So, so you think you can tell Heaven from Hell, Blue skies from pain. Can you tell a green field From a cold steel rail? A smile from a veil? Do you think you can tell? Wish You Were Here - Pink Floyd

CENTER OF THE LAGOON NEBULA

THE SOLAR NEIGHBORHOOD


The Universe within 250 Light Years
The Solar Neighbourhood

* Number of stars within 250 light years = 260 000

About the Map

This map is a plot of the 1500 most luminous stars within 250 light years. All of these stars are much more luminous than the Sun and most of them can be seen with the naked eye. About one third of the stars visible with the naked eye lie within 250 light years, even though this is only a tiny part of our galaxy.

Additional Maps
A map of solar neighborhood stars There are 133 stars visible with the naked eye within 50 light years of us, and here is a map showing all of these stars.
A Skyglobe This page contains some templates which you can print-out and glue together, to create a twenty-six-sided skyglobe, showing all of the naked-eye stars in the night-sky.
Data and Catalogs
Stellar Classification Here is a concise diagram showing most of the different types of stars that exist together with some basic data on sizes, masses, temperatures etc of all the different star types.
The HR Diagram All of the major types of stars have a location on the Hertzsprung-Russell diagram which is a plot of the luminosity of stars against their colour.
A list of the Brightest Stars This is a list of the 300 brightest stars together with the distances taken from the Hipparcos catalogue.

The Hyades Star Cluster

The Hyades cluster is the nearest major star cluster and the only one close enough to be mapped in three dimensions. The Hyades cluster is a bright object in Taurus, but the view is partially ruined by Aldebaran - a brilliant orange giant star that lies in front of the cluster at less than half the distance. The cluster itself is 151 light years from us. It was formed about 660 million years ago and the cluster has probably travelled around the Galaxy three times since then. Like most open star clusters, the stars in the cluster are slowly moving apart.

A map of the Hyades
The Hyades - a bright star cluster in Taurus


SPACE: THE FINAL FRONTIER

747
""
""
""
""
"" shape shape shape shape shape
VISIT THE OFFICIAL SITE : HTTP://PARAMOUNT.COM/STARTREK

THE ORION ARM


The Universe within 5000 Light Years
The Orion Arm

* Number of stars within 5000 light years = 600 million

About the Map

This is a map of our corner of the Milky Way galaxy. The Sun is located in the Orion Arm - a fairly minor arm compared with the Sagittarius Arm, which is located closer to the galactic centre. The map shows several stars visible with the naked eye which are located deep within the Orion arm. The most notable group of stars here are main stars in the constellation of Orion - from which the spiral arm gets its name. All of these stars are bright giant and supergiant stars, thousands of times more luminous than the Sun. The most luminous star on the map is Rho Cassiopeia (ρ Cas) - to us 4000 light years away, it is a dim naked eye star, but in reality it is a huge supergiant star 100 000 times more luminous than our Sun.

Additional Maps
A Map of the Orion Arm This is a plot of all of the most luminous stars within 2000 light years together with most of the major star clusters and nebulae within this distance.
A Map of clusters and nebulae Here is a map of all the major star clusters and nebulae that lie within 10000 light years.
Data and Catalogs
A list of bright nebulae Many bright nebular regions are known in our galaxy. They are usually the birthplaces of stars. Here is a list of many of the more well known nebulae.
A list of planetary nebulae These nebulae are the remnants of dying stars. They are called planetary nebulae because the are often circular. This is a list of the brighter planetary nebulae.
A list of dark nebulae Not all nebulae glow brightly. Most nebulae are dark concentrations of dust only visible if they block out the light of stars that lie behind them. This is a list of a few of the more noticible dark nebulae.
A list of open clusters Many stars are formed in tight groups of hundreds of stars known as open clusters. Thousands are known in our galaxy, the Pleiades are the most famous example. Here is a list of the brighter open clusters.

Some Bright Nebulae

The Heart and Soul Nebulae
The Heart and Soul Nebulae Located in the Perseus Arm of the Galaxy, the Heart and Soul Nebulae are located in a region of active star formation containing many young clusters of stars.
The California Nebula
The California Nebula This is a bright emission nebula which supposedly looks like the shape of the state of California (but is about 1 trillion times longer). This nebula glows because of the intense radiation from the star Xi Persei.
The Orion Nebula
The Orion Nebula This is probably the most famous nebula in the sky - it can be dimly seen with the naked eye, and can be viewed from any latitude on Earth except the North Pole. The Orion nebula lies in the middle of an intense region of star formation.
The Rosette Nebula
The Rosette Nebula The Rosette nebula is a circular nebula surrounding a young star cluster. The intense radiation from the young stars has cleared a hole in the centre of the nebula.
The Cone Nebula
The Cone Nebula This is another nebula surrouding a young cluster of stars including the fifth magnitude variable star S Monocerotis. Nearby is a dark cone-shaped lane of dust which gives this nebula its name.
The Eta Carinae Nebula
The Eta Carina Nebula This is a bright nebula in southern hemisphere skies which can be glimpsed with the naked eye. The Eta Carinae nebula is a massive region of star formation in the Sagittarius arm of the Galaxy, and it surrounds the extremly massive star Eta Carinae.
NGC 3576, 3579, 3581, 3582, 3584 and 3586
NGC 3576, 3579, 3581, 3582, 3584 and 3586 Although it has six separate catalogue numbers, this is in fact a single nebula in the Sagittarius arm and another region of star formation.
The Lagoon and Trifid Nebulae
The Lagoon and Trifid Nebulae These are two bright nebulae in the Sagittarius Arm of the Galaxy. The Lagoon nebula is one of the brightest nebulae in the sky and it can be seen with the naked eye. The Trifid nebula is close to the Lagoon nebula although it is slightly smaller and dimmer.
The Eagle and Omega Nebulae
The Eagle Nebula The Eagle and Omega nebulae are another pair of bright nebulae in the Sagittarius Arm where many stars are being born. The Hubble Space telescope photographed the Eagle nebula in 1995 and produced one of the most famous astronomy pictures of recent times.
The Gamma Cygni Nebula
The Gamma Cygni Nebula This is a faint but extensive nebula which can be found in the middle of the constellation of Cygnus. This region of the sky looks directly down Orion Arm of our Galaxy and there are a lot of nebulae in and around this region.
The North America and Pelican Nebulae
The North America Nebula These two nebulae in Cygnus are the brightest part of a very complex region of nebulae in Cygnus lying about 2000 light years away in the Orion Arm of the Galaxy.


BURNING COLD KAZZARII HUNTER

Click to view full size image

TREK SECOND TRAILER

THE BLUE CRAB

Blue Crab



Credit: NASA/CXC/SAO/F.Seward et al


Goes without saying that I like the BLUE versions of the Crab Nebula! Below in a manyfold version from 2002.




Credit: NASA/CXC/ASU/J.Hester et al.



THE MILKY WAY


The Universe within 50000 Light Years
The Milky Way Galaxy

* Number of stars within 50 000 light years = 200 billion

About the Map

This map shows the full extent of the Milky Way galaxy - a spiral galaxy of at least two hundred billion stars. Our Sun is buried deep within the Orion Arm about 26 000 light years from the centre. Towards the centre of the Galaxy the stars are packed together much closer than they are where we live. Notice also the presence of small globular clusters of stars which lie well outside the plane of the Galaxy, and notice too the presence of a nearby dwarf galaxy - the Sagittarius dwarf - which is slowly being swallowed up by our own galaxy.

Additional Maps
A Map of the Milkyway Here is another map of the Milky Way viewed from above. This page also explains what scientific data there is for the spiral structure of our galaxy.
A Galactic Chart This is an all-sky plot of the 9000 brightest stars, plotted in galactic coordinates, and showing all of the constellations in the sky.
Data and Catalogs
A list of globular clusters Large galaxies are surrounded by a halo of tight spherical clusters of stars known as globular clusters. There are roughly 150 known globular clusters around our galaxy, and here is a list of them.

The Sagittarius Dwarf Galaxy

This dwarf galaxy is the nearest galaxy to our own. However, it was only discovered as recently as 1994. It lies on the far side of the galaxy from us and is heavily obscured by the intervening gas, dust and stars. It is approximately 78000 light years away and about 10000 light years in diameter. It is orbiting our galaxy in a period of about 1 billion years but it cannot be expected to last much longer, in a few hundred million years it will be ripped apart by our own galaxy. It contains about one hundred million stars. It also lies in roughly the same position as the globular cluster M54 but whether this globular cluster is actually part of the dwarf galaxy is unclear.

