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.

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A Women Wearing a Virtual Reality HeadsetComputer 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 - Computer Model.

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.

Metaverse is a collective virtual shared space including the sum of all virtual worlds and the Internet. It may contain derivatives or copies of the real world, but it is distinct from augmented reality. The word "metaverse" is made up of the prefix "meta" (meaning beyond) and the stem "verse" (a backformation from "universe"); the term is typically used to describe the concept of a future iteration of the internet, made up of persistent, shared, 3D virtual spaces linked into a perceived virtual universe.

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 - Remote Learning

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.

Flight Simulator Image to Familiarize with Areas 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.

Using virtual reality to help students understand the brain's complex systems. Researchers demonstrate effectiveness of 3D visualization as a learning tool. Researchers have developed unique, interactive, 3D narrated diagrams to help students learn about the structure and function of perceptual systems in the human brain. A new study exploring how students responded to these lessons on desktop PCs and in virtual reality (VR) offers new insights into the benefits of VR as an educational tool.

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


Full Body VR System to extand to other Robots in other Areas 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 World to find your way around in the Real World 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.

Guise is an artful or simulated semblance. Disguise.

Semblance is an outward or token appearance or form that is deliberately misleading. An erroneous mental representation. A misconception resulting from incorrect information. Illusion.

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 Universe

Like 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."



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The Thinker Man