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Virtual Reality

Virtual Reality is a Computer Generated 3D Graphics that simulates a particular real life situation that a person can interact with. A hypothetical three-dimensional visual world created by a computer; user wears special goggles and fiber optic gloves etc., and can enter and move about in this world and interact with objects as if inside it. Virtual is being actually such in almost every respect. Existing in essence or effect though not in actual fact. Artificial

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A Women Wearing a Virtual Reality HeadsetComputer Simulation is a simulation, run on a single computer, or a network of computers, to reproduce behavior of a system. Computer Simulation is the technique of representing the real world by a computer program. Training Simulation

Simulation is the technique of representing the real world by a computer program. Representation of something (sometimes on a smaller scale). The act of imitating the behavior of some situation or some process by means of something suitably analogous, or similar or equivalent in some respects though otherwise dissimilar. The act of giving a false appearance.

Computational Model - Computer Generated

Scientific Modeling is to make a particular part or feature of the world easier to understand, define, quantify, visualize, or simulate by referencing it to existing and usually commonly accepted knowledge. It requires selecting and identifying relevant aspects of a situation in the real world and then using different types of models for different aims, such as conceptual models to better understand, operational models to operationalize, mathematical models to quantify, and graphical models to visualize the subject. Modelling is an essential and inseparable part of scientific activity, and many scientific disciplines have their own ideas about specific types of modelling. Statistics

Augmented Reality is a live direct or indirect view of a physical, real-world environment whose elements are augmented (or supplemented) by computer-generated sensory input such as sound, video, graphics or GPS data. Scully Labs

Augmented is something added to or made greater in amount or number or strength. Enlarge or increase.
Complementary is combining in such a way as to enhance or emphasize the qualities of each other or another.

Google Glass or Glass Enterprise Edition is a hands free wearable computer that is very useful for workers who need to view multiple documents, procedures, check lists and data. (now with a faster atom processor and larger display). Head Display

Mixed Reality is the merging of real and virtual worlds to produce new environments and visualizations where physical and digital objects co-exist and interact in real time.

Immersion Virtual Reality is a perception of being physically present in a non-physical world. Holodeck

Visual Effects are the processes by which imagery is created or manipulated outside the context of a live action shot. Visual effects involve the integration of live-action footage and generated imagery to create environments which look realistic, but would be dangerous, expensive, impractical, or impossible to capture on film. Visual effects using computer-generated imagery have recently become accessible to the independent filmmaker with the introduction of affordable and easy-to-use animation and compositing software.

Special Effect are illusions or visual tricks used in the film, television, theatre, video game, and simulator industries to simulate the imagined events in a story or virtual world. Special effects are traditionally divided into the categories of optical effects and mechanical effects. With the emergence of digital filmmaking a distinction between special effects and visual effects has grown, with the latter referring to digital post-production while "special effects" referring to mechanical and optical effects. Mechanical effects (also called practical or physical effects) are usually accomplished during the live-action shooting. This includes the use of mechanized props, scenery, scale models, animatronics, pyrotechnics and atmospheric effects: creating physical wind, rain, fog, snow, clouds, etc. Making a car appear to drive by itself and blowing up a building are examples of mechanical effects. Mechanical effects are often incorporated into set design and makeup. For example, a set may be built with break-away doors or walls to enhance a fight scene, or prosthetic makeup can be used to make an actor look like a non-human creature. Optical effects (also called photographic effects) are techniques in which images or film frames are created photographically, either "in-camera" using multiple exposure, mattes, or the Schüfftan process, or in post-production using an optical printer. An optical effect might be used to place actors or sets against a different background. Since the 1990s, Computer Generated Imagery (CGI) has come to the forefront of special effects technologies. It gives filmmakers greater control, and allows many effects to be accomplished more safely and convincingly and—as technology improves—at lower costs. As a result, many optical and mechanical effects techniques have been superseded by CGI.

