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WHAT WE SHOULD DO TO MAKE THIS REALLY REALLY LONG IS JUST TYPE THOUSANDS UPON THOUSANDS OF LETTERS THAT MAKE NO SENSE AT ALL!!! LET ME DEMONSTRATE. HFJDHFDSFDHJ FDJHFJKDSHF GFDKSGFDSGHF UWIYRUIBDSUR3
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Omg... i hvn't been on mmorpg forums for a long time but this post is still going! i wonder when i lost posted on this post? Im too lazy to check though so if anyone finds out plz tell me
'Sometimes the light at the end of the tunnel is an oncoming train'
The Teleportation Physics Study is divided into four phases. Phase I is a review and documentation of quantum teleportation, its theoretical basis, technological development, and its potential application. Phase II developed a textbook description of teleportation as it occurs in classical physics, explored its theoretical and experimental status, and projected its potential applications. Phase III consisted of a search for teleportation phenomena occurring naturally or under laboratory conditions that can be assembled into a model describing the conditions required to accomplish the disembodied conveyance of objects. The characteristics of teleportation were defined, and physical theories were evaluated in terms of their ability to completely describe the phenomenon. Presently accepted physics theories, as well as theories that challenge the current physics paradigm were investigated for completeness. The theories that provide the best chance of explaining teleportation were selected, and experiments with a high chance of accomplishing teleportation were identified. Phase IV is the final report. The report contains five chapters. Chapter 1 is an overview of the textbook descriptions for the various teleportation phenomena that are found in nature, in theoretical physics concepts, and in experimental laboratory work. Chapter 2 proposes two quasi-classical physics concepts for teleportation: the first is based on engineering the spacetime metric to induce a traversable wormhole; the second is based on the polarizable-vacuum-general relativity approach that treats spacetime metric changes in terms of equivalent changes in the vacuum permittivity and permeability constants. These concepts are theoretically developed and presented. Promising laboratory experiments were identified and recommended for further research. Chapter 3 presents the current state-of-art of quantum teleportation physics, its theoretical basis, technological development, and its applications. Key theoretical, experimental, and applications breakthroughs were identified, and a series of theoretical and experimental research programs are proposed to solve technical problems and advance quantum teleportation physics. Chapter 4 gives an overview of alternative teleportation concepts that challenge the present physics paradigm. These concepts are based on the existence of parallel universes/spaces and/or extra space dimensions. The theoretical and experimental work that has been done to develop these concepts is reviewed, and a recommendation for further research is made. Last, Chapter 5 gives an in-depth overview of unusual teleportation phenomena that occur naturally and under laboratory conditions. The teleportation phenomenon discussed in the chapter is based on psychokinesis (PK), which is a category of psychotronics. The U.S. military-intelligence literature is reviewed, which relates the historical scientific research performed on PK-teleportation in the U.S., China and the former Soviet Union. The material discussed in the chapter largely challenges the current physics paradigm; however, extensive controlled and repeatable laboratory data exists to suggest that PK-teleportation is quite real and that it is controllable. The report ends with a combined list of references.
The concept of teleportation was originally developed during the Golden Age of 20th century science fiction literature by writers in need of a form of instantaneous disembodied transportation technology to support the plots of their stories. Teleportation has appeared in such SciFi literature classics as Algis Budrys Rogue Moon (Gold Medal Books, 1960), A. E. van Vogts World of Null-A (Astounding Science Fiction, August 1945), and George Langelaans The Fly (Playboy Magazine, June 1957). The Playboy Magazine short story led to a cottage industry of popular films decrying the horrors of scientific technology that exceeded mankinds wisdom: The Fly (1958), Return of the Fly (1959), Curse of the Fly (1965), The Fly (a 1986 remake), and The Fly II (1989). The teleportation concept has also appeared in episodes of popular television SciFi anthology series such as The Twilight Zone and The Outer Limits. But the most widely recognized pop-culture awareness of the teleportation concept began with the numerous Star Trek television and theatrical movie series of the past 39 years (beginning in 1964 with the first TV series pilot episode, The Cage), which are now an international entertainment and product franchise that was originally spawned by the late genius television writer-producer Gene Roddenberry. Because of Star Trek everyone in the world is familiar with the transporter device, which is used to teleport personnel and material from starship to starship or from ship to planet and vice versa at the speed of light. People or inanimate objects would be positioned on the transporter pad and become completely disintegrated by a beam with their atoms being patterned in a computer buffer and later converted into a beam that is directed toward the destination, and then reintegrated back into their original form (all without error!). Beam me up, Scotty is a familiar automobile bumper sticker or cry of exasperation that were popularly adopted from the series. However, the late Dr. Robert L. Forward (2001) stated that modern hard-core SciFi literature, with the exception of the ongoing Star Trek franchise, has abandoned using the teleportation concept because writers believe that it has more to do with the realms of parapsychology/paranormal (a.k.a. psychic) and imaginative fantasy than with any realm of science. Beginning in the 1980s developments in quantum theory and general relativity physics have succeeded in pushing the envelope in exploring the reality of teleportation. A crescendo of scientific and popular literature appearing in the 1990s and as recently as 2003 has raised public awareness of the new technological possibilities offered by teleportation. As for the psychic aspect of teleportation, it became known to Dr. Forward and myself, along with several colleagues both inside and outside of government, that anomalous teleportation has been scientifically investigated and separately documented by the Department of Defense. It has been recognized that extending the present research in quantum teleportation and developing alternative forms of teleportation physics would have a high payoff impact on communications and transportation technologies in the civilian and military sectors. It is the purpose of this study to explore the physics of teleportation and delineate its characteristics and performances, and to make recommendations for further studies in support of Air Force Advanced Concepts programs.
Approved for public release; distribution unlimited. 2 �� Teleportation SciFi: the disembodied transport of persons or inanimate objects across space by advanced (futuristic) technological means (adapted from Vaidman, 2001). We will call this sf- Teleportation, which will not be considered further in this study. �� Teleportation psychic: the conveyance of persons or inanimate objects by psychic means. We will call this p-Teleportation. �� Teleportation engineering the vacuum or spacetime metric: the conveyance of persons or inanimate objects across space by altering the properties of the spacetime vacuum, or by altering the spacetime metric (geometry). We will call this vm-Teleportation. �� Teleportation quantum entanglement: the disembodied transport of the quantum state of a system and its correlations across space to another system, where system refers to any single or collective particles of matter or energy such as baryons (protons, neutrons, etc.), leptons (electrons, etc.), photons, atoms, ions, etc. We will call this q-Teleportation. �� Teleportation exotic: the conveyance of persons or inanimate objects by transport through extra space dimensions or parallel universes. We will call this e-Teleportation. We will examine each of these in detail in the following chapters and determine whether any of the above teleportation concepts encompass the instantaneous and or disembodied conveyance of objects through space. Approved for public release; distribution unlimited. 3 2.0 vm-TELEPORTATION 2.1 Engineering the Spacetime Metric A comprehensive literature search for vm-Teleportation within the genre of spacetime metric engineering yielded no results. No one in the general relativity community has thought to apply the Einstein field equation to determine whether there are solutions compatible with the concept of teleportation. Therefore, I will offer two solutions that I believe will satisfy the definition of vm- Teleportation. The first solution can be found from the class of traversable wormholes giving rise to what I call a true stargate. A stargate is essentially a wormhole with a flat-face shape for the throat as opposed to the spherical-shaped throat of the Morris and Thorne (1988) traversable wormhole, which was derived from a spherically symmetric Lorentzian spacetime metric that prescribes the wormhole geometry (see also, Visser, 1995 for a complete review of traversable Lorentzian wormholes): 2 2()2 2 1 ds = −e φ r c dt +[1−b(r) r]− dr2+r2dΩ2 (2.1), where by inspection we can write the traversable wormhole metric tensor in the form 2 ( ) 1 2 2 2 0 0 0 0 [1 () ] 0 0 0 0 0 0 0 0 sin e r b r r g r r φ αβ θ − − = − (2.2) using standard spherical coordinates, where c is the speed of light, α,β ≡ (0 = t, 1 = r, 2 = θ, 3 = ϕ) are the time and space coordinate indices (-∞ < t < ∞; r: 2πr = circumference; 0 ≤ θ ≤ π; 0 ≤ ϕ ≤ 2π), dΩ2 = dθ2 + sin2θdϕ2, φ(r) is the freely specifiable redshift function that defines the proper time lapse through the wormhole throat, and b(r) is the freely specifiable shape function that defines the wormhole throats spatial (hypersurface) geometry. Such spacetimes are asymptotically flat. The Einstein field equation requires that a localized source of matter-energy be specified in order to determine the geometry that the source induces on the local spacetime. We can also work the Einstein equation backwards by specifying the local geometry in advance and then calculate the matter-energy source required to induce the desired geometry. The Einstein field equation thus relates the spacetime geometry terms comprised of the components of the metric tensor and their derivatives (a.k.a. the Einstein tensor) to the local matterenergy source terms comprised of the energy and stress-tension densities (a.k.a. the stress-energy tensor). The flat-face wormhole or stargate is derived in the following section. 2.1.1 Wormhole Thin Shell Formalism The flat-face traversable wormhole solution is derived from the thin shell (a.k.a. junction condition or surface layer) formalism of the Einstein equations (Visser, 1989; see also, Misner, Thorne and Wheeler, 1973). We adapt Vissers (1989) development in the following discussion. The procedure is to take two copies of flat Minkowski space and remove from each identical regions of the form Ω × ℜ, where Ω is a three-dimensional compact spacelike hypersurface and ℜ is a timelike straight line (time axis). Then identify these two incomplete spacetimes along the timelike boundaries ∂Ω × ℜ. The resulting spacetime Approved for public release; distribution unlimited. 4 is geodesically complete and possesses two asymptotically flat regions connected by a wormhole. The throat of the wormhole is just the junction ∂Ω (a two-dimensional space-like hypersurface) at which the two original Minkowski spaces are identified (see Figures 1 and 2). Approved for public release; distribution unlimited. 5 Figure 1. Diagram of a Simultaneous View of Two Remote Compact Regions (Ω1 and Ω2) of Minkowski Space Used to Create the Wormhole Throat ∂Ω, Where Time is Suppressed in This Representation (adapted from Bennett et al., 1995) Approved for public release; distribution unlimited. 6 Figure 2. The Same Diagram as in Figure 1 Except as Viewed by an Observer Sitting in Region Ω1 Who Looks Through the Wormhole Throat ∂Ω and Sees Remote Region Ω2 (Dotted Area Inside the Circle) on the Other Side Approved for public release; distribution unlimited. 