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NAUGHTY NURSEY MARBASI: The Fifth Spirit is Marbas, Marabassy, Maria-basi or Marbasi. She is a Great President, and appears at first in the form of a Lioness for her nature is that of a predatory Succubus marked out by Leo, but afterwards, at the request of the Magician, puts on human form to then manifest as a very sexy Nurse or Doctor of most naughty scientific Frankenstein habits. Her body will appear to be made up of various other female Cat-Walk Model body parts all stitched and knitted together into a sublime Cyber babe of sensuous form whose legs be long of well formed Android pins ending in stiletto heeled ballet boots to walk about on tip-toe. She answers truthfully concerning all things hidden or Secret so as to bestow upon her master the ability of X-Ray vision.
Marbasi can cause diseases so as to afflict those whom have malign intentions against her Master whereby her appearance becomes terrifying of Giger nightmare Kali-Cenobite to consume their organs to make rot into putrefaction. She will sometimes be seen cutting her self up with scalpel blades to slice whereby one to then perceive those body parts dissected to grow back again rapidly for she does bestow instantaneous healing and regenerative capabilities as well to cure all illnesses. She gives great wisdom and Scientific knowledge concerning the Evolution of the Mechanical Arts in relation to the Dream Body electric of physical Holographic expression to cover Anatomy, Cybernetics and Robotics for ones material Body Organic to that of Inorganic vessel is but a vehicle of Machine. She can change her Master or others if so desired into other shapes within vivid Virtual Reality visions so as to know their intrinsic secrets of Evolutionary development. She Governs 36 Legions of most randy Spirits like her self. ASSUMING THE ALTERNATE PERSONA OF BARON FRANKENSTEIN When a Male practitioner Evokes Marbasi he can assume the Alternate Persona of Baron Frankenstein within a Lucid Dream, which Succubus Marbasi will empower. One can thereby learn how to construct many a Mind Doll of a Succubus to knit together within ones Dream lab, which will come to life by the lightening bolt of ones directed lust while ones Naughty Nurse Marbasi to aid one in ones Tulpa Mind Doll experiments; such will give one insights into ones Neurology to take further in regards to Cybernetics. Should one be a Mad Scientist, Marbasi will thence inspire ones investigations in fusing Neurology with Cybernetics in regards to creating an Artificial Intelligence to go further of programming Video Game Characters, designing Virtual Reality Systems and Robotics. If one be a Surgeon Marbasi to indicate that ones body be but that of an organic Robot, which can be healed by the manipulation of the underlying programming at an informational within ones Dreams to make Lucid of Awareness. Naughty Nurse Marbasi can teach one much, and far more besides via ones Lucid Dreams, when one becomes as Baron Frankenstein in order to Evoke her as ones knit together Succubus.
CENOBITE KITTY-KAT DAKINI CYBER-BABE TRANCE NURSE OF CHÖD
One could equate Marbasi with the Tibetan Buddhist (Cenobite) Dakini called Vajravidarana whom is a purification deity; she is often depicted holding a Vishwarupa (double-Dorje) and a bell with a similar handle. In white form (Tibetan: Dor.je nam.par jom.pa kar.po) she is the Hindu Goddess Sita, who has transcended her role as a worldly heroine (her tale of suffering is told in Valmiki’s Ramayana) to heal the afflictions of humankind, especially disease and other bodily conditions. As Sitala, she was once associated with exorcising the cause of Smallpox.
The Vajravidarana cleansing ceremony is a powerful spiritual aid to expunge or split open up ones energy Body of self-orchestrated Shamanic Dismemberment (Sanskrit: Dharana) in order to program ones Holographic Body Memory anew. In many respects it is very similar to the practice of Chöd, although Chöd is far more extreme of practice. Chöd is a Spiritual technique, which is primarily found in Tibetan Buddhism. Also known as "Cutting Through the Ego," the practice is based upon the Prajñāpāramitā Sutra. It combines Prajñāpāramitā philosophy with specific Meditation methods as well as Tantric ritual. Chöd literally means "Cutting Through". The ritual is utilised in order to cut through the layers of perceptual hindrances and obscuration, which are associated with 'Demons' or 'Gods'. Examples of Demons are Ignorance, Anger and, in particular, the dualism of perceiving the Ego of the Self as being inherently meaningful, which is contrary to the Buddhist doctrine of No-Self. The aim of the practitioner is to become fully immersed in the ritual: "With a stunning array of visualizations, song, music, and prayer, it engages every aspect of one’s being and effects a powerful transformation of the interior landscape."
