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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 --




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