#HEW 101 aka “Just a Pretty Picture” (well, not *just*)
“#HEW 101” (last updated 12/21/2020) - Previously called “the LC edition” in honor of the initials of a PhD friend of my Dad’s (who’s also a PhD) and for Adriano Shaplin (aka Isme Boom) who always wanted a different font. This work-in-progress is now known as #HEW 101.
What follows is a casual conversation between Jim (Master of Science – Systems Planning & Technology Management), Kevin (Bachelor of Science - Environmental Engineering), and Mike (Bachelor of Science – Civil Engineering) – all friends since Kindergarten (1967). Enjoy!
Jim: If you need to, you can reread this 50K-foot summary:
How Everything Works (#HEW)
1.0 - We’re woven into one of the gazillion copies of the #HolographicMultiverseSystem (#HMS). Notes: "Gazillion" meaning a specific number but larger than anything we could possibly fathom.
1.1 - Our copy of this system was designed to appear infinitely large and impossibly old. Notes: Written records came about 5000 years BCE (citations TBD). Setup and Configuration happened at an accelerated pace. This is essential to provide "layering" of discoverable data that seems to realistically depict the passage of BILLIONS of years.
1.2 - but is, at most, between 7,000 and 10,000 years old. Notes: #HEW theory contends there was a START time (t=0) for each instance ("copy") in the #HMS. Then there was what I call a "setup and configuration" phase (for our copy of the simulation). Each Unique Copy of the Multiverse - and there are GAZILLIONS of them, mind you - has to have a realistic "layering" of Discoverable Data so its inhabitants remain convinced of its INSANE age. This is the simple answer to "What about the dinosaurs?!" The "setup and config" phase ran at what can only be called an accelerated pace. Then at roughly 3400-3200 BCE (when we first started to see written records being persisted) it slowed down to the pace we're experiencing now. Like how you could create a region in SimCity and run its "life-cycle" on Fast Motion then let it run at a normal pace. I say the whole thing is between 7k and 10k years old because I allow for a buffer of a few thousand years. The exact age is immaterial, though. But to say it's 13.8 BILLION years old? Total nonsense. You don't need that much time to create a realistically layered simulation (see above) that would give the appearance of this INSANE age.
1.3 - [This copy of the #HMS] is a tiny fraction of the size that the best and brightest minds believe it to be. Notes: It has the illusion of great size but is, in fact, a Closed System inside a Really Big Box (RBB). A relatively small box with, of course, hard boundaries.
1.4 - We are “mere projections” who experience 2D (“Zero D”, actually) as “solid” Notes: We're in what amounts to a 3-D cartoon. Each Sentient Interactive Character has a lineage and was shaped by its DNA Capability Set.
1.5 - and we live inside what amounts to a #ReallyBigBox (our #RBB) Notes: Closed System. Boundaries. RBB (Really Big Box).
1.6 - (with defined boundaries, of course) Notes: Closed System. Boundaries. RBB (Really Big Box).
1.7 - that we call “The Infinite Universe”. Notes: Closed System. Boundaries. RBB (Really Big Box).
2.0 - All interactions between sentient beings (aka #SentientInteractiveCharacters aka SICs) on this planet, and their life circumstances in general, are entirely shaped by each being’s DNA Capability Set (DCS) Notes: When we say "all" we really do mean "all". And for purposes of this exercise, a SIC is any being with a brain or the ability to make choices in response to sensory input. This applies to an ant, a zebra, a cow, and, of course, a human being.
2.1 - and how that DCS has interacted with every other DCS (ever)
2.2 - since that being was born,
2.3 - even while the being was in the womb.
2.4 - Growth/Evolution (of the being itself and every single one of the being’s ancestors) is entirely governed by gazillion-variable “wave-function”- like equations Notes: What choices a being decides to make based on sensory input. For instance: what a being does in a fight or flight experience. The being is genetically encoded to make one choice or choose another. Yes, this is learned but it's directly related to the "choice gene" that the being inherited from their creator caretaker beings and how the being was raised. How the being was raised, of course, is a function of the DCS data that each of the creator/caretaker beings inherited from their creator/caretaker beings and so on. This inheritance goes "all the way back" through the lineage of the being in question. All the way back to their original ancestors. A being is indirectly influenced by every single one of its ancestors.
