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authors-ol <s-ol@users.noreply.github.com>2018-08-29 16:52:58 +0000
committers-ol <s-ol@users.noreply.github.com>2018-08-29 16:52:58 +0000
commit2aacfce1db62fc42730d82f06e84a82132663ffb (patch)
treece56d42ce5dd37dcb87e9ab65e3bb0656dcd734f
parentmore realities (diff)
downloadmmm-2aacfce1db62fc42730d82f06e84a82132663ffb.tar.gz
mmm-2aacfce1db62fc42730d82f06e84a82132663ffb.zip
page breaks
-rw-r--r--app/component.moon3
-rw-r--r--app/realities.moon626
m---------dist0
3 files changed, 317 insertions, 312 deletions
diff --git a/app/component.moon b/app/component.moon
index 6dd2999..6ce76bc 100644
--- a/app/component.moon
+++ b/app/component.moon
@@ -122,6 +122,7 @@ with exports = {
}
add = (e) -> exports[e] = (...) -> ReactiveElement e, ...
- for e in *{'div', 'form', 'span', 'article', 'a', 'p', 'button', 'ul', 'ol', 'li', 'i', 'b', 'u', 'tt'} do add e
+ for e in *{'div', 'form', 'span', 'a', 'p', 'button', 'ul', 'ol', 'li', 'i', 'b', 'u', 'tt'} do add e
+ for e in *{'article', 'section', 'header', 'footer', 'content'} do add e
for e in *{'br', 'img', 'input', 'p', 'textarea'} do add e
for i=1,8 do add "h" .. i
diff --git a/app/realities.moon b/app/realities.moon
index d542762..b9d79c6 100644
--- a/app/realities.moon
+++ b/app/realities.moon
@@ -1,7 +1,7 @@
window = js.global
{ :document, :eval } = window
-import asnode, h1, h2, p, a, i, div, ol, li, br, span, button, article from require './component.moon'
+import asnode, h1, h2, p, a, i, div, ol, li, br, span, button, section, article from require './component.moon'
require 'svg.js'
SVG =
@@ -158,6 +158,10 @@ references = ->
for id, src in pairs sources
\append li { :id, src\long! }
+sect = (label) ->
+ with section style: 'page-break-inside': 'avoid'
+ \append h2 label
+
document.body\append asnode with article style: { margin: 'auto', 'max-width': '750px' }
\append div 'Sol Bekic', style: 'text-align': 'right'
@@ -167,322 +171,322 @@ document.body\append asnode with article style: { margin: 'auto', 'max-width': '
div "a Taxonomy for Multi-Reality Experiences", style: 'font-size': '0.6em'
}
- \append h2 "Abstract"
- \append p "With the development of mixed-reality experiences and the development of the corresponding interface
- devices multiple frameworks for classification of these experiences have been proposed. However these past
- attempts have mostly been developed alongside and with the intent of capturing specific projects ",
- (ref 'Marsh', 'Billinghurst'), " or are nevertheless very focused on existing methods and technologies ",
- (ref 'Milgram'), ". The existing taxonomies also all assume physical reality as a fixpoint and constant and are
- thereby not suited to describe many fictional mixed-reality environments and altered states of consciousness.
- In this paper we describe a new model for describing such experiences and examplify it's use with currently
- existing as well as idealized technologies from popular culture."
-
- \append h2 "Terminology"
- \append p "We propose the following terms and definitions that will be used extensively for the remainder of the paper:"
- for term, definition in pairs {
- "layer of reality": "a closed system consisting of a world model and a set of rules or dynamics operating on and
- constraining said model.",
- "world model": "describes a world state containing objects, agents and/or concepts on an arbitrary abstraction level.",
- break: 1,
- "reality stack": "structure consisting of all layers of reality encoding an agent's interaction with his environment
- in their world model at a given moment, as well as all layers supporting these respectively."