VR Cameras

Virtual Camera System aims at controlling a camera or a set of cameras to display a view of a 3D virtual world. Camera systems are used in videogames where their purpose is to show the action at the best possible angle; more generally, they are used in 3D virtual worlds when a third person view is required. As opposed to film makers, virtual camera system creators have to deal with a world that is interactive and unpredictable. It is not possible to know where the player's character is going to be in the next few seconds; therefore, it is not possible to plan the shots as a film maker would do. To solve this issue, the system relies on certain rules or artificial intelligence to select the most appropriate shots. There are mainly three types of camera systems. In fixed camera systems, the camera does not move at all and the system displays the player's character in a succession of still shots. Tracking cameras, on the other hand, follow the character's movements. Finally, interactive camera systems are partially automated and allow the player to directly change the view. To implement camera systems, video game developers use techniques such as constraint solvers, artificial intelligence scripts, or autonomous agents. Virtual cameras have been developed which allow a director to film motion capture and view the digital characters movements in real time in a pre-constructed digital environment, such as a house or spaceship. There is no lens on a Virtual Camera?

Camorama 360° Panoramic 4K Video Camera that can be viewed by VR goggles or UltraHD TV. (live-streaming)
ORBI Prime: The First 360 Video Recording Eyewear.
Ricoh Theta 360
Fitt360 Wearable 360 Camera
Z CAM S1 - Professional VR Camera.
Jaunt VR
Virtual Camera System is a set of cameras to display a view of a 3D virtual world.
Insta360 Air 360° VR Clip On Camera for Smartphone
VR Films
Blender is the free and open source 3D creation suite. It supports the entirety of the 3D pipeline—modeling, rigging, animation, simulation, rendering, compositing and motion tracking, even video editing and game creation.
Moka360 The World's Smallest 360 Camera.
Parrot - First-Person View (radio control) stereoscopic view is a technique for creating or enhancing the illusion of depth in an image by means of stereopsis for binocular vision.
MOGO - Immersive Cinematic Experience for 2D video using your smartphone, preserving 100% phone pixels & without side effects.
MeCam NeoMe Mini Wearable Video Camera the smallest, lightest and most versatile wearable video camera.

No lens? No problem for FlatCam (youtube) - There is no lens Virtual Camera

Video Making Tools and Software

Technology Addiction

Virtual Reality - Great Tool for Advancing Education

But sadly manufacturers want to sell VR systems as toys so that people waste time, energy and resources, just like they do with smartphones and other games. It's understandable for children to consider things as toys, but what about the adults, what's their excuse? Reality offers many more possibilities and many more rewards then the stuff that you make up in your head. Why limit yourself? Use VR as a tool to expand your reality, and don't use VR to limit your reality. It's time for you to crawl out of that crib you been living in.

Immersion Virtual Reality (holodeck)

Educational Games and Toys - Game Design

Unreal Engine 4 is a complete suite of development tools made for anyone working with Real-Time Technology. From enterprise applications and cinematic experiences to high-quality games across PC, console, mobile, VR and AR, Unreal Engine 4 gives you everything you need to start, ship, grow and stand out from the crowd. A world-class toolset and accessible workflows empower developers to quickly iterate on ideas and see immediate results without touching a line of code, while full source code access gives everyone in the Unreal Engine 4 community the freedom to modify and extend engine features.
Siren Real-Time Performance | Project Spotlight | Unreal Engine Epic Games teamed with 3Lateral, Cubic Motion, Tencent and Vicon to take live captured digital humans to the next level using Unreal Engine. Meet “Siren,” a high-fidelity, real-time digital character based on the likeness of Chinese actress Bingjie Jiang.

Nvidia DGX-2 Largest GPU, 2 petaFLOPS system that combines 16 fully interconnected GPUs for 10X the deep learning performance. Super Computers

Interactive Table Tennis Trainer (video)

Training - Education

VR can be used to help train workers for new jobs quicker and also help educate people quicker.

Virtual Reality Medical Training and Education - Robotics

New Virtual Reality Program Lets You See Proteins That Could Be Causing Cancer (youtube)

The Birth of Virtual Reality as an Art Form: Chris Milk: (video and interactive text)

Simulation is the imitation of the operation of a real-world process or system over time.