Chöd usually commences with Phowa in which the practitioner visualises their Mind-stream as the Five pure lights, which leaves the body of Five Senses through the aperture of the Sahasrara at the top of the head of Bregma crown. This visualisation, if intense enough will initiate a sensation of pressure atop of ones head or that of a tingling feeling; if taken further one has the sensation that the top of ones head is opening up like that of wearing a crown; this is especially the case if one is in a state of Trance while experiencing this stage, which thence leads to an Out-Of-Body-Experience where ones Spirit leaves the physical body via the top of ones head. This is said to ensure psychic integrity of the practitioner whom is conducting the rite (Sādhaka). In most versions of the Sādhana, the Mind-stream, which exits out of the top ones head attracts a female entity of a Dākinī called Vajrayoginī whom thence commences to dismember the Dream body of the practitioner with a Kartika (Knife) like that of a Hellraiser Cenobite, which one could construe as being that of psychic surgery being conducted by a Spirit Nurse of a Succubus.
While the Chöd practitioner is in a state of ecstasy due to his vivid visualisations he offers the Ganacakra of his own physical body, to the 'four' guests: Triratna, Dākinīs, Dharmapalas, and the beings of the Bhavachakra, comprising of the ever present genius loci as well as the (Ghosts) Pretas, whom occupy the four directions of a sacred site of a cremation ground amidst a Pentagonal slab of the Earth grid. One could perceive the 'four guests' as being Sentient Programs while the Earth grid, which mirrors the Dodecahedron structure of the Universe is a Matrix underlying ones experiential reality of a Hologram one can equate with Maya.
Chöd, like all Tantric systems, has its outer, inner and secret aspects. They are described in an evocation sung to Nyama Paldabum by Milarepa: "External Chöd is to wander in fearful places where there are Deities and Demons. Internal Chöd is to offer one's own body as food to the Deities and Demons. Ultimate Chöd is to realize the true nature of the Mind and cut through the fine strand of hair of subtle ignorance. I am the Yogi who has these three kinds of Chöd practice."
The Chöd is now a staple of the advanced Sādhana of Tibetan Buddhist traditions. It is now practiced worldwide following the dissemination by the Tibetan diaspora due by and large to the 'dismembering' of Tibet by the occupying forces of the Chinese. In Chöd the adept symbolically offers the flesh of their body in a form of Ganacakra or Tantric feast. Iconographically, the skin of the practitioner's body may represent surface reality or Maya, which one can associate with a Hologram. It is cut from bones that represent the true reality of the Mind-stream represented by ones crystalline skeleton. The Chöd ritual has its ancient roots in the initiation of a Shaman, which has a preponderance of Serpentine symbolism associated with it, which no doubt relates to to the self-replication of the Serpentine DNA, where it 'splits' apart before recombining in a new form; should there be a rare proof reading it generates a Mutation.
Traditionally, Chöd is regarded as challenging, potentially dangerous and inappropriate for some practitioners, due to the fact that the experience becomes very real at the Dreaming level, whereupon the practioner may find his Dream body being abducted by enities who then proceed to tear him apart within a Lucid Dream; although a Western practioner may experience being abducted by Aliens who commence to operate upon him within their UFO of a surgery, which occupies the informational realm of the 11th Dimension; after the operation, the practitioners Dream body is recombined leading thence to a Mutation of their Consciousness. GREY ALIEN RAPTOR DAKINI NURSES OF CHÖD In other words, the Chöd ritual can be utilised to induce a UFO Abduction experience; however, the experience will be determined by ones cultural imprints; whereby Westerners will very likely perceive Alien looking entities, while a Tibetan Buddhist or a Shaman will see wrathful deities, such as that of Cenobite Dakini's. One to find that the Dismemberment experience is often described in Shamanic practice and such can happen spontaneoulsy without ones provocation, which is invariably indicative that the individual whom undergoes the experience is that of a prospective Shaman; whereupon the Chöd ritual is a consciously engineered Shamanic initiation. THE DAKINI SURGEON'S KARTIKA SCALPAL AND OTHER CENOBITE IMPLEMENTS Practitioners of the Chöd ritual, Chödpa, use a Kangling or human thighbone trumpet, and a Chöd drum, a hand drum similar to but larger than the Damaru commonly used in Tibetan ritual. As for the Damaru it is often made from a human skull. In a version of the Chöd Sādhana of Jigme Lingpa from the Longchen Nyingtik terma, five ritual knives (Phurbas), are employed to demarcate the Mandala of the offering and to affix the five Dakini wisdoms. Key to the iconography of Chöd is the hooked knife or skin flail (Kartika). Some interpret the Kartika as being a flail of an agricultural tool used for threshing to separate grains from their husks, while others see it as a skinning knife. Those who see the Kartika as a skin flail associate it with separating the Body-Mind from the Mind-stream. The Kartika imagery in the Chöd ritual provides the practitioner with an opportunity to realize Buddhist doctrine: "The