Life
began with a creative word, a handful of dirt and a
breath of life.
Imagine
a world where human achievement has advanced beyond
the "simple" sciences of mechanics,
electronics, biology and psychology to an era where
all of these seemingly exclusive realms can be pulled
together in a single experiment.
Neural
Simulation -- Sensations are transmitted
through chemically triggered electric messages. Using
a neural implant and an optical
interface chip, a sensation that is
indiscernible from a "real" one can be
created within the brain-stem of an individual.
This
can allow simulated realities to be experienced by
artificially exciting the senses of sight, touch,
smell, pain and pheremonal influence. Once the
neural implant is embedded in the subject's brain-stem
and compatibility is reached, any sensation normally
experienced by the brain through any part of the body
can be replicated or blocked using the implant's
functions. Using the optional two-way functionality
of such a device, a person's every sensation in a
real or simulated situation can be transmitted to
another implant-enabled person in full or in part or
can be recorded for future off-line
experiencing.
Sense
of Touch -- In the context of simulated
experiences, this refers to the following stimuli:
touch proper, temperature, humidity, atmospheric
pressure, external (or shallow) pain, vibration, and
electric shock. This can be recorded, transmit,
modified or simulated using a neural
implant.
Neural
Implant -- An apparatus centered
around a bio-chip that can be interfaced to many of
the lower and sensory decoding functions of the human
mind. This implant is paistakingly synched to the
host's nervous system to allow the seamless two-way
transmission of stimuli, while (hopefully) avoiding
the complications of the other self
syndrome.
Human
Core -- This is the legal
designation given to the very essence of a person's
mind. This includes personality, instinct (both
learned and innate), natural intelligence and
imagination. There are strict laws concerning
the tampering with or modification of the Human Core,
however it is difficult to draw the line between
where learned and adaptive behaviours end and in-born
personality begins. Many a court has been baffled by
the very definition of the Core, as no single expert
seems capable of pinpointing the seed of humanity.
Thought-body
-- The human body is a
complex apparatus built to carry a mind and a soul.
Without a body, both of these are out of place and
the person inevitably loses his grip on reality. Even
in early experiments with VR,
individuals reported that they sensed things not
present in the simulation, such as motion and
temperature changes. In full
virtual reality, a person is given (or
creates) a body that is used to navigate through the Nets and to
serve as a neural interface between the human core and the virtual
environment, which in itself is an
interface with data. Much like how an infant takes
time to gain full coordination, at the early stages
of using a new thought-Body,
individuals usually have a difficult time adapting to
its control.
The
term "thought-body" designates
not only the shape, resilience and functionality of
one's virtual body, but also its sensitivity to
certain stimuli, including the addition of senses
that do not even exist for the flesh-body. These
include the senses of data-flux or the
ability to conduct binary decoding. One must
also remember that in full VR, humans
are not necessarily limited to a humanoid shape.
Although it may be disconcerting (not to mention
disorienting, at first), it may be much more
convenient for one to have a multi-limbed thought-body if one
hopes to manipulate numerous data-objects
at a time. Also, at this
point, the idea of seeing through two very human eyes
has been surpassed. (see "multi-vision" for
more on this)
Multi-vision
-- Although the human body is
limited to stereoscopic vision (two eyes) through a
specific range of light radiation, virtual or
enhanced bodies are not. In fact, for certain
individuals, it is possible for an interface to be
made with the optical centres of the brain allowing
full circumferencial vision in both the virtual and
physical environents. This is to say that they can
see all around themselves in a 360 degree arc. In the
flesh-body, this is
done with optical capture apparatuses, in VR, with
software and an enhanced optical
interface.
For
certain exceptional persons, successful experiments (in
VR only) have
allowed complete spherical vision, meaning that they
can see all around themselves --including above and
below-- simultaneously. Multi-vision
is still limited by the
human trait of only being able to focus on a single
object or group of objects at a time, however the
nature of virtual experience allows for automatic
simultaneous focusing on all planes, so even objects
on which the individual is not concentrating are
crystal-clear. This is particularly useful for
recording and surveillance purposes.
Optical
interface -- The first true neural
interface developed, the optical interface allows the
two-way transmission or recording of visual stimuli.
Through a chip embedded in the crossover of the two
optical nerves, optical experiences can be inserted
to or exported from the subject's brain. Early
research in optical interfacing was done during the
search for a cure for certain causes of blindness.
