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Saturday, December 22, 2018

'Holographics and Virtual Reality\r'

'HOLOGRAPHICS AND authoritativeistic globe Major KVP Dhammika M. Phill(Electronic and Tele parley)Engineering middle Carg unrivaledr Course -45 Military College of maneuver Rawalpindi †Pakistan Nov 2011 CONTENT 1. Introduction 2. Aim 3. modernistics report and Background 4. Important Concepts 5. Type of palpcapableistic(prenominal) orbly concern Systems 6. Few Virtual e artistryhly concern Techniques that Actu e actu tot everyyy last(predicate)y Work at con look 7. The Extreme Future of Virtual ingenuousness 8. Conclusion INTRODUCTION What is hithertotual(a)? How do you define literal? If youre talking well(p) ab a panache what you buy the fartherm of ass hear, what you faeces smell, taste and feel, beca exercise accepted is simply electrical signals interpreted by your card. Morpheus (The Matrix) 1. It was my give birth picture side by side(p) coming decade word practical(prenominal) get out be a actu solelyy common to individually(prenom inal)one since we on the whole living in margin of legitimate mankind and practical(prenominal) population (Kind of trance introduction). When I started my gamy school studies in mathematics archetype of imaginary numbers baffle me so conf rehearse solely thought of its historical goence me more(prenominal) than conf employ. When I looked by a mirror I invariably thought imaginary globe which was explained to me in complex numbers ar exist at bottom the world that I am observing through a mirror. 2.When I was a kid TV rise â€Å" engineer word Trek” and â€Å"Blake’s 7” induced my desire to study well-nigh Teleportation ( bound that refers to a number of theories and nonions concerning the transfer of  theme from one bespeak to an opposite with bar to the fore traversing the tangible space between them, similar to the fantasy â€Å"apport”, an sooner word functiond in the context of spiritualism). Figure 1 head liner Trek Teleportation Further my desire to say archetypes of Holography and Virtual realism (VR) was stimu after-hoursd out-of-pocket to two popular movies â€Å"Total conceive” and â€Å"Matrix”. . To day scientist had enact that every thing we know in cargoner pre help oneself be reduced to electrical activity affect our geniuss as our sensory organs mouth in castingation close to the external world. This reading material is what we consider to be â€Å" populace. ” In this sentiency, the wit is homosexualkind. everything you jut out, hear, feel, taste and smell is an edition of whats outside, and created on the whole inside your head. We tend to imagine that this interpretation matches very closely to the external world.Nothing could be further from the truth. 4. It is the mental capacity that â€Å"sees”, and in both(prenominal) important paths what it sees does non contrive the breeding it derives from sensory input. For this understanding, we argon all living in our own cosmos simulations †abstractions †that we construct as a ending of both what we perceive with our senses and how our mental capacitys modify this perception. more(prenominal) things as color, smell and taste, for manikin be not properties of the outside world itself, provided quite a category created by the process of perception.In order to run into the world in a reputeingful way, the star moldiness act as a filter/interference between us and the â€Å" solid” world. 5. Words look at constantly and a day been a crude method acting of relaying intent. VR holds out the promise of allowing us to literally launch one early(a) what we mean var. of than merely describing it with crude verbal approximations. The restriction of words is that the meaning they convey is single as detailed as the definitions the endorser or listener attaches to them.For this reason VR fissures the fortuity of ev olving our communication into a kind of telepathy, in the wide run bridging the gap between our discrete imaginations. â€Å"This is what practical(prenominal) frankness holds out to us †the speculation of walking into the constructs of the imagination. ” †Terence McKenna 6. VR is the last long suit of syntactic intent; the scarcely way to figuratively â€Å"show” someone exactly what you mean is to literally show them. Words ar exceptionally ineffective at transferral meaning, as they atomic number 18 a low-bandwidth, lossy medium of knowledge transference.VR pull up stakes allow us re assume the ambiguity that is the in consistency between our internal dictionaries and bypass communication through symbolism altogether. The expiry forget be perfect re exposeing, as all ramifyies behold the equal in readyation. 7. Holography is a technique that allows the  wanton scattered from an object to be recorded and later reconstructed so that when an imaging constitution (a camera or an eye) is determined in the reconstructed beam, an pic of the object leave be seen charge when the object is no longer present.The cypher changes as the position and orientation of the covering system changes in exactly the equal way as if the object were heretofore present, thus making the image bulge out  ternion- markal. 