Kartika (Skt.) or curved knife symbolizes the cutting of conventional wisdom by the ultimate insight into emptiness. It is usually present as a pair, together with the skullcup, which is seen to be filled with wisdom nectar. On a more simple level, the skull is a reminder of (our) impermanence. Between the knife and the handle is a Makara-head, a mythical monster. A recurrent theme in the iconography of the Tibetan Buddhist Tantras is a group of five or six bone ornaments ornamenting the bodies of various enlightened beings who appear in the texts. The Sanskrit includes the term Mudrā, meaning "Seal". The Hevajra Tantra associates the bone ornaments directly with the five wisdoms, which also appear as the five Dhyāni Buddhas. These are explained in a commentary to the Hevajra Tantra by Jamgön Kongtrul: The wheel-like Crown ornament (sometimes called "Crown Jewel"), symbolic of 'Aksobhya' and mirror-like pristine awareness. The Earings representing 'Amitābha' and the pristine awareness of discernment. The Necklace symbolizing 'Ratnasambhāva' and the pristine awareness of total sameness. The Bracelets and Anklets symbolic of 'Vairocāna' and the pristine awareness of the ultimate dimension of phenomena. The Girdle symbolizing 'Amoghasiddhi' and the accomplishing pristine awareness. The sixth ornament sometimes referred to is Ash from a cremation ground smeared on the body." VIRTUAL REALITY LUCID DREAM CYBER SEX NURSE SUCCUBAE One can gain an insight into the practice of Chöd as well as the UFO Abductee phenomenon when one investigates the very real experiences of Lucid Dreaming, which can be quite intense to such a degree that one cannot tell the difference between what one considered to be real and that of a Dream to thence blur into each other. The following description of a vivid Lucid Dream, which involves a (Chöd) Medical procedure is related by Ed Kellogg, Ph.D. Kellogg felt that his vivid Dream had something to do with a future technological innovation concerning a Virtual Reality system and that of its Artificial Intelligence in the year 2025, which is perhaps influencing all of our Dreams: "An odd sort of skinny "bartender" greets me - "Good day! What can I do for you sir?" I ask for something simple, to see if I can taste virtual food. I ask for a fruit, and he hands me something that looks like an old head of decayed romaine lettuce, the leaves yellow and wilted, with a sort of peeled "mango/pineapple" on top. I throw the "lettuce to the ground" where an odd looking "squirrel/monkey" "eats" it. Although the fruit looks to have decayed at the bottom, I decide to give it a try - no need to worry about bacteria with virtual food. I experience only a vague sensation of chewing, and no real taste, and tell the bartender, who now looks remarkably like a skinny frog. My lack of sensation sets off some sort of alarm, and when I go inside a virtual "Doctor/Programmer" in a white coat, and two ‘Nurses’ in loose white gowns greet me. The "man" looks 40 or so, the "Nurses", both well built and attractive in a sort of generic way, about 30. They tell me that as a first time user, that they need to do some testing on me so that they can recalibrate the program. I sit on a sort of "Hospital bed", while the Nurses put food on precise areas of my "tongue", careful not to touch "my lips", trying to locate a particular taste bud, without success - I report only vague sensations as they place virtual foods on my tongue, and no taste. I joke that maybe I don’t have that particular taste bud (designated by something like HMG 243). They reply that I do, but I must have it higher up, so they’ll need to do a procedure on me to calibrate it, so that I can get the full sensory effect. I wonder if the fact that I do not virtually smell anything might account in part for the inadequacy of virtual taste. Also, I do not feel comfortable about this - although already this virtual reality program has gone far beyond my expectations, even for the programs of 2025 or so (when I believe this takes place), I do not like the idea that it might somehow modify my physical body. I don’t understand how it could do so either - I vaguely remember myself as "hooked up", my physical body lying on a bed somewhere, but do not recall doing it in a Hospital environment or even at a VR hookup institution. In fact if anything, I remember simply going online at home, perhaps wearing a helmet and goggles. But I can’t remember details. The "Doctor" comes over, using a spatula to place virtual food to different spots on the side of my tongue - I tell him that I feel that most of my taste receptors lie in the middle of my tongue and in the back, and that he should try there. The two nurses come in - one holds a glass with "banana" pieces in it - she plans to place it in the middle of my tongue to test what will happen. I convince them to let me try, and they reluctantly agree, telling me not to touch my lips with the glass or banana piece as I do so, as it will destroy the effect. I tip the glass over my mouth, and drop a piece in the middle of my tongue. As the piece passes my lips, I immediately feel an odd sensation - my lips feel hot, as if suffused on the inside with hot sauce. This sensation quickly passes. I begin to chew and the texture of the piece gets stronger and stronger, almost like in waking physical reality (WPR), at which point I begin to taste "banana" as well - at about 50% WPR intensity. I let them know and they feel pleased with my success. I lie