7 The resulting spacetime is everywhere Riemann-flat except possibly at the throat. Also, the stressenergy tensor in this spacetime is concentrated at the throat with a δ-function singularity there. This is a consequence of the fact that the spacetime metric at the throat is continuous but not differentiable, while the connection is discontinuous; thus causing the Riemann curvature to possess a δ-function singularity (causing undesirable gravitational tidal forces) there. The magnitude of this δ-function singularity can be calculated in terms of the second fundamental form on both sides of the throat, which we presume to be generated by a localized thin shell of matter-energy. The second fundamental form represents the extrinsic curvature of the ∂Ω hypersurface (i.e., the wormhole throat), telling how it is curved with respect to the enveloping four-dimensional spacetime. The form of the geometry is simple, so the second fundamental form at the throat is calculated to be (McConnell, 1957): 0 1 2 1 2 0 0 0 0 0 0 0 0 0 0 1 0 0 0 1 i j K κ κ κ ρ ρ ± = ± = ± (2.3), where i,j = 0,1,2 and Ki j ± is the second fundamental form. The full 4×4 matrix Kα β has been reduced to 3×3 form, as above, for computational convenience because the thin shell (or hypersurface) is essentially a two-surface embedded in three-space. The overall ± sign in equation (2.3) comes from the fact that a unit normal points outward from one side of the surface and points inward on the other side. We hereafter drop the ± sign for the sake of brevity in notation. The quantities κ0, κ1, and κ2 measure the extrinsic curvature of the thin shell of local matter-energy (i.e., the stuff that induces the wormhole throat geometry). Since the wormhole throat is a space-like hypersurface, we can exclude time-like hypersurfaces and their components in the calculations. Therefore we set κ0 = 0 in equation (2.3) because it is the time-like extrinsic curvature for the time-like hypersurface of the thin shell of matter-energy. As seen in equation (2.3) κ1 and κ2 are simply related to the two principal radii of curvature ρ1 and ρ2 (defined to be the eigenvalues of Ki j) of the two-dimensional spacelike hypersurface ∂Ω (see Figure 3). It should be noted that a convex surface has positive radii of curvature, while a concave surface has negative radii of curvature. Approved for public release; distribution unlimited. 8 Figure 3. A Thin Shell of (Localized) Matter-Energy, or Rather the Two-Dimensional Spacelike Hypersurface ∂Ω (via (2.3)), Possessing the Two Principal Radii of Curvature ρ1 and ρ2 Approved for public release; distribution unlimited. 9 It is a standard result of the thin shell or junction condition formalism that the Einstein field equation may be cast in terms of the surface stress-energy tensor Si j of the thin matter-energy shell localized in ∂Ω (note: we are exploiting the symmetry of the wormhole with respect to interchange of the two flat regions Ω1 and Ω2): ( ) 4 4 i i i k j j j k S c K K G δ π = − − (2.4), where G is Newtons gravitational constant and δi j is the (three-dimensional) unit matrix. Kk k is the trace of equation (2.3): 1 2 1 1 k i k j K TrK ρ ρ = = + (2.5) and 1 2 1 2 1 2 1 1 0 0 0 1 1 0 0 0 1 1 i k j k K ρ ρ δ ρ ρ ρ ρ + = + + (2.6). Substituting (2.3) and (2.6) into (2.4) gives (after simplification): 4 1 2 2 1 1 1 0 0 0 1 0 4 0 0 1 i j S c G ρ ρ ρ π ρ + = (2.7). The thin matter-energy shells surface stress-energy tensor may be interpreted in terms of the surface energy density σ and principal surface tensions ϑ1 and ϑ2: 1 2 0 0 0 0 0 0 i j S σ ϑ ϑ − = − − (2.8). Thus we arrive at the Einstein field equation by equating (2.8) and (2.7) and multiplying both sides by 1: Approved for public release; distribution unlimited. 10 4 1 2 1 2 2 1 1 1 0 0 0 0 0 0 0 1 0 4 0 0 0 0 1 c G σ ρ ρ ϑ ρ π ϑ ρ = − + (2.9), which gives the final result 4 1 2 1 1 4 c G σ π ρ ρ = − + (2.10a) 4 1 2 1 4 c G ϑ π ρ = − (2.10b) 4 2 1 1 4 c G ϑ π ρ = − (2.10c). These are the Einstein equations. Equations (2.10a-c) imply that (for ∂Ω convex) we are dealing with negative surface energy density and negative surface tensions. This result is in fact the primary matterenergy requirement for traversable wormholes, as was proved by Morris and Thorne (1988), and later by Visser (1995), within the paradigm of classical Einstein general relativity. The negative surface tension (= positive outward pressure, a.k.a. gravitational repulsion or antigravity) is needed to keep the throat open and stable against collapse. The reader should not be alarmed at this result. Negative energies and negative stress-tensions are an acceptable result both mathematically and physically, and they manifest gravitational repulsion (antigravity!) in and around the wormhole throat. One only needs to understand what it means for stress-energy to be negative within the proper context. In general relativity the term exotic is used in place of negative. The effects of negative energy have been produced in the laboratory (the Casimir Effect is one example). In short, negative energy arises from Heisenbergs quantum uncertainty principle, which requires that the energy density of any electromagnetic, magnetic, electric or other fields must fluctuate randomly. Even in a vacuum, where the average energy density is zero, the energy density fluctuates. This means that the quantum vacuum can never remain truly empty in the classical sense of the term. The quantum picture of the vacuum is that of a turbulent plenum of virtual (i.e., energy non-conserving) particle pairs that spontaneously pop in and out of existence. The notion of zero energy in quantum theory corresponds to the vacuum being filled with such fluctuations going on. This issue is further elaborated on and clarified in greater detail in Appendix A. We will also revisit this in Section 2.2. Finally, it should be noted that for the analysis in this section we assumed an ultrastatic wormhole [i.e., g00 ≡ 1 ⇒ φ(r) = 0 in equation (2.1)] with the exotic matter-energy confined to a thin layer, and we dispensed with the assumption of spherical symmetry. We can now build a wormhole-stargate and affect vm-Teleportation such that a traveler stepping into the throat encounters no exotic matter-energy there. This will require that our wormhole be flat shaped. To make the wormhole flat requires that we choose the throat ∂Ω to have at least one flat face (picture the thin shell in Figure 3 becoming a flat shell). On that face the two principal radii of curvature become ρ1 = ρ2 = ∞ as required by standard geometry. Substituting this into equations (2.10a-c) gives 1 2 σ =ϑ =ϑ =0 (2.11), Approved for public release; distribution unlimited. 11 which is a remarkable result. A further consequence of this is that now Ki j = 0, thus making the Riemann curvature and stress-energy tensors (Riemann: Rα β ~ Kα β; stress-energy: Tα β ~ Kα β) at the throat become zero such that the associated δ-function singularities disappear there. This means that a traveler encountering and going through such a wormhole will feel no tidal gravitational forces and see no exotic matter-energy (that threads the throat). A traveler stepping through the throat will simply be teleported into the other remote spacetime region or another universe (note: the Einstein equation does not fix the spacetime topology, so it is possible that wormholes are inter-universe as well as intra-universe tunnels). We construct such a teleportation stargate by generating a thin shell or surface layer of exotic matterenergy much like a thin film of soap stretched across a loop of wire. 2.1.2 Exotic Matter-Energy Requirements Now we have to estimate the amount of negative (or exotic) mass-energy that will be needed to generate and hold open a vm-Teleportation wormhole. A simple formula originally due to Visser (1995) for short-throat wormholes using the thin shell formalism gives: 2 (1.3469 1027 ) 1 (0.709 ) 1 throat wh throat throat Jupiter M r c G x kg r meter M r meter = − = − = − (2.12), where Mwh is the mass required to build the wormhole, rthroat is a suitable measure of the linear dimension (radius) of the throat, and MJupiter is the mass of the planet Jupiter (1.90×1027 kg). Equation (2.12) demonstrates that a mass of 0.709 MJupiter (or 1.3469×1027 kg) will be required to build a wormhole 1 meter in size. As the wormhole size increases the mass requirement grows negative-large, and vice versa as the wormhole size decreases. After being alarmed by the magnitude of this, one should note that Mwh is not the total mass of the wormhole as seen by observers at remote distances. The non-linearity of the Einstein field equations dictates that the total mass is zero (actually, the total net mass being positive, negative or zero in the Newtonian approximation depending on the details of the negative energy configuration constituting the wormhole system). And finally, Visser et al. (2003) have demonstrated the existence of spacetime geometries containing traversable wormholes that are supported by arbitrarily small quantities of exotic matter-energy, and they proved that this was a general result. In Section 2.3 we will discuss how or whether we can create such a wormhole in the laboratory. 2.2 Engineering the Vacuum Engineering the spacetime vacuum provides a second solution that also satisfies the definition of vm- Teleportation. The concept of engineering the vacuum was first introduced to the physics community by Lee (1988). Lee stated: The experimental method to alter the properties of the vacuum may be called vacuum engineering If indeed we are able to alter the vacuum, then we may encounter some new phenomena, totally unexpected. This new concept is based on the now-accepted fact that the vacuum is characterized by physical parameters and structure that constitutes an energetic medium which pervades the entire extent of the Approved for public release; distribution unlimited. 12 universe. We note here the two most important defining properties of the vacuum in this regard (Puthoff et al., 2002): �� Within the context of quantum field theory the vacuum is the seat of all energetic particle and field fluctuations. �� Within the context of general relativity theory the vacuum is the seat of a spacetime structure (or metric) that encodes the distribution of matter and energy. We begin our look into this concept by examining the propagation of light through space. We know from quantum field theory that light propagating through space interacts with the vacuum quantum fields (a.k.a. vacuum quantum field fluctuations). The observable properties of light, including the speed of light, are determined by these interactions. Vacuum quantum interactions with light lead to an effect on the speed of light that is due to the absorption of photons (by the vacuum) to form virtual electronpositron pairs followed by the quick re-emission (from the vacuum) of the photon (see Figure 4). The virtual particle pairs are very short lived because of the large mismatch between the energy of a photon and the rest mass-energy of the particle pair. A key point is that this process makes a contribution to the observed vacuum permittivity ε0 (and permeability μ0) constant and, therefore, to the speed of light c [c = (ε0μ0)−1/2]. Approved for public release; distribution unlimited. 13 Figure 4. A Schematic of Vacuum Quantum Field Fluctuations (a.k.a. Vacuum Zero Point Field Fluctuations) Involved in the Light-by-Light Scattering Process That Affects the Speed of Light (from Chown, 1990) Approved for public release; distribution unlimited. 14 The role of virtual particle pairs in determining the ε0 (μ0) of the vacuum is analogous to that of atoms/molecules in determining the relative permittivity ε (and μ) of a dielectric material. We know that the absorption/re-emission of photons by atoms/molecules in a transparent medium (note: there are no strongly absorbing resonances, so the atoms/molecules remain in their excited states for a very short time before re-emitting photons) is responsible for the refractive index of the medium, which results in the reduction of the speed of light for photons propagating through the medium. This absorption/re-emission process is also known in physics as a scattering process. We know from experiment that a change in the medium leads to a change in ε (μ), thus resulting in a change of the refractive index. The key point arising from this analogy is that a modification of the vacuum produces a change in ε0 (μ0) resulting in a subsequent change in c, and hence, a corresponding change in the vacuum refraction index. Scharnhorst (1990) and Latorre et al. (1995) have since proved that the suppression of light scattering by virtual particle pairs (a.k.a. coherent light-by-light scattering) in the vacuum causes an increase in the speed of light accompanied by a decrease in the vacuum refraction index. This very unique effect is accomplished in a Casimir Effect capacitor cavity (or waveguide) whereby the vacuum quantum field fluctuations (a.k.a. zero-point fluctuations or ZPF) inside have been modified (becoming anisotropic and non-translational invariant) to satisfy the electromagnetic boundary conditions imposed by the presence of the capacitor plates (or waveguide walls). The principal result of this modification is the removal of the electromagnetic zero-point energy (ZPE) due to the suppression of vacuum ZPE modes with wavelengths longer than the cavity/waveguide cutoff (λ0 = 2d, where d = plate separation; see Figure 5). This removal of free space vacuum ZPE modes suppresses the scattering of light by virtual particle pairs, thus producing the speed of light increase (and corresponding decrease in the vacuum refraction index). We know from standard optical physics and quantum electrodynamics (QED) that the optical phase and group velocities can exceed c under certain physical conditions, but dispersion always ensures that the signal velocity is ≤ c. But recent QED calculations (see, Scharnhorst, 1990 and Latorre et al., 1995) have proved that in the Casimir Effect system, the dispersive effects are much weaker still than those associated with the increase in c so that the phase, group and signal velocities will therefore all increase by the same amount. Note that, in general, no dispersion shows up in all of the modified vacuum effects examined by investigators.