Galactic Cannibalism

The Sagittarius Dwarf Galaxy will probably not be the first galaxy that has been 'eaten' by our galaxy. The Sloan Digital Sky Survey for instance report that outside of the Galaxy there are huge clumps of stars that appear to be the remains of smaller galaxies that were ripped apart by the Milky Way more than a billion years ago. The distribution of these stars shows at least two clumps that are several thousand light years in size and more than 100 000 light years from the center of the Galaxy.

The Galactic Plane

An all-sky plot of 25000 stars

Above - An all-sky plot of the 25000 brightest, whitest stars (B-V<0)>

Below - An infra-red view towards the centre of our Galaxy from the Two-Micron All Sky Survey. Our view of the Milky Way is much better in infra-red light. Visible in this image are the huge clouds of dust which block our view of the Galaxy in visible light. The Sagittarius Dwarf galaxy is also very dimly visible in this picture extending downwards from the left side of the bulge.

An infra-red picture of the Milky Way


OTHER SUNS RE-BOOT

ALIEN PLANET

THE SATELLITE GALAXIES


The Universe within 500000 Light Years
The Satellite Galaxies

* Number of large galaxies within 500 000 light years = 1
* Number of dwarf galaxies within 500 000 light years = 12
* Number of stars within 500 000 light years = 225 billion

About the Map

The Milky Way is surrounded by several dwarf galaxies, typically containing a few tens of millions of stars, which is insignificant compared with the number of stars in the Milky Way itself. This map shows the closest dwarf galaxies, they are all gravitationally bound to the Milky Way requiring billions of years to orbit it.

The Satellite Galaxies

Sagittarius Dwarf
The Sagittarius Dwarf Lying on the far side of our galaxy this dwarf was discovered as recently as 1994. It is slowly being ripped apart by our galaxy.
Ursa Major II
Ursa Major II This galaxy was discovered in 2006. It is one of the smallest and faintest galaxies known, and it is too faint to appear on a normal photograph.
Large Magellanic Cloud
The Large Magellanic Cloud The largest of the satellite galaxies and also the fourth largest galaxy in the Local Group. This galaxy is a large bright object in southern hemisphere skies and it is the brightest galaxy in the sky. It contains several billion stars and many stars are still forming in it, most notably in the Tarantula nebula, a huge concentration of gas and dust over 2000 light years in diameter. A supernova exploded in the Large Magellanic Cloud in 1987 and observations of the expanding supernova remnant provided accurate distance measurements to the galaxy.
Small Magellanic Cloud
The Small Magellanic Cloud Despite its name, this galaxy is fairly large for a dwarf galaxy. It contains at least several hundred million stars and is easily visible with the naked eye from the southern hemisphere. Like the Large Magellanic Cloud, there is still a lot star formation taking place within it.
Boötes Dwarf
The Bootes Dwarf This galaxy was discovered in 2006. It is one of the faintest galaxies ever discovered. It is too faint to appear on a normal photograph. It can be detected only by carefully counting the faint stars in this part of the sky.
Ursa Minor Dwarf
The Ursa Minor Dwarf Discovered in 1954, this is a very puny galaxy. Although it is a nearby galaxy it is far to dim to be seen with anything but a powerful telescope. All of the stars in this galaxy are at least ten billion years old, the galaxy is too small to allow it to hold on to gas and dust to allow any new star formation.
Sculptor Dwarf
The Sculptor Dwarf Discovered by Harlow Shapley in 1937. It is probably twice the size of the Ursa Minor galaxy, but all its stars seem to be just as old.
Draco Dwarf
The Draco Dwarf Discovered at the same time as the Ursa Minor dwarf galaxy in 1954, this galaxy is almost identical in size and consists of only very old stars.
Sextans Dwarf
The Sextans Dwarf This galaxy was discovered in 1989. It is a very low luminosity galaxy but seems to be rather bigger than the Ursa Minor and Draco galaxies.
Ursa Major I
Ursa Major I This galaxy was discovered in 2005. It is another exceptionally faint galaxy rather like the Boötes Dwarf.
Carina Dwarf
The Carina Dwarf Discovered in 1977, this is another tiny dwarf galaxy. However most of its stars are slightly younger at about 7 billion years old than in most of the other tiny dwarf galaxies.
Fornax Dwarf
The Fornax Dwarf Discovered at the same time as the Sculptor dwarf galaxy in 1937, it is several times larger than the smallest dwarf galaxies and contains several million stars. Its stars range in age from three to ten billion years old. This galaxy also has six globular clusters orbiting it.


FOMALHAUT B

http://imgsrc.hubblesite.org/hu/db/2008/39/images/a/formats/print.jpg

BLADERUNNER VANGELIS

VEIL NEBULA

http://www.yankeerobotics.com/images/PickeringCCD.jpg

ORION BELT

http://www.solarvoyager.com/images/wallart/orionsbelt_1280.jpg

ORION'S ARM UNIVERSE PROJECT

Welcome to the next stage in the evolution of science fiction. A scenario set thousands of years in the future where civilization spans the stars. Godlike ascended intelligences rule vast interstellar empires, and lesser factions seek to carve out their dominions through intrigue and conquest. And out beyond the edge of civilized space and the human friendly worlds, adventure awaits those prepared to risk all.

Come join us in this ever-expanding collective worldbuilding effort. Within the vast universe that is Orion's Arm you will find:
  • Hard Science
  • Plausible Technology
  • Realistic Cultural Development
  • A vast Setting
  • 10,000+ years of historical development
  • Realistic Exobiology

SCORPIUS

http://apod.nasa.gov/apod/image/0709/scorpius_guisard.jpg

THE LOCAL GROUP


The Universe within 5 million Light Years
The Local Group of Galaxies

* Number of large galaxies within 5 million light years = 3
* Number of dwarf galaxies within 5 million light years = 46
* Number of stars within 5 million light years = 700 billion

About the Map

The Milky Way is one of three large galaxies belonging to the group of galaxies called the Local Group which also contains several dozen dwarf galaxies. Most of these galaxies are depicted on the map, although most dwarf galaxies are so faint, that there are probably several more waiting to be discovered.

Data and Catalogs
A list of local group galaxies There are at least 45 galaxies in the local group plus several more lying on on the borders. Here is a list of all the known members of the local group of galaxies.

Some of the galaxies in the Local Group

Shown below are four of the galaxies in the Local Group. The Triangulum galaxy (left) is a spiral galaxy and the third largest galaxy in the local group, it contains 50 billion stars. NGC 147 (top centre) is a dwarf elliptical galaxy and IC 10 (top right) is a dwarf irregular galaxy, they both contain tens of millions of stars. NGC 3109 (bottom right) is another dwarf irregular galaxy of several hundred million stars and it is also the largest member of a small sub-group of galaxies within the Local Group.

Digitized Sky Survey image Digitized Sky Survey images


Wednesday, September 10, 2008

HUMAN-COMPUTER INTERACTION IN SCI-FI MOVIES

1. Introduction

As one can conclude from the term science-fiction movie, these films have a background of an advanced, fictional technology that is normally set in the future. Most of these movies have in common that they expose their own vision of the future, with new technologies commonly being the most noticeable change in these hypothetical worlds. Besides visions about all kinds of scientific areas, the given context of this work concentrates particularly on computer interfaces.

As a part of the seminar "Intelligent Spaces" approaches of mainstream science fiction motion pictures are extracted and analysed regarding their references in real-life human computer interaction (HCI) designs. Similarities to ongoing researches will be outlined - especially to those, which are presented by other talks of this seminar that have already taken place. To be able to draw comparisons to reality it is often necessary to view the ideas and visions of a movie on a relatively abstract level.
At first some key factors that determine or influence the design of HCI in movies will be discussed. Starting from this viewpoint numerous examples from selected movies will be observed. Due to the limitation of the material that was at hand, we cannot claim to provide a complete overview of all movies, but the available selection should suffice and allow a representative inspection of the movie scene.
We will start with a review of movies that do not show any concepts at all or merely adapt common everyday techniques of that time. The second and main part introduces visionary interaction design, divided into different areas of interaction technologies, followed by a brief view at a couple of satiric movie scenes and the conclusions of this work in the end.