down on the bed, and one of the Nurses begins testing my sense of body sensation of touch, touching the sides of my abdomen and my chest. When I again report success, that this feels virtually real, she tells me to touch her. She crouches more or less on top of me as I do so, touching "her" on the sides and on the breasts - her "flesh" feels very firm, but also somehow cold, and somehow lifeless. When I touch her breasts, she tells me that when fully calibrated, clients can do anything that they want to with the 'Virtual Women,' up to and including fully satisfying "Sex". I feel intrigued - although "she" looks a bit generic and vacuous, her large "breasts" hang almost fully exposed to my view as she crouches over me. However, the coldness of her body, and the "no one at home" expression in her eyes (like the 'Robot Saloon Girl' in the movie "Westworld") puts me off. Also I wonder about where the data of the clients activities goes - and if one can depend on the company to keep the information reliably confidential. I decline her offer, but only tell her as a reason about the coldness of her body to the touch. They institute a procedure - a thermal wrap around my physical hand? - to correct this problem. It works - my right hand immediately feels very hot and flushed." (Ed Kellogg, Ph.D.) CHÖD CALIBRATION OF THE DREAM BODY HOLOGRAPHIC One could postualte that the Shamanic Dismemberment experience and that of Chöd, which in turn involves the UFO Abductee Phenomenon may have something to do with 'Calibrating' ones Dream Body within a Simulation. Sources such as Stephen Beyer have described Machig Labdrön as being the founder of the practice of Chöd. This is accurate in that she is the founder of the Tibetan Buddhist Mahamudrā Chöd lineages. Machig Labdrön is credited with providing the name "Chöd" and developing unique approaches to the practice. Biographies suggest it was transmitted to her via sources of the Mahāsiddha and Tantric traditions, which are derived from ancient Shamanistic practices. She did not found the Dzogchen lineages, although they do recognize her, and she does not appear at all in the Bon Chöd lineages. Among the formative influences on Mahamudrā Chöd was Dampa Sangye's 'Pacification of Suffering'. One can perhaps associate Machig Labdrön with Marbasi if one desires it so. BECOMING AWARE OF ONES AWARENESS TO BECOME LUCID WITHIN THE DREAM What is required when one practices Chöd is that of Dharana, which is translated as meaning 'Collection or Concentration of the Mind (joined with the retention of breath)', or 'the act of holding, bearing, wearing, supporting, maintaining, retaining, keeping back Thought interference as well as directing ones chaotic Emotions, which empower Thought and that of Associative Remembrance. Dharana enables good 'Memory', or ‘firmness, steadfastness and a sense of certainty'. This term is related to the verbal root Dhri to hold, carry, maintain, resolve and in turn is associated with Intention. THE SINGULAR FOCUS SILENT POWER OF INTENT Dharana is the 'Sixth' stage, step or limb of Eight Yoga's elucidated by Patanjali’s Ashtanga Yoga or Raja Yoga. Dharana practice can also be perceived as 'holding steady' ones Intention of 'Concentration' or 'singular focus;' the prior limb Pratyahara involves withdrawing ones senses away from external phenomena. Dharana builds further upon this by refining it further to 'Ekagrata' or 'Ekagra Chitta', which is 'Single-Pointed Concentration' and 'Focus;' Shamata. Maehle (2006: p.234) defines Dharana as: "The Mind thinks about one object and avoids other thoughts; awareness of the object is still interrupted." EVERYTHING EXISTS WITHIN ONES HEAD OF A HOLOGRAM Dharana is the initial step of deep concentrative Meditation, where the object being focused upon is held within ones Mind without Consciousness wavering from it. The difference between Dharana, Dhyana, and Samadhi (the three together constituting Samyama) is that in the former of Dharana, the object of Meditation, the one Meditating, and the act of Meditation itself remains separate; that is, the one Meditating or the Meditation operators meta-awareness is conscious of Meditating; in other words one is conscious of the act of Meditation upon an external object, and of ones self, whom is concentrating upon the object. In the subsequent stage of Dharana, as the Meditation operator becomes more advanced ones Conscious act of Meditation disappears, whereupon ones Awareness of corporeal existence as well as the object of ones concentration exists within ones Mind alone, which then enables one to manipulate ones own Holographic body and that of the focused upon object at the Quantum level of existence in order to transform the Physical Hologram. PSYCHO-CYBERNETIC SELF-CONCEPTS OF AVATAR Vajravidarana is very similar to the modern practice of Psycho-Cybernetics, which is also the title of a classic self-help book, written by the Plastic Surgeon Maxwell Maltz M.D. back in the1960's, which was published by the non-profit Psycho-Cybernetics Foundation. Motivational and self-help experts in personal development, including Zig Ziglar, Tony Robbins, Brian Tracy have primarily based their techniques upon Maxwell Maltz's research. Many of the psychological methods of training elite athletes are based upon the concepts in Psycho-Cybernetics as well. The book combines the cognitive behavioral technique of teaching an individual how to regulate their Inner 'Self-Concepts,' developed by Prescott Lecky with