2.5 - that can definitely be impacted by the being’s physical environment and other Life Conditions as they evolve. Notes: Where a being chooses to live is also entirely based on its DCS and how that DCS has been impacted by every single DCS it has ever come into contact with.
What personal preferences the being encapsulates is also a function of the DCS and how that DCS has been impacted by every single DCS it has ever come into contact with.
- Favorite Color
- Sexual Preferences
- Favorite Smell
- Favorite Food
- Favorite Texture
- Favorite Music
- Favorite <insert anything here that has to do with someone's personal preferences>
Every being inherits its looks, its physical abilities, and all of its physical attributes from the creator/caretaker beings. This is one of the only characteristics of a being that isn't impacted by the rest of the beings that it comes in contact with.
How the being chooses to adorn itself or alter its physical appearance can definitely be impacted by other beings that it comes into contact with. But the "base image" of the being in question cannot be altered unless some sort of body modification through surgical options. The being can also be altered by non-surgical methods including physical injuries or more intimate types of physical alteration such as "cutting" or other forms of destructive alterations.
2.6 - There are, of course, different sets of equations running the show for each set of beings (down today the tiniest insect) inside each of the copies of the #HMS
2.7 - It’s a highly choreographed free-for-all! And it’s mind-boggling! And I just love it!
Closest analogy: https://en.m.wikipedia.org/wiki/Psychohistory_(fictional) (but on a sub-atomic level - with everything tracked “as low as it goes”)
Just to recap the part of my theory that I shared with you the other night:
3.0 - Since everything in our copy of the #HMS must be "tracked" and "rendered" in some fashion at every instant in time, there must be a known location within the projection that is warehoused to be used in calculations for the next "rendering" (and this rendering happens so quickly it appears as fluid motion to our senses).
3.1 - What do I call the data associated with the location of the Holographic Element within the overall projection inside our copy of the #HMS? I call this the Specified Location Identity Data (#SLiD). It not only warehouses the spatial coordinates of the Element, it contains Next Step data as well (and who knows what else).
3.2 - And here's the kicker: this tracking & rendering occurs at the lowest level of observable matter (all the subatomic particles, “all the way down”, “as low as it goes”, etc.). And it occurs in every single one of the gazillion copies of the #HMS.
3.3.0 - By the way, because the entire history of location & state for every “speck of matter” (whatever it is) at every moment in time is tracked and warehoused in the Big Data Warehouse In The Sky (the #BDWITS, pronounced Bee-Dee-Wits, and playfully referenced as The Great GIG in the Sky) - yes, “as low as it goes” - this might explain (partially, at least) the phenomena known as “Spooky Action at a Distance” (aka Quantum Entanglement).
3.3.1 - Think about it: if there’s a history of the spatial coordinates & state of/for every “speck of matter” at every moment in time and two objects come into close proximity with each other or occupy the same spot or are created in the same exact place at the exact same moment in time, they will *forever* have that set of #SLiD in common in The Warehouse.
3.3.2 - The #SLiD for each of these “specks of matter” will always carry that shared/similar location in the warehouse and it will be time-stamped at that precise moment in time in the warehouse.
3.3.3 - And, who knows, it might mean that the two “Components” aka “Holographic Elements” were rendered at that instant by the same “Projector Cell” (aka the same “bank of Holo-emitters in the Holodeck”). What might that trigger? Bells? Whistles? I have no idea. But it links them. Forever and ever.
3.3.4 - And I’m not sure why it took so long for me to realize this but “captured” #SLiD (when viewed by a specific #SentientInteractiveCharacter’s Visual Detection System) is, of course, warehoused in the #BDWITS as well. Example: Two people observe the same “speck of matter” in a similar or identical state (per the #SLiD) - just like the above, it links them forever and ever (and yes, potentially with accompanying Bells & Whistles too!).