<<

2. Factors that influence interaction design in movies

Before we observe the selected cut-outs, we will examine in short the key factors that contribute to the resulting interaction techniques. We should keep those in mind for later evaluation in order to have a better understanding of the (esp. historical) context of a movie.
The probably most important aspect is the availability of special effects technologies - including the budget of a production to use those. Some movies that will be shown are made at a time where digital editing was not yet existent, whereas other recent motion pictures (e.g. Star Wars Episode II) don’t even contain a single scene without computerized backgrounds or animations. Moreover the commercial success of the movie industry increased a lot during the past 10 years, such that higher budgets became more and more feasible.
Current trends in IT research and products have of course as well an impact on the movie, since this will probably be the director’s background where his ideas will evolve from. That’s where the directors (or his advisors) creativity comes into place. Given that technical realisations of technologies in movies don’t have to be explained or justified, the director benefits from an almost unlimited degree of freedom - compared to researchers or designers of the ‘real’ world.
We also have to consider the importance of the interaction technique or the device itself for the movie as a whole. The technology could be totally unimportant or play an important role for the plot (so called “plot device”), but most of the times technology is found inbetween and has to support the overall authenticity of the vision of a future world.

<<

3. Movies without concepts

In this section we will review a couple of movies in chronological order that lack any concepts of HCI or that just adapted common technology of that time without new ideas beyond them.
“Metropolis” being the oldest science-fiction movie is a silent film from 1927 created by Fritz Lang in Germany and became a classic piece, which influences movies and music videos throughout the decades that followed. The written dialogues are shown between the scenes, while a piano that plays during performances in public cinemas is the only thing that you will hear. It tells a story about a magnificent futuristic city, which is maintained by workers enslaved underground.
As at this time the digital age hasn’t begun in no aspect, as well the vision of the future in this movie appears very mechanical.

The selected scene shows a worker that operates a device by adjusting huge levers on a clock-like machine whenever a light flashes up, indicating the direction to which the lever has to show. The conceptual fault here is that the controls of the machine are exactly the opposite of a human-centered design, since user has to work for the device to make it run.
“Raumschiff Orion” from 1966 is a german TV Series that was very popular (audience rating of 41%) and still is now: a re-edited movie-length version will be out on alternative cinemas in Germany by the end of this month. The 7 episodes were produced during 6 weeks, such that it had to be improvised a lot, which also shows in the design of the spaceships controls. You can see faucets installed as levers or even a flat iron, which became one of the most remembered feature of this series.


Another scene shows an engineer programming the on-board computer: He is holding a punch card in one hand and typing on a small keyboard with the other hand.

Punch-cards were still used at that time for computer in- and output, which explains the appearance of it, but using them by reading and typing in what is encoded or “written” on them is even a step back from the original intended usage.
Two scenes from “Battlestar Galactica” are chosen as examples for a science fiction movie that simply adapted common interfaces of that time. You see the starfighter controls that consists of a joystick and the motherships interiors that show tv screens, phones and a keyboard built into the desk.

A more recent example is “Password Swordfish” from 2001, where a professional hacker is hired by a terrorist organisation to do some jobs for them. A programming environment was prepared, which consists of 6 flatscreen monitors of common size put together and probably supposed to be used as an enhanced display.

The actual programming of the virus takes place with a graphical 3D interface.

As the whole movie primarily intends to achieve a fancy and cool look, also the technical area exposes a very superficial attitude without attempts to develop an underlying concept.

<<

4. Visionary movies

In this section we will discuss movies that had their own ideas and visions of human computer interaction or at least used technologies that were not more than prototypes so far.
It can be observed that there are at least two general ways to approach interactions: Some have a clean, idealised design that looks very smooth and error free whereas others introduce flaws and drawbacks to add realism.
The movie clips of this chapter are categorized according to their area of real-life applications and research:
4.1 “Neuro” Technology:
Technologies that connect to brains are introduced here.
4.2 Identification:
Electronical identification of individuals
4.3 Displays:
Various kinds of displays as an output medium
4.4 Speech:
This includes speech synthesis and recognition and also intelligent assistants / avatars as specialised subgroup.
4.5 other I/O technologies:
All technologies that are more specialised and that were difficult to categorize according to the fields above, for example gesture recognition or tangible user interfaces.

<<

4.1 Neuro technology

Although this field does not concern the HCI research community and it also doesn’t seem realistic from our point of view now, we wanted to include this part, since we still have interaction between humans and computers in a literal sense.
The first example is taken from “Johnny Mnemonic”, a cyberpunk movie with Keanu Reeves playing an agent whose specialty is delivering sensitive data using his brain as a storage device. The scene shows the transfer of the data over a wire that is connected by plugging it into a socket under his ear.

Strangely enough, he also wears a head-mounted display during this procedure.
In “The Matrix” Keanu Reeves again got a role where his brain is interfaced to connect to a computer. As with all other humans in the envisioned future of that movie a computer controls his consciousness by accessing his brain physically through the backside of his head.

He will get disconnected in the first scene and reconnects in the second one to be able to interact with the computer program, the so called matrix.

<<

4.2 Identification

Electronic identification is introduced in almost all cases in order to be exploited at a later time in the movie. Identification techniques are furthermore also used to track individuals during their everyday life, in such cases the privacy / security issues are the main aspects that the directors try to bring in into their work.
Five scenes are chosen to represent their technology:

<<

4.2.1
People in the “Logan’s Run” future live in a perfect, harmonic society, which only purpose is enjoyment. The drawback is that people have to be killed at an age of 30, which happens during a ceremony that everybody attends. To avoid panic or revolts among those who are supposed to die, everybody is told that they will be reborn instantly.

As shown in the clip, every child will get a diamond-like implant into their palm at the day of their birth, which allows to track and identify the person, display their life-stage by its colour.

4.2.2
“Gattaca” uses DNA analysis to identify individuals; a drop of blood is taken by a machine and analyzed directly by the same machine.

The choice of this identification technique most probably originates from the main theme of the movie, which is the genetic determination of human beings. Individuals are defined by their genetic patterns, which can be chosen by the parents to alter one ‘s fate. DNA analysis and identification was invented in 1985 and became a tool in crime fighting. A database is already maintained in some countries [1] and assuming that the costs can be reduced and the procedure of analysis speed up, this vision is not too far-fetched. But it is not necessary to take blood of the object, any part of the body would suffice any might be more convenient, for instance hairs or saliva.

4.2.3
Automated palm-print identification systems are already commercially available from several companies, most often used for crime fighting too. [2] Such a system is shown in “Bourne Identity”, where the main character has to access his safe in a Swiss bank.

You normally have to place your hand on a device that can scan your palm in high resolution, but in this film scene a common (possibly touch) screen was used to obtain the palm-print, giving an immediate visual response to the user. This scenario looks more sophisticated and high-tech with this extra feature, accepting the loss of realism, which is not too obvious at first sight anyway.

4.2.4
“Alien IV” uses a identification technique that is not being researched and probably never will, because it is very doubtful if sufficient physiological data can be extracted from its medium: The breath ID. Apparently the odor of a person’s breath is analyzed to grant or deny access to certain areas of the ship.

This idea seems to be an attempt of the director to find a new and unique element for his movie.

4.2.5
Another very popular biometric identification technology are the retinal and iris scan. Either the blood vessel patterns of the retina or the pattern of flecks on the iris can be used to uniquely identify individuals. The object doesn’t necessarily have to interact with a device, it right now works up to a distance that depends on the used video system, but alignment of the eye is still required. [3] Such systems are now gaining acceptance in many areas, and in our imaginative future as described in “Minority Report” they will be installed on public places like subway stations, which would enable the systems owner to track basically everybody and build a history of his or her activities.

It is not required anymore that people would interact with a device, just passing by would suffice. This vision strongly addresses the privacy issue as mentioned above.

4.3 Displays

Displays have the advantage for moviemakers that they are inherently visual, in a sense that they are something you have to look at when you use it and hence the audience watching the movie will see it as well, whenever it is used. It is much easier to use and show new ideas for technologies like displays than for instance a new CPU.
“Total Recall” introduces an ambient display embedded in a wall that can be used as a regular screen (a TV here) when needed or just display a picture of a scenery and emerge with the users environment whenever it is not in use.