- next: 2,
- "physical reality": "layer of reality defined by physical matter and the physical laws acting upon it.
- While the emergent phenomena of micro- and macro physics as well as layers of social existence etc. may be seen
- as separate layers, for the purpose of this paper we will group these together under the term of physical reality."
- "mental reality": "layer of reality perceived and processed by the brain of a human agent.",
- "digital reality": "layer of reality created and simulated by a digital system, e.g. a virtual reality game."
- "phys, mind, digi": "abbreviations for physical, mental and digital reality respectively.",
- }
- if 'number' == type definition
- \append document\createElement 'hr'
- continue
- \append with div style: { 'margin-left': '2rem' }
- \append span term, style: {
- display: 'inline-block',
- 'margin-left': '-2rem',
- 'font-weight': 'bold',
- 'min-width': '140px'
- }
- \append span definition
-
- \append h2 "Introduction"
- \append p "We identify two different types of relationships between layers in multi-reality environment.
- The first is layer nesting. Layer nesting describes how some layers are contained in other layers; i.e. they exist
- within and can be represented fully by the parent layer's world model while the child layer's rules emerge from the
- parent layer's dynamics. Layer nesting is visualized on the vertical axis in the following diagrams.
- For each layer of reality on the bottom of the diagram the nested parent layers can be found by tracing a line upwards
- to the top of the diagram."
-
- \append p "The second type of relationship describes the information flow between a subject and the layers of reality
- the subject is immersed in. In a multi-reality experience the subject has access to multiple layers of reality and
- their corresponding world models simultaneously.", br!,
- "Depending on the specific experience, different types of and directions for information exchange
- can exist between these layers and the subject's internal representation of the experience.
- For the sake of this paper we distinguish only between ", (i "input"), " and ", (i "output"), " data flow (from the
- perspective of the subject); categorized loosely as information the subject receives from the environment
- (", (i "input"), ", e.g. visual stimuli) and actions the subject can take to influence the state of the world model
- (", (i "output"), ", e.g. motor actions) respectively."
-
- \append p "In the following diagrams, information flow is visualized horizontally, in the region below the dashed line
- at the bottom of the diagram. The subject's internal mental model and layer of reality are placed on the bottom left
- side of the diagram.
- The layers of reality that the subject experiences directly and that mirror it's internal representations are placed
- on the far right. There may be multiple layers of reality sharing this space, visualized as a vertical stack of
- layers. Since the subject must necessarily have a complete internal model of the multi-reality experience around
- him to feel immersed, the subject's mental layer of reality must span the full height of all the layers visible
- on the right side of the diagram.", br!,
- "Information flow itself is now visualized concretely using arrows that cross layer boundaries in the lower part of
- the diagram as described above. Arrows pointing leftwards denote ", (i "input"), " flow, whilst arrows pointing
- rightwards denote ", (i "output"), "-directed information flow. In some cases information doesn't flow directly
- between the layers the subject is directly aware of and the subject's internal representation and instead
- traverses ", (i "intermediate layers"), " first."
-
- \append p "Before we take a look at some reality stacks corresponding to current VR and AR technology,
- we can take a look at waking life as a baseline stack. To illustrate the format of the diagram we will compare it
- to the stack corresponding to a dreaming state:"
-
- \append with figures!
- \append addlabel "Waking Life", with Diagram!
- \mind!
- \inout!
- \phys!
-
- \next!
- \phys '', 2
- \finish!
-
- \append addlabel "Dreaming", with Diagram!
- \mind!
- \phys!
- \finish!
-
- \append p "In both cases, the top of the diagram is fully occupied by the physical layer of reality, colored in green.
- This is due to the fact that, according to the materialistic theory of mind, human consciousness owes its existance
- to the physical and chemical dynamics of neurons in our brains. Therefore our mental reality must be considered
- fully embedded in the physical reality, and consequently it may only appear underneath it in the diagram."
-
- \append p "During waking life, we concern ourselves mostly with the physical reality surrounding us.
