Facebook - konwersja
Czytaj fragment
Pobierz fragment

  • Empik Go W empik go

Do We Live In The Matrix - ebook

Wydawnictwo:
Data wydania:
1 maja 2024
Format ebooka:
EPUB
Format EPUB
czytaj
na czytniku
czytaj
na tablecie
czytaj
na smartfonie
Jeden z najpopularniejszych formatów e-booków na świecie. Niezwykle wygodny i przyjazny czytelnikom - w przeciwieństwie do formatu PDF umożliwia skalowanie czcionki, dzięki czemu możliwe jest dopasowanie jej wielkości do kroju i rozmiarów ekranu. Więcej informacji znajdziesz w dziale Pomoc.
Multiformat
E-booki w Virtualo.pl dostępne są w opcji multiformatu. Oznacza to, że po dokonaniu zakupu, e-book pojawi się na Twoim koncie we wszystkich formatach dostępnych aktualnie dla danego tytułu. Informacja o dostępności poszczególnych formatów znajduje się na karcie produktu.
, MOBI
Format MOBI
czytaj
na czytniku
czytaj
na tablecie
czytaj
na smartfonie
Jeden z najczęściej wybieranych formatów wśród czytelników e-booków. Możesz go odczytać na czytniku Kindle oraz na smartfonach i tabletach po zainstalowaniu specjalnej aplikacji. Więcej informacji znajdziesz w dziale Pomoc.
Multiformat
E-booki w Virtualo.pl dostępne są w opcji multiformatu. Oznacza to, że po dokonaniu zakupu, e-book pojawi się na Twoim koncie we wszystkich formatach dostępnych aktualnie dla danego tytułu. Informacja o dostępności poszczególnych formatów znajduje się na karcie produktu.
(2w1)
Multiformat
E-booki sprzedawane w księgarni Virtualo.pl dostępne są w opcji multiformatu - kupujesz treść, nie format. Po dodaniu e-booka do koszyka i dokonaniu płatności, e-book pojawi się na Twoim koncie w Mojej Bibliotece we wszystkich formatach dostępnych aktualnie dla danego tytułu. Informacja o dostępności poszczególnych formatów znajduje się na karcie produktu przy okładce. Uwaga: audiobooki nie są objęte opcją multiformatu.
czytaj
na tablecie
Aby odczytywać e-booki na swoim tablecie musisz zainstalować specjalną aplikację. W zależności od formatu e-booka oraz systemu operacyjnego, który jest zainstalowany na Twoim urządzeniu może to być np. Bluefire dla EPUBa lub aplikacja Kindle dla formatu MOBI.
Informacje na temat zabezpieczenia e-booka znajdziesz na karcie produktu w "Szczegółach na temat e-booka". Więcej informacji znajdziesz w dziale Pomoc.
czytaj
na czytniku
Czytanie na e-czytniku z ekranem e-ink jest bardzo wygodne i nie męczy wzroku. Pliki przystosowane do odczytywania na czytnikach to przede wszystkim EPUB (ten format możesz odczytać m.in. na czytnikach PocketBook) i MOBI (ten fromat możesz odczytać m.in. na czytnikach Kindle).
Informacje na temat zabezpieczenia e-booka znajdziesz na karcie produktu w "Szczegółach na temat e-booka". Więcej informacji znajdziesz w dziale Pomoc.
czytaj
na smartfonie
Aby odczytywać e-booki na swoim smartfonie musisz zainstalować specjalną aplikację. W zależności od formatu e-booka oraz systemu operacyjnego, który jest zainstalowany na Twoim urządzeniu może to być np. iBooks dla EPUBa lub aplikacja Kindle dla formatu MOBI.
Informacje na temat zabezpieczenia e-booka znajdziesz na karcie produktu w "Szczegółach na temat e-booka". Więcej informacji znajdziesz w dziale Pomoc.
Czytaj fragment
Pobierz fragment

Do We Live In The Matrix - ebook

This book from scratch presents the simulation hypothesis. It is written in an accessible way, in plain language. It contains many amazing and interesting trivia related to the theory that we live in computer simulation. Even if this theory is not foreign to you, you will find here a lot of information about which you certainly had no idea. The book presents evidence for life in simulation as well as problems arising from it.
Kategoria: Wiara i religia
Zabezpieczenie: Watermark
Watermark
Watermarkowanie polega na znakowaniu plików wewnątrz treści, dzięki czemu możliwe jest rozpoznanie unikatowej licencji transakcyjnej Użytkownika. E-książki zabezpieczone watermarkiem można odczytywać na wszystkich urządzeniach odtwarzających wybrany format (czytniki, tablety, smartfony). Nie ma również ograniczeń liczby licencji oraz istnieje możliwość swobodnego przenoszenia plików między urządzeniami. Pliki z watermarkiem są kompatybilne z popularnymi programami do odczytywania ebooków, jak np. Calibre oraz aplikacjami na urządzenia mobilne na takie platformy jak iOS oraz Android.
ISBN: 978-83-8351-319-5
Rozmiar pliku: 1,3 MB

FRAGMENT KSIĄŻKI

Warning

This book should not be read by people with closed minds and people who are too sharply embedded in reality.