Once a minimal amount of success was achieved in this
field, military funds were quickly injected towards
the development of technology allowing the two-way
transmission of visual neural messages.
Virtual
reality -- Is the name
given to an immersive computer program that allows
the user to move within a three-dimensional man-created
environment. There are two types of virtual reality, full and partial-VR.
With
the advent in the late 20th century of low-cost, high-speed
microprocessors based on early superconductive
technology, man was able to
create increasingly realistic three-dimensional
models of real-world places. From physically accurate
recreations of the galaxy to 3D combat simulators and
museums, there was no end to the increasing uses and
lifelike accuracy of computerised near-reality models.
From
there, man pushed to transform purely iconic operating
systems and the data
objects within them into fully
immersive real-world-like environments. At first only
by sight and sound and eventually by touch, VR designers
wove what would become an environments of such depth
and realism that would drive some make VR their only
reality.
The
creation of this VR world
required an intimate interaction between the user and
the computer, so control and feedback technology
advanced in leaps and bounds, going quickly from
keyboards and mice to voice and finally motion-sensitive
immersion units.
Full
virtual reality -- Full
virtual reality is achieved when the
virtual environment includes data for all the human
senses. To take advantage of such an intense
immersive experience, it is necessary to use either a
full-body motion-sensitive environmental suit or neural and optical implants.
With advancements in
sensory and control peripherals, it became possible
to create environments that not only included visual
and audio attributes for the objects within them, but
even textures, odors and temperatures. To transmit
such diverse sensory stimuli to the user, advanced
peripheral technology is necessary, such as a full-body
suit or neural and optical
implants.
Partial
virtual reality -- As opposed to full
virtual reality, partial VR only
involves a few human senses (usually sight, sound and
possibly touch) and is used only for partially-immersive
VR
experiences. Since it does not require the much more
elaborate peripherals or neural interfaces of full
virtual reality, PVR is
considerably less expensive and is accessible from
even the most modest of terminals.
Prosthetic-body
-- A prosthetic
body is a physical body into
which the brain and brainstem of an individual have
been integrated. Much like the interface between the human core and its thought-body, the prosthetic
body becomes, with time, a
perfectly natural extension of the core with which
it is interfaced.
Prosthetic
bodies can be of cybernetic, clone or "natural"
human origin. If successful, this process can allow
increased longevity for an individual who can afford
the costly (and dangerous) process of core
transfer, not to
mention the purchase of a compatible vacant body.
Flesh-body
-- The natural body one is
born with, including the human core.
Off-Line
experience -- Defines any real-life
sensory experience recorded using optical and neural
implants and replayed at a later
time either for the individual from whom it was
recorded or someone else. The trade in off-line
experiences (or OLEs) is
extremely lucrative, as individuals can experience
thrilling or life-threatening events without risking
their own lives. There is, however -- as with the use
of all foreign neural inputs-- a risk of emotional
trauma, such as post traumatic stress disorder.
Core
Transfer -- The process of transferring
the brain and brainstem of an individual into a body
that is not his own. This body then becomes the core's prosthetic
body.
Prosthetic
Limbs -- These limbs are used on flesh or
clone bodies to replace those destroyed
through illnness or accident or to enhance an able-bodied
person's strength and agility. Although some models
are seamlessly integrated into the skeletal frame and
tissues of the subject, some are modular and allow
the changing of limbs to suit the immediate situation.
This is of particular use to industrial labourers who
require the use of specialized tools while at work,
but natural-looking arms while off duty. Law-enforcement,
counter-espionage and criminal organizations can gain
obvious benefits from hiring operatives with strength-enhancing
or weapon-prosthetics. The issue of such prosthetics
is of course controlled.
Neural
Transmission -- This is the proces of
transmitting an individual's neural stream to another,
usually in real-time. For instance, this can allow
covert agents to recieve instant expert guidance
while in a critical undercover situation by having
these experts "ride along" neurally. In the
entertainment industry, users can purchase the
experience of sitting in front-row seats at sporting
events, of being on the podium during an inaugural
address or taking part in a dangerous stunt.
Neural
Stream --
Selective
Stimulus --
Superconductor
--
Sensory
Stimulants --
Other
self syndrome --
Data-flux
--
Binary
decoding --
Associative