sensing input device that
enables users to control and interact with their console/computer without
the need for a game controller, through a natural user interface using
gestures and spoken commands.
Microsoft Kinect for Windows -
Microsoft Graphics Touch Effects
Students master math through movement
using Kinect for Windows
Soli is a tiny radar-based
sensors which let users control gadgets by simply tapping their fingers
together.
Soli interaction sensor using radar technology
(youtube).
Singlecue Hand Gesture Control Device
Tilt Brush:
Painting from a new perspective (youtube)
Lytro illum with a single exposure from Lytro
ILLUM, you can adjust aperture, use selective focus, tilt, focus spread,
animation and even 3D to differentiate yourself with multiple
deliverables.
Avegant LED projection glasses with headphones
that creates your own personal theater.
Inair 3D TV, or,
Augmented TV -
2 image approach to learning.
Simultaneous.
Holography
Holography is the science and practice of making holograms. Typically,
a hologram is a photographic recording of a
light field, rather than of an
image formed by a lens, and it is used to display a fully
three-dimensional image of the holographed subject, which is seen without
the aid of special glasses or other intermediate optics. The hologram
itself is not an image and it is usually unintelligible when viewed under
diffuse ambient light. It is an encoding of the light field as an
interference pattern of seemingly random variations in the opacity,
density, or surface profile of the photographic medium. When suitably lit,
the interference pattern diffracts the light into a reproduction of the
original light field and the objects that were in it appear to still be
there, exhibiting visual depth cues such as parallax and perspective that
change realistically with any change in the relative position of the
observer.
Holodeck
- Total Immersion
HoloLens -
Video
Aim Holographics
Holoportation: virtual 3D teleportation in real-time
(Microsoft Research) (youtube)
A futuristic vision of the age of holograms (video and text)
Spatial
Light Modulator is an object that imposes some form of
spatially varying modulation on a beam of light. A simple example is an
overhead projector
transparency. Usually when the phrase SLM is used, it means that the
transparency can be controlled by a computer. In the 1980s, large SLMs
were placed on
overhead projectors to project
computer monitor contents to
the screen. Since then more modern projectors have been developed where
the SLM is built inside the projector. These are commonly used in
meetings
of all kinds for presentations. Usually, an SLM modulates the intensity of
the light beam. However, it is also possible to produce devices that
modulate the phase of the beam or both the intensity and the phase
simultaneously. SLMs are used extensively in holographic data storage
setups to encode information into a laser beam in exactly the same way as
a transparency does for an overhead projector. They can also be used as
part of a holographic display technology. SLMs have been used as a
component in optical computing. They also often find application in
holographic optical tweezers. Liquid crystal SLMs can help solve problems
related to laser microparticle manipulation. In this case spiral beam
parameters can be changed dynamically.
Petals of some flowers manipulate light to produce a blue halo of
blue-to-ultraviolet light that is easily seen by bee pollinators
Halo as an Optical Phenomenon
Holographic Principle is a principle of
string theories and a
supposed property of quantum gravity that states that the description of a
volume of space can be thought of as encoded on a lower-dimensional
boundary to the region—preferably a light-like boundary like a
gravitational horizon. The theory suggests that the entire universe can be
seen as
two-dimensional
information on the cosmological horizon, the event horizon from which
information may still be gathered and not lost due to the natural
limitations of
spacetime supporting a
black hole, an observer and
a given setting of these specific elements, such that the three dimensions
we observe are an effective description only at macroscopic scales and at
low energies. Cosmological holography has not been made mathematically
precise, partly because the particle horizon has a non-zero area and grows
with time.
Life is not a Hologram.
Two holograms in one surface. Nanoscale silicon posts can reflect
light differently depending on the angle of incoming light, A team at
Caltech has figured out a way to encode more than one holographic image in
a single surface without any loss of resolution.
Better than a hologram: BYU study produces 3D images that float in 'thin
air'
Volumetric Display is a
graphic display device that forms a visual representation of an object
in three physical dimensions, as opposed to the planar image of
traditional screens that simulate depth through a number of different
visual effects. One definition offered by pioneers in the field is that
volumetric displays create 3D imagery via the emission, scattering, or
relaying of illumination from well-defined regions in (x,y,z) space.