Future space explorers and their equipment will need to easily and quickly travel from an orbiting spacecraft to the surface of some remote planet in order to get their work done, or military personnel in the United States need to easily and quickly travel from their military base to another remote location on Earth in order to participate in a military operation, or space colonists will need quick transport to get from Earth to their new home planet. Instead of using conventional transportation to expedite travel the space explorer, military personnel or space colonist and/or their equipment go into the Teleporter (a.k.a. Transporter in Star Trek lingo) and are beamed down or beamed over to their destinations at light speed. The mechanism for this teleportation process is hypothetically envisioned to be the following: 1. Animate/inanimate objects placed inside the teleporter are scanned by a computer-generated and - controlled beam. 2. The scan beam encodes the entire quantum information contained within the animate/inanimate object(s) into organized bits of information, thus forming a digital pattern of the object(s). 3. The scan beam then dematerializes the object(s) and stores its pattern in a pattern buffer, thus transforming the atomic constituents of the dematerialized object(s) into a matter stream. Alternative 1: The dematerialization process converts the atoms into a beam of pure energy. Alternative 2: The scan beam does not dematerialize the object(s). 4. The teleporter then transmits the matter/pure energy stream and quantum information signal in the form of an annular confinement beam to its destination. Alternative: Only the quantum information signal is transmitted. 5. At the receiving teleporter the matter/pure energy stream is sent into a pattern buffer whereby it is recombined with its quantum information, and the object(s) is rematerialized back into its original form. Alternative 1: The receiving teleporter recombines the transmitted quantum information with atoms stored inside a reservoir to form a copy of the original. Alternative 2: The quantum information is reorganized in such a way as to display the object on some three-dimensional (holographic) visual display system. Problem: This generic scenario is modeled after teleportation schemes found in SciFi. There are a lot of important little details that were left out of the teleportation process because we simply do not know what they are. This technology does not yet exist. And we are left with the question of which one of the alternative processes identified in items 3 5 one wants to choose from. The above scenario is only an outline, and it is by no means complete since it merely serves to show what speculation exists on the subject. The above scenario describes a speculative form of what we call q-Teleportation. There are questions to be addressed in the above scenario. Does the teleporter transmit the atoms and the quantum bit information signal that comprises the animate/inanimate object or just the quantum bit information signal? There are ≈ 1028 atoms of matter combined together in a complex pattern to form a human being. How does one transmit this much information and how do we disassemble that many atoms? Computer information gurus would insist that it is not the atoms that matter but only the bits of Approved for public release; distribution unlimited. 31 information representing them when considering the transmission of large bodies of information. But are humans simply the sum of all the atoms (and the related excited atom quantum states) that comprise them? We could possibly learn to reconstitute a beam of atoms into a chemically accurate human being. However, would this also include the reconstruction of a persons consciousness (personality, memories, hopes, dreams, etc.) and soul or spirit? This question is beyond the scope of this study to address, but it is nevertheless one of the most important concepts awaiting a complete scientific understanding. For the teleporter to process and transmit the quantum bit information signal that encodes the animate/inanimate objects pattern will require stupendous digital computer power. For each atom comprising the object we must encode its location in space (three position coordinates), its linear and angular momentum (three vector components for each quantity), and its internal quantum state (electron orbital-energy levels and their excitation/de-excitation and ionization states, binding to other atoms to form molecules, molecular vibrational/rotational states, bound nuclei states, spin states for electrons and nuclei, etc.), etc. If we assume that we can digitally encode all of this information for a single atom with a minimum of one kilobyte (1 byte = 8 bits, 1 bit ≡ 0 or 1) of data, then we will require a minimum of 1028 kilobytes to encode and store an entire human being (in three-dimensions). To digitally store and access this much information at present (and for the foreseeable future) is nontrivial. It will take more than 2,400 times the present age of the universe (≈ 13 billion years) to access this amount of data using commercially available computers (operating at ≈ 10 gigabyte/sec). Top-of-the-line supercomputers will not reduce this time significantly. The computer technology needed to handle such a large data storage requirement simply does not exist. The largest commercially available computers can store ≈ 40 gigabytes on a single hard drive. We will need ≈ 1020 of these hard drives to store the encoded information of just one human being. Also, wire and coaxial/fiber optic cables do not have the physical capacity to transmit this amount of data between devices. These numbers will not be significantly different for macroscopic inanimate objects. The information processing and transfer technology required for the teleportation system may become possible in 200 300 years if improvements in computer storage and speed maintains a factor of 10 100 increase for every decade. There is speculation that emergent molecular, bio-molecular (DNA-based systems) and quantum computer technology may achieve the performances required for a teleportation system. In the former case molecular dynamics mimics computer logic processes and the ≈ 1025 particles in a macroscopic sample will all act simultaneously, making for far greater digital information processing and transfer speeds. Researchers have given no formal performance estimates for this emergent technology. In the latter case quantum computing would take advantage of entangled quantum states of subatomic matter or photons, whereby digital logic processes would occur at light speed. This technology is in its infancy, and there has been no clear direction on what performance levels will be possible in the future. This topic will be discussed further in Section 3.2.3. In the above teleportation scenario we might consider dematerializing animate/inanimate objects into a matter stream consisting of only the objects constituent atoms or atomic subcomponents (protons, neutrons and electrons) and transmitting them at the speed of light (or close to it). To push atoms or subatomic particles to near the speed of light will require imparting to them an energy comparable to their rest-mass energy, which will be at a minimum of one order of magnitude larger than the amount of energy required to break protons up into free quarks. The energy required to completely dematerialize (or dissolve) matter into its basic quantum constituents or into pure energy is alone stupendous. At first one will have to impart to every molecule within the object an energy that is equivalent to the binding energy between atoms (atomic binding energy ~ chemical energy ~ several eV) in order to break apart the molecules comprising the objects macro-structure. After this an energy equivalent to nuclear binding energies (≈ several × 106 times atomic binding energy, or ≈ several MeV) must be imparted to every free atomic nucleus inside the object in order to break apart the protons and neutrons residing within each nucleus. And last, an energy equivalent to the binding energy that holds together the three quarks residing within each proton and neutron must be imparted to each of the free protons and neutrons within the object. According to the Standard Model and experimental data, the quark binding energy is Approved for public release; distribution unlimited. 32 practically infinite. But all is not lost, because the Standard Model also predicts that if we could heat up the nuclei to ≈ 1013 °C (≈ 106 times hotter than the core temperature of the Sun, or ≈ 103 MeV), then the quarks inside would suddenly lose their binding energies and become massless (along with other elementary matter). This heat is also equivalent to the rest-mass energy of protons and neutrons. Therefore, to heat up and dematerialize one human being would require the annihilation of the rest massenergy of all 1028 protons-neutrons or the energy equivalent of 330 1-megaton thermonuclear bombs. Compare this stupendous explosive energy with the explosive yield of the largest thermonuclear bomb ever detonated on Earth, which was a 50-megaton bomb that was built by Andrei Sakharov in the USSR and detonated on October 30, 1961; it was called Tzar Bomba. Its first incarnation (ca. early October 1961) comprised a uranium fusion tamper, which gave an estimated explosive yield of ≈ 100 megatons. But the weapon was too heavy (27 metric tons) for a bomber to carry, so the tamper was replaced by one made of lead, which reduced both the weight and the yield. In the end we see that it is not a trivial problem to simply heat up and dematerialize any human or inanimate objects. The technology to do so does not exist unless we invoke new physics to get around the energy requirement. Finally, we must consider the resolution and aperture of the optics required to scan and transmit the animate/inanimate objects matter (or energy) stream. The Heisenberg quantum uncertainty principle fundamentally constrains the measurement resolution of conjugate observable quantities, such as position and momentum or energy and time. The measurement of any combination of (conjugate) observables with arbitrarily high precision is not possible, because a high precision measurement of one observable leads to imprecise knowledge of the value of the conjugate observable. The quantum uncertainty principle makes it impossible to measure the exact, total quantum state of any object with certainty. The scan resolution of a teleportation system is defined by the wavelength of light used to illuminate the objects atomic/subatomic constituents and record their configurations. To resolve matter at atomic/subatomic distance scales requires that the energy of the scanner light (photons) be extremely large (according to the uncertainty principle); and during the scan this large light energy will be conveyed to the constituents, causing them to drastically change their speed and direction of motion. This means that it is physically impossible to resolve an objects atomic/subatomic particle components and their configurations with the precision necessary to accurately encode and later recreate the object being teleported. To resolve atomic/subatomic particles requires wavelengths smaller than the size of these constituents, which will typically be 1 Å 1 fm. Such wavelengths are in the gamma ray part of the spectrum, and this becomes a major technical problem for us because at present there is no gamma ray electro-optics with which to work with. Now consider the example of teleporting an object from the surface of a planet back to its spacecraft in orbit some several × 102 103 km away. The optical aperture required to illuminate and scan an object with ≈ 1 Å 1 fm resolution from orbit will be >> several × 102 103 km. If we are to consider teleporting an object from planet to planet or from star to star then the aperture required will be >> several × 108 1013 km. These technical problems are truly insurmountable unless totally new physics becomes available. 3.2 Quantum Teleportation It turns out that there does in fact exist a form of teleportation that occurs in nature despite the numerous technical roadblocks described in the previous section. It is called quantum teleportation, which is based on the well-known concept of quantum entanglement. Erwin Schrödinger coined the word entanglement in 1935 in a three-part paper (Schrödinger, 1935a, b, c, 1980). These papers were prompted by the Einstein, Podolsky and Rosen (1935; denoted hereafter as EPR) paper that raised fundamental questions about quantum mechanics, whereby Einstein had loudly complained that quantum mechanics allowed physical processes resembling spooky action at a distance to occur. EPR recognized that quantum theory allows certain correlations to exist between two physically distant parts of a quantum system. Such correlations make it possible to predict the result of a measurement on one part of a system by looking at the distant part. On this basis, EPR argued that the distant predicted quantity Approved for public release; distribution unlimited. 