CIBSTEC, a unique development of virtual reality

 

WHAT IS IT
 a unique and at the same time original design of a three-dimensional miniature virtual test site for the training of future scouts-cybernetics: the specially manufactured cyber-space "deck" transfers the human consciousness to the onsensual virtual hallucination of the matrix...
 
...back to our cyberspace. The program is mad cool. It is the greatest, after Internet and WEB, product of human ingenuity. This is the most unique innovation of the early twenty-first century, and it is also invisible, illusive, pixel. I've just been in the CYBERSTEC for twenty seconds, two steps away from their advanced defense, their spies and observers - I saw what we look like from the outside. But nothing at all. We are not here. I looked up the mentioned data-design, the standard protection unit, and approached it cautiously. Then I moved up to the matrix, the program became even larger; its graceful, multicolored arches of proto-pixels began to get close to the object of the hacking...
 
DESCRIPTION
..."CYBERSTEC" is a three-dimensional virtual test site, it is the most complicated simulator of sensations and a physiological simulator at the same time. Being disabled, it really looks like a three-by-three-meter cube, with transparent and unusually elastic walls. To make it works, you need to put on an elastic special suit-exoskeleton covering the whole body, which is equipped with hundreds of sensors, and a helmet of virtual reality...
 


 ...how the mechanics of the complicated set works, we do not know. Perhaps, after raising the helmet slightly, you can see that in response to the efforts we are making, "CYBERSTEC" begins to rotate, turning from within into a "hilly sphere". It is only necessary to notice an object in the virtual reality and reach for it, as its  mock-up is immediately "squeezed out" of its wall. If you do not spy, everything turns out so realistically that an unprepared person may get dizzy, pressure may rise (clicks of a data-pressure sensor are audible at the exosuit), and the body quickly becomes tired of various physical activities. It is all fair, even too much...
 
...there are ghosts of people in the area, where the mind of the researcher plunges (we call them "icebreakers"). Of course, we understand that we have game programs, but some virtual realities have an incredible degree of reliability (...these start-up students are capable of anything...), and we cease to perceive the difference soon. The real world dims for the researcher, is stretched thin, and only the built-in intercom and laryngophones keep the mind from a complete immersion into the world of virtual dreams... It is just amazing...
 
...but over time, the mind adapts to immerse itself in different epochs, and we become participants in all sorts of events, both historically authentic and frankly fictional. But at the same time, each of us is thinking less and less about why during being in any given reality we are forced to fight constantly for our own lives. This is probably our real world - after returning from the virtual, there are sometimes thoughts that we have similar scenarios: a person gets the opportunity to influence the nature and others too early. People are equally creators and destroyers, and one day we tip the balance towards destruction. Remember how we always win in computer games...
 
...the cyberspace matrix is in fact a rough resemblance to the human "sensorium" (that we perceive without straining) - at least in terms of representation, but the "deck" seems nothing more than an excessive expansion of carnal sensations. As soon as you raise your hand, the character performs the same function, but in his own way...
 
...now outward. Move carefully, the virus closed the window of hacking thoroughly by a cyber-trap. Switch to cyberspace and launch a signal-echo on the scarlet thread that permeated the "ice" of the library, the team. Eight independent alarm security systems sort of “bulldogs” were in complete confidence that they would work. Three cunning locks were deactivated almost simultaneously, but continued to consider themselves locked. And in the main database of the library there was a new entry that the construct was issued a month ago by a lawful order. And if the digital archivist will try to find out by whose orders it was issued, he will find out that the file has been erased. Transition to cyberspace: imagine, if you took and pulled on a scarlet line from the "ice" by hand, it would return to the program in a jerk, and then self-healing of the system would begin. "Icebreaker" began to back out, collecting subroutines left near each gate, which immediately closed behind him...
 
FOR WHAT
...v-world helps not only not to go crazy in everyday life, but also to keep good physical form. Immersing into the phantom worlds, immersing "into the characters", you can experience real physical activity and, it turns out, you are terribly hungry. Probably, the revealed sensations will help to sleep normally at night again to the fighters who survived the hell of war; problems and sorrows are gradually releasing, going to the background - and this is the burden of psychologists...
 