- For this reason the physical reality is placed in the lower right corner of the diagram as the layer holding the
- external world model relevant to the subject. Information flows in both directions between the physical world model
- and the subject's mental model, as denoted by the two white arrows: Information about the state of the world model
- enter the subjects mind via the senses (top arrow, pointing leftwards), and choices the subject makes inside of and
- based on his mental model can feed back into the physical layer through movements (lower arrow, pointing rightwards)."
-
- \append p "In the dreaming state on the other hand, the subject is unaware of the physical layer of reality, though
- the mind remains embedded inside it. When dreaming, subjects' mental models don't depend on external models, hence
- the mental layer of reality must be the only layer along the bottom of the diagram."
-
- \append h2 "Current Technologies"
- \append p "Since recent technological advancements have enabled the development of VR and AR consumer devices,
- AR and VR have been established as the potential next frontier of digital entertainment.", br!,
- "As the names imply, the notion of reality is at the core of both technologies.
- In the following section we will take a look at the respective stacks of both experience types:"
-
- \append with figures!
- \append addlabel "VR", with Diagram!
- \mind!
- \phys!
- \inout nil, 1
-
- \next!
- \phys '', 2
- \inout nil, 1
-
- \next!
- \digi!
- \phys ''
- \finish!
-
-
- \append addlabel "AR", with Diagram!
- \mind!
- \inout nil, 1.25
- \inn nil, 0.5
- \phys!
-
- \next!
- \phys '', 2
- \inn nil, .5
-
- \next!
- \digi nil, .5
- \phys '', 1.5
- \finish!
-
- \append p "In both cases we find the physical layer of reality as an ", (i "intermediate layer"), " between the mental
- and digital layers. Actions taken by the subject have to be acted out physically (corresponding to the
- information traversing the barrier between mental and physical reality) before they can be again digitized using
- the various tracking and input technologies (which in turn carry the information across the boundary of the physical
- and digital spaces)."
-
- \append p "The difference between AR and VR lies in the fact that in AR the subject experiences a mixture of the
- digital and physical world models. This can be seen in the diagram, where we find that right of the diagram origin
- and the mental model, the diagram splits and terminates in both layers: while information reaches the subject both
- from the digital reality through the physical one, as well as directly from the physical reality, the subject only
- directly manipulates state in the physical reality."
-
- \append p "The data conversions necessary at layer boundaries incur at the least losses in quality and accuracy of
- information for purely technical reasons. However ", (i "intermediate layers"), " come at a cost larger than just
- an additional step of conversion:
- For information to flow through a layer, it must be encodable within that layer’s world model.
- This means that the 'weakest link' in a given reality stack determines the upper bound of information possible to
- encode within said stack and thereby limits the overall expressivity of the stack.", br!,
- "As a practical example we can consider creating an hypothetical VR application that allows users to traverse a
- large virtual space by flying. While the human mind is perfectly capable of imagining to fly and control the motion
- appropriately, it is extremely hard to devise and implement a satisfying setup and control scheme because the
- physical body of the user needs to be taken into account and it, unlike the corresponding representations in the
- mental and digital world models, cannot float around freely."
-
- \append h2 "Future Developments"
- \append p "In the previous section we found that the presence of the physical layer in the information path of
- VR and AR stacks limits the experience as a whole. It follows that the removal of that indirection should be
- an obvious goal for future developments:"
-
- \append figures addlabel "holy grail of VR: 'The Matrix'", with Diagram!
- \mind!
- \inout!
- \phys!
-
- \next!
- \digi!
- \phys ''
- \finish!
-
- \append p "In the action movie 'The Matrix' ", (ref 'Matrix'), ", users of the titular VR environment interface with it
- by plugging cables into implanted sockets that connect the simulation directly to their central nervous system.", br!,
- "While these cables and implanted devices are physical devices, they don't constitute the presence of the
- physical layer of reality in the information path because while they do transmit information, the information
- remains in either the encoding of the mental model (neural firing patterns) or the encoding of the digital model
- (e.g. a numeric encoding of a player character's movement in digital space) and the conversion is made directly
- between those two - the data never assumes the native encoding of the physical layer (e.g. as a physical motion)."
