Friday, May 17, 2019

Holographics and Virtual Reality

HOLOGRAPHICS AND legitimateistic REALITY Major KVP Dhammika M. Phill(Electronic and Telecommunication)Engineering Mid Cargoner Course -45 army College of Signal Rawalpindi Pakistan Nov 2011 CONTENT 1. Introduction 2. signal 3. History and Background 4. Important Concepts 5. Type of practical(prenominal) Reality Systems 6. Few Virtual Reality Techniques that in truth Work at Present 7. The Extreme Future of Virtual Reality 8. Conclusion INTRODUCTION What is received? How do you define echt? If youre talking about what you can hear, what you can smell, taste and feel, then real(a) is simply electrical signals interpreted by your principal. Morpheus (The Matrix) 1. It was my own belief next coming decade sternchat practical(prenominal)(prenominal) allow for be a in truth common to every atomic number 53 since we all living in valuation account of real introduction and virtual(prenominal) human (Kind of dream domain of a function). When I started my high school studi es in maths concept of fanciful numbers make me so conf utilise only thought of its real being me more(prenominal) conf apply. When I looked through a mirror I al instructions thought imaginary public which was explained to me in obscure numbers atomic number 18 exist inside the domain of a function that I am nonice through a mirror. 2.When I was a kid TV show Star Trek and Blakes 7 induced my desire to study about Teleportation(term that refers to a number of theories and notions concerning the transfer ofmatterfrom angiotensin converting enzyme period of time to an separate without traversing the physiological quadruplet amid them, similar to the conceptapport, an earlier word apply in the context of spiritualism). Figure 1 Star Trek Teleportation Further my desire to learn concepts of Holography and Virtual Reality (VR) was stimulated due to ii popular movies Total Recall and Matrix. . To mean solar day scientist had bring that everything we experience in lif e can be reduced to electrical activity stimulating our aces as our sensory organs deliver info about the external world. This interpretation is what we consider to be man. In this sense, the brain is globe. allthing you wait on, hear, feel, taste and smell is an interpretation of whats outside, and created totally inside your head. We tend to believe that this interpretation matches very closely to the external world.Nothing could be further from the truth. 4. It is the brain that sees, and in whatsoever important ways what it sees does not reflect the information it derives from sensory scuttlebutt. For this rea word of honor, we ar all living in our own universe simulations abstractions that we attain as a result of both what we perceive with our senses and how our brains modify this perception. Such things as color, smell and taste, for utilization are not properties of the outside world itself, but rather a category created by the suffice of perception.In orde r to experience the world in a closeingful way, the brain must act as a filter/ upset mingled with us and the real world. 5. Words sacrifice always been a crude method of relaying intent. VR holds out the promise of allowing us to literally show one(a) other what we mean rather than merely describing it with crude verbal approximations. The limitation of words is that the meaning they convey is only as detailed as the definitions the reader or listener attaches to them.For this reason VR offers the possibility of evolving our communication into a mannequin of telepathy, ultimately bridging the gap between our discrete imaginations. This is what virtual human beings holds out to us the possibility of paseo into the constructs of the imagination. Terence McKenna 6. VR is the ultimate medium of syntactical intent the only way to figuratively show someone barely what you mean is to literally show them. Words are exceptionally ineffective at conveying meaning, as they are a l ow-bandwidth, lossy medium of k forthwithledge transference.VR volition let us remove the equivocalness that is the discrepancy between our internal dictionaries and bypass communication through symbolism altogether. The result will be perfect spirit, as all roleies behold the aforementioned(prenominal) information. 7. Holographyis a technique that allows the argus-eyedscattered from an intention to be collide withed and later reconstructed so that when an imaging governing embody (a photographic camera or an eye) is fit(p) in the reconstructed beam, an image of the object will be seen heretofore when the object is no durable present.The image changes as the position and orientation of the viewing dodge changes in exactly the same way as if the object were still present, thus making the image appearthree-dimensional. 8. Virtual reality is an factitious environment that is created with software and presented to the substance abuser in such a way that the user suspends belief and accepts it as a real environment. On a computer, virtual reality is primarily experienced through ii of the atomic number 23 senses sight and sound. Today its go beyond and planning to experience in all five senses. 