...The only thing that at first can be very annoying is the inevitable element of the "action" that is present in many virtual worlds we like... The main thing is not to get stuck there...
 
FOR WHOM
Innovative artifact "CYBERSTEC" may interest developers of virtual reality, software developers and information security professionals. For screenwriters of computer games this is generally a view from the future. Make your suggestions and create. Cinematography will find a promising line in the application of this innovative artifact, everything is just beginning...
 
CAPABILITIES
...immersing in virtual gaming that now seems unreal, we can, for example, walk through our Alma mater, visit a meeting of the department, a scientific council, flip through the delirium of speeches...
 
...in the condition of youthful adrenaline excitement, you can connect to a cyber-space "deck" made on special order, which carries consciousness into hallucination of the matrix. Being an "icebreaker", it may be necessary to work for customers who supply the exotic software necessary to penetrate shining proto-pixel walls surrounding the information fortresses of corporations. Software to open windows in rich data fields...
 
CYBER (CYBER SPACE)
...again back to cyberspace. The developed program has become close to the "ice" of the target (Tom Maddox is the inventor of the term "Ice", in this context it is protection from hacking), and the rainbow tones were gradually replaced by the green of the rectangle representing the core of the system. Emerald arches, thrown through a colorless emptiness, and the situation resembles a matrix somehow incomprehensible and a bit gruesome. You will find yourself in an unexpected situation and see your favourite city in the form of an information field - approximately the same matrix resembles proto-proteins, interlocking with each other to specify the specialization of the cell. Then, you can rush into a dizzying acrobatic flight, devote yourself to it, never forgetting about your independence for a second, while the usual dance of numbers and symbols of interactive business information is raging on, and you see the way databases come to life in the flesh of the labyrinths of indexes, figures, formulas...
 
...so, cyberspace. This is an unimaginable hallucination, experienced daily by billions of computer operators around the world, schoolchildren and students, who are studying mathematical concepts... Graphical representation of data which is stored in the memory of each computer, included in the universal network. Incredible complexity. Light rays in the pseudo-space of the brain, clusters and constellations of data. Like city lights moving away at distances...
 
CHRONOLOGY
Do you dream of visiting cyberspace personally? And you still represent the "movie" matrix - its bright logical pixel gratings and running figures, unfolding in the colorless void of 3-D objects? .. Watch the content, we are preparing a unique chronology...
 
From different sources of knowledge, information comes that somewhere up until the mid-20th century, by the term "virtuality" scientists and developers understood a single object or state that does not really exist, but it can arise under certain conditions. For example, the term "virtual" is interpreted by the Oxford English dictionary as "almost or nearly as described, but not completely or according to strict definition, not physically existing". The ancient Greek word "virtus" characterizes the state of the higher inspiration of the warrior. In addition, ancient philosophy gives this concept the meaning of the supreme virtues, as the privilege of the wisest. The key figure of the Christian church of Saint Basil Great applies virtual analysis to the description of the creation of the world act. We, on the other hand, know little and understand the essence of this phenomenon, and therefore we cite some individual facts that have become available to our understanding. We apologize for any inaccuracies, if any, and ask to help us correcting them.
 
That is what is available to us:
 XIII century - it is mentioned that the term "virtual" in "virtual reality" is formulated in medieval Europe. For the medieval logic of Duns Scotus, the Latin "virtus" was the main point of his theory of reality. He insisted that the concept of a thing contains empirical attributes not formally, but virtually. The term "virtual" Scotus used to bridge the gap between a formally unified reality and our disorderly-diverse experience...
 
1929 – prototype of lever trainer, which forced the simulator to move, rotate, fall, change course and thus created satisfactory sense of movement, was patented. In our opinion, this was one of the successful attempts to combine visual perception with the perception of movement and sound. It was a flight simulator, the original model of which used a moving picture and pneumatic transmissions, like organ pipes...
 
1961 - engineers designed one of the first versions of the helmet-display, called "Headsight". The helmet consisted of a video screen and a tracking system, which was connected to a closed video tracking system by the engineers. It was designed for use in dangerous situations - the user could observe the real environment sort of remotely, adjusting the angle by turning the head. Such a device was used in the future by pilots: the helmet was connected to infrared cameras attached to the base of the aircraft, which allowed you to orientate in the field, even at night...
 