Though there is no consensus among researchers in the field, it may be
reasonable to admit holographic and highly multiview displays to the
volumetric display family if they do a reasonable job of projecting a
three-dimensional light field within a volume. Most, if not all,
volumetric 3D displays are either autostereoscopic or automultiscopic;
that is, they create 3D imagery visible to the unaided eye. Note that some
display technologists reserve the term "autostereoscopic" for flat-panel
spatially multiplexed parallax displays, such as lenticular-sheet
displays. However, nearly all 3D displays other than those requiring
headwear, e.g. stereo goggles and stereo head-mounted displays, are
autostereoscopic. Therefore, a very broad group of display architectures
are properly deemed autostereoscopic. Volumetric 3D displays embody just
one family of 3D displays in general. Other types of 3D displays are:
stereograms / stereoscopes, view-sequential displays, electro-holographic
displays, parallax "two view" displays and parallax panoramagrams (which
are typically spatially multiplexed systems such as lenticular-sheet
displays and parallax barrier displays), re-imaging systems, and others.
Although first postulated in 1912, and a staple of science fiction,
volumetric displays are still under development, and have yet to reach the
general population. With a variety of systems proposed and in use in small
quantities—mostly in academia and various research labs—volumetric
displays remain accessible only to academics, corporations, and the
military.
Green-Screen Technology or
Chroma
Key is a visual effects/post-production technique for
compositing
(layering) two images or video streams together based on color hues (chroma
range). The technique has been used heavily in many fields to remove a
background from the subject of a photo or video – particularly the
newscasting, motion picture and videogame industries. A color range in the
foreground footage is made transparent, allowing separately filmed
background footage or a static image to be inserted into the scene. The
chroma keying technique is commonly used in video production and
post-production. This technique is also referred to as color keying,
colour-separation overlay (CSO; primarily by the BBC), or by various terms
for specific color-related variants such as green screen, and blue screen
– chroma keying can be done with backgrounds of any color that are uniform
and distinct, but green and blue backgrounds are more commonly used
because they differ most distinctly in hue from most human skin colors. No
part of the subject being filmed or photographed may duplicate the color
used as the backing. It is commonly used for weather forecast broadcasts,
wherein a news presenter is usually seen standing in front of a large
CGI map during live television
newscasts, though in actuality it is a large blue or green background.
When using a blue screen, different weather maps are added on the parts of
the image where the color is blue. If the news presenter wears blue
clothes, his or her clothes will also be replaced with the background
video. Chroma keying is also common in the entertainment industry for
visual effects in movies and video games.
Autostereoscopy is any method of displaying stereoscopic images
(adding binocular perception of 3D depth) without the use of special
headgear or glasses on the part of the viewer. Because headgear is not
required, it is also called "glasses-free 3D" or "glassesless 3D". There
are two broad approaches currently used to accommodate motion parallax and
wider viewing angles: eye-tracking, and multiple views so that the display
does not need to sense where the viewers' eyes are located. Examples of
autostereoscopic displays technology include lenticular lens, parallax
barrier, volumetric display, holographic and light field displays.
Multiscopy. Unlike conventional 3D stereoscopy, which simulates a 3D
scene by displaying only two different views of it, each visible to only
one of the viewer's eyes, 3D multiscopy displays more than two images,
representing the subject as viewed from a series of locations, and allows
each image to be visible only from a range of eye locations narrower than
the average human interocular distance of 63 mm. As a result, not only
does each eye see a different image, but different pairs of images are
seen from different viewing locations. This allows the observer to view
the 3D subject from different angles as they move their head, simulating
the real-world depth cue of shifting parallax. It also reduces or
eliminates the complication of pseudoscopic viewing zones typical of "no
glasses" 3D displays that use only two images, making it possible for
several randomly located observers to all see the subject in correct 3D at
the same time.
Digital Holography refers to the acquisition and processing of
holograms with a
digital
sensor array, typically a CCD camera or a similar device. Image
rendering, or reconstruction of object data is performed numerically from
digitized interferograms. Digital holography offers a means of measuring
optical phase data and typically delivers three-dimensional surface or
optical thickness images. Several recording and processing schemes have
been developed to assess optical wave characteristics such as amplitude,
phase, and polarization state, which make digital holography a very
powerful method for metrology applications.