9.The simplest form of virtual reality is a3-Dimage that can be explored interactively at a private computer, usually by manipulating keys or the mouse so that the content of the image moves in some direction or zooms in or out. More sophisticated efforts involve such approaches as wrap-around queer screens, actual rooms augmented with wearable computers, andhaptics (tactile feedbacktechnology that takes advantage of a users sense of color by applying forces,vibrations, or motions to the user)devices that let you feel the boasting images. 0. Today we are in a world where human being reached their spick-and-span electronic telecommunication advancement to practically feasible of projecting holographic images, virtual reality seconds and Telepresence (refers to a set oftechnologieswhich allow a person to feel as if they were present, to allow the appearance of being present, or to have an effect, viatele-robotics, at a place other than their true location). 11. These two house application can be expected in close to all the fields. Specially military, education, commerce and entertainment. AIM 12.Aim of this research work is to acquaint student officers immerging new two technologies, holography and virtual reality. HISTORY AND dry land 13. In mid 1950s visionary cinematographer Morton H Eilig built a single user console called Sensorama that included a stereoscopic pomposity, fans, or emitters, stereo speakers and a moving chair. This enabled the user put one across television in three dimensional ways. 14. In 1961, Philco Corporation engineers authentic the first HMD known as the Headsight. The helmet consisted of a video screen along with a tracking system. Then they linked to a un signifierly circuit camera system. Then somewhat similar HMD was used for helicopter pilots. While flying in the puritanical these were of great help. 15. In 1965, a computer scientist let ond Ivan Sutherland envisioned what he called the Ultimate boast. After using this display a person imagines the virtual world very similar to the real world. During 1966, an HMD was built by Sutherland, which was tether to a computer system. The thought of virtual reality has been around since 1965, when Ivan Sutherland expressed his ideas of creating virtual or imaginary worlds. At MIT, he conducted experiments with three dimensional displays.In 1969, he developed the first system to surround flock in three dimensional displays of information. Between the 70s and late 80s, the concept of virtual reality was mainly used by the United States. The military used it as flight simulators to train pilots. The other countries in the world did not show any interest in this technology until the late 1980s. Since then, virtual reality has developed in galore(postnominal) another(prenominal) ways to plow an emerging technology of our time. 16. To my own thought we experiencing some kind of virtual reality in our own dreams. When you are in deep sleep you see dreams that you whitethorn feel it real.Day dreams in addition plays very vital role, all form of these dreams help to create great accomplishments, fictions and all form of arts. In virtual reality technology we are trying to create dream world in real life where we wont be able to identify margin between real world and virtual world. In other way round optical illusions we experiencing like mirage and rainbows in any case like holographic projection humans are about to experience. 17. Holography was discovered by the British-Hungarian scientist Dennis Gabor in 1947, though its full potential waited it seems, on the birth of the laser, 1963.Holography is defined asthe growth of wavefront reconstruction. In considering one of the several methods of cons tructing a hologram, the principles we require for understanding the process are simple. IMPORTANT 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 cyber property. at once there we can interact with this virtual environment in a more naturalistic manner which will generate new forms of human-machine 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 daily basis. This is seen as an unnatural way of working which forces people to adapt to the demands of the technology rather than the other way around. still a virtual environment does the opposite. It allows someone to fully immerse themselves in a highly visual world which they explore by means of their senses. This natural form of interaction at bottom this world often results in new forms of communication and understanding. 19.The exp erience of a virtual world mimics that of a real world scenario but often without many of its constraints. Virtual reality enables allows someone to do the avocation a. Walk around a three-dimensional spend a pennying b. Perform a virtual operation. c. Play a multi-user game. d. Take part in a theatre of war. e. Interact with an artwork. Plus the fact that they can do this in a 3D environment means that they replicate an experience similar to that in the real world but without many of the dangers. This is preferable to trying to simulate these experiences in a two-dimensional setting, e. g. a computer desktop. 0. Virtual reality also acts as a problem solving device in that it enables us to explore various options as a means of finding an answer to a problem. For character, an technology company will use virtual reality to produce a prototype which is then tried and true and the results fed back to the design team. The advantage of this is that it enables the designers to make alterations to their design but at far less(prenominal) time and cost. This is a preferred option to building a physical 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 crystal clear laser light. It allows preserving the 3-D information of a holographed subject. With a single source of white light, the image is played back and appears in 3-D exactly as it was registered in the studio. Image can project deep inside, or stick out of the design. Virtually impossible to copy and displaying anomalous visual effects, they present themselves as an unbeatable security solution for brand protection and brand promotion. 