Mirror world

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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. [1] It is very similar to the concept of a digital twin.

Contents

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. [2] [3] [4]

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. [5]

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. [6] [7] [8]

Mirror worlds can be created via spatial computing with prime meridian as a foundation. [9] And flatscreen XR, multisensory extended reality, simulated reality, and super cinema [10] [11] [12] [13] are terms to describe this mirror world technological convergence. [14]

Symbolic Anchor Scene from Golden Age Volume 1. Digital mirror world anchor represenation.jpg
Symbolic Anchor Scene from Golden Age Volume 1.

Mirror worlds can be beneficial to medical professionals, as they combine several academic disciplines and medical technologies [18] [19] including neuromorphic engineering [20] 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, [21] with ray tracing in physics and ray tracing in graphics overlapped, intertwined and mirrored indiscernible and identical. [22]

Mirror worlds are a unification of dimensions utilizing fractals, [23] [24] and basic flat geometry principles. [25] [26]

Examples

Golden Age Volumes 1 [27] and 2 [28] are examples of mirror worlds. And according to their global investment banking financiers, these mirror world projects include asymmetry [29] [30] and 1:1 scale maps of real world settings. [31] [32]

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. [33]

See also

Related Research Articles

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Virtual reality (VR) is a simulated experience that employs pose tracking and 3D near-eye displays to give the user an immersive feel of a virtual world. Applications of virtual reality include entertainment, education and business. Other distinct types of VR-style technology include augmented reality and mixed reality, sometimes referred to as extended reality or XR, although definitions are currently changing due to the nascence of the industry.

<span class="mw-page-title-main">Fractal compression</span> Compression method for digital images

Fractal compression is a lossy compression method for digital images, based on fractals. The method is best suited for textures and natural images, relying on the fact that parts of an image often resemble other parts of the same image. Fractal algorithms convert these parts into mathematical data called "fractal codes" which are used to recreate the encoded image.

<span class="mw-page-title-main">Fractal landscape</span> Stochastically generated naturalistic terrain

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David Hillel Gelernter is an American computer scientist, artist, and writer. He is a professor of computer science at Yale University.

<span class="mw-page-title-main">Virtual world</span> Large-scale, interactive computer-simulated environment

A virtual world is a computer-simulated environment which may be populated by many users who can create a personal avatar, and simultaneously and independently explore the virtual world, participate in its activities and communicate with others. These avatars can be textual, graphical representations, or live video avatars with auditory and touch sensations. Virtual worlds are closely related to mirror worlds.

Mark E. Dean is an American inventor and computer engineer. He developed the ISA bus, and he led a design team for making a one-gigahertz computer processor chip. He holds three of nine PC patents for being the co-creator of the IBM personal computer released in 1981. In 1995, Dean was named the first ever African-American IBM Fellow.

<span class="mw-page-title-main">Procedural generation</span> Method in which data is created algorithmically as opposed to manually

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<span class="mw-page-title-main">Outerra</span>

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Supercinema: Film-Philosophy for the Digital Age is a 2013 film-philosophy academic textbook by William Brown, Senior Lecturer in Film, and Honorary Fellow at the Department of Media, Culture and Language at the School of Arts at the University of Roehampton, London, United Kingdom.

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