Game Design
Game designers
are actually going to come full circle. As they design games to
become more realistic, they will eventually figure out that
life itself is as real as it gets.
Educational Game Design
Gaming is fun because in puts you in control of a
virtual world. So you automatically become important. And if you
make mistakes, it's not the end of the world. You can start over. So in a
sense gaming is kind of like life, except gaming is a
fantasy and life is reality.
Gaming will soon move away from fantasy and move more towards reality. So
instead of wasting time and potential, you are actually creating potential
and saving time doing it. Bad sadly the games they create today do the
complete opposite. Creating a false sense of reality that does more harm
the good.
Gaming should be a reminder that in life you also have
control. And that your life does matter. And that you don't have to suffer
from mistakes, because you can learn from mistakes and still keep going.
Chess (problem
solving)
Game Design is
the art of applying design and
aesthetics to create a game to facilitate
interaction between players for entertainment or for
educational,
exercise, or experimental purposes. Game design can be applied both to
games and, increasingly, to other interactions, particularly virtual ones
(
see gamification). Game design creates goals, rules, and challenges to
define a sport, tabletop game, casino game, video game, role-playing game,
or
simulation that produces desirable interactions among its participants
and, possibly, spectators. Academically, game design is part of game
studies, while game theory studies strategic decision making (primarily in
non-game situations). Games have historically inspired seminal research in
the fields of
probability, artificial intelligence, economics, and
optimization theory. Applying game design to itself is a current research
topic in metadesign. Single or multiplayer, Storyline and plot, Luck and
strategy, educational tool.
Game Mechanics are constructs of rules or methods designed for
interaction
with the game state, thus providing gameplay. All games use mechanics;
however, theories and styles differ as to their ultimate importance to the
game. In general, the process and study of game design, or ludology, are
efforts to come up with game mechanics that allow for people playing a
game to have an engaging, but not necessarily fun, experience. The
interaction of various game mechanics in a game determines the complexity
and level of player interaction in the game, and in conjunction with the
game's environment and resources determine game balance. Some forms of
game mechanics have been used in games for centuries, while others are
relatively new, having been invented within the past decade. Complexity in
game mechanics should not be confused with depth or even realism. Go is
perhaps one of the simplest of all games, yet exhibits an extraordinary
depth of play. Most computer or video games feature mechanics that are
technically complex (in terms of making a human do all the calculations
involved) even in relatively simple designs. In general, commercial video
games have gone from simple designs (such as Space Invaders and Asteroids)
to extremely complex ones (such as Gran Turismo 5 and Crysis 2) as
processing power has increased. In contrast, casual games have generally
featured a return to simple,
puzzle-like designs,
though some are getting more complex. In
physical games,
differences generally come down to style, and are somewhat determined by
intended market.
First-Person refers to a graphical perspective rendered from the
viewpoint of the player's character. In many cases, this may be the
viewpoint from the cockpit of a vehicle. Many different genres have made
use of first-person perspectives, ranging from adventure games to
flight
simulators.
The Z: Gamer,Designer Mouse with Pivot Tilt & Roll Gamers, Designers &
Power Users can interact with a computer in a more precise & intuitive
way.
Interactive Fiction is software simulating environments in which
players use text commands to control characters and influence the
environment. Works in this form can be understood as literary narratives,
either in the form of Interactive narratives or Interactive narrations.
These works can also be understood as a form of video game, either in the
form of an adventure game or role-playing game. In common usage, the term
refers to text adventures, a type of adventure game where the entire
interface can be "text-only", however, Graphical text adventure games,
where the text is accompanied by graphics (still images, animations or
video) still fall under the text adventure category if the main way to
interact with the game is by typing text. Some users of the term
distinguish between interactive fiction, known as "Puzzle-free", that
focuses on narrative, and "
text adventures" that focus on puzzles.
Hugo Awards are a set of awards given annually for the best science
fiction or fantasy works and achievements of the previous year.
thehugoawards.org
Brainwashers (video game advancements)
Visual Examples of Knowledge and Information
Rocky
Mountain VR
Computational Model is a mathematical model in computational science
that requires extensive computational resources to study the behavior of a
complex system by computer simulation. The system under study is often a
complex nonlinear system for which simple, intuitive analytical solutions
are not readily available. Rather than deriving a mathematical analytical
solution to the problem, experimentation with the
model is done by
adjusting the parameters of the system in the computer, and studying the
differences in the outcome of the experiments. Operation theories of the
model can be derived/deduced from these computational experiments.