-
- \append p "While we are currently far from being able to read arbitrary high-level information from the brain
- or to synthesize sensual input in human perception by bypassing the sensory organs, brain-computer interfaces (BCI)
- are a very active area of research with high hopes for comparable achievements in the near future."
-
- \append p "Applying this same step of removing the physical layer of reality from AR, we end up with something similar
- to the nano-particle drug in ", (i "Nexus"), " ", (ref 'Naam'), ". However this does not grant the user a similar
- amount of control over his experience as the holy grail of VR does, since the user and the physical part of the
- environment remain bound by the physical layer of reality's laws.", br!,
- "Instead the holy grail of AR is reached with the creation of a god machine that can manipulate the state of the
- physical world according to the user's wishes. In this way the digital and physical realities become unified and
- fully 'augmented'."
-
- \append with figures!
- \append addlabel "'Nexus'", with Diagram!
- \mind!
- \inout nil, 0.75
- \inout nil, 1.25
- \phys!
-
- \next!
- \digi nil, .5
- \phys '', 1.5
- \finish!
-
- \append addlabel "holy grail of AR: 'Deus Machina'", with Diagram!
- col = '#92807c'
-
+ \append with sect "Abstract"
+ \append p "With the development of mixed-reality experiences and the development of the corresponding interface
+ devices multiple frameworks for classification of these experiences have been proposed. However these past
+ attempts have mostly been developed alongside and with the intent of capturing specific projects ",
+ (ref 'Marsh', 'Billinghurst'), " or are nevertheless very focused on existing methods and technologies ",
+ (ref 'Milgram'), ". The existing taxonomies also all assume physical reality as a fixpoint and constant and are
+ thereby not suited to describe many fictional mixed-reality environments and altered states of consciousness.
+ In this paper we describe a new model for describing such experiences and examplify it's use with currently
+ existing as well as idealized technologies from popular culture."
+
+ \append with sect "Terminology"
+ \append p "We propose the following terms and definitions that will be used extensively for the remainder of the paper:"
+ for term, definition in pairs {
+ "layer of reality": "a closed system consisting of a world model and a set of rules or dynamics operating on and
+ constraining said model.",
+ "world model": "describes a world state containing objects, agents and/or concepts on an arbitrary abstraction level.",
+ break: 1,
+ "reality stack": "structure consisting of all layers of reality encoding an agent's interaction with his environment
+ in their world model at a given moment, as well as all layers supporting these respectively."
+ next: 2,
+ "physical reality": "layer of reality defined by physical matter and the physical laws acting upon it.
+ While the emergent phenomena of micro- and macro physics as well as layers of social existence etc. may be seen
+ as separate layers, for the purpose of this paper we will group these together under the term of physical reality."
+ "mental reality": "layer of reality perceived and processed by the brain of a human agent.",
+ "digital reality": "layer of reality created and simulated by a digital system, e.g. a virtual reality game."
+ "phys, mind, digi": "abbreviations for physical, mental and digital reality respectively.",
+ }
+ if 'number' == type definition
+ \append document\createElement 'hr'
+ continue
+ \append with div style: { 'margin-left': '2rem' }
+ \append span term, style: {
+ display: 'inline-block',
+ 'margin-left': '-2rem',
+ 'font-weight': 'bold',
+ 'min-width': '140px'
+ }
+ \append span definition
+
+ \append with sect "Introduction"
+ \append p "We identify two different types of relationships between layers in multi-reality environment.
+ The first is layer nesting. Layer nesting describes how some layers are contained in other layers; i.e. they exist
+ within and can be represented fully by the parent layer's world model while the child layer's rules emerge from the
+ parent layer's dynamics. Layer nesting is visualized on the vertical axis in the following diagrams.