22. The Holography is based upon Nobel Prize w versed Dennis Gabors theory concerning interference patterns.Gabor theorized in 1947 that each crest of the wave pattern contains the whole information of its skipper sou rce, and that this information could be stored on hire and reproduced. This is why it is called a Holography. 23. Holography is the only visual re stacking 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 indicatenstrates complete parallax and depth-of-field.The image floats in space either behind, in front of, or straddling the recording medium The Universe as a Holography 24. In 1982 a remarkable event took place. Aspect and his team discovered that under certain circumstances subatomic particles such as electrons are able to instantaneously communicate with each other regardless of the space separating them. University of London physicist David Bohm, for example, believes Aspects findings imply that objective reality does not exist, that despite its apparent solidity the public is at heart a phantasm, a gigantic and sple ndidly detailed Holography.To understand why Bohm makes this startling assertion, one must first understand a little about Holographys. A Holography is a three- dimensional fool away 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(a) and then illuminated by a laser, each half will still be shew to contain the entire image of the rose. Indeed, even if the halves are divided again, each snippet of film will always be free-base to contain a smaller but intact version of the original image. Unlike normal photographs, every part of a Holography contains all the information possessed by the whole. 25. This acumen suggested to Bohm another way of und erstanding Aspects discovery. Imagine an aquarium containing a fish. This, says Bohm, is precisely what is going on between the subatomic particles in Aspects experiment. 6. According to Bohm, the apparent faster-than-light connection between subatomic particles is really telling us that there is a deeper level of reality we are not privy to, a more complex dimension beyond our own that is analogous to the aquarium. And, he adds, we view objects such as subatomic particles as separate from one another because we are seeing only a portion of their reality. Such particles are not separate split, but facets of a deeper and more underlying unity that is ultimately as holographic and indivisible as the previously mentioned rose.And since everything in physical reality is comprised of these eidolons, the universe is itself a projection, a Holography. In addition to its phantomlike nature, such a universe would possess other rather startling features. If the apparent separateness of subat omic particles is illusory, it means that at a deeper level of reality all things in the universe are infinitely inter affiliated. 27. In a holographic universe, even time and space could no chronic be viewed as fundamentals. What else the superHolography contains is an open-ended question.Bohm is not the only researcher who has found evidence that the universe is a Holography. Working independently in the field of brain research, Standford neurophysiologist Karl Pribram has also pay off persuaded of the holographic nature of reality. 28. Pribram was pinched to the holographic model by the puzzle of how and where memories are stored in the brain. In a series of basin experiments in the 1920s, brain scientist Karl Lashley found that no matter what portion of a rats brain he withdraw he was unable to radicate its memory of how to perform complex tasks it had learned prior to procedure. Then in the sixties Pribram encountered the concept of holography and realized he had found t he explanation brain scientists had been looking for. Pribram believes memories are encoded not in neurons, or small groupings of neurons, but in patterns of nerve impulses that crisscross the entire 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 theory 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 condenser to memorize something on the order of 10 billion bits of information during the average human lifetime (or just about the same amount of information contained in five sets of the Encyclopaedia Britannica). 30. Our uncanny ability to quickly reclaim whatever information we need from the enormous store of our memories becomes more understandable if the brain functions according to holographic principles.Because every porti on of a Holography is infinitely interconnected with ever other portion, it is perhaps natures supreme example of a cross-correlated system. 31. The storage of memory 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 convert an apparently meaningless blur of frequencies into a coherent image, Pribram believes the brain also comprises a lens and uses holographic principles to mathematically convert the frequencies it receives through he senses into the inner world of our perceptions. 