Mirror world

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The New York Harbor scenes from Golden Age Volume 1 and 2 are mapped, overlayed mirror world re-creations, and digital representations of the real world via new methods in which users are able to perceive and feel as if they have entered the experiences.
The New York Harbor scenes from Golden Age Volume 1[1] and 2[2] are mapped, overlayed mirror world re-creations, and digital representations of the real world via new methods in which users are able to perceive and feel as if they have entered the experiences.[3][4]

A mirror world is a representation of the real world in digital form. It attempts to map real-world structures in a geographically accurate way. Mirror worlds offer a utilitarian software model of real human environments and their workings.[5]

The term differs slightly from virtual worlds in that these have few direct connections to real models and thus are described more as fictions, while mirror worlds are connected to real models and lie nearer to non-fiction. It's closely related to augmented reality, but a mirror world can be seen as an autonomous manifestation of digitized reality including virtual elements or other forms in which information is embedded.[6][7][8]

The term in relation to digital media is coined by Yale University computer scientist David Gelernter. He first speaks of a hypothetical mirror world in 1991.[9]

Open geo-coding standards allow users to contribute to mirror worlds. Thus it's possible to make one's own geographical data appear as a new "layer" on one's computer's copy of a mirror world.[10][11][12]

Mirror worlds can be created via spatial computing with prime meridian as a foundation.[13] And flatscreen XR, multisensory extended reality, simulated reality, and super cinema[14][15][16][17] are terms to describe this mirror world technological convergence.[18]

The symbolic Anchor Scene from Golden Age Volume 1 is a mapped, overlayed mirror world recreation, digital representation of the real world via new methods in which users are able to perceive and feel as if they have entered the experience(s).
Symbolic Anchor Scene from Golden Age Volume 1.[19][20][21]

Mirror worlds can be beneficial to medical professionals, as they combine several academic disciplines and medical technologies[22][23] including neuromorphic engineering[24] which consists of the mimicking of neuro-biological architectures present in nervous systems. Mirror worlds consist of perception, motor control, multisensory integration, vision systems, head-eye systems, and auditory processing. Mirror worlds are a form of HCI human-computer interface,[25] with ray tracing in physics and ray tracing in graphics overlapped, intertwined and mirrored indiscernible and identical.[26]

Mirror worlds are a unification of dimensions utilizing fractals,[27][28] and basic flat geometry principles.[29][30]

Examples[edit]

Golden Age Volumes 1[31] and 2[32] are examples of mirror worlds. And according to their global investment banking financiers, these mirror world projects include asymmetry[33][34] and 1:1 scale maps of real world settings.[35][36]

Programs such as Unreal Engine, Google Earth and Microsoft Virtual Earth are examples of 3D mirror worlds.

The video game Anteworld of the Outerra engine is a mirror world that mirrors the entire planet Earth at a 1:1 scale. While the game is currently under development players can explore it in a free-camera mode, by feet as well as in vehicles such as planes, boats and cars and spawn user-made objects such as houses and (usable) vehicles. In game the user can blend in an embedded Google Maps of real Earth that is synchronized with the current camera position.[37]

See also[edit]

References[edit]