33 should have a definite value even before being measured, if quantum theory is complete and respects locality (a.k.a. causality). EPR concluded that, from a classical perspective, quantum theory must be incomplete because it disallows such definite values prior to measurement. Schrödingers perspective on this argument gives the modern view of quantum mechanics, which is to say that the wavefunction (a.k.a. quantum state vector) provides all the information there is about a quantum system. In regards to the nature of entangled quantum states, Schrödinger (1935a, b, c, 1980) stated that, The whole is in a definite state, the parts taken individually are not. This statement defines the essence of pure-state entanglement. Schrödinger went on to give a description of quantum entanglement by introducing his famous cat experiment. To better understand the concept of quantum entanglement/teleportation we will focus on the quantum wavefunction (a.k.a. quantum state function). Any quantum system such as a particle that possesses a position in space, energy, angular and linear momentum, and spin is completely described by a wavefunction. This is usually symbolized in a variety of ways, and we choose to represent a generic wavefunction using the traditional bra-ket notation of quantum mechanics: |ϕ〉. Anything that we want to know about the particle is mathematically encoded within |ϕ〉. As we discussed in the previous section the wavefunction can never be completely known because there is no measurement that can determine it completely. The only exception to this is in the special case that the wavefunction has been prepared in some particular state or some member of a known basis group of states in advance. By measuring one of the properties of a quantum system, we can get a glimpse of the overall quantum state that is encoded within |ϕ〉. According to the quantum uncertainty principle the act of doing such a measurement will destroy any ability to subsequently determine the other properties of the quantum system. So the act of measuring a particle actually destroys some of the information about its pristine state. This makes it impossible to copy particles and reproduce them elsewhere via quantum teleportation. However, it turns out that one can recreate an unmeasured quantum state in another particle as long as one is prepared to sacrifice the original particle. The trick is to exploit the EPR process to circumvent the quantum uncertainty principle. As discussed previously, EPR discovered that a pair of spatially separated quantum sub-systems that are parts of an overall quantum system can be entangled in a non-local (i.e., non-causal) way. When two particles come into contact with one another, they can become entangled. In an entangled state, both particles remain part of the same quantum system so that whatever you do to one of them affects the other one in a predictable fashion. More precisely, a measurement on one of the entangled sub-systems puts it into a particular quantum state, while instantaneously putting the sub-system with which it is entangled into a corresponding quantum state, while the two sub-systems are separated by arbitrarily large distances in spacetime (even backwards in time!). A simple example of this phenomenon is to prepare a pair of photons in the same quantum state such that they are entangled, and then allow them to fly apart to remote locations without any form of communication occurring between them along their journey. Measuring the polarization of one of the pair of entangled photons induces the other photon, which may be light-years away, into the same state of polarization as that which was measured for its entangled twin. The basic operation of quantum teleportation can be described as determining the total quantum state of some large quantum system, transmitting this state information from one place to another, and making a perfect reconstruction of the system at the new location. In principle, entangled particles can serve as transporters of sorts. By introducing a third message particle to one of the entangled particles, one could transfer its properties to the other one, without ever measuring those properties. Historically, quantum entanglement was never reconciled with the quantum uncertainty principle and the requirement of locality (or causality) in observed physical phenomena, thus it became a paradox in quantum theory. A three-decade debate began following the appearance of the EPR paper over whether quantum entanglement (a.k.a. spooky action at a distance) was a real quantum phenomenon or not, and this debate came to be called the EPR dilemma. Einsteins only solution to the dilemma was to suggest that quantum mechanics was incomplete and needed a reformulation to incorporate local hidden-variables that can account for observed physical phenomena without violating causality. Bell (1964) later solved the EPR dilemma by deriving correlation inequalities that can be violated in quantum mechanics but have Approved for public release; distribution unlimited. 34 to be satisfied within every model that is local and complete. Such models are called local hiddenvariable models. Bell showed that a pair of entangled particles, which were once in contact but later moved too far apart to interact directly (i.e., causally), can exhibit individually random behavior that is too strongly correlated to be explained by classical statistics. Bells inequalities make it possible to test whether local hidden-variable models can account for observed physical phenomena in lab experiments. Groundbreaking experimental work by Aspect et al. (1982a, b) along with further theoretical and experimental work done by others (Freedman and Clauser, 1972; Aspect, 1983; Aspect and Grangier, 1985; Hong and Mandel, 1985; Bennett and Wiesner, 1992; Tittel et al., 1998a, b; Tittel and Weihs, 2001) demonstrated violations of the Bell inequalities, which therefore invalidated the local hidden-variable models. The key result of recent theoretical and experimental work is that an observed violation of a Bell inequality demonstrates the presence of entanglement in a quantum system. 3.2.1 Description of the q-Teleportation Process The experimental work of Bennett et al. (1993) followed by the theoretical and experimental work of others (Vaidman, 1994; Kwiat et al., 1995; Braunstein, 1996; Braunstein and Kimble, 1998; Pan et al., 1998; Stenholm and Bardroff, 1998; Zubairy, 1998; Vaidman and Yoran, 1999; Kwiat et al., 1999) made the breakthrough that was necessary to demonstrate the principle of quantum teleportation in practice. It was a remarkable technical breakthrough that settled, once and for all, the nagging question of whether quantum entanglement could be used to implement a teleportation process to transfer information between remotely distant quantum systems non-causally (i.e., at FTL speed). It is easy to describe how quantum teleportation works in greater detail. Figure 6 compares conventional facsimile transmission with the quantum teleportation process seen in Figure 7. In a conventional facsimile transmission the original document is scanned, extracting partial information about it, but it remains more or less intact after the scanning process. The scanned information is then sent to the receiving station, where it is imprinted on new paper to produce an approximate copy of the original. In quantum teleportation (Figure 7) one scans out part of the information from object A (the original), which one wants to teleport, while causing the remaining, unscanned, part of the information in A to pass, via EPR entanglement, into another object C which has never been in contact with A. Two objects B and C are prepared and brought into contact (i.e., entangled), and then separated. Object B is taken to the sending station, while object C is taken to the receiving station. At the sending station object B is scanned together with the original object A, yielding some information and totally disrupting the states of A and B. This scanned information is sent to the receiving station, where it is used to select one of several treatments to be applied to object C, thereby putting C into an exact replica of the former state of A. Object A itself is no longer in its original initial state, having been completely disrupted by the scanning process. The process just described is teleportation and not replication, and one should not confuse the two. There is a subtle, unscannable kind of information that, unlike ordinary information or material, can be delivered via EPR correlations/entanglement, such that it cannot by itself deliver a meaningful and controllable message. But quantum teleportation delivers exactly that part of the information in an object that is too delicate to be scanned out and delivered by conventional methods.
Best-ever resignation letter (allegedly) sent by a fed up US employee.
Mr Baker,
As an employee of an institution of higher education, I have a few very basic expectations. Chief among these is that my direct superiors have an intellect that ranges above the common ground squirrel. After your consistent and annoying harassment of myself and my co-workers during the commission of our duties, I can only surmise that you are one of the few true genetic wastes of our time. Asking me, a network administrator, to explain every little nuance of everything I do each time you happen to stroll into my office is not only a waste of time, but also a waste of precious oxygen. I was hired because I know about Unix, and you were apparently hired to provide amusement to myself and other employees, who watch you vainly attempt to understand the concept of "cut and paste" for the hundredth time.
You will never understand computers. Something as incredibly simple as binary still gives you too many options. You will also never understand why people hate you, but I am going to try and explain it to you, even though I am sure this will be just as effective as telling you what an IP is.
Your shiny new iMac has more personality than you ever will. You walk around the building all day, shiftless looking for fault in others. You have a sharp dressed useless look about you that may have worked for your interview, but now that you actually have responsibility, you pawn it off on overworked staff, hoping their talent will cover for your glaring ineptitude. In a world of managerial evolution, you are the blue-green algae that everyone else eats and laughs at. Managers like you are a sad proof of the Dilbert principle.
Seeing as this situation is unlikely to change without you getting a full frontal lobotomy reversal, I am forced to tender my resignation, however I have a few parting thoughts.
1. When someone calls you in reference to employment, it is illegal to give me a bad recommendation. The most you can say to hurt me is "I prefer not to comment." I will have friends randomly call you over the next couple of years to keep you honest, because I know you would be unable to do it on your own.
2. I have all the passwords to every account on the system, and I know every password you have used for the last five years. If you decide to get cute, I am going to publish your "favorites list", which I conveniently saved when you made me "back up" your useless files. I do believe that terms like "Lolita" are not usually viewed favourably by the administration.
3. When you borrowed the digital camera to "take pictures of your mothers b-day", you neglected to mention that you were going to take pictures of yourself in the mirror nude. Then you forgot to erase them like the techno-moron you really are. Suffice it to say I have never seen such odd acts with a ketchup bottle, but I assure you that those have been copied and kept in safe places pending the authoring of a glowing letter of recommendation. (Try to use a spell check please, I hate having to correct your mistakes.)
Thank you for your time, and I expect the letter of recommendation on my desk by 8:00am tomorrow.
One word of this to anybody and all of your little twisted repugnant obsessions will be open to the public. Never fuck with your systems administrators, because they know what you do with all your free time.
Tennessee: A man successfully broke into a bank after hours and stole the bank's video camera, while the camera was remotely recording. (That is, the videotape recorder was located elsewhere in the bank, so he didn't get the videotape of himself stealing the camera).
Louisiana: A man walked into a Circle-K, put a $20 bill on the counter and asked for change. When the clerk opened the cash drawer, the man pulled a gun and asked for all the cash in the register, which the clerk promptly provided. The man took the cash from the clerk and fled, leaving the $20 bill on the counter. The total amount of cash he got from the drawer? Fifteen dollars. [If someone points a gun at you and gives you money, was a crime committed?]
Arkansas: Seems this guy wanted some beer pretty badly. He decided that he'd just throw a cinder block through a liquor store window, grab some booze, and run. So he lifted the cinder block and heaved it over his head at the window. The cinder block bounced back and hit the would-be thief on the head, knocking him unconscious. Seems the liquor store window was made of Plexi-Glass. The whole event was caught on videotape.
New York: As a female shopper exited a convenience store, a man grabbed her purse and ran. The clerk called 911 immediately and the woman was able to give them a detailed description of the snatcher. Within minutes, the police had apprehended the snatcher. They put him in the car and drove back to the store. The thief was then taken out of the car and told to stand there for a positive ID. To which he replied, "Yes Officer..that's her. That's the lady I stole the purse from."
Ann Arbor:The Ann Arbor News crime column reported that a man walked into a Burger King in Ypsilanti, Michigan at 12:50am, flashed a gun and demanded cash. The clerk turned him down because he said he couldn't open the cash register without a food order. When the man ordered onion rings, the clerk said they weren't available for breakfast. The man, frustrated, walked away.
Kentucky: Two men tried to pull the front off a cash machine by running a chain from the machine to the bumper of their pickup truck. Instead of pulling the front panel off the machine, though, they pulled the bumper off their truck. Scared, they left the scene and drove home. With the chain still attached to the machine. With their bumper still attached to the chain. With their vehicle's license plate still attached to the bumper.
The incredibly dumb
AT&T fired President John Walter after nine months, saying he lacked intellectual leadership". He received a $26 million severance package. Perhaps it's not Walter who's lacking intelligence.
Police in Oakland, California spent two hours attempting to subdue a gunman who had barricaded himself inside his home. After firing ten tear gas canisters, officers discovered that the man was standing beside them, shouting please to come out and give himself up.
An Illinois man pretending to have a gun kidnapped a motorist and forced him to drive to two different automated teller machines. The kidnapper then proceeded to withdraw money from his own bank accounts.
A 9-year-old boy in Manassas, Virginia received a one-day suspension under his elementary school's drug policy last week - for Certs! Joey Hoeffer allegedly told a classmate that the mints would make him "jump higher."
A student in Belle, West Virginia was suspended for three days for giving a classmate a cough drop. School principal Forest Mann reiterated the school's "zero-tolerance" policy...not to be confused with the "zero-intelligence" policy.
Fire investigators on Maui have determined the cause of a blaze that destroyed a $127,000 home last month - a short in the homeowner's newly installed fire prevention alarm system. "This is even worse than last year," said the distraught homeowner, "when someone broke in and stole my new security system..."
It is once again time to vote for-the Darwin Award nominees for 1997. As you may already know, the Darwin Awards are for those nominees who will not be contributing to the gene pool (thankfully).