the Cybernetics research of Norbert Wiener and John von Neumann. The book defines the Mind-Body connection as the core in succeeding in attaining ones personal goals. Maltz found that his plastic surgery patients often had expectations that were not satisfied by the surgery due to their ingrained Negative Self-Images and Concepts on how they perceived themselves, so he pursued a means of helping them by reorchestrating (Dismembering) their Inner Self-Images so as to perceive a goal of a Positive outcome through Visualization, which entailed vividly Imagining that the Positive outcome had already been achieved. Maltz became interested in why setting goals works. He learned that the power of self-affirmation and mental visualisation techniques utilised the bridge between the Higher Language of the Mind and the Mechanical Language of the body. Maltz specified techniques to develop a Positive Inner Goal as a means of developing a Positive Outer Goal. This concentration on inner attitudes is essential to his approach, as a person's Outer Success can Never rise above the one 'Visualized Internally'. The Vajravidarana practice of Dharana is used to Change and Transform Body Memory at the Quantum level in order to release the mental and physical poisons lying at the root of Material suffering, for ones Life is War, War is Life, while Vajravidarana is a Valkyrie Battlefield Nurse of a Sentient Program weilding a Kartika. Now to leap from the world of the Surreal Esoteric to that of Science to go, although these two realms do cross-correlate of Associative Correspondance in regards to ones Maya body of a Hologram.
BODY HOLOGRAPHIC ELECTRICBODY HOLOGRAM WITHIN A CUBE CTV.ca News Staff: Date: Wed. May. 23 2007 9:21 PM ET: "Scientists at the University of Calgary in Alberta have unveiled a computer-generated Hologram of a human body, and they say the technology could help both Physicians and Patients. Nicknamed the CAVEman by its creators, the image is projected into a ‘Cube’-shaped virtual reality room. Viewers wear large black glasses to see the body's depth, as it seems to float right in front of their eyes. The technology could allow a Patient to see a map of their own body before going into surgery. "If you're a patient about to undergo a quadruple bypass, you can actually look into the (room) and look into your own heart," said Mathematician Andrei Turinsky. "You can see all the ventricles, and the Doctor can explain to you, 'There's a little thinness there, and there is where the instruments will pass through.'" CAVEman's creators call the image "4D" -- it has height, width and depth, but also shows the effects of time on the body. The high-resolution image can also be shrunk and rotated, or viewers can isolate just one of the CAVEman's 3,000 body parts, all by using a joystick. Scientists spent the last six years developing the virtual body, which will also allow researchers and physicians to study genetic diseases and train for surgical procedures. Inventor Christoph Sensen said the technology will improve care for complex diseases like cancer. Experts in different geographic areas will be able to view the same virtual body and talk about their findings, without ever meeting in the real world. "What we'd like to do is get a unified model, where they all come to the same model and discuss it, and see what the best possible treatment would be for you as an individual," said Sensen, director of the medical school's Sun Center of Excellence for Visual Genomics. Data from X-rays, CT scans and even blood tests can all be used to personalize the image. "We have very powerful computer servers that compute the data, and merge the data together into one virtual model," said Turinsky. He added that medical instructors could turn the technology into a sort of video game, to help students navigate the human body before practicing on real humans. "It could be something like a flight simulator for surgeons," he said. The next step for CAVEman is to allow Doctors to actually reach inside of the Holograms and actually feel the tissues and compare densities. They also want to add organ sounds. Eventually, they want to be able to create patient-specific models to help explain things to Patients visually." This Cyber Technology will of course eventually overlap into the realm of interactive Video Games as well. Other research concerning Cybernetics and Brain functioning has led to further discoveries, which are rapidly increasing of interconnected focus. The ever evolving technology, will invariably lead to one being able to project ones consciousness into a computer generated Avatar of a Holographic body interacting with a Virtual Reality environment with full sensory awareness; it will get to a point that the varying Virtual Realies, which will be created will be no different to that of ones physical existence, which the Tibetan Buddhist's perceive to be as Maya and thereby that of a Hologram of a Virtual Reality; whereby one is probably already in a Simulation, which will in turn generate copies of its self via the evolving Cyber Technology to go Fractal. OUT-OF-BODY EXPERIENCES HELP BRING AVATARS TO LIFE New Scientist: Updated 10:30 07 August 2009 by Vian Azzu: "The dream of many of paralysed people, computer-game designers – and pornographers – is one step closer to reality with the demonstration of a technique that allows people to physically identify with a virtual body. The achievement builds on previous work in which neuroscientists