1962 - the first prototype of the multi-sensor simulator "Sensorama", which the scientist Morton Heilig considers one of the first systems of virtual reality. It immersed the viewer in virtual reality with the help of short films that were accompanied by smells, wind and noise of the megapolis from audio recordings. The console included stereoscopic screen, cooler, various sets of smell, stereo speakers and a moving chair. Viewers still watched such a film passively, therefore, this fact can be considered one of the first steps to the development of virtual reality...
 
1964 - Stanislaw Lem in his famous book  "Summa (Compendium) of Technologies"  introduces the term "Phantomology" and answers the question "how to create a reality for intelligent beings, living in it, that would not be different from normal reality, but would obey other laws?»...
 
1967 - scientist Ivan Sutherland described and constructed a helmet, on which the image was generated with the help of a computer. Sutherland's helmet made it possible to change images by moving the head (for example, visual feedback). Because of the large size, the device had to be suspended from the ceiling, so the helmet was called the "Sword of Damocles"... 
 
1972 - the new term "artificial reality" (Myron Krueger) for determining the results that can be obtained with the help of the overlaying system of an object (person) on a computer generated image and with the help of other tools developed by that time...
 
in the mid-1970s, computer graphics replaced video, which was previously used in simulators. Although the quality of the graphics was extremely primitive, but it was important that the simulators (and these were flight simulators in the first place) worked in real time...
 
1977 - a successful version of the virtual reality standard, "Aspen Movie Map", created at the Massachusetts Institute of Technology (MTI). The program simulates a walk around the city, and, for example, allows you to choose among different ways of mapping the terrain...
 
1977 - the release of the expected science fiction film "Star Wars IV: A New Hope". Computer graphics perceptibly approached the mass audience...
 
1978 - a unique architecture of 16 bits - x86 represented by the processor 8086 of Intel... It has 29 thousand transistors and a crystal in the size of 33 mm²...
 
1982 - virtual reality becomes a part of mass consciousness thanks to the release of the film "Tron", where computer animation was used first. The film also set a visual standard for virtual reality with a distinctly luminous aesthetic...
 
1983 - the release of the book "Artificial Reality" by Myron Kruger...
 
1984 - William Gibson's fantastic novel “The Neuromancer” presented a world where billions of people, by mutual consent, share a "common hallucination"... The author introduces the notion of "cyberspace": "Cyberspace is a coherent hallucination, which is experienced by billions of ordinary operators around the world every day... This is a graphical representation of the data banks, stored in a worldwide network of computers connected to the brain of each person. Incredible complexity. Lines of light aligned in the space of the brain, clusters and constellations of data. "It is interesting, isn’t it...?
 
1984 - Three-dimensional computer input was developed on the basis of optical sensors, which measured the distance travelled by the device by processing a large number of one-dimensional images. This improved passive tracking radically...
 
mid-1980s - there were unique systems in which the user could manipulate three-dimensional objects on the screen of the monitor (for example, thanks to the response to hand movements)...
 
1986 - a unique article "Virtual states in human operator activity", in which brilliant Russian scientists offer an idea of virtuality as a fundamentally new type of event, was published. We advise you to find interesting view of scientists...
 
mid-1980s - we can admit that in the fantastic literature of the subgenre "cyberpunk", virtual reality is described as a way of communicating a person with "Cyberspace" - a kind of environment for interaction of people and machines created in computer networks...
 
1987 - the term "virtual reality" became popular due to Jaron Lanier. He defined it as a "computer-generated interactive, three-dimensional environment into which a user is immersed"...
 
in the 1990s, the rapid development of computer technology allowed to improve the parameters of interactivity; it appeared complex software and numerous research centers developing methods for applying virtual reality technologies in education, medicine, industry, military and space research...
 
1994 - the unique doctoral dissertation of the Russian scientist Nosov N.A. "Psychology of virtual realities and analysis of operator errors", and a monograph "Psychological Virtual Reality" (Moscow, 1994. 196 pp.), which outline the foundations of "virtualistics" as an independent trend in philosophy and the science of modernity...
 