The 1997 nominees are:
NOMINEE No.1: [San Jose Mercury News] An unidentified man, using a shotgun like a club to break a former girlfriend's windshield, accidentally shot himself to death when the gun discharged, blowing a hole in his gut.
NOMINEE No.2 [Kalamazoo Gazette] James Burns, 34, of Alamo,Mich., was killed in March as he was trying to repair what. police described as a "farm-type truck." Burns got a friend to drive the truck on a highway while Bums hung underneath so that he could asthe source of a troubling noise. Burns' clothes caught on something, however, and the other man found Burns "wrapped in the drive shaft."
NOMINEE No.3 [Hickory Daily Record] Ken Charles Barger, 47, accidentally shot himself to death in December in Newton, N.C., when, awakening to the sound of a ringing telephone beside his bed, he reached for the phone but grabbed instead a Smith & Wesson. 38 Special, which discharged when he drew it to his ear.
NOMINEE No.4 [UIPI, Toronto] Police said a lawyer demonstrating the safety of windows in a downtown Toronto Skyscraper crashed through a pane with his shoulder and plunged 24 floors to his death. A police spokesman said Garry Hoy, 39, fell into the courtyard of the Toronto Dominion Bank Tower early Friday evening as he was explaining the strength of the building's windows to visiting law students. Hoy previously had conducted demonstrations of window strength according to police reports. Peter Lawyers, managing partner of the firm Holden Day Wilson, told the Toronto Sun newspaper that Hoy was "one of the best and brightest" members of the 200-man association.
NOMINEE No.5 [Bloomburg News Service] A terrible diet and room with no ventilation are being blamed for the death of a man who was killed by his own gas. There was no mark on his body but autopsy showed large amounts of methane gas in his system. His diet had consisted primarily of beans and cabbage(and a couple of other things). It was just the right combination of foods. It appears that the man died in his sleep from breathing the poisonous cloud that was hanging over his bed. Had he been outside or had his windows been opened, it wouldn't have been fatal. But the man was shut, up in his, near airtight bedroom. According to the article, "He was a big man with a huge capacity for creating "this deadly gas." Three of the rescuers got sick and one was hospitalized.
NOMINEE No..6 [The News of the Weird.] Michael Anderson Godwin made News of the Weird posthumously. He had spent several years awaiting South Carolina's electric chair on a murder conviction before having his sentence reduced to life in prison. Whilst sitting on a metal toilet in his cell and attempting to fix his small TV set, he bit into a wire and was electrocuted.
NOMINEE NO.7["The. Indianapolis Star"] A cigarette lighter may have triggered fatal explosion - Dunkirk, Indiana. A Jay County man using a cigarette lighter to check the barrel of a muzzle loader was killed Monday night when the weapon discharged in his face, sheriffs investigators said. Gregory David Pryor, 19, died in his parents' rural Dunkirk home about 11:30 p.m. Investigators said Pryor was cleaning a 54-caliber muzzle loader that had not been firing properly. He was using the lighter to look into the barrel when the gunpowder ignited.
NOMINEE No.8 lAP, St. Louis] Robert Puelo, 32, was apparently being disorderly in a St. Louis market. When the clerk threatened to call police, Puelo grabbed a hot dog, shoved it in his mouth, and walked out without paying for it. Police found him unconscious in front of the store; paramedics removed the six-inch wiener from his throat, where it had choked him to death.
NOMINEE No.9 [Unknown] To poacher Marino Malerba, who shot a stag standing above him on an overhanging rock-and was killed instantly when it fell on him.
NOMINEE No.10 [Associated Press, Kincaid] Blasting Cap Explodes in Man's Mouth at Party. A man at a party popped a blasting cap into his mouth and bit down, triggering an explosion that blew off his lips, teeth, and tougue state police said Wednesday. Jerry Stromyer, 24, of Kincaid, bit the blasting cap as a prank during a party late Tuesday night, said Cpl. M.D.Payne. Another man had it in an aquarium hooked to a battery, and was trying to explode it," Payne said. "It wouldn't go off and this guy said, 'I'II show you how to set it off."
Yet Another Darwin award candidate - or pair of candidates -- this just might be the winner!
IDIOTS & RETAIL
I was signing the receipt for my credit card purchase when the clerk noticed that I had never signed my name on the back of the credit card. She informed me that she could not complete the transaction unless the card was signed. When I asked why, she explained that it was necessary to compare the signature on the credit card with the signature I just signed on the receipt. So I signed the credit card in front of her. She carefully compared that signature to the one I signed on the receipt. As luck would have it, they matched.
IDIOTS & GEOGRAPHY
After interviewing a particularly short-spoken job candidate, I described the person to my boss as rather monosyllabic. My boss said, "Really? Where is Monosyllabia?". Thinking that he was just kidding, I played along and said that it was just south of Elbonia. He replied, "Oh, you mean over by Croatia?"
ADVICE FOR IDIOTS
An actual tip from page 16 of the Hewlett Packard Environmental, Health & Safety Handbook for Employees: "Blink your eyelids periodically to lubricate your eyes."
IDIOTS IN THE NEIGHBORHOOD
I live in a semi-rural area. We recently had a new neighbor call the local township administrative office to request the removal of the Deer Crossing sign on our road. The reason: Many deer were being hit by cars and he no longer wanted them to cross there.
IDIOTS & COMPUTERS
My neighbor works in the operations department in the central office of a large bank. Employees in the field call him when they have problems with their computers. One night he got a call from a woman in one of the branch banks who had this question: "I've got smoke coming from the back of my terminal. Do you guys have a fire downtown?"
IDIOTS ARE EASY TO PLEASE
I was sitting in my science class, when the teacher commented that the next day would be the shortest day of the year. My lab partner became visibly excited, cheering and clapping. I explained to her that the amount of daylight changes, not the actual amount of time. Needless to say, she was very disappointed.
IDIOTS IN FOOD SERVICE
My daughter went to a local Taco Bell and ordered a taco. She asked the individual behind the counter for "minimal lettuce." He said he was sorry, but they only had iceberg.
AN IDIOT'S IDIOT
Police in Radnor, Pennsylvania, interrogated a suspect by placing a metal colander on his head and connecting it with wires to a photocopy machine. The message "He's lying" was placed in the copier, and police pressed the copy button each time they thought the suspect wasn't telling the truth. Believing the "lie detector" was working, the suspect confessed
A man buys a brand new Grand Cherokee for $30,000+, and has $400.00+ in monthly payments. He's pretty proud of this rig and gets ahold of his friend to do some male bonding with the new ride. They go duck hunting and of course all the lakes are frozen. These two Atomic Brains go to the lake with their guns, the dog, the beer and of course the new vehicle.
They drive out onto the ice. Now, they want to make some kind of a natural landing area to attract ducks - something the decoys will float on.
Remember it's all ice, and in order to make a hole large enough to interest a flock of ducks - a hole big enough to entice ducks to land, they needed to use a little more than an ice hole drill...
Sooo, out of the back of the brand-new Jeep Grand Cherokee comes a stick of dynamite with a short 40-second fuse. Now to their credit, these two rocket scientists DID take into consideration that if they placed the stick of dynamite on the ice at a location far from where they (and the new Grand Cherokee) would be waiting and ran back quickly, they would risk slipping on the ice as they ran from the imminent explosion and could possibly go up in smoke with the resulting blast. After a little deliberation, they come up with lighting and THROWING the dynamite, which is what they end up doing.
Remember a couple of paragraphs back when I mentioned the vehicle, the beer, the guns AND THE DOG???? Yes, the dog. The driver's pet Black Lab (used for retrieving - especially things thrown by the owner). You guessed it, the dog takes off at a high rate of doggy speed on the ice, reaching the stick of dynamite with the burning 40-second fuse about the time it hits the ice - all to the woe of the two idiots which are now yelling, stomping, waving arms and wondering what the hell to do now...
The dog is happy and now heads back toward the "hunters" with the stick of dynamite. I think we all can picture the ever-increasing concern on the part of the brain trust, as the loyal Labrador Retriever approaches. The Bozos now are REALLY waving their arms - yelling even louder and generally feeling kinda panicked... Now finally one of the guys decides to think - something that neither had done before this moment, grabs a shotgun and shoots the dog. This sounds better than it really is, because the shotgun was loaded with #8 duck shot and hardly effective enough to stop a Black Lab. The dog DID stop for a moment, slightly confused, but then continued on. Another shot, and this time the dog - still standing, became REALLY confused & of course scared...
Thinking that these two Nobel Prize Winners have gone TOTALLY INSANE, the pooch takes off to find cover with a now extremely short fuse still burning on the stick of dynamite. The cover the dogs finds? Underneath the brand new Grand Cherokee worth 30-some thousand dollars the $400.00+ monthly payment vehicle that is sitting nearby on the lake ice.
BOOM! Dog dies, vehicle sinks to bottom of lake, and these two "Co-Leaders of the Known Universe" are left standing there with this "I can't EVEN believe this happened to me" look on their faces. Later, the owner of the vehicle calls his insurance company and is promptly informed that sinking a vehicle in a lake by illegal use of explosives is NOT covered on his policy...He had yet to make his first car payment.
GRAVITY KILLS
A 22-year-old Reston man was found dead yesterday after he tried to use accessory straps (the stretchy little ropes with hooks on each end) to bungee jump off a 70-foot railroad trestle, police said. Fairfax County police said Eric A. Barcia, a fast-food worker, taped a bunch of these straps together, wrapped an end around one foot, anchored the other end to the trestle at Lake Accotink Park, jumped ... and hit the pavement. Warren Carmichael, a police spokesman, said investigators think Barcia was alone because his car was found nearby. "The length of the cord that he had assembled was greater than the distance between the trestle and the ground." Police say the apparent cause of death was "major trauma". An autopsy is scheduled for later in the week.
LAUNCHED ON THE FOURTH OF JULY
Three young men in Oklahoma were enjoying the coming Fourth of July holiday and wanted to test fire some fireworks. The only real problem was, their launch pad and seating arrangements were atop a several hundred thousand gallon fuel distillation storage tank. Oddly enough, fumes were ignited, producing a fireball seen for miles. They were launched several hundred feet into the air and found dead some 250 yards from their respective seats.
DON'T ASK GOD TO PROVE HIMSELF, HE JUST MIGHT
A lawyer and two buddies were fishing on Caddo Lake in Texas when a lightning storm hit. Most of the other boats immediately headed for the shore, but not our friend the lawyer. Alone on the rear of his aluminum bass boat with his buddies, this individual stood up, spread his arms wide and shouted: "HERE I AM LORD, LET ME HAVE IT!" Needless to say, God delivered. The other two passengers on the boat survived the lightning strike with minor burns.
THE BOYS OF SUMMER
A man in Alabama died from rattlesnake bites. Big deal you may say, but there's a twist here that makes him a candidate. It seems he and a friend were playing catch with a rattlesnake. The friend (a future Darwin Awards candidate himself) was hospitalized.
THEY SAY THOSE THINGS WILL KILL YOU
Not much was given to me on this unlucky fellow, but he qualifies nonetheless. You see, there was a gentleman from Korea who was killed by his cell phone ... more or less. He was doing the usual "walking and talking" when he walked into a tree and managed to somehow break his neck. Keep that in mind the next time you decide to drive and dial at the same time.
GOT A LIGHT?
In a west Texas town, employees in a medium-sized warehouse noticed the smell of gas. Sensibly, management evacuated the building, extinguishing all potential sources of ignition -- lights, power, etc. After the building had been evacuated, two technicians from the gas company were dispatched. Upon entering the building, they found they had difficulty navigating in the dark. To their frustration, none of the lights worked.