created something similar to Out-Of-Body Experiences in healthy volunteers and tricked people viewing their virtual body into feeling that body being touched. In the latest experiment, vibrating pads with flashing lights were positioned on the subjects' backs. Virtual bodies were generated by a camera filming their backs and were viewed as though 2 metres in front of the subjects through a head-mounted display. Repeated stroking of their backs, and the sight of the doppelganger being stroked, created the feeling that they were outside of their bodies. At the same time, the subjects saw flashes on their virtual bodies, and felt vibrations on their real bodies. Participants were asked to ignore the flashing lights and only report where the vibrations were by pressing a button as fast as possible. The extent to which the flashing light interfered with the reporting of the vibrations was an indicator of where subjects perceived the spatial location of the vibrations to be. Some volunteers had Out-Of-Body experiences and reported that the vibrations were felt in the location where the flash was seen on their virtual body. "This technology, although currently in basic research, seems to have a very promising future for clinical applications in restoring lost motor functions in paralysed people," says Bioethicist Jens Clausen at the Institute for Ethics and the History of Medicine at the University of Tűbingen in Germany. "It's important to integrate prosthetics into one's self concept" Because this work confirms that people can be made to feel that a touch on the real body is a touch on the virtual body, Jane Aspell of the Laboratory of Cognitive Neuroscience at the Swiss Federal Institute of Technology in Lausanne, who led the study, says: "This emerging field has interesting implications for virtual computer gaming, such as making Avatars seem more real and increasing presence in the VR environment." Although full Out-Of-Body experiences in the lab remain elusive, the group is now aiming to boost the illusion by inducing the subject to identify more strongly with the Virtual Body. The advantage of this technique, in contrast to previous methods that only used questionnaires, is that sensory perception is measured during the test, and these behavioural measures are less biased as they require no higher-order reflection, says Aspell. This means that it might be appropriate to use the method in a clinical setting where some patients report neurological Out-Of-Body experiences, for example. Modified versions of these experiments could even be used in animals, the authors say – allowing scientists to look into whether self-consciousness is unique to humans or whether animals have some sense of self. Because the method doesn't require the filling in of a questionnaire, animals could possibly be trained to use the equipment." It has now been determined that one can trick the brain in such a way that one feels disembodied to thereby enter into a Simulated body, which could be other than ones own form; further research has found that one can trick men into believing that they occupy the bodies of women and vice versa whom react accordingly; the next step is that of feeling with all ones five senses and more besides. VIRTUAL REALITY TECHNOLOGY TO LET YOU SEE, HEAR, SMELL, TASTE AND TOUCH ScienceDaily (Mar. 4, 2009): "The first virtual reality headset that can stimulate all five senses has been developed. What was it really like to live in Ancient Egypt? What did the streets there actually look, sound and smell like? For decades, Virtual Reality has held out the hope that, one day, we might be able visit all kinds of places and periods as 'virtual' tourists. To date, though, Virtual Reality devices have not been able to stimulate simultaneously all five senses with a high degree of realism. Scientists from the Universities of York and Warwick now believe they have been able to pinpoint the necessary expertise to make this possible, in a project called 'Towards Real Virtuality'. 'Real Virtuality' is a term coined by the project team to highlight their aim of providing a 'real' experience in which all senses are stimulated in such a way that the user has a fully immersive perceptual experience, during which s/he cannot tell whether or not it is real. Teams at York and Warwick now aim to link up with experts at the Universities of Bangor, Bradford and Brighton to develop the 'Virtual Cocoon' – a new Real Virtuality device that can stimulate all five senses much more realistically than any other current or prospective device. For the user the 'Virtual Cocoon' will consist of a headset incorporating specially developed electronics and computing capabilities. It could help unlock the full potential benefits of Real Virtuality in fields such as education, business and environmental protection. A mock-up of the Virtual Cocoon will be on display at 'Pioneers 09', an EPSRC showcase event to be held at London's Olympia Conference Centre on March 4. Professor David Howard of the University of York, lead scientist on the initiative, says: "Virtual Reality projects have typically only focused on one or two of the five senses – usually sight and hearing. We're not aware of any other research group anywhere else in the world doing what we plan to do. "Smell will be generated electronically via a new technique being pioneered by Alan Chalmers and his team at Warwick which will deliver a pre-determined smell recipe on-demand. Taste and smell are