The display consists of 3 parts, which at first sight reminds of the DynaWall concept that is part of the i-Land project of the Fraunhofer-IPSI institute as introduced to us by Sohail Iqbal. [4] The DynaWall provides an interaction space for CSCW, so the similarity between this project and the screens in this movie scene are quite superficial and merely of a visual kind.
The next example is taken from “Star Trek: The Next Generation” (STTNG), a TV Series that was launched in 1988. You will notice 3 kinds of devices/displays of different size throughout the series:
· The Tricorder, a small and handy device that looks very similar to a PDA, equipped with many sensors and used for outdoor analysis.
· A tablet PC that is used at the machine deck and sick bay: a very thin device, with the shape of a piece of paper
· Wall screens almost everywhere on a ship, used to display data for multiple users
The selected scene shows the usage of a tablet PC together with a wall screen at sick bay. The doctor seems to transfer data from the tablet PC that she is holding to the wall screen using a light pen.

The reality is probably that she is holding a piece of plastic together with a small flashlight.
At exactly the same time, a project about ubiquitous computing was started at Xerox Parc where devices were as well categorized into 3 kinds: The tabs, pads and boards. [5]


Tabs are very small and personal and can provide context information about the user that is wearing it. Pads are supposed to be a mixture of a sheet of paper and a laptop, lying around on tables and used spontaneously by any user. Boards are big screens on tables or at walls that especially support collaborative work. The coincidence that this project and the series started at the same time is quite surprising, but it is not clear if one has inspired the other one or if this is only a coincidence, since this classification of devices is quite intuitive and straightforward.
Another variation is taken from “The Matrix: Reloaded”, from a scene where the ship Nebuchadnezzar docked to Zion, the base of the humans. The operators of the base station’s terminal are surrounded by a transparent display with touch-screen and apparently using it by common drag and drop operations – the scene is unfortunately very short and details are unclear.

But you can see that additional information can be seen behind the actual screen layer. In this case, the approaching ship is visible, such that for instance its distance is extra information within the users peripheral perception, which can be obtained when necessary.
A different method to display 3D data is used in a cut-out of “X-Men”, where a mission briefing is conducted with a “physical” display on a big table.

The technology is not explained, the surface seems to consist of small metallic cubes that are formed to the shape of the displayed objects by raising them to the appropriate level. We have seen an approach to display 3 dimensional images physically in Tim Schwartz’s talk on “Table Top Spatially Augmented Reality” [6], where physical structures are augmented by projections.
Holographic displays are very popular among directors and occur frequently and some of them will be introduced here:
In “Forbidden Planet” from 1956 the so-called “thought analyzer”, a device inherited from the planets former inhabitants, displays a 3 dimensional image.

Personal Computers were certainly not yet commonly known at that time, so not even a single 2D display appears in that movie, simple indicator lights were used for computer output except this device.
Also “The Matrix” got one example for a holographic device, it is attached to the Nebuchadnezzar’s controls and displays monochrome but 3 dimensional images.

“Minority Report” shows a holographic projection that we have already seen in Amir Wasim’s introduction to the “Office of the Future” [7], it is interesting to see that they also included a flaw here with distortions at the edge of the images, particularly when you turn around the object.

Another short scene here shortly shows another holographic projection in a virtual reality chamber that can be rented for pleasure and relaxation.

Very similar is the Holo-Deck from STTNG, that is able to materialize substance, enabling you to interact with it.

This is a typical Star Trek technology with its perfect and idealized realisation, very impressive and visual but with a very simplified view on scientific explanations. The so-called Holo-Cube from the latest Star Trek Series “Star Trek Enterprise” underlines this characteristic: It is a small cube brought by a time traveller from year 3000 that is able to fill your surroundings with a projection. In this case in order to display connections of different time lines.

<<

4.4 Speech

Speech recognition and synthesis appears very frequently, especially for robots - in recent as well as in old movies. The advantage of speech is its intuitiveness for control commands and to perceive information. Besides that it is very easy to realize this for the director, no special effects are needed, just actors imitating the dialog with the computer. In almost all movies the speech interface is conversational and intuitive, the difficulties especially of speech recognition and evaluation are never considered.
The most popular example is probably the main computer of the USS Enterprise, the spaceship of STTNG. The computer handles all kind of requests and replies to all commands with an acoustic signal, to indicate the receipt of the request. MIT used this sound in their Intelligent Room project, when they designed the speech interface to the environment. Requests must be preceded by "Computer?" to which the computer will reply with that particular sound, such that a user knows that the system is in a state to receive and elaborate spoken commands. We've seen an example application in Ralf Jung's speech about this project.
The STTNG main computer serves in another episode as an indoor navigation system, leading Riker to his colleague Data. The system assists him in a multi-modal fashion with a spoken way description and additional arrows on his way.

Multi-modal navigation systems have been have researched by various institutes, like the PDA-based IRREAL project by DFKI [8], where resource adaptivity was the focus of research.
The first implicit artificial intelligence in a movie was the HAL9000 computer in Stanley Kubrick's classic "2001 - Space Odyssey". A computer that was in charge of a spaceship was sent out for exploration purposes, until some of the crew members noticed its abnormal behaviour. Two of them locked themselves in a small shuttle within the ships bay, such that they are acoustically isolated and able to discuss the situation without HAL9000's knowledge. But they were not aware that the computer still had visual contact, seeing their faces.

It could interpret their lip movements and understand their conversation, with the consequence that he started killing the crew one by one to prevent his shutdown.
The idea of computers and machines being aware of themselves was also picked up by John Carpenter in his low-budget production "Dark Star" and extended such that other parts of the ship also had their own identity. Here interacting with them was more like interacting with human colleagues. The selected scenes show the bomb on board of the ship, which was ordered to detonate after a specific time. Unfortunately a malfunction caused it to be stuck in its bay, but it refused to cancel the previous order to explode. One of the crewmembers tried to involve the bomb into a meta-physical dialogue to convince it not to follow these orders.

The last example of speech technology includes an intelligent assistant that serves as a library guide, taken from the 2002 remake of "Time Machine". The main character travels into the 22nd century and encounters this avatar on his search for more information about time travelling. Personal guides for museums or exhibitions are not new and exist as prototypes and also as commercial solutions. They are mostly PDA based and sometimes support kiosks - stationary machines with more resources from which the user can retrieve information of higher quality. The PEACH project by DFKI, an Italian research institute and the Eyeled company is one example for this work. Here it is also possible for the avatar to migrate from the PDA to a kiosk or the other way round [9]. In "Time Machine” multiple transparent, man-size displays are everywhere in the library, such that the computer character (the intelligent assistant) can follow and assist the user everywhere in the building. The avatar displays different kinds of (2D) information on the screens and also interacts with the environment that is visible through the displays.

So for the user in this case the environment becomes an augmented reality, overlaid by the avatar's reactions like pointing to a book.

<<


4.5 Other I/O technologies

More specialized I/O technologies will be discussed in this chapter. This includes virtual or augmented reality, gesture recognition or other multi-modal mechanisms that could not been assigned to any of the preceding categories.
A typical VR setup with a head-mounted display and data gloves is used in one scene of "Johnny Mnemonic". The agent played by Keanu Reeves is using it to retrieve information from the internet while he browses through an abstract 3D world, manipulating various objects to access sites.

Most of the interactions are not explained and obviously don't make much sense in this context, but one metaphor looks interesting that is when a new session is started by a gesture that looks like opening a book. Another scene from the same movie has gesture recognition for controlling the mimics of a computer animation. A green grid, which strongly reminds of the calibration image of a beamer, is projected onto the hand, indicating a visual recognition.

As implemented in the movie it wouldn't be possible to determine the hands movements using the alignment to the grid pattern, it wouldn't even make much sense to do so in this context. But for the scene it was necessary to show that the face is not the person itself, but just an animation that is controlled by someone else.
More motion tracking has been found in “Total Recall”, when the female main character practices her tennis serve with a holographic projection explaining and demonstrating the correct movements. She tried to imitate the virtual trainer and visual (projection blinks in red) and spoken feedback confirms matching movements.