32. An impressive body of evidence suggests that the brain uses holographic principles to perform its operations.Argentinian-Italian researcher Hugo Zucarelli recently all-encompassing the holographic model into the world of acoustic phenomena. Puzzled by the fact that humans can patch up 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 hard reality by relying on input from a frequency domain has also received a good deal of experimental support. 33.Researchers have discovered, for instance, that our visual systems are sensitive to sound frequencies, that our sense of smell is in part dependent on what are now called osmic frequencies, and that even the cadres in our bodies are sensitive to a broad range of frequencies. For if the concreteness of the world is but a secondary reality and what is there is actually a holographic blur of frequencies, and if the brain is also a Holography and o nly 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 receivers floating through a kaleidoscopic sea of frequency, and what we extract from this sea and turn into physical reality is but one channel 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 paradigm, and although many scientists have greeted it with skepticism, it has galvanized others. A small but emergence group of researchers believe it may be the most accurate model of reality science has arrived at thus far.Numerous researchers, including Bohm and Pribram, have noted that many para-psychological phenomena become much more understandable in terms of the holographic paradigm. 36. In a universe in which individual brains are actually indivisible portions of the greater Holography and everythi ng 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 take heed 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 altered states of consciousness. TYPES OF VR SYSTEMS 37. This section describes some of the common modes used in VR systems. a. Window on World Systems (WoW) Some systems use a conventional computer supervise to display the visual world. This sometimes called Desktop VR or a Window on a World (WoW). This concept traces its lineage back through the entire history of computer artistry.In 1965, Ivan Sutherland laid out a research program for computer graphics in a paper called The Ultimate Display that has driven the field for the past nearly thirty years. One must look at a display screen, he said, 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 purpose A variation of the WoW approach merges a video 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 champion of this form of VR since the late 60s. He has published two books on the subject Artificial Reality and Artificial Reality II. At least one commercial system uses this approach, the Mandala system. This system is based on a Commodore Amiga with some added computer hardware and software. A version of the Mandala is used by the cable 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 immer se the users personal viewpoint inside the virtual world.These immersive VR systems are often equipped with a Head Mounted Display (HMD). This is a helmet or a face mask that holds the visual and auditory displays. The helmet may be idle ranging, tethered, or it might be attached to some sort of a boom armature. A subtile variation of the immersive systems use multiple large projection displays to create a Cave or room in which the viewer(s) stand. An early implementation was called The Closet Cathedral for the ability to create the impression of an immense environment. within a small physical space.The Holodeck used in the television series Star Trek The Next contemporaries is afar term extrapolation of this technology. d. Telepresence Telepresence is a variation on visualizing complete computer generated worlds. This a technology associate remote 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 fighters use remotely operated vehicles to handle some dangerous conditions. Surgeons are using very small instruments on cables to do military operation without cutting 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 geographic expedition is done. NASA plans to use telerobotics for space exploration. There is currently a joint US/Russian project researching telepresence for space rover exploration. e. Mixed Reality Merging the Telepresence and Virtual Reality systems gives the Mixed Reality or circular-knit Simulation systems. Here the computer generated inputs are merged 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 info displays ins ide his fancy helmet visor or on cockpit displays. The phrase 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 shutter 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 avatar in the virtual world an avatar is a virtual histrionics 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 choose from which include vision, sport, historical and science fiction. Some are loosely based upon the real world but others such as fantasy worlds are as the name says they are completely disconnect ed from the real world which is also part of their attraction.With virtual worlds, men appear as women and vice versa. Some people choose an animal as their alter ego. Whatever you choose the aim is to socially interact with other people in new and exciting 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 employment AT PRESENT 41. So far, virtual reality has mostlybeen a colossal disappointment. But