+ For each layer of reality on the bottom of the diagram the nested parent layers can be found by tracing a line upwards
+ to the top of the diagram."
+
+ \append p "The second type of relationship describes the information flow between a subject and the layers of reality
+ the subject is immersed in. In a multi-reality experience the subject has access to multiple layers of reality and
+ their corresponding world models simultaneously.", br!,
+ "Depending on the specific experience, different types of and directions for information exchange
+ can exist between these layers and the subject's internal representation of the experience.
+ For the sake of this paper we distinguish only between ", (i "input"), " and ", (i "output"), " data flow (from the
+ perspective of the subject); categorized loosely as information the subject receives from the environment
+ (", (i "input"), ", e.g. visual stimuli) and actions the subject can take to influence the state of the world model
+ (", (i "output"), ", e.g. motor actions) respectively."
+
+ \append p "In the following diagrams, information flow is visualized horizontally, in the region below the dashed line
+ at the bottom of the diagram. The subject's internal mental model and layer of reality are placed on the bottom left
+ side of the diagram.
+ The layers of reality that the subject experiences directly and that mirror it's internal representations are placed
+ on the far right. There may be multiple layers of reality sharing this space, visualized as a vertical stack of
+ layers. Since the subject must necessarily have a complete internal model of the multi-reality experience around
+ him to feel immersed, the subject's mental layer of reality must span the full height of all the layers visible
+ on the right side of the diagram.", br!,
+ "Information flow itself is now visualized concretely using arrows that cross layer boundaries in the lower part of
+ the diagram as described above. Arrows pointing leftwards denote ", (i "input"), " flow, whilst arrows pointing
+ rightwards denote ", (i "output"), "-directed information flow. In some cases information doesn't flow directly
+ between the layers the subject is directly aware of and the subject's internal representation and instead
+ traverses ", (i "intermediate layers"), " first."
+
+ \append p "Before we take a look at some reality stacks corresponding to current VR and AR technology,
+ we can take a look at waking life as a baseline stack. To illustrate the format of the diagram we will compare it
+ to the stack corresponding to a dreaming state:"
+
+ \append with figures!
+ \append addlabel "Waking Life", with Diagram!
+ \mind!
+ \inout!
+ \phys!
+
+ \next!
+ \phys '', 2
+ \finish!
+
+ \append addlabel "Dreaming", with Diagram!
+ \mind!
+ \phys!
+ \finish!
+
+ \append p "In both cases, the top of the diagram is fully occupied by the physical layer of reality, colored in green.
+ This is due to the fact that, according to the materialistic theory of mind, human consciousness owes its existance
+ to the physical and chemical dynamics of neurons in our brains. Therefore our mental reality must be considered
+ fully embedded in the physical reality, and consequently it may only appear underneath it in the diagram."
+
+ \append p "During waking life, we concern ourselves mostly with the physical reality surrounding us.
+ For this reason the physical reality is placed in the lower right corner of the diagram as the layer holding the
+ external world model relevant to the subject. Information flows in both directions between the physical world model
+ and the subject's mental model, as denoted by the two white arrows: Information about the state of the world model
+ enter the subjects mind via the senses (top arrow, pointing leftwards), and choices the subject makes inside of and
+ based on his mental model can feed back into the physical layer through movements (lower arrow, pointing rightwards)."
+
+ \append p "In the dreaming state on the other hand, the subject is unaware of the physical layer of reality, though
+ the mind remains embedded inside it. When dreaming, subjects' mental models don't depend on external models, hence
+ the mental layer of reality must be the only layer along the bottom of the diagram."
+
+ \append with sect "Current Technologies"
+ \append p "Since recent technological advancements have enabled the development of VR and AR consumer devices,
+ AR and VR have been established as the potential next frontier of digital entertainment.", br!,
+ "As the names imply, the notion of reality is at the core of both technologies.