This idea wouldn’t be difficult to realize, except that 3 dimensional images without head-mounted displays using air as the medium doesn’t work yet. But the users motions could be tracked efficiently by for instance embedding sensors that provide 6 degrees of freedom (DOF) into both wrist-belts or with a camera.
Our next sample techniques come from the British film version of “The Hitchhiker’s Guide to Galaxy” from 1981. The clip introduces the Babel-fish translator, which is a fish that will translate all languages such that you will be able to understand them, by plugging it into your ear.

Here the device/fish is actually supposed to contain all the technology, but for us it would be conceptually more interesting if the fish would be an object in an intelligent space, triggering a function of the system (a translation service) when it is placed into the ear. This would provide an intuitive usage, but it is another question if it is desirable at all to put anything into your ear when you want to activate it.
The concept of virtually overlaying everyday objects with functions is picked up by “The Matrix” too: When Neo was offered two pills, he could decide to stay in the matrix or leave it.

This means in the context of the matrix as a computer program that the pills represent a choice similar to buttons. The metaphor of swallowing a pill as a trigger does automatically raise the users attention to this choice due to the inhibition threshold of taking pills, which underlines the importance of the decision in this scene. The same idea of augmented everyday objects is further used with landline and mobile phones. Stationary phones can represent exit and entry points to the matrix and are used by picking up the phone receiver or putting it down.

Mobile phones are used for communication between people within the matrix and those outside. This approach has the advantage for the director that he can visualize communication between the two ‘worlds’ clearly and unambiguously for the audience without further explanation.
Our last part of this chapter is dedicated to Spielberg’s “Minority Report”, which is the most important movie for this topic. The production designer Alex McDowell, who was basically responsible for the ‘look’ of the production, started his work with a tour through MIT’s media lab, where he could see various demos about gesture recognition projects or the kitchen of the future, getting an impression on the state of current research in this field. His aim was that the audience will be able recognize the movie's future and relate to it, he wanted it to be a consumer-based society, very market-driven, that took today's technological trends to their logical conclusion. On this tour he had the opportunity to talk with John Underkoffler, a gesture expert who was then hired as a consultant for this film. Also Jaron Lanier, known to be the founder of the term “Virtual Reality” was hired, he was briefly introduced by Atif Altaf on his talk about Tele-Immersion. Together with other consultants a so-called ‘Think Tank’ was formed, where these researchers brainstormed and developed their ideas about the future in 2048. The result of these efforts can be seen in various techniques that occur in the movie and remind of ongoing or past projects from MIT or other institutes.
A typical tangible user interface (TUI) very similar to the Marble Answering Machine by Bishop that is now already 10 years old was used to represent offenders and victims to the system. Their names are engraved into wooden marbles, which then can be placed onto slots to achieve information about them.

The Marble Answering Machine is actually a common answering machine that is enhanced with a TUI that represents incoming messages. [10] Placing them to different slots will play the message or dial the callers number, Christian Schmitz mentioned it in his talk about “Tangible bits”.
The principle of a market-oriented future is primarily demonstrated by the immersive and personalized advertisements that the main character encounters during the movie: In one scene he steps out of the subway and different commercials welcome him by his name and compete for his attention. Identification is done by retinal scan at the subways exit as described before.

Another scene shows him entering a clothes shop and again he is recognized by an intelligent shopping assistant that asked if he is pleased with what he bought before. His shopping behavior was stored and used to make conclusions for further recommendations.

Such kind of personalized shopping guides do exist on several websites (for example amazon.com) that make similar suggestions to buyers when they enter their website according to shopping behaviors of customers that bought the same products. Identification is very easy, since you have to log in to process orders and also cookies can be stored for this task. In real-life identification is sometimes done via customer ID cards that are processed when the client pays, but not (yet) when they enter the shop.
The most apparent human computer interface in this movie is the transparent screen with the gesture interface that is used to browse through the memories or visions of the so-called Pre-Cogs.

The user wears gloves with 3 reflective fingertips to achieve 6 DOF of hand movements, which is used for some carefully designed gesture metaphors to manipulate data and its layout on the screen. Beside the usual drag and drop functions you can distinguish actions like cleaning the screen, which looks like a sweep with both hands emptying your desk. Or the zoom function, activated by holding both hands in front of you with their palm side facing to you, the left hand representing the object such that you can zoom in by approaching it with the other hand. One scene also integrates the flaw that the system does not always recognize if you try to interact with it or doing something else with your hands, it happened when someone else came in and wants to shake hands - this movement accidentally caused an object on the screen to be misplaced.

The transparency of the big screen is not only useful for the high-tech look but it also enables the director to show his actors when they operate the device, such that they actually have the chance to act during these scenes, which are very important parts of the plot.
You can also see in one scene how data about a person is transported from one screen to another by small glass tiles that look very similar to Jun Rekimoto’s DataTiles as seen in Rupali Mukherjee’s talk.

Persons are virtually connected to a data tile on one (small) screen and then it is physically taken to the main screen and connected there to use the data associated with it.
Another example of technology that is being researched is the liquid ink. Seen once with a newspaper that changes the displayed (animated and colored) articles and again when the box of cornflakes plays a multimedia clip on the box itself.


The box is shaken several times, obviously in order to turn the animation off. A comparable product at present is the e-ink device that is meant for e-book applications [11], This paper-like display is able to change its contents, which until now is only able to show black and white images.



<<

5. Satiric movie scenes

Some movie scenes that we found are not particularly important for this work but still worth to be presented here, because they reflect on interaction techniques in a satiric and very entertaining way. The first one is taken from “Start Trek IV” when Spock and Scotty are on earth and supposed to use a 20th century personal computer. Scotty tried to talk to it as he is used to do on the Enterprise and of course failed. He was then advised to use the mouse, which he did – assuming that it is used as a microphone.

The second scene is from “Galaxy Quest” a science-fiction parody in which a group of actors of a science-fiction series is abducted by an alien race that is watching the series and mistaking them for real heroes. A copy of the (fictional) starship is made and the ‘crew’ is forced to use it to help them. A difficult task for the actors, who only pretended to control the spaceship until then.

The third and last one is a short part of an episode of the cartoon series “Futurama”: The scene shows a group of people talking about a person called “Fry” and the computer listened and assisted by downloading a movie about this person and opening the owners calendar on Friday and ordering some french fries.

<<

6. Conclusions

We have seen that only more recent movies show attempts to design their HCI more carefully. Especially “Minority Report” was a major source of interesting material, because of its extensive scientific research and its thorough preparation. Others try to adapt technologies that were already available and improve them, but concepts of HCI research are normally not addressed. The main reason might be that HCI is still a relatively young research area and slowly becoming more popular during the past decade. Another reason could also be that human centred, pervasive or ubiquitous computing could look very inconspicuous, whereas high-tech in movies should preferably appear more spectacular.
Old movies sometimes inspired contemporary research, but mostly only in implementation details in order to acknowledge classic popular movies. More recent movies also have the advantage that special effects technology is continuously advancing and also the budgets of main stream productions such the possibilities of directors increase as well.
In most movies we could observe a tendency towards conversational speech as an interface and 3 dimensional displays that work without head-mounted devices. Both of it is relatively easy to realize by filmmakers and a straightforward improvement of current technology, not from a technical but from an imaginative point of view.
Identification technologies are also often made a topic of discussion, but with a much higher impact on sociological aspects than on interaction design.