Witnesses later described the scene of one of the technicians reaching into his pocket and retrieving an object that resembled a lighter. Upon operation of the lighter-like object, the gas in the warehouse exploded, sending pieces of it up to three miles away. Nothing was found of the technicians, but the lighter was virtually untouched by the explosion. The technician that was suspected of causing the explosion had never been thought of as "bright" by his peers.
Truly stupid people 02Top honors for "Human Projectile of the Month" go to an as-of-yet unidentified dude who is also a serious contender for the annual "Darwin Award". That prestigious prize is given posthumously to the person who does the human gene pool the greatest service by removing himself from it in the most extraordinarily stupid fashion.
Troopers from the Arizona Highway Patrol got on to this gallant if not brainless form of ballistic research after motorists reported some mysterious scorched and blackened scars on a stretch of deserted highway.
The more officers found, the stranger the case got. Here is what they "pieced" together:
JATO units are basically huge canisters of solid rocket fuel used to achieve "Jet Assisted Take Off", typically lifting big transport planes into the air from short, rough ground runways, or shooting overloaded planes from the decks of aircraft carriers.
They were not, repeat NOT, designed to augment the inherent boost factor of a 1967 Chevy Impala. But it is guessed that -- let's call him "Zippy" ---- didn't know that when he hooked one up to his ride.
He apparently chose his runway carefully, selecting a nice long, lonely piece of straight highway in good repair. Not guessing that he might need a bit more than five miles of zoom surface, Zippy's test track had, that far down the track, a gentle rise on a sloping turn. He kicked the tire, lit the fire, ran his Chev up to top cruising speed, and hit the ignition. Investigators know exactly where this happened, judging from the extended patch of burned and melted asphalt.
The pocket calculator boys figure Zip reached maximum thrust within 5 seconds, punching the Chevy to "well in excess of 350 miles per hour" and continued at "full burn" for another 20 to 25 seconds. Early in that little sprint, at roughly 2.5 miles down the road, the Human Hydro Shock stood on the brakes, melting them completely, blowing the tires and rapidly reducing all four skins to liquefied trails on the pavement.
Remember that little rise on the turn? That's where Zippy concluded his land speed record attempt and went for airborne honors, ultimately reaching an altitude of 125 feet and still climbing when his flight was abruptly terminated. We'll never know how far or how high he might have gone. A cliff face of solid rock kind of got in his way, posing a serious reaffirmation of the law of physics vis-a-vis two chunks of matter cannot occupy the same space at the same time. He gave it hell though, blasting a 6-foot crater. The best modern forensic science could do was ID the car's make and model year. As for Zippy, only trace evidence of bone, teeth, and hair were found in the crater.
I remember reading on a forum where someone classified the UO players into two catagories: Sheep and Wolves. I guess the name for my perfect game would be "A Wolves Paradise"
First of all everyone would be FFA pvp. Other players and if not, NPC guards would discourage people from random PKing in certain areas. Freindly fire would always be active. You could attack and kill your freinds. If you were in the middle of a whirlwind attack and your best bud ran up to you, he'd get creamed.
Have you played Ninja Gaiden for Xbox? If not, you won't understand the biggest thing I want in a game. Ninja Gaiden stands alone for it's combat and there are ->| |<- that many games that compare, IMHO.
Leveling/Abilities
I would want the combat system and the leveling system to be much like Ninja Gaiden. In NG there are no levels. Instead there are abilities you learn/find/buy/quest as you play the game. When you get a new ability/combo/weapon, the only way to improve it is for you, the player, to get better at executing that ability in combat. -(this is a game similar to a fps but in third person.)
It wouldn't be a skill game, (unless you mean how skilled you are at counterstrike), it would be an ability game. You would start with well-rounded abilities and then earn more ability slots as you'd progress through the storyline. Obtaining the actual abilities to fill these slots would be handled differently. Some would need to be bought, some quested for, some obtained by looting a certain NCP or creature and so on. After completing the main questline there would be enough other ability slots to be obtained to be able to have a character with ALL of the abilities. The only thing is, obtaining some of these slots would be the toughest challenges in the game. (like Uber Diablo)
Crafting
Crafting would be more challenging and complex then most games. It wouldn't be "push the button, in 4 seconds your item will be crafted". No, in my game you'd actually have to do something that requires skill to craft items. If you're skill sucks, then you can only make sucky items. If you're skill is the best, then your items will be the best. If your skill is mediocre, then you'd make crappy quality high-end gear, uber quality begginer-end gear, and mediocre mid-range gear.
Like smithing for example: heat up a sword to a certain tempature, aim on it with your blacksmith hammer and beat it from tip to base. You'd have a 30 second timer for hammering that sword the best you can before it get's too cold. - that's how people would skill up in smithing for example, not by grinding levels, not by hiring someone to play for them, but by literally improving their manual dexterity/timing/knoweldge etc in something that requires skill.
As players would literally gain experience from smithing, they'd improve how accurate their metal working was, what order they'd strike these spots in, how many times they strike in that 30 seconds etc...Strike too many times you get a pretty flimsy sword, strike too few and you get a really blunt one. There would be a preditermined "perfect" pattern to craft each item in the game. The game would detect how closely you were to making it perfectly and then scale the quality of your item that way.
The best crafted items in the games would be about as difficult to make as the final boss on Ninja Gaiden is to defeat on the toughest difficulty. This gives the players who are the best at crafting something to be proud of and a market to serve.
To scale things so that every crafter has a market they can sell services to, crafting would scale as in in the following example.
Everyone who takes the ability Craft: Potions can do so, but the materials used in the health potions determines what potion they make, how difficult it is to craft and how valuable it will be. If you boil a water-based health potion (which uses the easiest materials to obtain) the resulting item would depend on how well you performed the crafting process. You could get a Minor, Lesser, Average, Greater or Grand Water-Health-potion. Those who crafted using the cheapest materials would have the easiest time making Grand-quality items. The tougher the materials are to obtain, the tougher it would be to craft a Grand-quality item from them. If you attempted to craft a Dragonblood Health Potion and ended up making a Minor Dragonblood potion, it would still be better then a Grand Water-Based health potion- but the material cost would make it less efficient than sticking with what you're best at crafting with. A crafting system like this could scale things so that the people who are not the best crafters could have something they are good at making while the best crafters can have their own market to cator to as well as all the cheaper ones.
The same thing would apply to all crafting in the game. There would be two ways of improving your overall craftsmanship #1 by getting more abilities available to you, and becoming a jack of all trades. #2. By literally improving YOUR skills for each crafting ability. An example of a crafting ability would be Craft: Arrow. If you took that ability that would be it. You could then craft any type of Arrow in the game. Then it would just be a matter of getting the materials for the different types of arrows and getting skilled enough so you can do good job of it too.
Combat Abilities.
When you start off the game, you'll get the default, well-rounded abilities, (like in ninja gaiden) that allow you enough room for variety of gameplay but still leave a lot of room for more to be added. For example a new ability you get in NG was a whirlwind attack. You'd spin around swinging a heavy weapon(be it a 2H sword, hammer etc) and it would hit enemies all around you within range. But here's the catch. You can max out at let's say 15 spins for an easy example- but you need to time your keybutton presses right. If you can manage to time the key presses right you can maintain the whirlwind attack longer or even up to the max. That's a fine example of what I'm saying would make for balanced pvp. Everyone who gets the whirlwind attack doesn't need to freaking grind/level to make it better, everyone gets the same whirlwind ability as everyone else does, but just how skillful you are with it, really depends on you- the player- to work on.
There would also be combos. In NG, if you upgraded your weapon, it would not only increase it's damage but unlock new combos for that weapon. I think that would be a very cool thing to allow in this game as well. Also some combos could be found in the game world or learned as you proceeded with the questline. In my perfect game, some of the best combos found in the game would fill an ability slot in order to be used.
Defense.
Examples of defense abilities: dodges, backflips, rolls, strafes, parry, teleport, etc. Holding a sheild/weapon up defensivly would be the basic one newbs start with. If you wanted to, you could hold your sheild up an entire fight, disabling you from attacking but also blocking most attacks. If you know the strafe ability, you can hold the sheild button, tap left or right direction and strafe away from an attack. If you know the backflip ability you can do the same but in a backwards direction. In ninja gaiden there are ways to break through an opponents defenses. An example of an ability to get past a persons defenses is a heavy attack. A heavy attack has two possible results:
#1. If you swung with all your force it would take you a moment to get yourself back into position again for another swing thus leaving you prone to attack (like half a second). #2. if a heavy blow landed on a target in defence, not only would it temporarily stun the attacker but it will also leave the defender prone to attack for an extended period of time (like just under a second). That way if you were skilled enough and you manage to land a heavy attack on someone holding a sheild up, you could get past their defense. If they, on the other hand moved out of the way of your strong attack withought getting struck, they would have a small window of opportunity to hit you while your prone.
So far this is how my perfect game would emulate a lot of Ninja Gaiden stuff, time to move on.
Everyone who rolled a character would get the same language. But you could learn some new languages in the game to spice things up.
Towns/NPCs.
There would be default NPC run towns, but players could also create their own buildings and NPCs. Players could burn a NPC/player town to the ground. A group of NPC's/players would probobally kill them on sight after doing that. NPC buildings/characters would rebuild/revive themselves over time, but not the player created buildings/npcs.. If you killed another players quest giver, well that would suck for them. They'd need to either move on with their lives or wait for him to respawn. If you chain kill him, then those who need that npc might want to start getting crafty. They could get freinds to help defend that NPC, hire NPC guards for him, keep an eye out for him and get their business finished before he gets killed again, they could perma kill the guys killing that npc or anything else crafty players can come up with. (I'll talk about perma-killing later on) The trick to my perfect game would be to have as few restrictions as possible while allowing players the means to come up with some incredibly thick plots, rivalries, quests and evil/good deeds to make the game world exciting and facinating. If more of this kind of stuff happened in WoW, I think it would feel much more exciting and dangerous to play.
In a perfect game there would be ground/flying/swimming mounts&machines and Naval/Mounted/Seige combat in it. There would be giants that could be killed or kited into cities.
Factions.
There would be NPC factions but you can create your own clan, guild, faction, empire, country, town- whatever- and go beat the piss out of your enemies, NPC's and players alike. How do you make enemies? Take a wild guess. kill them for no reason, steal from them, talk smack, ninja loot, etc - the possibilities are limitless. If someone pissed you off, your possible reactions will have few limits. You could kill them right where they stand, get your whole clan involved, steal from them, kill their buddies etc. You could even go the other rout: Negotiate, apologize, offer gifts of truce, forgive, make alliances, be a bodyguard, mercenary, assassin, carebear- whatever. It would really be up to the players to decide what their reputations would be like in this game. In this game, reputations would be earned, not farmed
Full looting of player corpses would be a common thing. Even stealing & theft if you were good at it.
Repairing Items.
All your weapons, armor, craft-tools etc would wear and tear. This is where the game takes a Neocron twist: there would be people who can repair your items, but every time it's repaired it's slightly lower in quality then before it was broken. If you repair something enough times it's going to eventually be an unusable peice of crap that you can sell to a newbie. Just how much does the item lose quality when repaired? That depends entirely on the literal skill of the person repairing it and the materials they use to do the repair job. Examples of some seperate repair abilities: repair leather, repair sheilds, repair bows etc. This allows for a much more dynamic economy in my opinion. Do you have the cash to afford services from the top notch Bowyer in town? Or do you need to get a free one from the guy who picked up reparing bows earlier today? Is your freind/clanmate the repairman? Is your enemy? All these things factor into a much more dynamic and BUSY economy. Every time someone gets killed, they'll need new gear. Even those who never die will eventually need new gear. Crafting would actually be an important thing in this game and so would your reputation. ^_-
Gear Improvement.