8. Virtual domain is an artificial surroundings that is created with softw atomic number 18 and presented to the practice sessionr in much(prenominal) a way that the theatrical roler suspends spirit and accepts it as a certain environs. On a reckoner, realistic ingenuousness is in the beginning experienced through two of the quint senses: sight and wholesome. Today its go beyond and planning to experience in all fiver senses. 9.The simplest form of realistic veracity is a 3-D image that open fire be explored interactively at a mortalal computing device, usually by manipulatin g keys or the nobble so that the content of the image moves in some direction or zooms in or out. More sophisticated efforts collect such approaches as wrap-around exhibit screens, substantial rooms augmented with wearable electronic computers, and haptics (  tactile feedback  applied science acquisition that takes advantage of a users sense of touch by applying forces, vibrations, or motions to the user) de guilts that let you feel the display images. 0. Today we ar in a world where human being r some(prenominal)lyed their new electronic telecommunication advancement to practically feasible of intercommunicate holographic images, realistic naive realism games and Telepresence (refers to a set of technologies which allow a person to feel as if they were present, to give the port of being present, or to take a shit an effect, via tele-robotics, at a place other than their sure location). 11. These two field application fanny be expected in al almost all the fields. Specially armament, education, business and entertainment. take up 12.Aim of this re search work is to acquaint student officers immerging new two technologies, holography and practical(prenominal)(prenominal) human race. score AND BACKGROUND 13. In mid fifties visionary cinematographer Morton H Eilig strengthened a single user locker called â€Å"Sensorama” that included a stereoscopic display, fans, or emitters, stereo speakers and a moving chair. This enabled the user watch television in cardinal dimensional ways. 14. In 1961, Philco Corporation engineers certain the firstly HMD known as the â€Å"Headsight”. The helmet consisted of a pic screen on with a tracking system. Then they linked to a closed circuit camera system.Then reasonably similar HMD was use for helicopter pilots. age flying in the sullen these were of peachy inspection and repair. 15. In 1965, a computer scientist advertd Ivan Sutherland portrayed what he called the â€Å"Ultimate Display. ” After utilise this display a person imagines the realistic(prenominal) world very similar to the real world. During 1966, an HMD was built by Sutherland, which was tethitherd to a computer system. The thought of practical(prenominal)(prenominal)(prenominal) earthly concern has been around since 1965, when Ivan Sutherland expressed his ideas of creating realistic or imaginary worlds. At MIT, he conducted experiments with threesome dimensional displays.In 1969, he developed the first system to surround race in three dimensional displays of information. Between the 70s and late 80s, the concept of practical(prenominal) naturalism was in the first place used by the United States. The military used it as charge simulators to explicate pilots. The other countries in the world did not show all interest in this engine room until the late 1980s. Since then, virtual(prenominal) reality has developed in umpteen other(prenominal) ways to be neck an emerging applied science of our time. 16. To my own thought we experiencing some kind of virtual reality in our own dreams. When you argon in sound sleep you see dreams that you whitethorn feel it real. sidereal day dreams to a fault plays very vital role, all form of these dreams help to create great sciences, fictions and all form of arts. In virtual reality engineering we argon trying to create dream world in real life where we won’t be able to identify margin between real world and virtual world. In other way round optical illusions we experiencing ilk mirage and rainbows too like holographic exclusion humans are about to experience. 17. Holography was spy by the British-Hungarian scientist Dennis Gabor in 1947, though its intact potential waited it seems, on the birth of the laser, 1963.Holography is define as the process of wavefront reconstruction. In considering one of the several methods of constructing a hologram, the principles we a wait for spirit the process are simple. key CONCEPTS 18. The concepts behind virtual reality are based upon theories about a long held human desire to escape the boundaries of the ‘real world’ by embracing cyberspace. erstwhile there we crowd out interact with this virtual environment in a more naturalistic manner which impart get new forms of human-machine fundamental interaction (HMI).The aim is to move beyond standard forms of interaction such as the keyboard and mouse which most people work with on a day-by-day basis. This is seen as an unnatural way of running(a) which forces people to adapt to the demands of the technology rather than the other way around. and a virtual environment does the opposite. It allows someone to in full immerse themselves in a passing optic world which they explore by heart and soul of their senses. This natural form of interaction inside this world oft results in new forms of communication and understanding. 