Flight Simulator Image to Familiarize with Areas Training Simulation is a virtual medium through which various types of skills can be acquired. Training simulations can be used in a wide variety of genres; however they are most commonly used in corporate situations to improve business awareness and management skills. They are also common in academic environments as an integrated part of a business or management course. The word simulation implies an imitation of a real-life process, usually via a computer or other technological device, in order to provide a lifelike experience. This has proven to be a very reliable and successful method of training in thousands of industries worldwide. They can be used both to allow specialization in a certain area, and to educate individuals in the workings of the sectors as a whole, making training simulations incredibly versatile. It is important to emphasize that training simulations are not just games; their aim is to educate and inform in an exciting and memorable way, rather than purely to entertain. Intelligence Testing.

Real-Time Simulation refers to a computer model of a physical system that can execute at the same rate as actual "wall clock" time. In other words, the computer model runs at the same rate as the actual physical system. For example, if a tank takes 10 minutes to fill in the real-world, the simulation would take 10 minutes as well. Real-time simulation occurs commonly in computer gaming, but also is important in the industrial market for operator training and off-line controller tuning. Computer languages like LabVIEW, VisSim and Simulink allow quick creation of such real-time simulations and have connections to industrial displays and Programmable Logic Controllers via OLE for process control or digital and analog I/O cards. Several real-time simulator are available on the market like xPC Target and RT-LAB for mechatronic systems and using Simulink, eFPGAsim and eDRIVEsim for power electronic simulation and eMEGAsim, HYPERSIM and RTDS for power grid real-time (RTS) simulation.

Real-Time Games is when the game time progresses continuously according to the game clock. One example of such a game is the sandbox game Minecraft, where one day-night cycle is equal to 20 minutes in real time. Players perform actions simultaneously as opposed to in sequential units or turns. Players must perform actions with the consideration that their opponents are actively working against them in real time, and may act at any moment. This introduces time management considerations and additional challenges (such as physical coordination in the case of video games).

Real-Time Computing or reactive computing describes hardware and software systems subject to a "real-time constraint", for example from event to system response. Real-time programs must guarantee response within specified time constraints, often referred to as "deadlines". The correctness of these types of systems depends on their temporal aspects as well as their functional aspects. Real-time responses are often understood to be in the order of milliseconds, and sometimes microseconds. A system not specified as operating in real time cannot usually guarantee a response within any timeframe, although typical or expected response times may be given. Real-Time Control System (wiki)

Collaborative Real-Time Editor is a form of collaborative software application that allows several people to edit a computer file using different computers, a practice called collaborative editing. There are two types of collaborative editing: real-time and non-real-time. In real-time collaborative editing (RTCE), users can edit the same file simultaneously, whereas in Non-real-time collaborative editing, the users do not edit the same file at the same time (similar to revision control systems). Collaborative real-time editors generally permit both the above modes of editing in any given instance.

Reenactment is acting out a past event usually in a theatrical performance. Sometimes performing a new version or different version of a story using actors and visual performance tools. Visual Story Telling.

Motion-Capture Acting is a type of acting in which an actor wears markers or sensors on a skintight bodysuit or directly on the skin. Several cameras from different angles record the actor's movements simultaneously, recording the three-dimensional position of the sensors and not recording the rest of the actor. Sampling is done many times each second, aided by advances in computer technology. The resulting database of 3-D points permits a filmmaker or video game creator to create a digital character and to place this character in an entirely new setting, such as on top of a fictional volcano or flying through the air. This type of acting is seen as a growth area, with predictions that there will be more work in future for actors. Some theatrical agents represent motion-capture actors.

Infina Deck 360-degree moving floor allows for true and natural movement.
Omnidirectional Treadmill for Virtual Reality (youtube)

CXC Simulations design and manufacture of advanced personal racing simulation equipment. The least expensive Motion Pro II starts at $49,000 and rises to $60,775 if you want three screens.