If an item is better then the previous one, it is only so in a small way. Let's say the second best sword in the game does about 17 damage on average. Then the best sword in the game would do 18 damage. While the game would have different levels of gear to upgrade your character with, not everything would revolve around gear.
Races.
I would make the game settings very similar as it is in Ninja Gaiden. Everyone would start off as a human. Players could work their way into the feind faction and start looking feindish too. Races wouldn't be a major highlight of my perfect game, similar to EVE.
Server Transfers.
Technically it would probobally be hard to make one massive game universe. If it needed to be broken into servers, the servers would be called "worlds" and travelling from one world to another would put your body into a state making it so that another server transfer wouldn't be possible for 30 days.
Death.
I'd copy the idea Cybersphere came up with for death. You'd buy something called a "genclone"; a doctor would take a tissue sample and create an exact replica of your body in a jelly tube. When you'd die, your genclone would activate and voila ! you'd shoot out of a tube of jelly completely naked and no gear on. (hopefully with money in the bank) In my ultimate game, it wouldn't be described exactly the same as it is in cybersphere but it would be a similar concept. That means if you didn't have a genclone you could perma die.
Purchasing a genclone would be cheap and easy. Unless it was from an upper-class place or convenient location like in the center of a capital city. You'd want to be carefull about who you'd inform about your clone location (if anyone at all), because if your enemies found out, they could potentially perma-kill you.
Game Masters.
This exact opposite of a carebear game would allow for some really good game plots, pvp and politics that are player manifested! Assassinations, puppet leaders, police players, thug players and so on. But the players wouldn't be the only ones doing this. The game masters would be given cool privledges to allow them to make world events. My ultimate game would have game masters who could freely interact with the players and some may be evil while others may be nice. Some may react differently depending on how you talk with them just like real people do. For example, if you tried to pickpocket some guy at a bar, but he was actually a gm who would react ... [insert your reaction here]. One thing that's important to this game is that no matter what a gm did to you, you could always survive if you were good enough. Nobody in the game would have an ability that instantly killed you, but GM's would definitly have more tricks up their sleeves then the average player.
Playtime VS Skill.
If combat was like in ninja gaiden you could have a person who had everything in the game get into a fight with another player, who just started. If the lowbie player was much better then the uber-geared player, then he could actually kill him. Even if one hit from his opponent could kill him, if a lowbie were skilled enough, he could kill any character in the game. - The same thing goes with ninja gaiden (but unfortunatly you can't teleport to the last boss in NG)
Okay maybe you haven't played Ninja Gaiden, so I'll explain something here. I had my ass handed to me many times by the first boss before beating him. When I got to the last boss I killed him. (not saying that everyone did) I had actually gotten BETTER at the game by beating the first level..the second level..etc and by playing the game from beginning to end. It wasn't just the gear/abilities that enabled me to defeat the last boss. My perfect game would be the same. If you were decked out in all the best gear on this fictional game and you had a tough time killing a noob, either you had heavily relied on other people to get all that stuff or that noob had some experience playing such a game before. So with that in mind, the likelihood of a newbie killing a player who earned all of his gear would be slim. On the other hand an expert at the game could roll a new character, walk up and fight a guy who played an uber char he bought on e-bay, and kick his butt.
Some people may read this and say to themselves "Well in WOW or in Final Fantasy Online or blah blah blah, theoretically a level one could beat an uber geared guy." No. I'm not talking theory. Play NG if you don't understand what kind of combat I'm talking about.
Resources.
The game would have resource nodes in the world and whoever controlled them would get the silver, oak, coal etc from that node. People could then use that stuff for their clan to create bulidings and gear, sell it to people, have a tax for those who wish to draw minerals from the node, or lose it entirely to another clan that kicks their butt. After enough usage, a node will get depleted and will need time to replenish.
PVE Combat.
The main storyline and quests would be done through PVE combat. The creeps in the game would fight very similar to the ones in ninja gaiden. Beginner zones would be about 1/2 as tough as the ones on NG's first level on the easiest difficulty, while the toughest creatures would be as hard as the last level creeps/bosses in NG on the most extreme difficulty. If there were raid bosses, they would have similar AI, the ability to strike many people at once while, have insane defense and/or an ability to heal themselves. There would be a few NPC's in this game that'd have uncanny dodge/block/counterstrikes abilities, flawlessly timed/numerous array of attacks and different stages so that there's always something in the game that can kick the players ass. ^_-
Anyways that would make my dream game. Of course insane graphics, huge maps, free to play, downloadable, unhackable, continuous free expansions etc would be part of a dream game but not likely to happen in reality. The biggest and best parts for me would be a combat system similar to Ninja Gaiden, FFA PVP, full looting of player corpses and the crafting system.
If all that stuff could be combined together I think it could be a really interesting game to play, even for those at the "end game".
First of all I think games that are original by design are very successful. But there's also another point that I would address if I were designing a game as well as making it original.
In a sense, a spork is original, but in another sense it's not. It's able to do the same thing as a fork or a spoon could all in one, but it's not as common as a household utensil.
I think that one thing that makes a video game a great success is when the game is designed with the realization that only so many people will like it and then specifying it to meet those players wants & needs.
I think another thing that makes a great game is how involving it feels when you play. How inovlved do you feel when reading the bible compared to reading the shining or curious george? ... Some people will experience a much stronger feeling of involvement when reading curious george then reading the Bible or The Shining. It's really in a persons tastes as to what they get hooked on.
I think this is the same in video games and one reason that Halo is such a successful game. I don't play halo to strategize like I would in chess, or to explore and quest like I would in Zelda. I play halo to have the Halo-Experience! The game has a unique quality to it that makes it stand out but at the same time it contains the bread and butter of any FPS game. It has good balance. Halo keeps the original basic concep of a FPS, but it also adds enough original ideas that complement the needs of the players that enjoy that style of play. This is one reason why halo is great game.
Great games like Halo don't simply rely on tying together features of other games into one package to make something new and ground breaking. Otherwise it'd just be a spork. Great games are designed in a tight & tidy, specific package. They are complimented (if not based on) original concepts/ideas so that when it's all put together, it meets a definitive catagory of players needs.
One thing that's also important to a game is that you can rely on it to always cator to a specific need. If you prefer another type of style then what Halo or Diablo has to offer, then it's pretty easy to put that game down and find a copy of whatever else it is your into.
As another analogy, if I were to listen to a radio station, I would much rather put on the rock station and listen to nothing but rock- then if I decided to listen to country, I'd tune into a country station. However, here in northern ontario there is one major radio station that plays every genre of music this side of the moon. I can only assume they are attempting to appeal to EVERYONE who's listening but as a result of this, only the people who enjoy listening to a country song right after the latest in hip hop find a lot of enjoyment from our station. I would much rather, have a specific radio station for each genre of music then just have our one which plays all sorts of genres one right after the other all day long.
I think a lot of video games are made the way that the designer wants a video game to be made, plus they add what they assume other people want in a game. They make a game they would gizz over, plus what every other tom %@$% and harry would want too. These games combine the best stuff of all sorts of other games wrapped up in one package. They are making sporks. It's like they're trying to make a holy grail of video games, but the likelihood of me solely playing a game such as that is just about as likely as me using a spork to eat my cereal tommorow morning.
Anyways the biggest point I'm trying to focus on here is the best games are the ones that target a specific audience and focus entirely on WOWing that audience, no others. Some people may think such a game is crap, but the ones who enjoy it will probobally love it to peices - that is what makes a great game in my humble opinion.
Comments
Wierd, I am getting double posts, perhaps because I was on the schools computer >.<
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I Am Special K.
Hi
WHAT WE SHOULD DO TO MAKE THIS REALLY REALLY LONG IS JUST TYPE THOUSANDS UPON THOUSANDS OF LETTERS THAT MAKE NO SENSE AT ALL!!! LET ME DEMONSTRATE. HFJDHFDSFDHJ FDJHFJKDSHF GFDKSGFDSGHF UWIYRUIBDSUR3
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THATS REALLY THE SECRET PASSWORD TO THE MAIN VAULT IN FOR KNOX!!! BUT WHO CARES. I HAVE ENOUGH MONEY $$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$
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keep scrolling if your gay
I HOPE THIS HELPS YOU ACHIEVE THE WORLD RECORD
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I HOPE THIS IS THE LONGEST POST ON THIS TOPIC!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
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/yay
WHAT WE SHOULD DO TO MAKE THIS REALLY REALLY LONG IS JUST TYPE THOUSANDS UPON THOUSANDS OF LETTERS THAT MAKE NO SENSE AT ALL!!! LET ME DEMONSTRATE. HFJDHFDSFDHJ FDJHFJKDSHF GFDKSGFDSGHF UWIYRUIBDSUR3
73892VN452QNB683B
56V65BV665VB7BNH 3BV567BV4BV765 BV76437BV 56 4 6VC 45V54V6 546V54VC54 VC6546V54 C654 C654 V6C 54 654 6W CV 64353 987 O9 9M8P P8 W5 VG54B U536VGUC3 WV YU3 65U 37 63 8 V43 54WY B 7I N 6E4 BV2 VC 256 56 BV76 547 BN7 76 B 547 6 73 63 6B5 6B 5BN 863 7B V B2Q VFRGF TT HB T6Y5 7YUU7 675 U 78 64Y 5TR 6 586 7 67 87 758 5 658 658 5 T65 YH 46 Y57 TR YHG TF T5U IYU TRY ER
THATS REALLY THE SECRET PASSWORD TO THE MAIN VAULT IN FOR KNOX!!! BUT WHO CARES. I HAVE ENOUGH MONEY $$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$
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HA
keep scrolling if your gay
I HOPE THIS HELPS YOU ACHIEVE THE WORLD RECORD
G
G
G
G
G
G
G
G
G
G
G
G
G
G
G
H
H
H
H
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F
DS
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54
5
5
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54
54
54
54
54
54
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54
54
54
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54
45
45
54
54
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8
8
57
67
54
75
532
87
86
6853
68
63
7643
7
643
7893
83
57
635
7
6
358
56
7
65
7
65U
7
65
76
37
635687
47876
7
568
76
48
9
6748
6748
74
867
5854
876
987
9
469
87
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746
87
7
543
65
8
79
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58
876
876
5876
856
7
7
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7654
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74
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48
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84
87
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87
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46
8
5743
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BN
HB
8
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7
5H
67
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5
48
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BNUJ
JYT
JH
G
JH
YT
574G
EU6
JBU5
EB65V
V46
BV65
56B75YU
B67
I HOPE THIS IS THE LONGEST POST ON THIS TOPIC!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
!!!
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1!!
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/yay
Suchese shu mu ni ge re memememem mmemememe mem ememmemem eme me memeee ee ee ! !! !
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lol, lets go for 2000 posts!
lol
~Alex007152~
looooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooloooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooo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~Alex007152~
Omg... i hvn't been on mmorpg forums for a long time but this post is still going! i wonder when i lost posted on this post? Im too lazy to check though so if anyone finds out plz tell me
'Sometimes the light at the end of the tunnel is an oncoming train'
The Teleportation Physics Study is divided into four phases. Phase I is a review and documentation
of quantum teleportation, its theoretical basis, technological development, and its potential application.