+ In the following section we will take a look at the respective stacks of both experience types:"
+
+ \append with figures!
+ \append addlabel "VR", with Diagram!
+ \mind!
+ \phys!
+ \inout nil, 1
+
+ \next!
+ \phys '', 2
+ \inout nil, 1
+
+ \next!
+ \digi!
+ \phys ''
+ \finish!
+
+
+ \append addlabel "AR", with Diagram!
+ \mind!
+ \inout nil, 1.25
+ \inn nil, 0.5
+ \phys!
+
+ \next!
+ \phys '', 2
+ \inn nil, .5
+
+ \next!
+ \digi nil, .5
+ \phys '', 1.5
+ \finish!
+
+ \append p "In both cases we find the physical layer of reality as an ", (i "intermediate layer"), " between the mental
+ and digital layers. Actions taken by the subject have to be acted out physically (corresponding to the
+ information traversing the barrier between mental and physical reality) before they can be again digitized using
+ the various tracking and input technologies (which in turn carry the information across the boundary of the physical
+ and digital spaces)."
+
+ \append p "The difference between AR and VR lies in the fact that in AR the subject experiences a mixture of the
+ digital and physical world models. This can be seen in the diagram, where we find that right of the diagram origin
+ and the mental model, the diagram splits and terminates in both layers: while information reaches the subject both
+ from the digital reality through the physical one, as well as directly from the physical reality, the subject only
+ directly manipulates state in the physical reality."
+
+ \append p "The data conversions necessary at layer boundaries incur at the least losses in quality and accuracy of
+ information for purely technical reasons. However ", (i "intermediate layers"), " come at a cost larger than just
+ an additional step of conversion:
+ For information to flow through a layer, it must be encodable within that layer’s world model.
+ This means that the 'weakest link' in a given reality stack determines the upper bound of information possible to
+ encode within said stack and thereby limits the overall expressivity of the stack.", br!,
+ "As a practical example we can consider creating an hypothetical VR application that allows users to traverse a
+ large virtual space by flying. While the human mind is perfectly capable of imagining to fly and control the motion
+ appropriately, it is extremely hard to devise and implement a satisfying setup and control scheme because the
+ physical body of the user needs to be taken into account and it, unlike the corresponding representations in the
+ mental and digital world models, cannot float around freely."
+
+ \append with sect "Future Developments"
+ \append p "In the previous section we found that the presence of the physical layer in the information path of
+ VR and AR stacks limits the experience as a whole. It follows that the removal of that indirection should be
+ an obvious goal for future developments:"
+
+ \append figures addlabel "holy grail of VR: 'The Matrix'", with Diagram!
\mind!
\inout!
- \block col, ''
-
- \next!
- \block col, '', 2
- .svg\plain('phys + digi')\attr(o fill: 'white', 'font-size': '14px')\move 6, -2 * GRID_H
- \finish!
-
- \append p "Despite the similarities of VR and AR, the two can be considered polar opposites, as becomes evident when
- we compare their respective utopian implementations: they share the goal of allowing us to experience realities
- different from the one we naturally inhabit, but while VR seeks to accomplish this by creating a new, nested reality
- inside ours, thus giving us full control over it.
- AR, on the other hand, is instead an attempt to retrofit our specific needs directly into the very reality we exist
- in.", br!,
- "This is in direct contrast with the popular notion of the 'reality-virtuality continuum' ", (ref 'Milgram'), ":
- the reality-virtuality continuum places common reality and VR (virtuality) as the two extreme poles, while AR
- is represented as an intermediate state between the two. Here however we propose to view instead AR and VR as the
- respective poles and find instead reality at the centerpoint, where the two opposing influences 'cancel out'."