Microsoft Flight Simulator (wiki)

Envelop - Windows Computing in VR (youtube)

3D Printing - Smartphone Capabilities

Pinc VR Smartphone
Goggles for Snow Sports 
FLYBi - Drone with Virtual Reality Goggles
Google Cardboard
SMARTvr: Make Your Smart Phone a Virtual Reality Viewer
Advanced Virtual-Reality Technologies

Head-Mounted Display is a helmet or glasses with two small LCD or OLED displays with magnifying lenses, one for each eye. The technology can be used to show stereo films, images or games, but it can also be used to create a virtual display. Head-mounted displays may also be coupled with head-tracking devices, allowing the user to "look around" the virtual world by moving their head, eliminating the need for a separate controller. Performing this update quickly enough to avoid inducing nausea in the user requires a great amount of computer image processing. If six axis position sensing (direction and position) is used then wearer may move about within the limitations of the equipment used. Owing to rapid advancements in computer graphics and the continuing miniaturization of video and other equipment these devices are beginning to become available at more reasonable cost.

Virtual Reality Headset provides virtual reality for the wearer. VR headsets are widely used with computer games but they are also used in other applications, including simulators and trainers. They comprise a stereoscopic head-mounted display (providing separate images for each eye), stereo sound, and head motion tracking sensors (which may include gyroscopes, accelerometers, structured light systems, etc.). Some VR headsets also have eye tracking sensors and gaming controllers.

Virtual Retinal Display is a display technology that draws a raster display (like a television) directly onto the retina of the eye. The user sees what appears to be a conventional display floating in space in front of them.(also known as a retinal scan display (RSD) or retinal projector (RP).

New 3D Display Takes the Eye Fatigue Out of Virtual Reality

Wind and Thunder Gods (HTC Vive-TiltBrush) Drawing Pictures in VR (youtube)

Smartphones Accessories

Fat Shark  Predator V2 FPV RTF Headset System Video Goggle GLASS CAMERA

Institute for Creative Technologies
Teleport 3D Camera and VR Headset

Magic Leap

Interactive Sand Table (youtube)


Virtual Reality Therapy

VR can also be used to treat all kinds of Phobias

Virtual Reality Therapy is a method of psychotherapy that uses virtual reality technology to treat patients with anxiety disorders and phobias where it has proven very effective. It is now one of the primary treatments for PTSD. New technology also allows for the treatment of addictions and other conditions including those caused by lesions. Also known as virtual reality immersion therapy (VRIT), simulation for therapy (SFT), virtual reality exposure therapy (VRET), and computerized CBT (CCBT).

Avatar Therapy for auditory verbal hallucinations in people with psychosis: a single-blind, randomized controlled trial.

Kortex: effective stress and sleep management, scientifically validated wearable VR headset.

Senses - Haptic Technology

Full Body VR System to extand to other Robots in other Areas Haptic Technology recreates the sense of touch by applying forces, vibrations, or motions to the user. This mechanical stimulation can be used to assist in the creation of virtual objects in a computer simulation, to control such virtual objects, and to enhance the remote control of machines and devices (telerobotics). Haptic devices may incorporate tactile sensors that measure forces exerted by the user on the interface.

Somatosensory System is a complex system of nerve cells that responds to changes to the surface or internal state of the body. Nerve cells called "sensory receptors" (including thermoreceptors, mechanoreceptors, chemoreceptors and nociceptors) send signals along a chain of nerve cells to the spinal cord where they may be processed by other nerve cells and then relayed to the brain for further processing. Sensory receptors are found in many parts of the body including the skin, epithelial tissues, skeletal muscles, bones and joints, internal organs, and the cardiovascular system.

Haptic skinsuit lets you 'feel' virtual reality (youtube)

Humans can Feel Molecular Differences between nearly identical surfaces, sensitivity of human touch could pave the way for advanced haptic technologies.

Virtual Doctors (robots)

Project Nourished merging the physicality of molecular gastronomy with virtual reality, we can finally enjoy any food we want in a new way.

Kinect is a motion sensing input device that enables users to control and interact with their console/computer without the need for a game controller, through a natural user interface using gestures and spoken commands.

Microsoft Kinect for Windows
Microsoft Graphics Touch Effects
Students master math through movement
using Kinect for Windows
Soli interaction sensor using radar technology (youtube)

Singlecue Hand Gesture Control Device

Tilt Brush: Painting from a new perspective (youtube)

Lytro illum with a single exposure from Lytro ILLUM, you can adjust aperture, use selective focus, tilt, focus spread, animation and even 3D to differentiate yourself with multiple deliverables.