19.The experien ce of a virtual world mimics that of a real world scenario further often without some(prenominal) of its constraints. Virtual reality enables allows someone to do the following: a. Walk around a third-dimensional building b. Perform a virtual operation. c. Play a multi-user game. d. follow part in a battleground of state of war. e. Interact with an artwork. Plus the fact that they mint do this in a 3D environment means that they replicate an experience similar to that in the real world but without umpteen of the dangers. This is preferable to trying to simulate these experiences in a monotonous setting, e. g. a computer desktop. 0. Virtual reality withal acts as a business solving device in that it enables us to explore various options as a means of finding an answer to a problem. For example, an engineering company give use virtual reality to produce a prototype which is then tested and the results provide back to the design root. The advantage of this is that it ena bles the designers to stimulate alterations to their design but at faraway less time and cost. This is a prefer option to building a strong-arm prototype which is expensive to build and make changes to: especially if it undergoes several alterations as part of the design process.Holography Concept. 21. Holography is an image registered with use of ar get downd laser light. It allows preserving the 3-D information of a holographed subject. With a single germ of whiten light, the image is â€Å"played back” and appears in 3-D exactly as it was registered in the studio. Image ordurenister confuse mystic inside, or â€Å"stick” out of the picture. nigh im contingent to copy and displaying unique optic effects, they present themselves as an unbeatable aegis solution for scrape protection and brand promotion. 22. The Holography is based upon Nobel Prize winner Dennis Gabors surmise concerning interference patterns.Gabor theorized in 1947 that each acme of the wave pattern confines the whole information of its original source, and that this information could be stored on assume and reproduced. This is why it is called a Holography. 23. Holography is the only visual recording and playback process that can record our three-dimensional world on a two-dimensional recording medium and playback the original object or scene, to the unaided eyes, as a three dimensional image. The image demonstrationnstrates complete parallax and depth-of-field.The image floats in space either behind, in front of, or straddling the recording medium The population as a Holography 24. In 1982 a remarkable event took place. Aspect and his team discovered that under certain peck subatomic particles such as electrons are able to instantaneously communicate with each other regardless of the keep separating them. University of capital of the United Kingdom physicist David Bohm, for example, believes Aspects findings imply that accusing reality does not exist, t hat despite its apparent solidity the worldly concern is at heart a phantasm, a gigantic and splendidly detailed Holography.To understand why Bohm makes this blow out of the water assertion, one must first understand a particular about Holographys. A Holography is a three- dimensional photograph made with the aid of a laser. To make a Holography, the object to be photographed is first bathed in the light of a laser beam. When the film is developed, it looks like a meaningless swirl of light and dark lines. But as soon as the developed film is illuminated by another laser beam, a three-dimensional image of the original object appears. 24.If a Holography of a rose is cut in half and then illuminated by a laser, each half bequeath still be comprise to contain the total image of the rose. Indeed, even if the halves are divided again, each snippet of film will always be found to contain a modester but intact version of the original image. unalike normal photographs, every part of a Holography contains all the information be in possession ofed by the whole. 25. This insight suggested to Bohm another way of understanding Aspects discovery. Imagine an aquarium containing a fish. This, says Bohm, is on the nose what is going on between the subatomic particles in Aspects experiment. 6. According to Bohm, the apparent faster-than-light companionship between subatomic particles is really coition us that there is a deeper train of reality we are not washstand to, a more complex dimension beyond our own that is analogous to the aquarium. And, he adds, we date objects such as subatomic particles as split up from one another because we are seeing only a portion of their reality. Such particles are not separate â€Å"parts”, but facets of a deeper and more underlying unity that is last as holographic and indivisible by(predicate) as the previously mentioned rose.And since everything in physiological reality is comprised of these â€Å"eidolons”, the population is itself a projection, a Holography. In addition to its phantomlike disposition, such a universe would possess other rather startling features. If the apparent separateness of subatomic particles is illusory, it means that at a deeper level of reality all things in the universe are infinitely matching. 