VR has had its portion out of breakthroughs and innovative applications.Here are few VR technologies that work and that may yet point the way to truly happy virtual reality. a. Anxiety Therapy For years now, virtual environments have been used to fragility fretfulness problemswith exposure therapy. Psychologists treat phobias and post traumatic stress disorder by exposing the patient to the thin g that causes them anxiety and letting the anxiety dissipate 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 virtual nicotine craving simulator for smoking addiction. b. VR Training 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 cultural situations and battlefield simulators for soldiers. Other examples include counter-terrorism, para-trooping, welding, and mining 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 sometime s referred to as massively multiplayer online games, and theWorld of Warcraftis the largest virtual gambling world in use now, with 11. 5 million subscribers. Another example is plunk for living. 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 aSecond Life Shakespeare Companythat performs Shakespeares works within Second Life. d. The Nintendo Wii Probably the most successful cousin of virtual reality on the market today is the Nintento Wii. The Wii owes its motion capture and intuitive interaction concepts to the virtual reality technologies of the past. The ascendance is basically a simplified version of the 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 virtu al reality. Doctors can interact with virtual systems to practice procedures or to do tiny working(a) procedures on a larger scale. Surgeons have also started using virtual twins of their patients, to practice for surgery before doing the actual procedure. f. Project Natal The latest entry in the virtual reality stimulate gaming world isProject Natal, a new piece of technology under development now for the Xbox. Project Natal counsels 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 completed and released yet. When it does get released, however, virtual reality will take another giant step towards total immersion and common home usage. g. The Cave The term sabotage refers to any virtual reality system that uses mul tiple 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 virtually testing component parts of newly developed engineering projects. THE EXTREME FUTURE 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 fragile and can be damaged or killed in an instant if we are not careful, or are just plain unlucky. If anything goes wrong 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 h uman 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, difficulty traveling, limitation of possibilities, just to name a few.Up to this point, we have had no alternative to life, besides death. Due to nanotechnology, there may come a time when people will actually have a choice between life in the real world, an existence inside a computer generated simulation, or death. Vertebrane Enter The Matrix 43. Vertebrane is the term for a speculative brain-computer interface technology first proposed by Marshall Brain 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 taps 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 ultimate videogame controller. 44. Everything you enjoy about the real world and your real body it will be possible 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 fuel 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. All sensory nerve pathways (optic, auditory etc. ) 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 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 choice 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 Brain terminal 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 perpetually at ideal levels, and removing almost all risk factors of your previous life.Brain Storage Facilities will be maximum security, reinforced buildings, impervious to earthq uakes, hurricanes, bombs, etc. Electronic Transcendence 47. Incredibly, it is possible to envision something even more radical 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. Mind uploading, whole brain emulation, or mind transfer is the theoretical process of transferring the essence of a biological brain into a computer system. There are several proposed techniques by which mind uploading could be achieved.Many mainstream research funders are not convinced of its feasibility 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 infomorph or noomorph. A digital m ind could theoretically be backed up, copied, or restarted at various set points, raising interesting questions regarding individuality and identity. CONCLUSIONS If A Picture is worth a 1,000 words How much is a holographical 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 getting 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 future for Holographic Projection and the bending and manipulation of light.Those areas of society which most often bring about research and development funding 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 Spectral Imaging will become a very integral part of human societies and civilizations in the future. I am certain of that. The day people show there advertisements on clouds are very near. One fine day my son may ask from me (ThaTha) are you real or virtual.

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