Avegant LED projection glasses with headphones that creates your own personal theater.

Inair 3D TV, or, Augmented TV - 2 image approach to learning. Simultaneous


Holography is the science and practice of making holograms. Typically, a hologram is a photographic recording of a light field, rather than of an image formed by a lens, and it is used to display a fully three-dimensional image of the holographed subject, which is seen without the aid of special glasses or other intermediate optics. The hologram itself is not an image and it is usually unintelligible when viewed under diffuse ambient light. It is an encoding of the light field as an interference pattern of seemingly random variations in the opacity, density, or surface profile of the photographic medium. When suitably lit, the interference pattern diffracts the light into a reproduction of the original light field and the objects that were in it appear to still be there, exhibiting visual depth cues such as parallax and perspective that change realistically with any change in the relative position of the observer.

Holodeck - Total Immersion

HoloLens - Video
Aim Holographics
Holoportation: virtual 3D teleportation in real-time (Microsoft Research) (youtube)
A futuristic vision of the age of holograms (video and text)

Spatial Light Modulator is an object that imposes some form of spatially varying modulation on a beam of light. A simple example is an overhead projector transparency. Usually when the phrase SLM is used, it means that the transparency can be controlled by a computer. In the 1980s, large SLMs were placed on overhead projectors to project computer monitor contents to the screen. Since then more modern projectors have been developed where the SLM is built inside the projector. These are commonly used in meetings of all kinds for presentations. Usually, an SLM modulates the intensity of the light beam. However, it is also possible to produce devices that modulate the phase of the beam or both the intensity and the phase simultaneously. SLMs are used extensively in holographic data storage setups to encode information into a laser beam in exactly the same way as a transparency does for an overhead projector. They can also be used as part of a holographic display technology. SLMs have been used as a component in optical computing. They also often find application in holographic optical tweezers. Liquid crystal SLMs can help solve problems related to laser microparticle manipulation. In this case spiral beam parameters can be changed dynamically.

Petals of some flowers manipulate light to produce a blue halo of blue-to-ultraviolet light that is easily seen by bee pollinators

Halo (optical phenomenon) is the name for a family of optical phenomena produced by light interacting with ice crystals suspended in the atmosphere. Halos can have many forms, ranging from colored or white rings to arcs and spots in the sky. Many of these are near the Sun or Moon, but others occur elsewhere or even in the opposite part of the sky. Among the best known halo types are the circular halo (properly called the 22° halo), light pillars and sun dogs, but there are many more; some of them fairly common, others (extremely) rare.

Holographic Principle is a principle of string theories and a supposed property of quantum gravity that states that the description of a volume of space can be thought of as encoded on a lower-dimensional boundary to the region—preferably a light-like boundary like a gravitational horizon. The theory suggests that the entire universe can be seen as two-dimensional information on the cosmological horizon, the event horizon from which information may still be gathered and not lost due to the natural limitations of spacetime supporting a black hole, an observer and a given setting of these specific elements, such that the three dimensions we observe are an effective description only at macroscopic scales and at low energies. Cosmological holography has not been made mathematically precise, partly because the particle horizon has a non-zero area and grows with time. Life is not a Hologram.

Two holograms in one surface. Nanoscale silicon posts can reflect light differently depending on the angle of incoming light, A team at Caltech has figured out a way to encode more than one holographic image in a single surface without any loss of resolution.

Better than a hologram: BYU study produces 3D images that float in 'thin air'