-
- \append h2 "Conclusion and Further Work"
- \append p "In this paper we have proposed a taxonomy and visualization style for multi-reality experiences, as well
- as demonstrated it's flexibility by applying them as examples. Through the application of the proposed theory,
- we have also gained a new and contrasting view on preceding work such as the reality-virtuality-continuum.
- We have also found that the taxonomy can be used outside the research field of media studies and its use may extend
- as far as philosophy of consciousness (see Appendix below)."
-
- \append p "Further research could enhance the proposed theory with better and more concrete definitions.
- In the future, the proposed taxonomy might be used to create a more extensive and complete classification
- of reality stacks and to analyse the relationships between them."
-
- \append h2 'References'
- \append references!
-
- \append h2 "Appendix: Relation to Theories of Mind"
- \append p "This paper starts from a deeply materialistic point of view that borders on microphysicalism.
- However it should be noted that the diagram style introduced above lends itself also to display other
- philosophical theories of mind. As an example, the following graphics show a typical VR stack as interpreted by
- Materialism, Cartesian Dualism and Solipsism respectively:"
-
- \append with figures!
- \append addlabel "VR in Materialism", with Diagram!
- \mind!
- \inout nil, 1
\phys!
\next!
- \phys '', 2
- \inout nil, 1
-
- \next!
\digi!
\phys ''
-
- \finish!
-
- \append addlabel "VR in Solipsism", with Diagram!
- \mind nil, 2
- \inout nil, 1
-
- \next!
- \digi!
- \mind ''
\finish!
- \append addlabel "VR in Cartesian Dualism", with Diagram!
- \mind nil, 2
- \inout nil, 1
- \next!
-
- \phys nil, 2
- \inout nil, 1
- \next!
-
- \digi!
- \phys ''
- \finish!
-
- \append p "However these philosophical theories of minds also constitute reality stacks by themselves and as such can
- be compared directly:"
-
- \append with figures!
- \append addlabel "Materialism", with Diagram!
- \mind!
- \inout!
- \phys!
-
- \next!
- \phys '', 2
- \finish!
-
- \append addlabel "Solipsism", with Diagram!
- \mind!
- \finish!
-
- \append addlabel "Cartesian Dualism", with Diagram!
- \mind!
- \inout!
- \next!
-
- \phys!
- \finish!
+ \append p "In the action movie 'The Matrix' ", (ref 'Matrix'), ", users of the titular VR environment interface with it
+ by plugging cables into implanted sockets that connect the simulation directly to their central nervous system.", br!,
+ "While these cables and implanted devices are physical devices, they don't constitute the presence of the
+ physical layer of reality in the information path because while they do transmit information, the information
+ remains in either the encoding of the mental model (neural firing patterns) or the encoding of the digital model
+ (e.g. a numeric encoding of a player character's movement in digital space) and the conversion is made directly
+ between those two - the data never assumes the native encoding of the physical layer (e.g. as a physical motion)."
+
+ \append p "While we are currently far from being able to read arbitrary high-level information from the brain
+ or to synthesize sensual input in human perception by bypassing the sensory organs, brain-computer interfaces (BCI)
+ are a very active area of research with high hopes for comparable achievements in the near future."
+
+ \append p "Applying this same step of removing the physical layer of reality from AR, we end up with something similar
+ to the nano-particle drug in ", (i "Nexus"), " ", (ref 'Naam'), ". However this does not grant the user a similar
+ amount of control over his experience as the holy grail of VR does, since the user and the physical part of the
+ environment remain bound by the physical layer of reality's laws.", br!,
+ "Instead the holy grail of AR is reached with the creation of a god machine that can manipulate the state of the
+ physical world according to the user's wishes. In this way the digital and physical realities become unified and
+ fully 'augmented'."
+
+ \append with figures!
+ \append addlabel "'Nexus'", with Diagram!
+ \mind!
+ \inout nil, 0.75
+ \inout nil, 1.25
+ \phys!
+
+ \next!
+ \digi nil, .5
+ \phys '', 1.5
+ \finish!