This book can upset your whole worldview. Anything you read about here, even the most logical thing, does not immediately mean that it is true.

This book is the simplest representation of the theory of computer simulation, which is quite popular and raises a lot of controversy.

The author does not bear any consequences in a radical change in the worldview of readers and the resulting consequences.

MAYBE THE WHOLE THING WILL SEEM A BIT CHAOTIC TO YOU, BUT I STRONGLY ENCOURAGE YOU TO GO THROUGH THE WHOLE THING, BECAUSE I GUARANTEE THAT YOU DID NOT EXPECT CERTAIN INFORMATION CONTAINED HERE, EVEN IF THIS THEORY IS NOT AT ALL FOREIGN TO YOU. CERTAINLY, THIS INFORMATION WILL EXPAND YOUR MIND (TRIVIA), AND THUS ALSO YOUR PERCEPTION OF THE WORLD AROUND YOU.Introduction

MORPHEUS: Let me tell you why you’re here. You’re here because you know something. What you know you can’t explain. But you feel it. You’ve felt it your entire life. That there’s something wrong with the world. You don’t know what it is but it’s there, like a splinter in your mind driving you mad. It is this feeling that has brought you to me. Do you know what I’m talking about?

NEO: The Matrix?

MORPHEUS: Do you want to know what IT is? The Matrix is everywhere. It is all around us, even now in this very room. You can see it when you look out your window or when you turn on your television. You can feel it when you go to work, when you go to church, when you pay your taxes. It is the world that has been pulled over your eyes to blind you from the truth.

NEO: What truth?

MORPHEUS: That you are a slave, Neo. Like everyone else you were born into bondage, born into a prison that you cannot smell or taste or touch. A prison for your mind… Unfortunately, no one can be told what the Matrix is. You have to see it for yourself.

_„THE FACT THAT WE LIVE IN A COMPUTER SIMULATION MAY BE MORE LIKELY THAN THE FACT THAT WE DON’T LIVE IN IT”_

IS OUR WORLD SOME BIG SIMS?

The theory is NOT THAT WE ARE IN A VIRTUAL WORLD, in a world that exists independently of us, without us inside — in which WE OURSELVES ARE PLAYERS, and somewhere THERE IS OUR VERSION OF FLESH AND BLOOD, WHICH IS ALL CONTROLS. This is not the point in this theory. THIS THEORY ASSUMES THAT WE ARE IN A SIMULATED WORLD, which means that we are not users or players, but WE ARE PART OF THE SIMULATION OURSELVES.

However, I would like to mention at the same time that all ideas intertwine with each other and sometimes also combine into a coherent whole, so all concepts will be presented here, and as this subject is still studied by outstanding people, I encourage you to think about it personally and not limit yourself and only for some assumption, but considering all available options.

The theory of simulation answers many questions, whether related to the laws that govern the universe, or the big bang theory itself, which in this hypothesis is nothing but the beginning of the simulation of our universe, the launch of the program, and thus its end will be disable this program.

_“WE ARE LIVING IN COMPUTER GENERATED REALITY.” (PHILIP K. DICK)_Probable beginnings

The theory that we live in computer simulation was mainly propagated by the MATRIX movie in the 1990s.

Then physicists TOM CAMPBELL and BRIAN WHITWORTH presented the theory as we know it today, but the theory itself goes back 400 years.

_SIMILAR THEORIES WERE CREATED QUITE A LONG TIME AGO._

It was initiated by the philosopher RENÉ DESCARTES (Descartes), who was the first to put forward the argument that we may be living in a world that is not real. René Descartes in his work „MEDITATIONS ON THE FIRST PHILOSOPHY” proposes 3 skeptical arguments, which he tries to prove that we have no knowledge of the world,

WE CAN DISTINGUISH TWO TYPES OF SIMULATION

1. INDIVIDUAL — the simulation in which you exist, only you, i.e. the simulation is created in the head of each of us separately.