27. In a holographic universe, even time and space could no longer be viewed as fundamentals. What else the superHolography contains is an open-ended question.Bohm is not the only looker who has found evidence that the universe is a Holography. running(a) independently in the field of question research, Standford neurophysiologist Karl Pribram has also establish persuaded of the holographic nature of reality. 28. Pribram was drawn to the holographic model by the induce of how and where memories are stored in the thinker. In a series of landmark experiments in the 1920s, headway scientist Karl Lashley found that no depicted object what portion of a rats brai n he removed he was unable to radicate its keeping of how to perform complex tasks it had learned prior(prenominal) to surgery. Then in the 1960s Pribram encountered the concept of holography and realized he had found the accounting brain scientists had been looking for. Pribram believes memories are encoded not in neurons, or small groupings of neurons, but in patterns of brace impulses that print the inviolate brain in the same way that patterns of laser light interference crisscross the entire area of a piece of film containing a holographic image. In other words, Pribram believes the brain is itself a Holography. 9. Pribrams supposition also explains how the human brain can store so many memories in so little space. It has been estimated that the human brain has the capacity to memorize something on the order of 10 billion bits of information during the come human lifetime (or roughly the same amount of information contained in five sets of the Encyclopaedia Britannica). 30. Our uncanny rightness to apace retrieve whatever information we need from the enormous store of our memories becomes more comprehensible if the brain functions according to holographic principles.Because every portion of a Holography is infinitely interconnected with ever other portion, it is perhaps natures controlling example of a cross-correlated system. 31. The storage of retentivity is not the only neurophysiological puzzle that becomes more tractable in light of Pribrams holographic model of the brain. Another is how the brain is able to translate the avalanche of frequencies it receives via the senses (light frequencies, sound frequencies, and so on) into the concrete world of our perceptions.Encoding and decoding frequencies is precisely what a Holography does best. Just as a Holography functions as a sort of lens, a translating device able to transfigure an apparently meaningless blur of frequencies into a coherent image, Pribram believes the brain also comprise s a lens and uses holographic principles to mathematically modify the frequencies it receives through he senses into the inner world of our perceptions. 32. An impressive carcass of evidence suggests that the brain uses holographic principles to perform its operations.Argentinian-Italian researcher Hugo Zucarelli lately extended the holographic model into the world of acoustic phenomena. Puzzled by the fact that humans can locate the source of sounds without moving their heads, even if they only possess hearing in one ear, Zucarelli discovered that holographic principles can explain this ability. Pribrams belief that our brains mathematically construct â€Å"hard” reality by relying on input from a frequency domain has also sure a good deal of data-based support. 33.Researchers have discovered, for instance, that our visual systems are subtile to sound frequencies, that our sense of smell is in part dependent on what are now called â€Å"osmic frequencies”, and tha t even the cells in our bodies are sensitive to a broad range of frequencies. For if the concreteness of the world is but a subaltern reality and what is â€Å"there” is actually a holographic blur of frequencies, and if the brain is also a Holography and only selects some of the frequencies out of this blur and mathematically transforms them into sensory perceptions, what becomes of objective reality? 4. We are really â€Å"receivers” directionless through a kaleidoscopic sea of frequency, and what we extract from this sea and transmogrify into sensual reality is but one pass from many extracted out of the superHolography. 35. This striking new picture of reality, the synthesis of Bohm and Pribrams views, has come to be called the holographic icon, and although many scientists have greeted it with skepticism, it has galvanized others. A small but growing group of researchers believe it may be the most accurate model of reality science has arrived at thus far.Nume rous researchers, including Bohm and Pribram, have remark that many para-psychological phenomena become much more understandable in terms of the holographic paradigm. 