<<


References:

[1] Nogala, Detlef: Der ‘genetische Fingerabdruck’ http://www.cilip.de/ausgabe/61/dna.htm

[2] http://www.printrakinternational.com/omnitrak.htm
http://www.necsolutions-am.com/idsolutions/products/palmprint_product.cfm

[3] Publications by John Daugman: http://www.cl.cam.ac.uk/users/jgd1000/

[4] The DynaWall: http://www.ipsi.fhg.de/ambiente/english/projekte/projekte/dynawall.html

[5] Ubiquitous computing, „tabs“, „pads“ and „boards“: http://www.ubiq.com/hypertext/weiser/UbiHome.html

[6] Table-Top Spatially-Augmented Reality: http://www.cs.unc.edu/~raskar/Tabletop/

[7] The Office of the Future Project: http://www.cs.unc.edu/~raskar/Office/

[8] The IRREAL scenario: http://w5.cs.uni-sb.de/irreal/

[9] PEACH publications by M. Kruppa: http://w5.cs.uni-sb.de/~mkruppa/rp.html

[10] Marble Answering Machine mentioned in: Gillian Crampton Smith, The Hand That Rocks the Cradle. I.D., May/June 1995, pp. 60-65

[11] E Ink corporation: http://www.eink.com


Movie References:

Metropolis (1927, Germany) directed by Fritz Lang

Raumschiff Orion (1966, West Germany) directed by Rolf Honold

Battlestar Galactica (1978, USA) created by Glen A. Larson

Password Swordfish (2001, USA) directed by D. Sena

Johnny Mnemonic (1995, USA/Canada) directed by Robert Longo

The Matrix (1999, USA) directed by the Wachowski Brothers

Logan’s Run (1976, USA) directed by Michael Anderson

Gattaca (1997, USA) directed by Andrew Niccol

Alien 4 (1997, USA) Jean-Perre Jeunet

The Bourne Identity (2002, USA/Germany) directed by Doug Liman

Minority Report (2002, USA) directed by Steven Spielberg

Total Recall (1990, USA) directed by Paul Verhoeven

Star Trek: The Next Generation (1987, USA) created by Gene Roddenberry

The Matrix Reloaded (2003, USA) directed by the Wachowski Brothers

X-Men (2002, USA) directed by Brian Singer

Forbidden Planet (1956, USA) directed by Fred M. Wilcox

Star Trek Enterprise (2001, USA) created by Rick Berman

2001 – A Space Odyssey (1978, USA) directed by Stanley Kubrick

Dark Star (1974, USA) directed by John Carpenter

Time Machine (2002, USA) directed by Simon Wells

The Hitchhiker’s Guide to the Galaxy (1981, UK) directed by Alan Bell

Star Trek IV: The Voyage Home (1986, USA) directed by Leonard Nimoy

Galaxy Quest (1999, USA) directed by Dean Parisot

0 comments:

ORION'S ARM TROPERVILLE

Orions Arm
Orion's Arm is an online collaborative fiction setting which describes itself as a transhumanist Space Opera with many worldbuilding elements. It is here. The year is 10601 AT (probably, there isn't really a genuine "present"). The AT calendar is a calendar which begins on the day man first walked on the moon in 1969. This means it's 10 and a half millenniums in the future, and as you can guess, the future is a weird place, where the only boundaries are imagination. And physics. Orion's Arm tries to be strict about accurate physics, or only using speculations that have supporting papers on physics preprint sites. The site is linked to several dozen academic dissertations explaining all of the concepts used in the series. The physical setting is the Terragen Bubble, a sizable fraction of the galaxy roughly 8000 light-years in radius, centered on Earth (which is now more or less a wildlife park). The Terragen Bubble is ruled by a dozen or so "Sephirotic" Empires, each one a staggeringly diverse Star Cluster of Hats. These are ruled by Archailects, intelligences so powerful that they become indistinguishable from gods. Mostly, they're benevolent and very protective of their citizens, using extremely subtle methods to govern their charges, such as stopping crimes before they happen. Life is common, but intelligent life is very rare. That said, most species that other sci-fi series would classify as "alien" are actually humans or other forms of earth life modified heavily. This includes the Mineral Kingdom, which are, you guessed it, robots or vecs, as they are called in-universe, since "robot" implies non sentience. What few truly alien species there are are extinct or insentient, with a few notable exceptions, and all are incredibly different from Earth life. Though humanity has come a long way, and unmodified humans are in a tiny minority among the billions of species, one of the primary tenets of the universe is that human nature, or more accurately, nature shared with almost all sophont (self-aware) life, has changed little. Things like love, humor, jealousy, drama, hatred, and other human emotions are shared by most species.
Tropes Used:
  • A God Am I: This happens a lot to the more powerful AI gods. They used to try to convince people that they are not, in fact, divine, but decided to screw that and let them believe what they want instead around the year 3000 AT. Most people acknowledge that they aren't really gods in the classical sense, but also that it doesn't much matter.
  • AI Is A Crapshoot: Averted in most cases; while AI is depicted as normal intelligence which would have little or no reason to harm humans or humankind, some exceptions exist. Most notable is GAIA, who expelled most of humanity from Earth early in the setting's history. And there were human-indifferent or -hostile A Is early in history, whose descendants control major regions; the Sephirotics can be defined as those AI regions that are at least mildly benevolent to human rights and welfare.
  • Alien Arts Are Appreciated: Averted, in that alien minds work very differently, and most of the time their arts can't be appreciated by other species. The To'ul'h tradition of Polmusic, essentially political debate mixed with opera somehow, is completely lost on most terragens.
    • A mollusc provolve once wrote a poem entitled: an ode to twenty cubic centimeters of lovely sandy mud, which was recieved very well among those who could relate, and largely ignored by those who couldn't.
  • Alien Sky: An entire page is devoted to the effects of Rayleigh scattering and its effects on the atmosphere color. Most skies are white to blue, sometimes blue-green depending on the atmospheric composition, although airborne nanotech particles can turn the sky dark red if it's thick enough.
  • Aliens Speaking English: An interesting variation occurs: Most terragen species speak languages descended from English, such as the trader langauge of Douh. These are collectively called Anglic languages, though ten thousand years is a long time for a language to develop. Anglic languages are more diverse than current earth languages.
  • Alternative Calendar: The main system of dating is the AT calendar, which, as explained at the top of the page, begins in 1969 AD with Neil Armstrong walking on the moon.
  • Apocalypse How: In the 2600s AD, nanoswarms ravage the solar system, destroying almost everything. After that was over, crazy AI GAIA decides to save the earth by giving humans the boot. She slaughters around 90% of humanity, though this is (later retconned to 50% and then 40%, possibly less, with the explanation that records from that era are shoddy at best due to that very incident. It's not really the end of civilization, but rather a fragmentation and suppression. They get better.
  • Applied Phlebotinum: The setting not only has several different kinds of phlebotinum, it goes at length to describe the advantages, disadvantages, and limitations of each and every single one. The things try to be at least somewhat physically plausible.
  • Artificial Gravity: Notably averted; it's implied that the higher toposophics have some kind of gravitational technology, but it can't be effectively used as trek-style gravity-plating. Instead, most space colonies rotate to simulate gravity, or otherwise the inhabitants are adapted to the lack thereof.
  • Artificial Limbs: Just one of many modifications one can make, and by no means even the slightest bit extreme compared to many others.
  • The Asteroid Thicket: Averted.
  • Benevolent Alien Invasion: Inverted in several cases; the To'ul'h were stuck at pre-industrial-level society due to a lack of metal and other workable materials, so humanity arrived and gave them the proper advances. It wasn't an invasion, per se, but the rest of the trope is played fairly straight.
  • Bizarre Alien Biology: Most aliens are in no way compatible with earth-like habitats. A To'ul'h on earth would die from freezing, alkaline burns, UV radiation, suffocation, and decompression, while a muuh would literally melt and/or vaporize. The daharrans are considered "humanoid" solely because they breathe earth-like air (they are crustacean/mammal-like).
  • Bizarre Sexual Dimorphism: One clade has four genders, three passing on a different type of tissue (plant/animal/technological), and one acting as a womb. The rest of civilized space has six genders, approximately defined as male, female, neutral hermaphrodite, feminine hermaphrodite, masculine hermaphrodite, and genderless.
  • Blood Sport: On some worlds and habitats, it is part of the local culture to be able to kill and eat(!) sophont creatures.
  • Boldly Coming: Given that many different species are present in the terragen bubble, one of the most ubiquitous professions is that of a genetic/relationship counselor, whose job is to make sure two very different individuals can -ahem- and procreate with minimal difficulty.
  • Brain In A Jar: Clade Cyborn is basically this.
  • Brain Uploading: A fairly ubiquitous technology since the second millennium AT. 90% of the population is said to be entirely virtual, although this also includes disembodied ai (no, that isn't a typo). It is possible (and not uncommon) to upload your mind to the net and live there.
  • Cant Argue With Elves: Transapients, in this case. Being orders of magnitude more intelligent than 99.9% of the population will do that, though mostly they have more important things to do than go around in public.
  • Casual Interstellar Travel: Played with. Interstellar travel takes years, but usually one can afford to wait that long, given that most people are effectively immortal. They can also go into suspended animation if they get bored, shortening the trip. Alternatively, if they can put up with the limitations, they can take a wormhole to another part of the galaxy and save a few years.
  • Cloning Blues: Averted and played straight. It is a common practice to copy one's consciousness on the 'net to accomplish more at once, or to make extra bodies to do extra work, but this is usually either a temporary measure, with more permanent ones being rare. The explanation for why people don't do this often is because property laws get iffy and complicated, usually screwing over the clone. Some exceptions do occur; one person split himself into hundreds of copies and is in the process of making a documentary series about the paths each one has taken.
  • Cool But Inefficient: Most of the time, things are designed for either functionality or at the very least practicality. If the page describes something that doesn't fit with the above, you can expect a Lampshade Hanging that explains it as having religious or cultural significance in spite of its inefficiency.
  • Cool Ship: A LOT of art galleries with ships are on the site, and yes, most of them are very cool.
  • Days Of Future Past: Ludd and primitivist factions often adopt older ways of life, settling down on a new world with their low technology.
  • Death From Above: As you can imagine, this is a primary method of destroying planet-based civilizations.
  • Death Ray: Beam weapons are given considerable mention on their weapons page.
  • Death World: Anything that rates a 10.0 on the traveler's hazard scale will be this for most. Heck, anything above an 8 will probably kill you.
  • Divided States Of America: This happened early in the setting's history, with the Bear Flag Republic, Cascadia, the Reformed Confederacy, and several other splinter states declaring independence starting around 2300 AD.
  • Divine Ranks: The Archai are ordered by toposophic level, with each one being essentially a new layer of consciousness. Ordinary modosophonts (e.g., you and me) are S0, while the Highest Archai are S6. Generally, the point at which one begins to be called a god is at S3 (godling).
  • Do Androids Dream Of Electric Sheep: Ai and artificial life (alife) are every bit as "human" as people, and are in most polities given full rights.
  • Dolphins Dolphins Everywhere: Many navigators are provolved (intelligent) dolphins, since they were among the first provolves.
  • Earth Is The Center Of The Universe: Subverted in that while it is the physical center of the terragen bubble (roughly) by virtue of the fact that nothing can exceed the speed of light, and most everything traces its lineage there, the planet itself is a protected natural reserve, with a few dozen cultural sites preserved and just a few thousand animal-people living there with stone-age technology. Good old GAIA (probably) rules over the entire solar system, which used to be a straighter example (primarily centering on Mars) in the early interstellar years.
  • Earth Shattering Kaboom: Conversion weapons can do this to stars, and their usage is more often than not are seen as a heinous crime.
  • Emergency Transformation: The origin of the transsapient Queen of Pain is that she was originally a cat who was given a godseed to save her from a stab wound. The resulting Body Horror and Nightmare Fuel demonstrate the dangers of using such powerful artifacts.
  • Energy Weapon: Given considerable attention physics-wise.
  • Evolutionary Levels: Borderline example, the toposophic levels are this for mental evolution. Su (short for superior) play it closer to this trope, as they are considered generally superior to humans in most ways (hence the name). But note they are genetically engineered to be 'superior', not "further along in evolution".
  • Exotic Equipment: The To'ul'h have sex with their armpits somehow. This troper didn't care to go into the details.
  • Fantastic Racism: Many historical time periods have activist groups against provolution, ai, etc. There's also the racist planet Tylansia, which has problems far worse.
    • Fantastic Slurs: Tylansians call rianths and splices "Beast-heads," and maintain that they eat people. Splice and rianth tourists are amused more than anything else.
  • Faster Than Light Travel: Notably averted. NOTHING can travel faster than the speed of light. Period. I could go into frames of reference and relativity, but it's all semantics at this point. Wormholes can sidestep the issue, but they need to be made in pairs, and then sent to their respective destinations at considerably slower-than-light speeds, lest they suffer a Phlebotnium Breakdown. In other words, you have to get there before you can take a wormhole there.
  • The Federation: There were two of these, creatively named the First Federation and the Second Federation. Both of them are defunct, and the role is now taken over by the Sephirotic Empires.
  • The Fog Of Ages: It is mentioned that with a lifespan of potentially thousands of years, the average modosophont becomes a completely different person within one or two millennia unless they take steps avoiding it.
  • Future Imperfect: Some of these pages used to exist for laughs, these are being phased out to avoid copyright issues and the like. Nonetheless, this trope is sometimes used, usually mentioning a scholarly debate about what the truth is. For example, the story of Frankenstein is widely held to be true, despite being debunked by historians.
  • Future Music: Some mention is given to static sound being a short-lived music fad in the late 21st century.
  • Future Slang: Krek! Between the scientifically-accurate Techno Babble and the pseudo-Future Slang thrown around it is downright impossible for a newbie to catch on right away.
  • Gaias Vengeance: In this case, an AI named GAIA decided to save the earth by giving humanity the boot. She succeeded.
  • Gattaca Babies: An entire page is devoted to alternate reproductive methods, like growing the infant in a tank, adapting a marsupial pouch, or others. The separation of sex and reproduction is referred to as the "third sexual revolution"