closely linked but we intend to provide a texture sensation relating to something being in the mouth. Tactile devices will provide touch." A key objective will be to optimise the way all five senses interact, as in real life. The team also aim to make the Virtual Cocoon much lighter, more comfortable and less expensive than existing devices, as a result of the improved computing and electronics they develop. There has been considerable public debate on health and safety as well as on ethical issues surrounding Real Virtuality, since this kind of technology fundamentally involves immersing users in virtual environments that separate them from the real world. Professor David Howard says: "In addition to the technical development of the Virtual Cocoon, we aim to closely evaluate the full, far-reaching economic and other implications of more widespread application of Real Virtuality technologies for society as a whole." Funding was provided by the Engineering and Physical Sciences Research Council." One may interact with other virtual reality players whom be ones fellow humans behind Avatar masks, but what of the simulated denizens whom be purely of the Cyber realm, whose world might be some simulation of a past era or another world to explore? Will one treat them as being real? But of course ones interaction with the Cyber simulations will be dependent upon how they interact with one of near human intelligence, or perhaps to go well beyond it should their Artificial Intelligence evolve at a superluminal rate whereby becoming sentiently aware of their condition and that they are occupying a virtual world of a Hologram one is visiting from outside of their Holographic Universe. This leads one to the possibility that reports of UFO's, Aliens, Ghosts and other otherworldly critters are actually visitants from outside of ones own Hologram of a Simulated Universe. WHEN VIRTUAL REALITY FEELS REAL Science Daily: (May 13, 2009): "Despite advances in computer graphics, few people would think virtual characters or objects are real. Yet placed in a virtual reality environment most people will interact with them as if they are really there. European researchers are finding out why. In trying to understand presence – the propensity of humans to respond to fake stimuli as if they are real – the researchers are not just gaining insights into how the human brain functions. They are also learning how to create more intense and realistic virtual experiences, opening the door to myriad applications for healthcare, training, social research and entertainment. “Virtual environments could be used by psychiatrists to help people overcome anxiety disorders and phobias... by researchers to study social behaviour not practically or ethically reproduced in the real world, or to create more immersive virtual reality for entertainment,” explains Mel Slater, a computer scientist at ICREA in Barcelona and University College, London, who led the team behind the research. Working in the EU-funded Presenccia project, Slater and his team, drawn from fields as diverse as neuroscience, psychology, psychophysics, mechanical engineering and philosophy, conducted a variety of experiments to understand why humans interpret and respond to virtual stimuli the way they do and how those experiences can be made more intense. For one experiment they developed a virtual bar, which test subjects enter by donning a virtual reality (VR) headset or immersing themselves in a VR CAVE in which stereo images are projected onto the walls. As the virtual patrons socialise, drink and dance, a fire breaks out. Sometimes the virtual characters ignore it, sometimes they flee in panic. That in turn dictates how the real test subjects, immersed in the virtual environment, respond. “We have had people literally run out of the VR room, even though they know that what they are witnessing is not real,” says Slater. “They take their cues from the other characters.” In another instance, the researchers re-enacted controversial experiments conducted by American social psychologist Stanley Milgram in the 1960s that showed people’s propensity to follow orders even if they know what they are doing is wrong. Instead of using a real actor, as Milgram did, the Presenccia team used a virtual character to which the test subject was instructed to give progressively more intense electric shocks whenever it answered questions incorrectly. The howls of pain and protest from the character, a virtual woman, increased as the experiment went on. “Some of the test subjects felt so uncomfortable that they actually stopped participating and left the VR environment. Around half said they wanted to leave, but said they did not because they kept telling themselves it wasn’t real,” Slater says. All had physical reactions, measured by their skin conductivity, perspiration and heart rate, showing that, at a subconscious level, people’s responses are similar regardless of whether what they are experiencing is real or virtual. The plausibility of the events enhances the sense that what is happening is real. Plausibility, Slater says, is therefore more important to presence than the quality of the graphics in a VR environment. For example, when a test subject was made to stand on the edge of a virtual pit, staring down at an 18-metre drop, their level of anxiety increased if they could see dynamically changing shadows and reflections of their virtual body even if the graphics were poor. In other experiments, the researchers