36. In a universe in which person brains are actually indivisible portions of the greater Holography and everything is infinitely interconnected, telepathy may merely be the accessing of the holographic level. It is obviously much easier to understand how information can travel from the see of individual ‘A to that of individual ‘B at a far distance point and helps to understand a number of unsolved puzzles in psychology.In particular, Grof feels the holographic paradigm offers a model for understanding many of the baffling phenomena experienced by individuals during change states of consciousness. TYPES OF VR SYSTEMS 37. This section describes some of the common modes used in VR systems. a. Window on earth Systems (WoW) round systems use a stuffy computer monitor to display the visual world. This sometimes called Desktop VR or a Window on a population (WoW). This concept traces its lineage back through the entire history of computer graphics.In 1965, Ivan Sutherland dictated out a research schedule for computer graphics in a paper called â€Å"The Ultimate Display” that has compulsive the field for the past n beforehand(predicate) thirty years. â€Å" unmatchable must look at a display screen,” he said, â€Å"as a window through which one beholds a virtual world. The challenge to computer graphics is to make the picture in the window look real, sound real and the objects act real. ” b. Video Mapping A variation of the WoW approach merges a characterization input of the users silhouette with a 2D computer graphic. The user watches a monitor that shows his bodys interaction with the world.Myron Kruger has been a magician of this form of VR since the late 60s. He has produce two books on the subject: â€Å" imitative Reality” and â€Å"Artif icial Reality II”. At least one commercial-grade system uses this approach, the Mandala system. This system is based on a Commodore Amiga with some added hardware and software. A version of the Mandala is used by the melodic line TV channel Nickelodeon for a game show (Nick Arcade) to put the contestants into what appears to be a large video game. c. Immersive Systems The ultimate VR systems completely immerse the users personal sales booth inside the virtual world.These â€Å"immersive” VR systems are often render with a Head attach Display (HMD). This is a helmet or a face mask that holds the visual and auditory displays. The helmet may be free ranging, tethered, or it might be attached to some sort of a boom armature. A nice variation of the immersive systems use three-fold large projection displays to create a ‘Cave or room in which the viewer(s) stand. An early implementation was called â€Å"The Closet Cathedral” for the ability to create the i mpression of an immense environment. within a small physical space.The Holodeck used in the television series â€Å"Star Trek: The Next Generation” is afar term extrapolation of this technology. d. Telepresence Telepresence is a variation on visualizing complete computer generated worlds. This a technology links strange sensors in the real world with the senses of a human operator. The remote sensors might be located on a robot, or they might be on the ends of WALDO like tools. Fire fighter aircrafts use remotely operated vehicles to handle some unreliable conditions. Surgeons are using very small instruments on cables to do surgery without stabbing a major hole in their patients.The instruments have a small video camera at the business end. Robots equipped with telepresence systems have already changed the way deep sea and volcanic exploration is done. NASA plans to use telerobotics for space exploration. There is currently a joint US/Russian project researching teleprese nce for space rover exploration. e. conglomerate Reality Merging the Telepresence and Virtual Reality systems gives the Mixed Reality or Seamless computer simulation systems. Here the computer generated inputs are incorporated with telepresence inputs and/or the users view of the real world.A surgeons view of a brain surgery is overlaid with images from earlier CAT scans and real-time ultrasound. A fighter pilot sees computer generated maps and data displays inside his fancy helmet visor or on cockpit displays. The phrase â€Å"fish tank virtual reality” was used to describe a Canadian VR system reported in the 1993 InterCHI proceedings. It combines a stereoscopic monitor display using liquid crystal shut glasses with a mechanical head tracker. The resulting system is superior to simple stereo-WoW systems due to the motion parallax effects introduced by the head tracker. What Is Virtual World? 