3.3.5 - #HEW and the #HolographicMultiverseSystem (#HMS) aside, I've never heard anyone reference anything even remotely similar when describing the possible causes of so-called “Spooky Action at a Distance” aka Quantum Entanglement. Let’s face it: "Spooky Action at a Distance" defies explanation and continues to baffle the best and brightest. And it always has. This at least explains how/why that “regardless of the distance between them” they will have that particular shared/similar #SLiD in common always & forever. Thoughts?
Kevin: A quick question... or two... If the info in the “Holo Une” (our copy of the Holographic Multiverse System) is rendered at every instant in time, then doesn't that require an infinite amount of rendering? Or is time not continuous but rather a series of imperceptibly small time units all strung together? Speaking of rendering, isn't it time for a pulled pork sandwich or a savory dish of beef stew? As I understand, it's what's for dinner. Beef… it's a dead cow.
Jim: Yes! An infinite amount from our perspective, of course. It's capped, though, at a level sufficient for the appearance of "fluid motion". As a reminder: our copy of the #HolographicMultiverseSystem exists inside what amounts to a closed box with what must be distinct boundaries - we refer to this as "The Infinite Universe".
Mike: Hmmmm.... a bit cavalier in throwing around the word "must"... infinite Holographic Multiverse Systems imply infinite computing power and infinite storage volume therefore it seems as though everything would be rendered in real time without the requirement of any warehousing. Storing the data and rendering it separately would be double work so it would be much simpler if the rendered object is its own data. If this is the case, it seems the "next step" data contained in each rendered object would be the resultant vector of a semi-random algorithm influenced by its own data iteration and those of the other rendered objects. Any other "next step" instructions imply either pre-determination or the intervention of a Superior Being. Of course it might take less energy for the Holographic Multiverse System to simply create actual objects instead of rendered ones...
Jim: We need to do a conference call! One quick response: our notion of how much “energy" it takes to create "real" V. "Holographic Multiverse Simulation" is most certainly skewed since this cosmology I am proposing has no real frame of reference (especially the Multiverse part of it). How each copy of the HMS’s projection and detection components actually work - how they are constructed? That’s beyond me. The closest analogy would be the Holodeck on Star Trek: http://memory-alpha.wikia.com/wiki/Holodeck
And besides: methinks “outside the box” science and math would seem like magic to us. The “outside the box” concept of Energy - even the notion of a fixed amount - may be wildly different than *anything* our “inside the box” 3-D/2-D/0-D brains could ever hope to comprehend. Nothing against us. Hey, we do the best we can (as Sentient Interactive Characters within our copy of the Holographic Multiverse System). Anywho... let's hash it all out some night LIVE! Might be interesting!
Mike: You should read "The Hydrogen Sonata" by Iain M. Banks. Among other things, there's a discussion about any sufficiently detailed simulation, i.e. one involving interactions between autonomous A.I.'s, becoming indistinguishable from reality and the associated moral implications. I'll scan & post the section if you're interested.
Jim: Please do! Sounds like a fitting analogy! But again, the notion of "how much energy" it takes to build even one copy of a fully interactive Holographic Multiverse System is a question we are asking ourselves from our very limited 3-D/2-D/0-D experience set. In fact, from that perspective, this whole discussion is throttled by that. But it's still fun to ponder!
Kevin: There's an infinite amount of energy available anyway; it's generated by the inter-dimensional "friction" between the infinite Holographic Multiverse Systems (which are all simultaneously adjacent to every other copy).
Jim: Nice theory, but I'm thinking that even the notion of "friction" is "oh so 3-D/2-D" and "just a pretty picture" that - AMAZINGLY ENOUGH - tests positive to us #SentientInteractiveCharacters (SICs) for so-called "friction".
Raw Source, Original Emails, Release Notes found in the original write-up https://docs.google.com/document/d/1NLxnty86lQlDwM6cHu-clEKz1ZhTPXqExCW5YVORLDE/ (cut and paste this into your browser if it doesn't show as a link)