Volumetric Display is a graphic display device that forms a visual representation of an object in three physical dimensions, as opposed to the planar image of traditional screens that simulate depth through a number of different visual effects. One definition offered by pioneers in the field is that volumetric displays create 3D imagery via the emission, scattering, or relaying of illumination from well-defined regions in (x,y,z) space. Though there is no consensus among researchers in the field, it may be reasonable to admit holographic and highly multiview displays to the volumetric display family if they do a reasonable job of projecting a three-dimensional light field within a volume. Most, if not all, volumetric 3D displays are either autostereoscopic or automultiscopic; that is, they create 3D imagery visible to the unaided eye. Note that some display technologists reserve the term "autostereoscopic" for flat-panel spatially multiplexed parallax displays, such as lenticular-sheet displays. However, nearly all 3D displays other than those requiring headwear, e.g. stereo goggles and stereo head-mounted displays, are autostereoscopic. Therefore, a very broad group of display architectures are properly deemed autostereoscopic. Volumetric 3D displays embody just one family of 3D displays in general. Other types of 3D displays are: stereograms / stereoscopes, view-sequential displays, electro-holographic displays, parallax "two view" displays and parallax panoramagrams (which are typically spatially multiplexed systems such as lenticular-sheet displays and parallax barrier displays), re-imaging systems, and others. Although first postulated in 1912, and a staple of science fiction, volumetric displays are still under development, and have yet to reach the general population. With a variety of systems proposed and in use in small quantities—mostly in academia and various research labs—volumetric displays remain accessible only to academics, corporations, and the military.

Autostereoscopy is any method of displaying stereoscopic images (adding binocular perception of 3D depth) without the use of special headgear or glasses on the part of the viewer. Because headgear is not required, it is also called "glasses-free 3D" or "glassesless 3D". There are two broad approaches currently used to accommodate motion parallax and wider viewing angles: eye-tracking, and multiple views so that the display does not need to sense where the viewers' eyes are located. Examples of autostereoscopic displays technology include lenticular lens, parallax barrier, volumetric display, holographic and light field displays.

Multiscopy. Unlike conventional 3D stereoscopy, which simulates a 3D scene by displaying only two different views of it, each visible to only one of the viewer's eyes, 3D multiscopy displays more than two images, representing the subject as viewed from a series of locations, and allows each image to be visible only from a range of eye locations narrower than the average human interocular distance of 63 mm. As a result, not only does each eye see a different image, but different pairs of images are seen from different viewing locations. This allows the observer to view the 3D subject from different angles as they move their head, simulating the real-world depth cue of shifting parallax. It also reduces or eliminates the complication of pseudoscopic viewing zones typical of "no glasses" 3D displays that use only two images, making it possible for several randomly located observers to all see the subject in correct 3D at the same time.

Game Design

Game designers are actually going to come full circle. As they design games to become more realistic, they will eventually figure out that life itself is as real as it gets. Educational Game Design

Gaming is fun because in puts you in control of a virtual world. So you automatically become important. And if you make mistakes, it's not the end of the world. You can start over. So in a sense gaming is kind of like life, except gaming is a fantasy and life is reality. Gaming will soon move away from fantasy and move more towards reality. So instead of wasting time and potential, you are actually creating potential and saving time doing it. Bad sadly the games they create today do the complete opposite. Creating a false sense of reality that does more harm the good.

Gaming should be a reminder that in life you also have control. And that your life does matter. And that you don't have to suffer from mistakes, because you can learn from mistakes and still keep going.

Game Design is the art of applying design and aesthetics to create a game to facilitate interaction between players for entertainment or for educational, exercise, or experimental purposes. Game design can be applied both to games and, increasingly, to other interactions, particularly virtual ones (see gamification). Game design creates goals, rules, and challenges to define a sport, tabletop game, casino game, video game, role-playing game, or simulation that produces desirable interactions among its participants and, possibly, spectators. Academically, game design is part of game studies, while game theory studies strategic decision making (primarily in non-game situations). Games have historically inspired seminal research in the fields of probability, artificial intelligence, economics, and optimization theory. Applying game design to itself is a current research topic in metadesign. Single or multiplayer, Storyline and plot, Luck and strategy, educational tool.

First-Person refers to a graphical perspective rendered from the viewpoint of the player's character. In many cases, this may be the viewpoint from the cockpit of a vehicle. Many different genres have made use of first-person perspectives, ranging from adventure games to flight simulators.

Green-Screen Technology (Chroma Key)

The Z: Gamer,Designer Mouse with Pivot Tilt & Roll Gamers, Designers & Power Users can interact with a computer in a more precise & intuitive way.