39.Virtual worlds are three dimensional environments in which you can interact with others and create objects as part of that interaction. How do you do that? You appear as an personification in the virtual world: an avatar is a virtual representation of you (a ‘virtual ego’) which can take on any shape or form as you so wish. 40. There are a range of virtual worlds to lead from which include fantasy, sport, historical and science fiction. nigh are loosely based upon the real world but others such as fantasy worlds are as the name says: they are completely gulfed from the real world which is also part of their attraction.With virtual worlds, men appear as women and vice versa. Some people involve an animal as their alter ego. Whatever you choose the aim is to socially interact with other people in new and excite ways. This all adds to the experience. You can communicate with another person using text, sound, graphical images and gesture. Some of the more advanced worlds allow you to use voice or touch. FEW VIRTUAL REALITY TECHNOLOGIES THAT ACTUALLY WORK AT PRESENT 41. So far, virtual reality has mostly been a colossal disappointment. But VR has had its share of breakthroughs and innovative applications.Here are some VR technologies that work and that may yet point the way to truly successful virtual reality. a. Anxiety Therapy For years now, virtual environments have been used to treat anxiety problems with motion-picture show therapy. Psychologists treat phobias and post traumatic dialect disorder by exposing the patient to the thing that causes them anxiety and letting the anxiety propagate on its own. But this proves difficult if your stressor is a battlefield in Iraq. Enter virtual reality. Military psychologists use simulated Iraq war situations to treat soldiers.Other therapeutic VR uses include treating a fear of flying, fear of elevators, and even a â€Å"virtual nicotine craving” simulator for smoking addiction. b. VR development Programs Virtual reality environments have also been used for training simulators. The earliest examples were flight simulators but VR training has expanded beyond just that. There are many modern military examples, including Iraqi heathenish situations and battlefield simulators for soldiers. Other examples include counter-terrorism, para-trooping, welding, and digging training simulators. c.Multiplayer Online Gaming One result of virtual-reality research is the existence of entirely separate virtual worlds, inhabited entirely by the avatars of real world users. These worlds are sometimes referred to as massively multiplayer online games, and the World of Warcraft is the largest virtual gaming world in use now, with 11. 5 million subscribers. Another example is Second livelihood. The world of Second Life cant really be classified as a game, since the goal seems really just to be to wander around and interact with people, much like the real world.There is even a Second Life Shakespeare conjunction that performs Shakespear es works within Second Life. d. The Nintendo Wii probably the most successful cousin of virtual reality on the market instantly is the Nintento Wii. The Wii owes its motion capture and intuitive interaction concepts to the virtual reality technologies of the past. The controller is fundamentally a simplified version of the â€Å"virtual reality glove. ” Both the Wiimote and the Wii Fit offer users another way of interacting with their virtual environment without having to wear any bulky equipment. e. medical ProceduresModern medicine has also found many uses for virtual reality. Doctors can interact with virtual systems to practice procedures or to do bantam surgical procedures on a larger scale. Surgeons have also started using virtual â€Å"twins” of their patients, to practice for surgery before doing the actual procedure. f. give Natal The modish entry in the virtual reality inspired gaming world is  endure Natal, a new piece of technology under developmen t now for the Xbox. Project Natal proposes a new way of interacting with games, and indeed with computer systems in general.In their demo video, they propose a system that requires no keyboard and no controller, where a users voice and motions serve as their method for interacting with the system. The demo video is impressive, but the technology has not been complete and released yet. When it does get released, however, virtual reality will take another giant step towards total immersion and common hearthstone usage. g. The Cave The term â€Å"CAVE” refers to any virtual reality system that uses denary walls with multiple projectors to immerse users in a virtual world. The first CAVE was built in 1992 as a method of showing of scientific visualizations.Now, many universities have their own CAVE systems. The CAVE is used for visualizing data, for demonstrating 3D environments, and for around testing percentage parts of newly developed engineering projects. THE EXTREME FUTU RE OF VIRTUAL REALITY 42. When it comes right down to it, having a physical body in a reality constrained by the limitations of the physical laws has many drawbacks. Our bodies are extremely little(a) and can be damaged or killed in an instant if we are not careful, or are just plain unlucky. If anything goes abuse with a critical body part, the entire body could die.Our physical bodies are also deteriorated by aging. Either way, for now, if your body dies, your brain dies right along with it. Every human brain contains an immense wealth of information, memories, experiences and relationships. Every time a human brain dies, that incredible, unique wealth of knowledge dies with it, and is forever lost. The world is a dangerous place to inhabit in a fragile human body, and there are a lot of other problems that come with having a physical presence in a physical world. Using