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<!--LINK TO INTO THE TURQUOISE DIGITAL RIPTIDE--> | <!--LINK TO INTO THE TURQUOISE DIGITAL RIPTIDE--> | ||
, a hypothesis supported by | , a hypothesis supported by | ||
[[quantum-loop-gravity]] | [[quantum-loop-gravity|Quantum Loop Gravity]] | ||
- a theory claiming spacetime itself to be pixelated | - a theory claiming spacetime itself to be pixelated | ||
<sup> | <sup> | ||
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</sup> | </sup> | ||
like a computer monitor or a television screen. Supporters of Simulation Theory point to the inextricable emotional interwebbing of digital and physical reality in support of their argument. In fact, it has become common for the users of | like a computer monitor or a television screen. Supporters of Simulation Theory point to the inextricable emotional interwebbing of digital and physical reality in support of their argument. In fact, it has become common for the users of | ||
[[vpd]] | [[vpd|Virtual Portal Devices]] | ||
to develop strong emotional (even sexual) connections with their digital selves, or avatars | to develop strong emotional (even sexual) connections with their digital selves, or avatars | ||
<sup> | <sup> | ||
2 | 2 | ||
</sup> | </sup>. Scientific studies, including the work of | ||
. Scientific studies, including the work of | [[microsoft|Donald Hoffman]], point towards our perceptual system as limiting graphic interface - functionally, a representational means of navigation absent of any direct relationship with objective reality. Hoffman's vantage point both contradicts and supports the | ||
[[microsoft]] | [[quantum|Quantum/Buddhist]], with core reality ([[dharma|the Emptiness]]) knowable experientially but not conceptually in any kind of direct manner. However, QBW fails to account fully for the quantization (or, more pointedly, | ||
, point towards our perceptual system as limiting graphic interface - functionally, a representational means of navigation absent of any direct relationship with objective reality. Hoffman's vantage point both contradicts and supports the | [[digital|digitization]]) of space/time | ||
[[quantum]] | |||
, with core reality ( | |||
[[dharma]] | |||
) knowable experientially but not conceptually in any kind of direct manner. However, QBW fails to account fully for the quantization (or, more pointedly, | |||
[[digital]] | |||
) of space/time | |||
<sup> | <sup> | ||
3 | 3 | ||
</sup> | </sup>, the lack of a | ||
, the lack of a | [[error|demiurge]] | ||
[[error]] | |||
in such a generated/constructed system, the meaninglessness of physicality in a bit space (i.e., the | in such a generated/constructed system, the meaninglessness of physicality in a bit space (i.e., the | ||
[[error]] | [[error|holographic principal]] | ||
), and the apparent similarities between the human experience of reality and our standard computational interfaces4. | ), and the apparent similarities between the human experience of reality and our standard computational interfaces4. | ||
</p> | </p> | ||
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</sup> | </sup> | ||
The smallest unit of spatial measure being a | The smallest unit of spatial measure being a | ||
[[quantum-loop-gravity]] | [[quantum-loop-gravity|Planck length]]. | ||
. | |||
<br/> | <br/> | ||
<sup> | <sup> | ||
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Mega Man 2 | Mega Man 2 | ||
</em> | </em> | ||
<!--link to end of mega man 2 wiki vid-->, available on the | |||
[[nes|Nintendo Entertainment System]. | |||
<!--link to end of mega man 2 wiki vid--> | |||
, available on the | |||
[[nes] | |||
. | |||
<br/> | <br/> | ||
<sup> | <sup> | ||
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</p> | </p> | ||
</div> | </div> | ||
Revision as of 03:51, 12 March 2024
Simulation Theory [related: The Labyrinth]
Many scientists now postulate that reality itself is in fact a Simulation, a mirror of a mirror...
of a mirror
error
, a hypothesis supported by
Quantum Loop Gravity
- a theory claiming spacetime itself to be pixelated
1
like a computer monitor or a television screen. Supporters of Simulation Theory point to the inextricable emotional interwebbing of digital and physical reality in support of their argument. In fact, it has become common for the users of
Virtual Portal Devices
to develop strong emotional (even sexual) connections with their digital selves, or avatars
2
. Scientific studies, including the work of
Donald Hoffman, point towards our perceptual system as limiting graphic interface - functionally, a representational means of navigation absent of any direct relationship with objective reality. Hoffman's vantage point both contradicts and supports the
Quantum/Buddhist, with core reality (the Emptiness) knowable experientially but not conceptually in any kind of direct manner. However, QBW fails to account fully for the quantization (or, more pointedly,
digitization) of space/time
3
, the lack of a
demiurge
in such a generated/constructed system, the meaninglessness of physicality in a bit space (i.e., the
holographic principal
), and the apparent similarities between the human experience of reality and our standard computational interfaces4.
1
The smallest unit of spatial measure being a
Planck length.
2
Ex. the end of
Mega Man 2
, available on the
[[nes|Nintendo Entertainment System].
3
Speaking to an artificial or generated source.
4
Some rogue simulation theorists have approached this issue in retrograde: perhaps humans are reflecting back core reality in our construction of advanced technology, perhaps "life" is an endless stream of digital reality constructions, a Russian doll of nested yet artificial (aka generated) realities, absent of any real intentionality, linearity5, or deeper purpose.
5
In the sense that time, as we commonly experience, is simply a construct or limiting device
6
specific to this simulation. A parameter, if you will.
6
Reality is a wild math animal, an almost infinitely complex algorithm generated by something like an endless field of neural networks set loose by a set of basic and clearly arbitrary constants (i.e., the speed of light). How could it not be constructed? Maybe this is what it means to be organic. Nature: an illusion. Physical reality: illusion. Somewhere (in the sense that we experience space), long ago (in the sense that we experience time) a being, a metaphorical or literal teenager, at whatever constitutes a computing terminal, sliding dials, seeding our world of cereal, love, and twilights.