  1. ^ "Golden Age Volume 1 - Production & Contact Info | IMDbPro". pro.imdb.com. Retrieved 2022-04-07.
  2. ^ "Golden Age Volume 2 - Production & Contact Info | IMDbPro". pro.imdb.com. Retrieved 2022-04-07.
  3. ^ "What is "immersive"? – LF Examiner". lfexaminer.com. Retrieved 2022-04-07.
  4. ^ "US Patent for Conversion of cinema theatre to a super cinema theatre Patent (Patent # 8,421,991 issued April 16, 2013) - Justia Patents Search". patents.justia.com. Retrieved 2022-04-07.
  5. ^ Roush, W. Second Earth, Technology Review, Juli/ August 2007: p. 10
  6. ^ "A new experiment could confirm information as the fifth state of matter". interestingengineering.com. 2022-03-22. Retrieved 2022-04-07.
  7. ^ "Do Digital Images Exist in the Real World?". www.qub.ac.uk. 2020-03-30. Retrieved 2022-04-07.
  8. ^ "Epic Games' Newest Mobile App Turns Photos Into 3D Scans". HYPEBEAST. 2022-04-06. Retrieved 2022-04-07.
  9. ^ Gelernter, D. Mirror Worlds: The Day Software Puts the Universe In a Shoebox... How it Will Happen and What It Will Mean?, 1991.
  10. ^ Cromey, Douglas W. (2013). "Digital Images Are Data: And Should Be Treated as Such". Cell Imaging Techniques. Methods in Molecular Biology (Clifton, N.J.). Vol. 931. pp. 1–27. doi:10.1007/978-1-62703-056-4_1. ISBN 978-1-62703-055-7. ISSN 1064-3745. PMC 4210356. PMID 23026995.
  11. ^ "Are Digital Images Real? | A Brief Understanding How Camera Sensors Work". SLR Lounge. 2018-02-03. Retrieved 2022-04-07.
  12. ^ Hughes, Bryan O’Neil (2022-03-31). "How the metaverse will reinvent the art of photography". Fast Company. Retrieved 2022-04-07.
  13. ^ Greenwold, Simon (June 1, 1995). "Spatial Computing" (PDF).
  14. ^ "US Patent for Conversion of cinema theatre to a super cinema theatre Patent (Patent # 8,421,991 issued April 16, 2013) - Justia Patents Search". patents.justia.com. Retrieved 2022-04-07.
  15. ^ "What is "immersive"? – LF Examiner". lfexaminer.com. Retrieved 2022-04-07.
  16. ^ Sinnerbrink, Robert (2015-09-30). "William Brown, Supercinema: Film-Philosophy for the Digital Age". Affirmations: Of the Modern. 2 (2): 135–145. ISSN 2202-9885.
  17. ^ "Book Review: Supercinema: Film-Philosophy For the Digital Age, by William Brown". ResearchGate.
  18. ^ Leland, Tim (May 31, 2017). "Extended reality: A convergence is coming".
  19. ^ "What is "immersive"? – LF Examiner". lfexaminer.com. Retrieved 2022-04-07.
  20. ^ "US Patent for Conversion of cinema theatre to a super cinema theatre Patent (Patent # 8,421,991 issued April 16, 2013) - Justia Patents Search". patents.justia.com. Retrieved 2022-04-07.
  21. ^ Douglas Trumbull on the Future of Film, retrieved 2022-04-07
  22. ^ "MMRI – Masonic Medical Research Institute". Retrieved 2022-04-07.
  23. ^ "Hochul proposes to rebuild Wadsworth Center in Albany". NEWS10 ABC. 2022-01-05. Retrieved 2022-04-07.
  24. ^ "Neuromorphic Engineering". www.frontiersin.org. Retrieved 2022-04-07.
  25. ^ "Human-Computer Interaction – MIT EECS". www.eecs.mit.edu. Retrieved 2022-04-07.
  26. ^ "Rendering Perfect Reflections and Refractions in Path-Traced Games". NVIDIA Technical Blog. 2020-08-13. Retrieved 2022-04-07.
  27. ^ Theiler, James (June 1, 1990). "MIT Lincoln Laboratory: Estimating fractal dimension" (PDF).
  28. ^ "Fractals & the Fractal Dimension". www.vanderbilt.edu. Retrieved 2022-04-07.
  29. ^ "Inkron speaks about Tuning into the World of flat XR optics". semiconductorreview. Retrieved 2022-04-08.
  30. ^ Reading-Ikk, Erica Klarreich +1 authorsLucy; a (2020-03-16). "What Is the Geometry of the Universe?". Quanta Magazine. Retrieved 2022-04-08.
  31. ^ "Golden Age Volume 1 - Production & Contact Info | IMDbPro". pro.imdb.com. Retrieved 2022-04-07.
  32. ^ "Golden Age Volume 2 - Production & Contact Info | IMDbPro". pro.imdb.com. Retrieved 2022-04-07.
  33. ^ Gibney, Elizabeth (2014-09-25). "Force of nature gave life its asymmetry". Nature. doi:10.1038/nature.2014.15995. ISSN 1476-4687. S2CID 123586981.
  34. ^ "Is there asymmetry in nature? Chirality, genetics, behaviour". cosmosmagazine.com. 2022-03-11. Retrieved 2022-04-07.
  35. ^ "The real world as your playground: Build real-world games with Google Maps APIs". Google Cloud Blog. Retrieved 2022-04-07.
  36. ^ Global, Theta. "Technology". Theta Global. Retrieved 2022-04-07.
  37. ^ "Terrain Source? - Developer answer". Outerra. Retrieved 27 February 2015.

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