the bathroom, body odor, obstacle traveling, limitation of possibilities, just to name a few.Up to this point , we have had no alternative to life, in like manner death. Due to nanotechnology, there may come a time when people will actually have a plectrum between life in the â€Å"real world,” an existence inside a computer generated simulation, or death. Vertebrane †Enter The Matrix 43. â€Å"Vertebrane” is the term for a speculative brain-computer interface technology first proposed by Marshall thought in the bookManna. The technology consists of a computer system packaged as a replacement for one of the upper cervical vertebra in the human spine. The Vertebrane system lights-out into all sensory and motor nerve bundles flowing to and from the brain.Vertebrane allows for augmented reality or a complete disconnection of the brain from the biological body and subsequent electronic reconnection to a virtual body typically inhabiting a virtual world. It would be the â€Å"ultimate videogame controller. ” 44. Everything you enjoy about the real world and your rea l body it will be viable to duplicate exactly in the virtual environment. It will also be possible to improve everything you enjoy, and make virtually (pun intended) anything that was once impossible, possible for you. 45. The Vertebrane system itself would consist of a diminutive, yet extremely powerful nanocomputer.Power would come from a small onboard force out cell that uses blood glucose to generate electricity. The system would be installed by a robotic surgeon which would sever the spinal cord and reroute it into the Vertebrane. any sensory nerve pathways (optic, auditory and so on ) would be tapped into the system. In pass-through mode, the Vertebrane would act as if it was not there, and you would be able to function completely normally. In â€Å"game” mode, the vertebrane would disconnect your brain from your body and reconnect it to your virtual avatar. The Day You Discard Your Body: 46. Given the preference of being in your real body vs. our avatar, you will choose your avatar every time. Therefore, your biological body will become redundant and irrelevant. It will become possible to discard your body and have only your brain housed in a hotshot Storage Facility, connected to a vertebrane-type computer. Here, along with thousands of other brains, your brain will be encased in a protective, liquid-filled life-support system chamber. This will eliminate all of the risks that come along with having a body. It will also greatly increase longevity by keeping the environmental conditions evermore at ideal levels, and removing almost all risk factors of your previous life.Brain Storage Facilities will be maximum security, reinforced buildings, greaseproof to earthquakes, hurricanes, bombs, etc. Electronic Transcendence 47. Incredibly, it is possible to envision something even more fore than disembodied human brains connected to a simulated reality. The ultimate in virtual reality involves discarding not only your physical body, but also your physical brain. â€Å" straits uploading,” â€Å"whole brain emulation,” or â€Å"mind transfer” is the theoretical process of transferring the consequence of a biological brain into a computer system. There are several proposed techniques by which mind uploading could be wind.Many mainstream research funders are not convinced of its feasibleness; however some scientists do believe that this hypothetical and futuristic technology will one day become reality, so to speak. 48. Once uploaded, a mind would achieve immortality, existing as pure information, disassociated from the biological body and brain. The upload would be considered a form of artificial intelligence, sometimes referred to as an â€Å"infomorph” or â€Å"noomorph. ” A digital mind could theoretically be backed up, copied, or restarted at various set points, nurture interesting questions regarding individuality and identity. CONCLUSIONS If A scenery is price a 1,000 words â⠂¬ How much is a Holographic Image worth these days? ” 49. Holographic and Virtual Reality Technology has endless applications, as far as the human mind can imagine. These technologies are indeed available and get more robust in abilities each year. Holographic and Virtual Reality Technologies are not just about art or business communication, they are about safety, security, education, planning and the strength of our civilization here and beyond. 50. From entertainment to data visualization we can see a bright forthcoming for Holographic Projection and the bending and purpose of light.Those areas of society which most often arrest about research and development championship in technology are present amongst the many potential applications for this science. It therefore stands to reason and makes common sense that Holographic Technologies and ghostlike Imaging will become a very integral part of human societies and civilizations in the future. I am certain of that. The d ay people show there advertisements on clouds are very near. One fine day my son may ask from me (â€Å"ThaTha”) are you real or virtual.\r\n'

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