Examples of common computational models are weather forecasting models,
earth simulator models, flight simulator models, molecular protein folding
models, and neural network models.
Computer Generated
-
Computer Simulation
Unreal Engine 5
Revealed! | Next-Gen Real-Time Demo Running on PlayStation 5 (vimeo) -
Join Technical Director of Graphics Brian Karis and Special Projects Art
Director Jerome Platteaux (filmed in March 2020) for an in-depth look at
"Lumen in the Land of Nanite" - a real-time demonstration running live on
PlayStation 5 showcasing two new core technologies that will debut in UE5:
Nanite virtualized micropolygon geometry, which frees artists to create as
much geometric detail as the eye can see, and Lumen, a fully dynamic
global illumination solution that immediately reacts to scene and light
changes. Also present in the demo are next-gen features already available
in Unreal Engine 4.25, such as Niagara VFX improvements, Chaos physics and
destruction, animation system enhancements, and audio advancements. Unreal
Engine 4.25 also includes support for next-gen consoles.
Epic
Games.
Reversible
Computing is a model of computing where the computational process to
some extent is reversible, i.e., time-invertible.
Agent-Based
Model is one of a class of computational models for simulating the
actions and interactions of autonomous agents (both individual or
collective entities such as organizations or groups) with a view to
assessing their effects on the system as a whole.
Computational
Linguistics is an interdisciplinary field concerned with the
statistical or rule-based modeling of natural language from a
computational perspective.
Decision
Field Theory is a dynamic-cognitive approach to human decision
making. It is a cognitive model that describes how people actually make
decisions rather than a rational or normative theory that prescribes what
people should or ought to do.
Dynamical
Systems Model of Cognition representations are viewed as static
structures of discrete symbols. Cognition takes place by transforming
static symbol structures in discrete, sequential steps. Sensory
information is transformed into symbolic inputs, which produce symbolic
outputs that get transformed into motor outputs. The entire system
operates in an ongoing cycle.
Membrane
Computing is an area within computer science that seeks to discover
new computational models from the study of biological cells, particularly
of the cellular membranes. It is a sub-task of creating a cellular model.
Ontology
in information science
is a formal naming and definition of the types, properties, and
interrelationships of the entities that really or fundamentally exist for
a particular domain of discourse. It is thus a practical application of
philosophical ontology, with a taxonomy.
Programming
Language Theory is a branch of computer science that deals with the
design, implementation, analysis, characterization, and classification of
programming languages and their individual features.
Artificial Neural Network
Microscale and
Macroscale Models form a broad class of computational models that
simulate fine-scale details, in contrast with macroscale models, which
amalgamate details into select categories. Microscale and macroscale
models can be used together to understand different aspects of the same problem.
Life as a Computer Simulation - Simulated Reality
Simulated Reality is the
hypothesis that
reality
could be
simulated, or that life to a certain
degree, may be a
computer simulation that is
indistinguishable from
true reality, or
whatever true reality may be in that sense. Could a simulated reality contain
conscious minds
that may or may not be fully
aware that they
are living inside a simulation? Like
when people
live in a
fantasy world, are they aware of the real world? When you're sleeping,
a
dream will seem real, but when you wake up, you realize that it was just
a dream. So the question is, will you
wake up from the dream that you're
having now?
When you see virtual reality, it's not that unusual to
wonder if the reality that you live in is also simulated. VR seems real,
but not as real as real life, or, as real as the only life that you know
of, minus the
biological processes
and the
physical matter of
course. When you compare reality to virtual reality, you have to be careful
when making
comparisons. VR is supposed to
mimic reality, so you could say
that maybe our reality is also a
mimic of some other reality. Physics shows us
the rules and the forces that govern our reality. But there's nothing in
reality that explains what reality is. And there's nothing in our human
DNA that explains what being a human is. We are born inside an
intricate
puzzle, and one day we will solve this puzzle. But it will be the process
and the journey of deciphering our reality that will be that most
incredible part of solving this puzzle. VR seems to be one of the pieces
to this puzzle. What an incredible idea.