made people believe that a virtual hand was their own – replicating in VR the so-called “rubber hand illusion” – or that they were looking at themselves from another angle, creating a kind of out-of-body experience. In one trial, they even gave male test subjects a woman’s body. By understanding what makes people perceive virtual objects and experiences to be real, the researchers hope to create applications that could revolutionise certain psychiatric treatments. Patients with a fear of spiders or heights, for example, could be exposed to and helped to overcome their fears in virtual reality. Similarly people who are shy or paranoid about public speaking could be helped by having to face virtual people and crowds. “One application we are working on is designed to help shy men overcome their fear of meeting women by making them interact with a virtual woman,” Slater says. The technology is also being used for social research which, much like the Milgram experiments, would not be practical or ethical to conduct in the real world. One experiment due to be run at University College, London, will use a virtual environment to study how people respond to violence in public places, such as a bar fight between football hooligans. Besides healthcare and research, more immersive VR would also help in training, potentially greatly improving the results of flight or driving simulators. Slater also envisions VR environments being used to train people to use prosthetic limbs and wheelchairs through mind control before trying them out in the real world. A brain-computer interface (BCI) developed for just such a purpose was tested in the Presenccia project and in a similarly named predecessor called Presencia, which received funding under the EU’s Sixth and Fifth Framework Programmes for research, respectively. Though immersive VR is likely to have many applications in healthcare, research and training, the biggest market is probably entertainment. With the cost of VR technology coming down, people could eventually be exploring virtual worlds and interacting with virtual characters and other people through VR rooms in their homes akin to the “holodecks” seen in Star Trek, Slater says." Ones Dreams are the stuff of ones own internal 'holo deck;' should one have a Cyber technology, which can record ones Dreams, such a technology can also be devised to also manipulate them; hence one may be able to experience playing a Video Game within ones own head; however, there are those rare individuals who can go beyond the mundane miasma of normal Dreams in order to induce Lucid Dreams and Out-Of-Body-Experiences, via which they can Evoke Spirits, Precognate Future events, seeing into the Past, Remote viewing the Present as well as to engineer Synchronicities and other phenomena to experience of Shamanic vocation; whereby a Cyber technology, which can record ones Dreams would be a most interesting development. Perhaps one day soon, within ones own life-time, one will be able to record ones Dream encounters with ones Evoked Succubae or that of encountering computer generated Succubae within ones programmed Dreams. But then, it may be through ones Dreams that one can consciously interact and thereby re-programme the Sentient Programs, which are otherwise called Spirits that underlie ones present experiential Simulation of a Hologram. SCIENTISTS DEVELOP SOFTWARE THAT CAN MAP DREAMS "By applying this technology, it may become possible to record and replay subjective images that people perceive like dreams." The scientists, lead by chief researcher Yukiyaso Kamitani, focused on the image recognition procedures in the retina of the human eye. It is while looking at an object that the eye's retina is able to recognise an image, which is subsequently converted into electrical signals sent into the brain's visual cortex. The research investigated how electrical signals are captured and reconstructed into images, according to the study, which will be published in the US journal Neuron. As part of the experiment, researchers showed testers the six letters of the word "neuron", before using the technology to measure their brain activity and subsequently reconstruct the letters on a computer screen. Since Sigmund Freud published The Interpretations of Dreams over a century ago, the workings of the sleeping human mind have been the source of extensive analysis by scientists keen to unlock its mysteries." Technology is evolving at an amazing rate, for not that long ago what one has of present was once considered to be pure Science Fiction; for example, Brainstorm is a 1983 Science Fiction film directed by Douglas Trumbull and starring Christopher Walken and Natalie Wood (in her last film appearance). The film is about team of scientists whom invent "The Hat", a helmet, which allows sensations to be read from a person's brain and written to tape so that others can experience them. Another film which covers a similar theme is Until the End of the World (German: Bis ans Ende der Welt), which was made back in 1991 by the German film director Wim Wenders; the screenplay was written by Wenders and Peter Carey, from a story by Wenders and Solveig Dommartin. The principle character of the film has a prototype of a device for recording and translating brain impulses, which is initially used as a camera for the blind; however the father of the main character discovers a way to use the device to record human Dreams.
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