+
+ \append addlabel "holy grail of AR: 'Deus Machina'", with Diagram!
+ col = '#92807c'
+
+ \mind!
+ \inout!
+ \block col, ''
+
+ \next!
+ \block col, '', 2
+ .svg\plain('phys + digi')\attr(o fill: 'white', 'font-size': '14px')\move 6, -2 * GRID_H
+ \finish!
+
+ \append p "Despite the similarities of VR and AR, the two can be considered polar opposites, as becomes evident when
+ we compare their respective utopian implementations: they share the goal of allowing us to experience realities
+ different from the one we naturally inhabit, but while VR seeks to accomplish this by creating a new, nested reality
+ inside ours, thus giving us full control over it.
+ AR, on the other hand, is instead an attempt to retrofit our specific needs directly into the very reality we exist
+ in.", br!,
+ "This is in direct contrast with the popular notion of the 'reality-virtuality continuum' ", (ref 'Milgram'), ":
+ the reality-virtuality continuum places common reality and VR (virtuality) as the two extreme poles, while AR
+ is represented as an intermediate state between the two. Here however we propose to view instead AR and VR as the
+ respective poles and find instead reality at the centerpoint, where the two opposing influences 'cancel out'."
+
+ \append with sect "Conclusion and Further Work"
+ \append p "In this paper we have proposed a taxonomy and visualization style for multi-reality experiences, as well
+ as demonstrated it's flexibility by applying them as examples. Through the application of the proposed theory,
+ we have also gained a new and contrasting view on preceding work such as the reality-virtuality-continuum.
+ We have also found that the taxonomy can be used outside the research field of media studies and its use may extend
+ as far as philosophy of consciousness (see Appendix below)."
+
+ \append p "Further research could enhance the proposed theory with better and more concrete definitions.
+ In the future, the proposed taxonomy might be used to create a more extensive and complete classification
+ of reality stacks and to analyse the relationships between them."
+
+ \append with sect 'References'
+ \append references!
+
+ \append with sect "Appendix: Relation to Theories of Mind"
+ \append p "This paper starts from a deeply materialistic point of view that borders on microphysicalism.
+ However it should be noted that the diagram style introduced above lends itself also to display other
+ philosophical theories of mind. As an example, the following graphics show a typical VR stack as interpreted by
+ Materialism, Cartesian Dualism and Solipsism respectively:"
+
+ \append with figures!
+ \append addlabel "VR in Materialism", with Diagram!
+ \mind!
+ \inout nil, 1
+ \phys!
+
+ \next!
+ \phys '', 2
+ \inout nil, 1
+
+ \next!
+ \digi!
+ \phys ''
+
+ \finish!
+
+ \append addlabel "VR in Solipsism", with Diagram!
+ \mind nil, 2
+ \inout nil, 1
+
+ \next!
+ \digi!
+ \mind ''
+ \finish!
+
+ \append addlabel "VR in Cartesian Dualism", with Diagram!
+ \mind nil, 2
+ \inout nil, 1
+ \next!
+
+ \phys nil, 2
+ \inout nil, 1
+ \next!
+
+ \digi!
+ \phys ''
+ \finish!
+
+ \append p "However these philosophical theories of minds also constitute reality stacks by themselves and as such can
+ be compared directly:"
+
+ \append with figures!
+ \append addlabel "Materialism", with Diagram!
+ \mind!
+ \inout!
+ \phys!
+
+ \next!
+ \phys '', 2
+ \finish!
+
+ \append addlabel "Solipsism", with Diagram!
+ \mind!
+ \finish!
+
+ \append addlabel "Cartesian Dualism", with Diagram!
+ \mind!
+ \inout!
+ \next!
+
+ \phys!
+ \finish!
diff --git a/dist b/dist
-Subproject 14291a8dd9d027da685c8b9ca8ce7301ca5bc47
+Subproject 761afb5dfc32f8064927f228bd3963ee1223375