Digital Physics -
Cellular
Automaton.
Believing in the
Simulation Theory is not that bad, because it forces you to define
what is real and what is
not real. It also makes you
examine the
similarities between a
simulation and
real life. It also makes you
realize why our
perceptions vary from person to
person. It also reminds you that you
should not believe everything
that you
see,
hear or
think.
Movies are kind of
like virtual reality in some respect. Movies can easily blur the line
between what is real and what is fantasy, especially when
fictional characters are
mixed in with real life experiences. Movies can also use
metaphors in very
creative ways. And when most people cannot effectively
deconstruct these
meanings, then reality itself can be hard to define.
If life is a simulation, is it just you and
are you the only real person?
And is everyone else fake or are they just
actors
with
smaller parts than you? Are we just figments of someone's else's
imagination, someone who designed this simulated life just to have fun?
So someone did all these millions of things just so that you could have
this type of experience called
life? And this
someone is somehow making people believe that this is real. But wait, that
means we are not people and we are not real.
So what's the
point? Is it to just
mess with our minds? But we don't have minds, we only
think we have minds because that is how the simulation was designed. So
nothing is real, not even you. And maybe you is just someone else
pretending to be you. So maybe you don't exist and there was never a you
to begin with. But what if I want to save this
experience? Maybe this
time "I" do exist. Now what? Is it time to rewrite the game? You
see, the more you try to figure out if life is a simulation, the more
crazy it looks and the more illogical it is. This is not to say that there's
other
types of simulation happening
on
other levels.
After all, we are just beginning to learn. So is life a simulation? Let's
say no, but not 100% no, because we are still learning. And with so many other
words that we can use to describe what
Life is,
the word simulation might not be one of the words that we should use.
Consciousness is
a
mechanical system and
spiritual energy working together. The
mechanical part must be working well so that the mind can experience
consciousness accurately. The light bulb does nothing until it receives
energy, then when it receives energy the light bulb produces light and
aluminates everything around it. A computer is useless without software,
and the software is useless without the hardware. But just because you add
them together to create a working system, the system still needs an
operator, an operator who understands both systems. The mind does not
create the operator, so
where does the
operator come from?
Ryle's Regress -
Ghost in the Machine -
Dualism
-
Predeterminism.
Virtual reality can be easily
distinguished from the
experience of
actuality, where most participants
understand the true nature of what they experience, to a certain degree of
course. Simulated reality, by
contrast, would be hard to separate from "
true" reality,
especially if you were
born in the simulation,
like in the movie the
Matrix.
There has been much
debate over this topic, ranging from philosophical
discourse to practical applications in computing. If life is a simulation,
than
who's the jerk
behind the curtain? And what if the
jerk is
you? You should not use
circumstantial evidence as
a reason to believe in a possibility. By using that type of reasoning you
could also say that the possibilities are endless. So to pick just one or
two possibilities is to ignore all of the thousands of other
possibilities, things that would
help explain why life is the way it is. The main problem with
believing that you
have the answer, is that it will stop you from
asking questions and it
will stop you from learning the truth. Putting all your hope into one possibility is
extremely risky. When you
open your mind to
other possibilities, then
your mind will not be
closed and you will not be blind to things that you never expected or
never prepared for. People
believing that life is a
simulation is not so different than people believing in a
God or
in a
creator. Believing is not necessarily a bad thing, just
as log as it doesn't
impede learning. It's good to have
dreams, but
heaven can wait, because we have a world
to save, a
real world, with real problems.
The Human Brain is like a
computer, but it is
not the same, just similar in some aspects.
Just because life feels
like a simulation, this doesn't mean that it is a simulation. Just because
something feels like it's
computer generated, this doesn't mean that it is.
Just because something looks
holographic, this
doesn't mean that it is.
At times, I do feel like there is something genius going on here, and it's not me. I get this
feeling that
something is controlling certain things in my life. I believe
this because, when I look back and analyze some of the things that happened
in my life, it looks like I was in some kind of training, or going through
some type of preparation for the things that will happen in my future.
Those lessons that I learned turned out to be extremely valuable. It does
not look like everything was perfectly planned, but maybe a lot of it was,
and still is to a certain degree.
The
Truman Show delusion is a type of delusion in which the person
believes that their lives are staged reality shows, or that they are being
watched on cameras.
Mass
Surveillance -
Sensing Someone is Watching
You.
What if your Life was made into a Movie?
The best of both worlds. I feel like I'm one of the greatest avatars ever.
Avatar is a graphical
representation
of a user or the user's character or
persona.
It may take a
two-dimensional form. A new
personification of a familiar idea. The manifestation of a Hindu
deity, or a released soul in bodily form on earth. An icon or animation to
represent a participant.
Avatar
2009 Film (wiki).
It's All a Show.
Consciousness
is not the same for everyone or the same for everything.
Signals.
You can find many connections with things
and connect all the dots, and you can see many similarities in things, but
this is not the same thing. What ever this is, we will no doubt have our
minds blown when we find out, and we may even lose our minds, or worse,
lose our reality. We would be lost before we could be found. So we should
find ourselves first and then find our destiny. And then if I find out
that Darth Vader is my real Dad, then I would be like, "What Ever, thanks
for telling me Darth, maybe that bit of biological information will be
relevant someday, but for now I don't have time for you because I have the
whole universe to think about, so please keep in touch, maybe one day
we'll play catch with a ball.
Murder
is not a simulation.
Death is not a simulation,
especially
the death of a child.
Choice is not a simulation.
Mental Illness is not a simulation. Being
Blind is not a simulation.
Humans are similar to other animals in many ways, but we are not the same.
To say that humans are animals says very little about humans, and says
more about what animals are, and animals are not human. Sharing a lot of
the same biological processes with other animals does not explain what a
human is. So
what came first,
the chicken or the egg, or the copy of the chicken or
egg? A simulation within a simulation? A
dream within a dream?
Intelligent Design? That's a pretty big
rabbit hole you're digging there.
You have
fake friends, a fake family,
a fake life, and you're living on a fake planet. The only thing real is the
fantasy you live in.
If consciousness can change our physical reality, then what is
real? If atoms, elements and particles are only potentialities, then whose
potential is it? If the universe can only come into existence when someone
observes it, then who's looking? If the moon is only there when you see
it, then what's the point?
People who say that virtual reality will
someday be indistinguishable from reality, don't know reality and most
likely live in a fantasy world.
Existential
Troopers - The Mandalorian (youtube).
Simulacron-3 by Daniel F. Galouye, is an American
science fiction
novel written in
1964 featuring an early
literary description of a simulated reality. The
computer-generated city
simulation is so well-programmed, that, although the inhabitants have
their own consciousness, they are unaware, except for one, that they are
only electronic impulses in a computer and not real and might be only a
computer-generated simulation.
Tron is a
1982 science fiction action-adventure film
about a computer programmer who is
transported inside the software world
of a mainframe computer where he interacts with programs in his attempt to
escape.
The Matrix
in
1999 described a world whose population
is unaware that the world containing their minds is a virtual reality
simulacrum or an unreal
erroneous mental
representation
that is
lacking material
form or
substance.
Similar is Not the Same
Simulation is the act of
imitating the behavior of some situation
or some
process by means of something
suitably. To create a
representation or
model of
something.
Similar is something that
resembles something else
with
corresponding
characteristics that can permit a mutual substitution without loss of
function or suitability.
Closely
comparable in kind,
quality, quantity or degree. Similar does not mean the same, it can be a
little
different in some ways.
Dissimilar is not alike or similar.
Augment.
Quasi is having
some resemblance to some
degree and partly similar to the real thing.
Chess.
Indistinguishable is something exactly
alike or is incapable of being perceived as different. Not capable of
being distinguished or differentiated or shown to be different.
Analogous is something similar or
equivalent in some respects though otherwise dissimilar. Corresponding in
function but not in evolutionary origin.
Analogy -
The Human Mind is like a
Computer.
Same is something that is
equal in amount
or
value when
compared
to something else. Something unchanged in character or nature.
99.9% -
Human Nature.
Synonymous is
meaning the same or nearly the same.
Imitate is to
reproduce or
copy someone's behavior or looks.
Imitation is something copied or derived
from an original. A
representation
of a person that is exaggerated for comic effect. Not genuine or real;
being an imitation of the genuine article.
Variables -
Artificial.
Replica is a copy that is not the original;
something that has been
copied.
Copy is a thing made to be
similar or
identical to another thing. Resemblance.
Likeness.
Correlation does not necessarily prove
causation.
Maybe it's just a
coincidence?
Parallel is something having the
property of being
analogous
to something else.
Duplicate or
match. Being everywhere equidistant and not intersecting.
Parallel in
computing is the
simultaneous performance of multiple operations.
Parallel
is also an
imaginary line around the Earth parallel to the equator.
Horizontal.
Uncanny Resemblance is something that
is like something else but not the same and beyond what is normal or
expected.
Uncanny is something that
is beyond the ordinary or what is perceived to be normal and seems to have
supernatural influences.
Resemblance
is when two or more things
seem
alike.
Almost is slightly short of something or
not quite accomplished. something nearly or close, but
not close enough. Something close in relevance or
relationship, but
not quite enough or
not completely or entirely, or not exactly
there.
Vague -
General.
Near is something closely resembling the
genuine article.
With or in a
close or intimate relationship.
Very close in resemblance.
Different is something
not
the same and unlike in nature, quality, form or degree. Distinctly
separate from the first. Differing from all others and not ordinary.
Marked by dissimilarity.
Variety -
Patterns
-
Beyond the Norm.
Distinctness
is the quality of being unlike or
dissimilar and being different from what
has been experienced or known.
Distinction
is a distinguishing difference. A discrimination between things as
different and distinct. A distinguishing quality.
Distinguishing is to see or hear
differences; identify a particular part or parts of a whole;
detect with
difficulty. Mark as different. Be a distinctive feature, attribute, or
trait; sometimes in a very positive sense.
Same is not always the same thing. A
processed copy of something
could be perceived as being the same thing, but in reality, the word same
does not explain all the details about the different processes, so a
comparison can not be made to see which product is better. That's when you
realize that two things that look the same are not exactly the same, one
is good and the other is not so good. Not the same.
Not Equal.
When
someone say's "
That's Strange", they either
mean that they were expecting something else, or they don't understand
what they see, or a little of both? Or, maybe the word strange was the
wrong word to use.
Altered
States (drug induced fantasy's) .
Virtual Reality and Reality are similar but not the same. The
Human Brain and a
Computer are similar but not the same. Everything is made of atoms,
but everything is not the same. The level of knowledge and understanding
in people is not the same. It's all about what you know, and
not what you assume you
know.
If life is a simulation then what
is an non-simulated life look like? If everyone just goes to heaven
then what is the
point of life?
If life is a test then what is the
test for? To see if I can make it or not make it? And what does make it
mean?
Fallacy.
Nothing worse than the illusion of living. Some people believe that
they're living a good life when in reality they're not. So even if
their life was a simulation, it would be pointless. And who would go
through all that trouble just to make something pointless? Not God. So
what are you saying? Some idiot made this whole shenanigan of a
simulation.
Shenanigan is a
mischievous or deceitful trick, prank or fraudulent scheme.
VR and
R are similar but not the same. No blurred lines. If the lines
are blurred, that means that you don't have enough knowledge and
information to define the lines and differences accurately enough to now
what is real and what is
imaginary.
Simulation Hypothesis
contends that reality is in fact a simulation (most likely a computer
simulation), of which we, the simulants, are totally unaware.
Intelligent Design -
Game Design.
"You can say that reality is just an illusion, but
it's a really good
illusion
because it seems so real and so life like. It's only the
words that we use to describe
reality that seem to be the most illusionary part of life, because most
knowledge is
abstract, so
we can easily say that
reality is all in our heads."
The Cage - Star Trek Original Series. The Talosians
use their power of illusion
to try to interest
Pike in Vina, and present her in various guises and settings, first as
a Rigellian princess, a loving compassionate farm girl, then a seductive,
green-skinned Orion. Talosians are a race of humanoids with bulbous heads
who live beneath the planet's surface.
AI Machines.
Problem of other minds states that I can only
observe the behavior of
others, but how can I know that others have minds?
Solipsism is the philosophical idea that only one's own
mind is sure to exist. As an
epistemological position, solipsism holds that knowledge of anything
outside one's own mind is unsure; the external world and other minds
cannot be known and might not exist outside the mind. As a metaphysical
position, solipsism goes further to the conclusion that the world and
other minds do not exist.
Dream Argument
is the postulation that the act of
Dreaming provides preliminary evidence
that the
senses we trust to
distinguish reality from
illusion should not be fully trusted, and
therefore, any state that is dependent on our senses should at the very
least be carefully examined and rigorously tested to determine whether it
is in fact reality.
Study reveals substantial evidence of Holographic UniverseLike
believing in a
parallel
universes or multiple worlds with
alternate realities, which is what
we already have, their called other people, similar, but not the same.
Every important decision and choice that we make creates a different
ending or alternate ending. But they all end in the same universe, the one
we are in. So you could say the universe does split, because it's called a
choice. And since other peoples choices could effect my life, then I guess
we share the same universe and share the same planet with the same
reality.
Wave or particle
seems to be by design. A kind of a backup or insurance that the universe
will not collapse or fail because of some error or flaw, or because you
went left instead of going right. This way we can control things in our
lives up to a certain point. And the universe can be predetermined up to a
certain point. But what exactly is the
point,
that is unknown. So fantasizing about what the point maybe is only for fun
and entertainment. We make movies to bring metaphors to life by acting
them out. But a metaphor does not mean that the metaphor really happened.
We
fantasize about these
scenarios because they're fun and entertaining, not because we think they
can come true. A
metaphor
is an abstract comparison of something that is real on some other level,
so it is happening, but just not in the way that people think. Because not
everyone has the necessary knowledge and information that's needed to
accurately analyze metaphors. So the truth is never fully understood. And
people find it easier to just fantasize then to actually learn and
investigate things. Just because something is impossible to prove wrong,
this does
not mean that it must be true. So people can say anything they want
and believe anything they want. You can believe that you can talk to the
dead or you can believe that God exists. It does not matter what you
believe, what matters is what the belief does to you. If it stops you from
asking more questions, then life is over. Fantasy is not the same as
having a
theory or the same
as making a
hypothesis. A
fantasy is not an ongoing investigation. Fantasy means that learning has
ended, which means that life has ended, whether you believe it or not, the
universe will go on without you. So you should
hand off a good baton,
instead of dropping the baton because you were fantasizing instead of
focusing on our reality.
Simulated Reality (youtube) -
Matrix (about the movie)
Another Dimension -
Computer Generated
Imagery - CGI
Virtual Private Network -
Artificial Intelligence
Reality -
Awareness -
Observation Errors
8D Crystal projected to create a 4D quasi-crystal that is used to
create a 3D
quasi-crystal
or
E8 Lattice. A
Tetrahedron is a 3 dimensional
Equilateral Triangle that can be in more then one state. Plank length
could act like a pixel.
Crystallography.
Down the Rabbit Hole is a metaphor for
an entry into the unknown or a strange dreamlike world that is
disorienting or mentally deranging. Entering a period of chaos or
confusion that is problematic, difficult and complex.
"I don't
mind the
questioning, because questioning is absolutely necessary
and important. It's just when the questions create more questions that
create more questions, to a point where people are just making assumptions
based on other assumptions. We need to choose our thinking journeys very
carefully. If you have a theory then write it down. We have to prioritize
and balance our time. Like believing in God. I can believe in God but
I don't know who God is or what God is,
because God could be anything with an infinite amount of possibilities to
choose from. You can guess or fantasize about who you believe God is, but
you are way better off learning the realities of life, because knowledge
has always given us the most improvements and the most advancements in
life. So let us stick with what we know and save the biggest mysteries for
when we have more advanced technologies that will help us measure things
that we don't yet understand."
"There are a few
Layers of players
who have influence in this world. Some of the lower level players realize
that there are other higher level players above them that have more
influence then them. And the players at the top believe they are at the
top level because they have control over the lower level players. But
there are more levels above the top level players that have players beyond
their comprehension and beyond their capabilities. So what do you do? Do
you keep playing this game at the level you feel comfortable with? Or do
you search for the creator of this game and find out how to reach the
highest levels? The levels that, at the moment, are beyond our
comprehension and beyond our earthbound abilities."