Interactive Fiction is software simulating environments in which players use text commands to control characters and influence the environment. Works in this form can be understood as literary narratives, either in the form of Interactive narratives or Interactive narrations. These works can also be understood as a form of video game, either in the form of an adventure game or role-playing game. In common usage, the term refers to text adventures, a type of adventure game where the entire interface can be "text-only", however, Graphical text adventure games, where the text is accompanied by graphics (still images, animations or video) still fall under the text adventure category if the main way to interact with the game is by typing text. Some users of the term distinguish between interactive fiction, known as "Puzzle-free", that focuses on narrative, and "text adventures" that focus on puzzles.

Hugo Awards are a set of awards given annually for the best science fiction or fantasy works and achievements of the previous year. thehugoawards.org

Brainwashers (video game advancements)

Visual Examples of Knowledge and Information

Rocky Mountain VR

Computational Model is a mathematical model in computational science that requires extensive computational resources to study the behavior of a complex system by computer simulation. The system under study is often a complex nonlinear system for which simple, intuitive analytical solutions are not readily available. Rather than deriving a mathematical analytical solution to the problem, experimentation with the model is done by adjusting the parameters of the system in the computer, and studying the differences in the outcome of the experiments. Operation theories of the model can be derived/deduced from these computational experiments. Examples of common computational models are weather forecasting models, earth simulator models, flight simulator models, molecular protein folding models, and neural network models.

Computer Generated - Computer Simulation

Reversible Computing is a model of computing where the computational process to some extent is reversible, i.e., time-invertible.

Agent-Based Model is one of a class of computational models for simulating the actions and interactions of autonomous agents (both individual or collective entities such as organizations or groups) with a view to assessing their effects on the system as a whole.

Computational Linguistics is an interdisciplinary field concerned with the statistical or rule-based modeling of natural language from a computational perspective.

Decision Field Theory  is a dynamic-cognitive approach to human decision making. It is a cognitive model that describes how people actually make decisions rather than a rational or normative theory that prescribes what people should or ought to do.

Dynamical Systems Model of Cognition representations are viewed as static structures of discrete symbols. Cognition takes place by transforming static symbol structures in discrete, sequential steps. Sensory information is transformed into symbolic inputs, which produce symbolic outputs that get transformed into motor outputs. The entire system operates in an ongoing cycle.

Membrane Computing is an area within computer science that seeks to discover new computational models from the study of biological cells, particularly of the cellular membranes. It is a sub-task of creating a cellular model.

Ontology (information science) is a formal naming and definition of the types, properties, and interrelationships of the entities that really or fundamentally exist for a particular domain of discourse. It is thus a practical application of philosophical ontology, with a taxonomy.

Programming Language Theory is a branch of computer science that deals with the design, implementation, analysis, characterization, and classification of programming languages and their individual features.

Microscale and Macroscale Models form a broad class of computational models that simulate fine-scale details, in contrast with macroscale models, which amalgamate details into select categories. Microscale and macroscale models can be used together to understand different aspects of the same problem.

Artificial Neural Network

What if Life was a Simulation?

Simulated World to find your way around in the Real World Simulated Reality is the hypothesis that Reality could be simulated—for example by computer simulation—to a degree indistinguishable from "true" reality. It could contain conscious minds which may or may not be fully aware that they are living inside a simulation. This is quite different from the current, technologically achievable concept of virtual reality. Virtual reality is easily distinguished from the experience of actuality; participants are never in doubt about the nature of what they experience. Simulated reality, by contrast, would be hard or impossible to separate from "true" reality. There has been much debate over this topic, ranging from philosophical discourse to practical applications in computing.

Just because life feels like a simulation, this doesn't mean that it is. Just because something feels like it's computer generated, this doesn't mean that it is. Just because something looks Holographic, this doesn't mean that it is. The Truman Show delusion is a type of delusion in which the person believes that their lives are staged reality shows, or that they are being watched on cameras. Mass Surveillance - Sensing someone is watching you.