1994 - the first VR-helmet was developed, focused on mass use (we assume that prior to this the development of virtual reality devices was done by the military, but to ordinary people this technology was not available)...
 
1995 - a successful attempt to combine virtual reality and video games. The company Nintendo released an interesting portable console. The peculiarity of this device was that it used a monochrome image device based on red LEDs. This allowed to save on production and energy consumption...
 
1995 - virtual reality glasses appeared. They were conceived to be used in creating a home entertainment system - glasses were connected to a variety of devices, whether it was a computer, a TV, or a VCR. It was a stylish and light (~ 300 grams) device. Some dentists began to apply these glasses for the patient could relax during the procedure. We all know this...
 
1997 - Glasses "Glasstron" came out to the virtual reality market. The device was positioned as a portable 30-inch monitor and it did not support the stereo image effect. A separate module was the head position tracker. It was a device connected between the computer and the mouse. The system followed the turns of the head and converted them into cursor movements...
 
Since the beginning of the XXI century, virtual reality technologies have become widely used in various areas of human activity: especially in projecting and design, medicine (remember the drawings of Leonardo da Vinci), mining, military technology, construction, trainers and simulators, marketing and advertising, entertainment industry, etc. According to some experts, the volume of the virtual reality technology market is estimated at more than $ 15 billion in year…
 
2012 - the team of a well-known start-up company collected $ 2.4 million on the Kickstarter website to create the first prototype device, which in less than 2 years was purchased by another well-known company for $ 2 billion...
 
2015 - the 3-D model of CYBERSTEC, a prototype of the virtual reality device of the future, was presented on the "Project Fantasy" website. A breakthrough is expected in the works of Ukrainian students, who will create a unique thing, for many years ahead, setting the pace of "breakthrough technologies"...
 
Currently, there are the most common several options for realizing virtual reality: the 3-D room variant (the image is projected onto several screens, located around the user, a sound system and glasses that provide stereoscopic perception are used) and a virtual reality helmet (for example, HMD - head-mounted display), connected to the computer and a device that monitors the position of the head. In these conditions, the user experiences a feeling of immersion, or presence in virtual reality.
 
2016 – expectation of a cool device for toys...
 
2016 - Devices for virtual reality are under development, so a strong variety of content is not expected. At the same time, at least several influential customers will be interested in the possibilities of a new technology - the porn industry...
 
To be continued…
 
POTENTIAL  FEASIBILITY OF THE INNOVATIVE ARTIFACT
 ≥5%
 
RUR (READING UTILITY RATIO)
32.59%
 
CRITERION: THE BARRIER OF APPLIED INNOVATIONS
Low
 
RESOURCE OF INSPIRATION
[William Gibson. The neuromancer. 1997]
 
OUR ANNOTATION
The book is very complex, the story resembles a dynamic detective story, with several parallel plotlines developing. It is very full of terminology, unknown and incomprehensible at first glance. But when you delve into it, it becomes clear and very interesting. Some things are sometimes shocking - for example, that in the future it is so easy to change your liver or pancreas. Just pay money for it. Some ideas of the author are just on the verge of fiction or genius. The world of the future is contradictory, after the apocalyptic war, the values of people are low. But we really enjoyed the main characters, their search for meaning in an uneasy existence, the primitivism of routines and chic at the same time. In terms of ideas, the concept of a virtual reality in which a person exists will crystallize out. It is only necessary to put on special devices - "dermatrodes", and you are immersed in the world of information. And a computer of the future talks with you, laughs at you, mocks. But also helps. The main character is a weirdo genius (sorry for the irony), a talented young man with his shortcomings. In our opinion, the inner world of the protagonist and his capabilities are described very qualitatively. And most importantly - the technologies of introduction into a foreign world, overcoming the defenses against viruses, his inquisitive mind and simple slackness. Some of the ideas that the author describes are very interesting and original. We advise you to find a book and read it consciously. This book is a masterpiece for programmers and computer specialists whose jobs require new searches. Pay attention to the names that are used by the author in the descriptions of equipment and technology.More than likely, thoughtful. Recommend it to friends.
 
Read and wonder...