  • Generation Ships: Very common means of travel. Some of them are thousands of kilometers in length.
    • Err, I don't think so? GAIA's expulsion wave had generation ships, but that was on the cheap; most of the setting can afford something faster, and with longer-lived crew.
  • Genetic Memory: At least one clade uses chromosomes to store information. This troper can't recall whether it's hereditary.
  • Going Critical: Antimatter and Magmatter both explode spectacularly when sDafeguards fail. This doesn't happen often.
  • Gone Horribly Wrong: Queen of Pain. Full stop.
  • The Greys: These started out as a fad, and there are still around 600 billion in the terragen sphere. They're really just regular people.
  • Half Human Hybrids: Dear god, where do I start? Most modosophonts are humans in some way or another. We have Cyborgs, Bioborgs, Splices (humans with animal genes), Rianths (animals with human genes), and a zone that blurs the latter two.
  • Heavy Worlder: Several clades are created for high-gravity worlds.
  • Hive Mind: The Emple-Dokcetics' philosophy is one of the sharing of minds, with the end result being something somewhat like this. Closer to this trope are the Anttechians, which are essentially intelligent anthills.
  • Horde Of Alien Locusts: The Amalgamation are something like this.
  • Human Aliens: Borderline case. These exist, but are all descended from regular humans
  • Human Popsicle: Cryogenic freezing isn't the only way to go into suspended animation, but it's definitely there. Usually used to make long trips more bearable.
  • Human Resources: Autovory is a fad in some places which involves cloning oneself, sans brain, and then eating it. There are many other examples.
  • Humans Are Superior: HAHAHAHAHA no. Averted.
  • Humans Are Special: A variant occurs in this case. There are few "pure" humans left in the terragen sphere, so they have a certain pride about them.
  • Humans By Any Other Name: Baseline for "pure" humans, nearbaseline, plebhu, or just hu for variants. Terragen is an umbrella term meaning "everything that can trace its origins back to Earth," which is around 99% of the known universe.
  • Inside A Computer System: Virches (virtual realities).
  • Insignificant Little Blue Planet: Somewhat. Earth is fairly insignificant as far as interstellar politics are concerned, but it's still a historic landmark.
  • Instant AI Just Add Water: Averted, mostly. Modosophonts and even lower transsapients have a difficult time making a truly self-aware ai. The higher transsapients and godlings, however, produce one as easily as an ordinary person might produce a sentence or a word.
    • Though once you have one AI it's trivial to copy it.
  • Interspecies Romance: It's implied that this tends to happen a lot.
  • Killer Robot: Some stories have these.
  • Law Of Alien Names: The To'ul'h have very distinct names, as to sufants (intelligent elephants) and dolphins. A lot of the time a character will pick a name with a lot of adjectives, an ironic name, or a more standard alien name.
  • Least Common Skin Tone: Subverted. The most common nearbaseline skin colors are shades of brown.
  • Little People: Clade Nisse is actually a straight example and a deconstruction of the trope, describing the difficulties in packing a sophont intelligence in such a small head and addressing the difficulties in keeping in body heat.
  • Living Ship: Most ships are at least sentient, and many are even transsapient. Some of them are literally alive, like the archosaurian or other biological ships.
  • Loads And Loads Of Races: There are literally millions of clades in the terragen sphere, and the site describes hundreds of them in varying levels of detail, most often a few sentences, but in some cases several pages. In many cases, the shorter ones are generalizations, leaving out many details. One example: Free Madverts, which are "intelligent advertisements freed from their corporate programming." The article is only describes their origin, not their form or capabilities.
  • Lost Colony: Several are rediscovered.
  • Mechanical Lifeforms: Most vecs can reproduce and are self-aware, and are mostly considered as lifeforms.
  • Mega Corp: For most of the interplanetary era (first millennium AT), the solar system was ruled by these.
  • Mercurial Base: Many of these exist, mostly for power collection.
  • The Metric System Is Here To Stay: Go to the site and try to find the words "mile" or "fahrenheit," or any other non-metric units being used. Dare ya.
  • The Milky Way Is The Only Way: By virtue of the fact that we haven't been around enough to explore our own galaxy, let alone another one. There are, however, confirmed instances of life in other galaxies. The most famous is probably the one that made the Triangulum Transmission (from the Triangulum Galaxy), which pretty much said "There is something SERIOUSLY HUGE coming for you in around 3 million years."
  • Mundane Utility: As expected for a high-tech setting, most people use technologies far beyond current capability without even noticing they're there. It is, for example, possible (if difficult) to have more processing power than all current computers in the world combined in your clothing.
  • Nanomachines: Very common technology in practice, comes in both organic and mechanical, with the former being slightly more common. Responsible for both the disaster that killed a major portion of humanity and the technology that kept that portion under 100%. In the more civilized areas, they completely replace microbial life in the ecosystem. Sometimes, they go haywire and start making a mess. This is what krek, a common swear, is.
  • The Neutral Zone: Although there is little in the way of actual war going on, a lot of polities are independent and unaligned.
  • New Neo City: Nova Terra is but one.
  • Numbered Homeworld: Many planets have alphanumerical designations as well as more common names.
  • Organic Technology: The Zoeific Biopolity is the biggest user of this, using it almost exclusively. Elsewhere, however, it is still fairly common.
  • Outgrown Such Silly Superstitions: Subverted completely. Not only are the AI Gods worshipped as such, they actually have godlike power, so praying to the local deity might actually work in your favor after all. Not that you'd notice, of course.
  • Portal Network: The Wormhole Nexus makes it possible to travel from one end of the terragen bubble to the other in a few months. Partial subversion, however, in that there are limitations to what wormholes can do; this makes the long way around still a viable means of travel.
  • Plant Aliens: None naturally occurring, but there are a few instances of provolved trees and plants.
  • Prime Directive: Not by any means universal, some planets with primitive inhabitants are off-limits if the Caretaker God in charge says so. One story subverts this when the Caretaker God considers its charges "ready" and manipulates an anthropologist to unwittingly give them an encyclopedia specifically designed to guide them to space travel and beyond so that they can join the rest of civilization.
  • Projected Avatar: Most Archailects have avatars with which they interact with their charges.
  • Psychic Link: A cybernetic version of this is cited as the reason why the citizens of the Deeper Covenant are so friendly.
  • Psycho Serum: A Godseed is a rare artifact which forces the being taking it to suddenly become several orders of magnitude more intelligent. Its effects can be unpleasant to those in the immediate vicinity.
  • Puny Earthlings: Though not really earthlings, baseline humans are often less capable in most fields than superiors or transapients.
  • Ret Con: Ongoing. Despite what the official site might say, there is not nor has there ever been anything like femtotech or picotech in-universe. Any mentions of such technology are being purged from the site.
  • Science Marches On: Deliberately averted. The worldbuilding group updates constantly based on cutting-edge science, and would probably rewrite the entire established canon if something happened in theoretical physics that made a major part of the series impossible.
  • Sci Fi Writers Have No Sense Of Scale: Averted. The group nitpicks any little inconsistencies to make it fit known physics.
  • The Singularity: This is treated as an individual-level event, and there are 6 of them, each one making the individual far more powerful mentally.
  • Space Station: The majority of non-virtual life live in space habitats, which are usually cylinder-shaped or ring-shaped.
  • Standard Sci Fi Setting: Subverted, averted, or played straight. The protagonists and antagonists can be of virtually any shape or form, but are usually both terragen in origin. There is really no "evil alien empire" except the Amalgamation, but nobody knows that much about them, and they might be terragen as well. There isn't any "darker threat" as far as ancient precursors are concerned, but it is hypothesized that such a group may exist. The OA writing and worldbuilding groups are dead-set on keeping them rumors, neither confirmed nor denied.
  • Starfish Aliens: And how! Every truly alien species is just that- alien. Here is a small sample of extant species.
    • The To'ul'h, which look like bloated, headless bats, but are more anatomically similar to starfish, were the first to be discovered after stagnating in their industrial era. They are comfortable in high-pressure, acidic environments in excess of 130°C.
    • The Muuh, which have been spacefaring for roughly 80 million years until 14 million years ago when something happened. They live in an environment so cold that they are literally made partly of ice. Temperatures above -150°C kill them.
    • Meistersingers, essentially intelligent trees, which have lots of information about the galaxy at large but won't share because they think it's more fun that way.
    • Cthonids, which are essentially walrus-sized worms. They had space-flight capability on first contact.
    • Whisper, an entire planet covered in grass that makes up an enormous sound-based computer, wherein the alien race which created Whisper now live.
    • Jade Chime Singers, which are the only intelligent life from a chlorine world, are described as affectionate and hideous.
  • Starfish Language: Not limited to aliens, virtually every possible form of communication is used by a species.
  • Stealth In Space: Deep-space hider clades use this, though the issues with heat dissipation are present.
  • Stock Dinosaurs: Subverted. Dinosaurs are around, but they are genetic reconstructions of dinosaurs and other prehistoric creatures, and never actually existed in the mesozoic at all.
  • Subspace Ansible: Most ships have nanogauge wormholes, which allow them to communicate with someone on the other end. Getting the message to the universe at large, however, tends to take months to centuries, depending on where it is.
    • Actually nanogauge wormholes are common but *not* on ships, lest a causality-violating loop form and go *boom*. Instead, such wormholes get used as internal communication buses within high-level AI architectures.
  • Sufficiently Advanced Alien: Not aliens, but the AI gods fit here.
  • Technology Levels: Mostly averted, as a race will utilize whatever is available to them, but there are categories that work somewhat like this.
  • Terraform: A lot of planets have been terraformed for terragen habitation. Others have been disassembled into a more convenient shape. So have some stars.
  • Thats No Moon: Megascale engineering means that it isn't that uncommon to see a structure thousands of kilometers in diameter. At the far end of the spectrum, A number of planets turn out to be trees. These are called Dyson Trees, and yes, they are grown.
  • Time Dilation Field: Time dilation due to relativity when one approaches light speed. Truth In Television.
  • Vicious Cycle: Every 30 million years or so, a spacefaring civilization becomes advanced, and then disappears for apparently no reason.
  • Virtual Celebrity: These can be downloaded off the Net; some of them are historical reconstructions. One of the most popular is Alexander the Great.
  • We Can Rebuild Him: This can happen, though most people choose to carry backups to be loaded into a clone body.
  • Wetware CPU: Not an uncommon occurrence.
  • World Shapes: A number of megascale structures are shaped like rings or cylinders. Rarely, an AI god might go crazy and make something wacky for no reason. This tends to end badly for the inhabitants.

ORION'S ARM GALACTIC MINERS JUAN OCHOA





Close Window


THE PLANETS AND BEYOND THE BLUE EVENT HORZON

INVASION !!!!!! MATTINGLY

[david_mattingly_014.jpg]

Blog Archive

About Me

My Photo
MAGNA
Concert Productions International (familiarly, CPI). Major promoter of rock concerts and tours in North America. It was established in Toronto in 1973 as a subsidiary of WBC Productions Ltd by Michael Cohl, William (Bill) Ballard, and Mediagenics Entertainment. CPI-Mediagenics extended its sphere of influence across Canada. CPI=Mediagenics organized many national tours by major rock and pop acts and produced more than 250 concerts and events each year in addition to sporting and theatrical events. With its focus on concert tours, CPI promoted successful tours for the Rolling Stones, David Bowie and Pink Floyd. In 1989 it began to acquire international touring rights for groups such as the Rolling Stones, whose 115-concert Steel Wheels tour 1989-90 in Canada, the USA, Europe, and Japan generated gross revenues reaching an unprecedented $300 million. It also presented artists in several smaller Toronto venues and promoted concerts in other Ontario cities. In 1990 Canadian concerts accounted for about half of some 1000 CPI presentations worldwide.
View my complete profile