If it is a simulation, is it just you, are you the only real person? And is everyone else fake or just actors with smaller parts then you? Are we just figments of someone's else's imagination, someone who designed this simulated life just to have fun? And somehow make people believe that it's real. But wait, that means we are not people, we are not real. So what's the point? Just to mess with our minds? But we don't have minds, we only think we have minds because that is how the simulation was designed. You see, the more you try to figure out if life is a simulation, the more crazy and illogical it is. This is not to say that there are no types of simulation happening on other levels. After all, we are just beginning to learn. So is life a simulation? No. But not 100% no, because we are still learning. And with so many other words that we can use to describe what Life is, simulation might not be one of the words that we should use.

Murder is not a simulation. Death is not a simulation. Choice is not a simulation. Being Blind is not a simulation. So what came first, the chicken or the egg, or the copy of the chicken or egg? A simulation within a simulation? A dream within a dream? Intelligent Design? That's a pretty big rabbit hole you're digging there.

Simulation is the act of imitating the behavior of some situation or some process by means of something suitably.
Imitate is to reproduce or copy someone's behavior or looks. Variables
Copy is a thing made to be similar or identical to another thing. Resemblance. Likeness.

Virtual Reality and Reality are similar but not the same. The Human Brain and a Computer are similar but not the same. Everything is made of atoms, but everything is not the same. The level of knowledge and understanding in people is not the same. It's all about what you know, and not what you assume you know.

If life is a simulation then what is an non-simulated life look like? If everyone just goes to heaven then what is the point of life? If life is a test then what is the test for? To see if I can make it or not make it? And what does make it mean? Fallacy.

VR and R are similar but not the same. No blurred lines. If the lines are blurred, that means that you don't have enough knowledge and information to define the lines and differences accurately enough to now what is real and what is imaginary.

Simulation Hypothesis contends that reality is in fact a simulation (most likely a computer simulation), of which we, the simulants, are totally unaware. Intelligent Design

Problem of other minds states that I can only observe the behavior of others, but how can I know that others have minds?

Solipsism is the philosophical idea that only one's own mind is sure to exist. As an epistemological position, solipsism holds that knowledge of anything outside one's own mind is unsure; the external world and other minds cannot be known and might not exist outside the mind. As a metaphysical position, solipsism goes further to the conclusion that the world and other minds do not exist.

Dream Argument is the postulation that the act of dreaming provides preliminary evidence that the senses we trust to distinguish reality from illusion should not be fully trusted, and therefore, any state that is dependent on our senses should at the very least be carefully examined and rigorously tested to determine whether it is in fact reality.

Study reveals substantial evidence of Holographic Universe

Simulated Reality (youtube)
Matrix (about the movie)
Another Dimension
Computer Generated Imagery - CGI
Virtual Private Network
Artificial Intelligence

Reality - Awareness - Observation Errors

8D Crystal projected to create a 4D quasi-crystal that is used to create a 3D quasi-crystal or E8 Lattice. A Tetrahedron is a 3 dimensional Equilateral Triangle that can be in more then one state. Plank length could act like a pixel. .

Down the Rabbit Hole is a metaphor for an entry into the unknown or a strange dreamlike world that is disorienting or mentally deranging. Entering a period of chaos or confusion that is problematic, difficult and complex.

"I don't mind the questioning, because questioning is absolutely necessary and important. It's just when the questions create more questions that create more questions, to a point where people are just making assumptions based on other assumptions. We need to choose our thinking journeys very carefully. If you have a theory then write it down. We have to prioritize and balance our time. Like believing in God. I can believe in God but I don't know who or what God is, because God could be anything with an infinite amount of possibilities to choose from. You can guess or fantasize about who you believe God is, but you are way better off learning the realities of life because knowledge has always given us the most improvements and the most advancements in life. So let us stick with what we know and save the biggest mysteries for when we have more advanced technologies that will help us measure things that we don't yet understand."

"There are a few Layers of players who have influence in this world. Some of the lower level players realize that there are other higher level players above them that have more influence then them. And the players at the top believe they are at the top level because they have control over the lower level players. But there are more levels above the top level players that have players beyond their comprehension and beyond their capabilities. So what do you do? Do you keep playing this game at the level you feel comfortable with? Or do you search for the creator of this game and find out how to reach the highest levels? The levels that, at the moment, are beyond our comprehension and beyond our earthbound abilities."

The Thinker Man