2. COLLECTIVE — a simulation in which everyone is located, i.e. simulation of entire worlds.

EVIDENCE THAT WE LIVE IN A COMPUTER SIMULATION

— DEVELOPMENT OF COMPUTER GAMES — CREATING SIMULATIONS.

Imagine you are playing a game and you are the character you play in a big city. Around you you can see buildings, moving people and cars. You may then think that what is in this place that you observe with your character occurs at the same time throughout the entire map of the virtual world in which you play. You suppose that everything is already there and functioning independently.

IT’S NOT TRUE! IN FACT, THERE IS NOTHING THERE. THERE ARE NO TEXTURES THERE BECAUSE THEY HAVE NOT YET BEEN GENERATED. THESE TEXTURES ARE GENERATED ONLY IN THE VICINITY OF YOUR CHARACTER. They arise in a specific place sometime in advance, when your character is located at a certain distance from this place.

This is the basic premise that should accompany you throughout this book:

GAME TEXTURES DO NOT EXIST WHERE THERE IS NO PLAYER.

All objects observed from a long distance or from a certain height are simply simplified. They are not sharpened, because simulating the whole city or the virtual world in which your character is located, along with all the sharp details that you observe closely, would require too much processor power.

_OUR UNIVERSE SEEMS TO CONSIST OF PIXELS THAT TAKE A SPECIFIC FORM ONLY DURING OBSERVATION, JUST LIKE IN A COMPUTER GAME. THE REALITY OF THE GAME IS CREATED ONLY WHERE THE PLAYER IS._

All other places where there is no player — are empty or very simplified.

It may seem that our universe is a simulation that works on some very powerful computer, whose power is not enough to accurately calculate every single particle in space, so it does it using a simplified model — using a probability wave.

Everything is calculated accurately only when a specific object is carefully observed, so that the observer does not lose the illusion of reality of his world. This allows you not to burden the computer and its power unnecessarily.

EINSTEIN concluded that nothing could move faster than light in a vacuum, which became a universal constant after some time, although it is not known why.

If the physical world is virtual reality, then the speed of light is probably nothing more than the speed of information processing, where information is defined as a sample of finite loads. As a result, information must also be processed at finite speed, which in turn means that our world is „refreshed” at finite speed.

For comparison, the processor of a supercomputer can be refreshed many billions of times per second, so in that case our world is billions of times faster.

The general rules are the same. The screen image has pixels and the refresh rate (number of images given in one second ). In our world there is PLANCK LENGTH AND PLANCK TIME. Here, the speed of light will be limited because the network is unable to send anything faster than one pixel per cycle, i.e. Planck length per Planck time unit (OR ALSO ABOUT 300,000 KM/S), therefore, according to this concept, the speed of light is limited to the maximum performance of the computer for which this virtual reality is created.

The speed of light is limited to the maximum performance of the computer for which this virtual reality is created.

According to Einstein’s theory of relativity, time in different reference systems runs in different ways, e.g. while being next to a black hole (in a simplified way for further needs — a very large, extremely heavy object), in one day, a million years may pass on earth.

For someone who would be able to move almost at the speed of light, it may take literally a few seconds, where at the same time, for someone on earth it may take many years. No, this is not a conspiracy theory! This has been proven in numerous experiments.

Virtual reality depends on virtual time. Every player knows and probably has often experienced that when the computer freezes due to the delay in displaying frames per second, the game time also slows down (this is about FPS — frames per second, which is nothing but a measure of the speed of displaying moving images).

So if our character accelerates to very high speeds on the game map, the computer will not have much time to load frames, so the number of frames per second will decrease (the image will stutter). You can also accelerate to such a speed at which the game freezes completely and the computer displays zero frames per second (FPS = 0).

A very interesting thing is that just near very large and complex objects, with numerous details, the frame rate also decreases regardless of whether our character in the game is moving or not. This is for a simple reason — a computer requires much more computing resources to process a very large number of textures.

In exactly the same way, time slows down as speed increases or near massive objects, which is almost suspiciously similar to game mechanics, as explained above.

_THE SPEED OF LIGHT IS LIMITED TO THE MAXIMUM PERFORMANCE OF THE COMPUTER ON WHICH THIS VIRTUAL REALITY IS CREATED._

— OBSERVER PARADOX — THE ASSUMPTION THAT THE MERE OBSERVATION OF A PHYSICAL EXPERIMENT AFFECTS ITS COURSE.

Probably everyone who is interested in this subject has heard about THE QUANTUM PHYSICS EXPERIMENT, CALLED THE TWO-SLIT EXPERIMENT, ALSO KNOWN AS YOUNG’S EXPERIMENT
mniej..

BESTSELLERY

Kategorie: