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; 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.
is being actually such in almost every respect. Existing in
essence or effect though not in actual fact.
, run on a single
, or a network of computers, to reproduce behavior of a
is the technique of
representing the real world by a computer program
is the technique of
the real world
by a computer program. Representation of something
(sometimes on a smaller scale). The act of
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.Computational Model
is to make a particular part or feature of the world easier
to understand, define, quantify,
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,
operationalize, mathematical models to quantify, and graphical models to
visualize the subject. Modelling is an essential and inseparable part of
scientific activity, and many scientific disciplines have their own ideas
about specific types of modelling.
is 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
is something added to or
made greater in amount or number or strength. Enlarge or increase.
is combining in such a way as
to enhance or emphasize the qualities of each other or another.
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
and larger display). Head Display
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.
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
and compositing software.
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
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,
(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.
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?
360° Panoramic 4K Video Camera that can be viewed by VR
goggles or UltraHD TV. (live-streaming)
The First 360 Video Recording Eyewear.
Ricoh Theta 360
Fitt360 Wearable 360
Z CAM S1
- Professional VR Camera.
Virtual Camera System
is a set of cameras to display a view of a 3D
Insta360 Air 360° VR Clip On Camera for Smartphone
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.
The World's Smallest 360 Camera.
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
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
(youtube) - There is no lens Virtual Camera
Video Making Tools and Software
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
you been living in.
Immersion Virtual Reality
Educational Games and Toys
- Game Design
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.
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.
Largest GPU, 2 petaFLOPS system that combines 16 fully
interconnected GPUs for 10X the
performance. Super Computers
Interactive Table Tennis Trainer
Training - Education
VR can be used to help train workers for new jobs
quicker and also help educate people quicker.
Medical Training and Education
New Virtual Reality Program Lets You See Proteins
That Could Be Causing Cancer
Birth of Virtual Reality as an Art Form: Chris Milk
: (video and interactive text)
is the imitation of the operation of
a real-world process or system over time.
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
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
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.
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
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
Collaborative Real-Time Editor
is a form of
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.
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
Visual Story Telling
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
360-degree moving floor allows for true and natural movement.
Treadmill for Virtual Reality
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
Microsoft Flight Simulator
Envelop - Windows
Computing in VR
Pinc VR Smartphone
Goggles for Snow Sports
FLYBi - Drone with Virtual Reality Goggles
SMARTvr: Make Your Smart Phone a
Virtual Reality Viewer
Advanced Virtual-Reality Technologies
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
structured light systems
etc.). Some VR headsets also have eye tracking sensors and gaming
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
New 3D Display Takes the Eye Fatigue Out of Virtual Reality
Wind and Thunder
Gods (HTC Vive-TiltBrush) Drawing Pictures in VR
Fat Shark Predator V2 FPV RTF Headset System Video Goggle GLASS CAMERA
Institute for Creative Technologies
Teleport 3D Camera and VR Headset
Interactive Sand Table
Virtual Reality Therapy
VR can also be used to treat all kinds of Phobias
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
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).
for auditory verbal hallucinations in people with
psychosis: a single-blind, randomized controlled trial.
effective stress and
validated wearable VR headset.
Senses - Haptic Technology
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
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.
lets you 'feel' virtual reality
Humans can Feel Molecular Differences between nearly identical surfaces
sensitivity of human touch could pave the way for advanced haptic
merging the physicality of
with virtual reality, we
can finally enjoy any food we want in a new way.
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 interaction sensor using radar technology
Singlecue Hand Gesture Control Device
Painting from a new perspective
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
LED projection glasses with headphones
that creates your own personal theater.
3D TV, or,
Augmented TV -
2 image approach to learning. Simultaneous
is the science and practice of making holograms. Typically,
a hologram is a photographic recording of a
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
- Total Immersion
Holoportation: virtual 3D teleportation in real-time
A futuristic vision of the age of holograms
(video and text)
is an object that imposes some form of
spatially varying modulation on a beam of light. A simple example is an
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 (optical phenomenon)
is the name for a family of
produced by light interacting with ice crystals suspended in the
atmosphere. Halos can have many forms, ranging from colored or white rings
to arcs and spots in the sky. Many of these are near the Sun or Moon, but
others occur elsewhere or even in the opposite part of the sky. Among the
best known halo types are the circular halo (properly called the 22°
halo), light pillars and sun dogs, but there are many more; some of them
fairly common, others (extremely) rare.
is a principle of
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
, 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
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
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.
. 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.
are actually going to come full circle
. As they design games to
become more realistic, they will eventually figure out that
is as real as it gets.
Educational Game Design
Gaming is fun because in puts you in control of a
. 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
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
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.
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.
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
The Z: Gamer,Designer Mouse with Pivot Tilt & Roll
Gamers, Designers &
Power Users can interact with a computer in a more precise & intuitive
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.
are a set of awards given annually for the best science
fiction or fantasy works and achievements of the previous year.
(video game advancements)
Visual Examples of Knowledge and Information
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 Simulation
is a model of computing where the computational process to
some extent is reversible, i.e., time-invertible.
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.
is an interdisciplinary field concerned with the
statistical or rule-based modeling of natural language from a
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.
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.
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 (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.
is a branch of computer science that deals with the
design, implementation, analysis, characterization, and classification of
programming languages and their individual features.
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
Artificial Neural Network
What if Life was a Simulation?
is the hypothesis that
could be simulated—for example by computer simulation—to a degree
indistinguishable from "true
" reality. It could contain conscious minds
which may or may not be fully aware that they are living inside a
simulation. This is quite different from the current, technologically
achievable concept of virtual reality. Virtual reality is easily
distinguished from the experience of actuality; participants are never in
doubt about the nature of what they experience. Simulated reality, by
contrast, would be hard or impossible to separate from "true
There has been much debate over this topic, ranging from philosophical
discourse to practical applications in computing.
Just because life feels
like a simulation, this doesn't mean that it is
. Just because
something feels like it's computer generated, this doesn't mean that it is.
Just because something looks Holographic
doesn't mean that it is.
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
- Sensing someone is
If it is a simulation, is it just you, are you the only real person?
And is everyone else fake or just actors
with smaller parts then you? Are we just figments of someone's else's
imagination, someone who designed this simulated life just to have fun?
And somehow make people believe that it's real. But wait, that means we
are not people, we are not real. So what's the
? Just to mess with our minds? But we don't have minds, we only
think we have minds because that is how the simulation was designed. You
see, the more you try to figure out if life is a simulation, the more
crazy and illogical it is. This is not to say that there are no
types of simulation
on other levels
After all, we are just beginning to learn. So is life a simulation? No.
But not 100% no, because we are still learning. And with so many other
words that we can use to describe what Life
simulation might not be one of the words that we should use.
is not a simulation. Death
is not a simulation.
is not a simulation.
is not a simulation. 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
? That's a pretty big
rabbit hole you're digging there.
is the act of imitating the behavior of some situation
or some process by means of something
is to reproduce or
copy someone's behavior
is a thing made to be similar or
identical to another thing. Resemblance. Likeness.
and Reality are similar but not the same. The
Human Brain and a
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
.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
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
contends that reality is in fact a simulation (most likely a computer
simulation), of which we, the simulants, are totally unaware.
Problem of other minds
states that I can only observe the behavior of
others, but how can I know that others have minds?
is the philosophical idea that only one's own
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.
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 Universe
(about the movie)
Virtual Private Network
- Observation Errors
8D Crystal projected to create a 4D quasi-crystal that is used to
create a 3D quasi
or E8 Lattice
is a 3 dimensional
Equilateral Triangle that can be in more then one state. Plank length
could act like a pixel.
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.
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
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."