Phase II developed a textbook description of teleportation as it occurs in classical physics, explored its
theoretical and experimental status, and projected its potential applications. Phase III consisted of a
search for teleportation phenomena occurring naturally or under laboratory conditions that can be
assembled into a model describing the conditions required to accomplish the disembodied conveyance of
objects. The characteristics of teleportation were defined, and physical theories were evaluated in terms
of their ability to completely describe the phenomenon. Presently accepted physics theories, as well as
theories that challenge the current physics paradigm were investigated for completeness. The theories
that provide the best chance of explaining teleportation were selected, and experiments with a high chance
of accomplishing teleportation were identified. Phase IV is the final report.
The report contains five chapters. Chapter 1 is an overview of the textbook descriptions for the
various teleportation phenomena that are found in nature, in theoretical physics concepts, and in
experimental laboratory work. Chapter 2 proposes two quasi-classical physics concepts for teleportation:
the first is based on engineering the spacetime metric to induce a traversable wormhole; the second is
based on the polarizable-vacuum-general relativity approach that treats spacetime metric changes in terms
of equivalent changes in the vacuum permittivity and permeability constants. These concepts are
theoretically developed and presented. Promising laboratory experiments were identified and
recommended for further research. Chapter 3 presents the current state-of-art of quantum teleportation
physics, its theoretical basis, technological development, and its applications. Key theoretical,
experimental, and applications breakthroughs were identified, and a series of theoretical and experimental
research programs are proposed to solve technical problems and advance quantum teleportation physics.
Chapter 4 gives an overview of alternative teleportation concepts that challenge the present physics
paradigm. These concepts are based on the existence of parallel universes/spaces and/or extra space
dimensions. The theoretical and experimental work that has been done to develop these concepts is
reviewed, and a recommendation for further research is made. Last, Chapter 5 gives an in-depth
overview of unusual teleportation phenomena that occur naturally and under laboratory conditions. The
teleportation phenomenon discussed in the chapter is based on psychokinesis (PK), which is a category of
psychotronics. The U.S. military-intelligence literature is reviewed, which relates the historical scientific
research performed on PK-teleportation in the U.S., China and the former Soviet Union. The material
discussed in the chapter largely challenges the current physics paradigm; however, extensive controlled
and repeatable laboratory data exists to suggest that PK-teleportation is quite real and that it is
controllable. The report ends with a combined list of references.
The concept of teleportation was originally developed during the Golden Age of 20th century science
fiction literature by writers in need of a form of instantaneous disembodied transportation technology to
support the plots of their stories. Teleportation has appeared in such SciFi literature classics as Algis
Budrys Rogue Moon (Gold Medal Books, 1960), A. E. van Vogts World of Null-A (Astounding Science
Fiction, August 1945), and George Langelaans The Fly (Playboy Magazine, June 1957). The Playboy
Magazine short story led to a cottage industry of popular films decrying the horrors of scientific
technology that exceeded mankinds wisdom: The Fly (1958), Return of the Fly (1959), Curse of the Fly
(1965), The Fly (a 1986 remake), and The Fly II (1989). The teleportation concept has also appeared in
episodes of popular television SciFi anthology series such as The Twilight Zone and The Outer Limits.
But the most widely recognized pop-culture awareness of the teleportation concept began with the
numerous Star Trek television and theatrical movie series of the past 39 years (beginning in 1964 with the
first TV series pilot episode, The Cage), which are now an international entertainment and product
franchise that was originally spawned by the late genius television writer-producer Gene Roddenberry.
Because of Star Trek everyone in the world is familiar with the transporter device, which is used to
teleport personnel and material from starship to starship or from ship to planet and vice versa at the speed
of light. People or inanimate objects would be positioned on the transporter pad and become completely
disintegrated by a beam with their atoms being patterned in a computer buffer and later converted into a
beam that is directed toward the destination, and then reintegrated back into their original form (all
without error!). Beam me up, Scotty is a familiar automobile bumper sticker or cry of exasperation that
were popularly adopted from the series.
However, the late Dr. Robert L. Forward (2001) stated that modern hard-core SciFi literature, with
the exception of the ongoing Star Trek franchise, has abandoned using the teleportation concept because
writers believe that it has more to do with the realms of parapsychology/paranormal (a.k.a. psychic) and
imaginative fantasy than with any realm of science. Beginning in the 1980s developments in quantum
theory and general relativity physics have succeeded in pushing the envelope in exploring the reality of
teleportation. A crescendo of scientific and popular literature appearing in the 1990s and as recently as
2003 has raised public awareness of the new technological possibilities offered by teleportation. As for
the psychic aspect of teleportation, it became known to Dr. Forward and myself, along with several
colleagues both inside and outside of government, that anomalous teleportation has been scientifically
investigated and separately documented by the Department of Defense.
It has been recognized that extending the present research in quantum teleportation and developing
alternative forms of teleportation physics would have a high payoff impact on communications and
transportation technologies in the civilian and military sectors. It is the purpose of this study to explore
the physics of teleportation and delineate its characteristics and performances, and to make
recommendations for further studies in support of Air Force Advanced Concepts programs.
Approved for public release; distribution unlimited.
2
�� Teleportation SciFi: the disembodied transport of persons or inanimate objects across space by
advanced (futuristic) technological means (adapted from Vaidman, 2001). We will call this sf-
Teleportation, which will not be considered further in this study.
�� Teleportation psychic: the conveyance of persons or inanimate objects by psychic means. We
will call this p-Teleportation.
�� Teleportation engineering the vacuum or spacetime metric: the conveyance of persons or
inanimate objects across space by altering the properties of the spacetime vacuum, or by altering
the spacetime metric (geometry). We will call this vm-Teleportation.
�� Teleportation quantum entanglement: the disembodied transport of the quantum state of a
system and its correlations across space to another system, where system refers to any single or
collective particles of matter or energy such as baryons (protons, neutrons, etc.), leptons
(electrons, etc.), photons, atoms, ions, etc. We will call this q-Teleportation.
�� Teleportation exotic: the conveyance of persons or inanimate objects by transport through extra
space dimensions or parallel universes. We will call this e-Teleportation.
We will examine each of these in detail in the following chapters and determine whether any of the above
teleportation concepts encompass the instantaneous and or disembodied conveyance of objects through
space.
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2.0 vm-TELEPORTATION
2.1 Engineering the Spacetime Metric
A comprehensive literature search for vm-Teleportation within the genre of spacetime metric
engineering yielded no results. No one in the general relativity community has thought to apply the
Einstein field equation to determine whether there are solutions compatible with the concept of
teleportation. Therefore, I will offer two solutions that I believe will satisfy the definition of vm-
Teleportation. The first solution can be found from the class of traversable wormholes giving rise to what
I call a true stargate. A stargate is essentially a wormhole with a flat-face shape for the throat as
opposed to the spherical-shaped throat of the Morris and Thorne (1988) traversable wormhole, which was
derived from a spherically symmetric Lorentzian spacetime metric that prescribes the wormhole geometry
(see also, Visser, 1995 for a complete review of traversable Lorentzian wormholes):
2 2()2 2 1 ds = −e φ r c dt +[1−b(r) r]− dr2+r2dΩ2 (2.1),
where by inspection we can write the traversable wormhole metric tensor in the form
2 ( )
1
2
2 2
0 0 0
0 [1 () ] 0 0
0 0 0
0 0 0 sin
e r
b r r
g
r
r
φ
αβ
θ
−
−
= −
(2.2)
using standard spherical coordinates, where c is the speed of light, α,β ≡ (0 = t, 1 = r, 2 = θ, 3 = ϕ) are the
time and space coordinate indices (-∞ < t < ∞; r: 2πr = circumference; 0 ≤ θ ≤ π; 0 ≤ ϕ ≤ 2π), dΩ2 = dθ2 +
sin2θdϕ2, φ(r) is the freely specifiable redshift function that defines the proper time lapse through the
wormhole throat, and b(r) is the freely specifiable shape function that defines the wormhole throats
spatial (hypersurface) geometry. Such spacetimes are asymptotically flat. The Einstein field equation
requires that a localized source of matter-energy be specified in order to determine the geometry that the
source induces on the local spacetime. We can also work the Einstein equation backwards by specifying
the local geometry in advance and then calculate the matter-energy source required to induce the desired
geometry. The Einstein field equation thus relates the spacetime geometry terms comprised of the
components of the metric tensor and their derivatives (a.k.a. the Einstein tensor) to the local matterenergy
source terms comprised of the energy and stress-tension densities (a.k.a. the stress-energy tensor).
The flat-face wormhole or stargate is derived in the following section.
2.1.1 Wormhole Thin Shell Formalism
The flat-face traversable wormhole solution is derived from the thin shell (a.k.a. junction condition or
surface layer) formalism of the Einstein equations (Visser, 1989; see also, Misner, Thorne and Wheeler,
1973). We adapt Vissers (1989) development in the following discussion. The procedure is to take two
copies of flat Minkowski space and remove from each identical regions of the form Ω × ℜ, where Ω is a
three-dimensional compact spacelike hypersurface and ℜ is a timelike straight line (time axis). Then
identify these two incomplete spacetimes along the timelike boundaries ∂Ω × ℜ. The resulting spacetime
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is geodesically complete and possesses two asymptotically flat regions connected by a wormhole. The
throat of the wormhole is just the junction ∂Ω (a two-dimensional space-like hypersurface) at which the
two original Minkowski spaces are identified (see Figures 1 and 2).
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Figure 1. Diagram of a Simultaneous View of Two Remote Compact Regions
(Ω1 and Ω2) of Minkowski Space Used to Create the Wormhole Throat ∂Ω,
Where Time is Suppressed in This Representation (adapted from Bennett et al., 1995)
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Figure 2. The Same Diagram as in Figure 1 Except as Viewed by an Observer
Sitting in Region Ω1 Who Looks Through the Wormhole Throat ∂Ω and
Sees Remote Region Ω2 (Dotted Area Inside the Circle) on the Other Side
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The resulting spacetime is everywhere Riemann-flat except possibly at the throat. Also, the stressenergy
tensor in this spacetime is concentrated at the throat with a δ-function singularity there. This is a
consequence of the fact that the spacetime metric at the throat is continuous but not differentiable, while
the connection is discontinuous; thus causing the Riemann curvature to possess a δ-function singularity
(causing undesirable gravitational tidal forces) there. The magnitude of this δ-function singularity can be
calculated in terms of the second fundamental form on both sides of the throat, which we presume to be
generated by a localized thin shell of matter-energy. The second fundamental form represents the
extrinsic curvature of the ∂Ω hypersurface (i.e., the wormhole throat), telling how it is curved with respect
to the enveloping four-dimensional spacetime. The form of the geometry is simple, so the second
fundamental form at the throat is calculated to be (McConnell, 1957):
0
1
2
1
2
0 0
0 0
0 0
0 0 0
0 1 0
0 0 1
i
j K
κ
κ
κ
ρ
ρ
±
= ±
= ±
(2.3),
where i,j = 0,1,2 and Ki
j
± is the second fundamental form. The full 4×4 matrix Kα
β has been reduced to
3×3 form, as above, for computational convenience because the thin shell (or hypersurface) is essentially
a two-surface embedded in three-space. The overall ± sign in equation (2.3) comes from the fact that a
unit normal points outward from one side of the surface and points inward on the other side. We hereafter
drop the ± sign for the sake of brevity in notation. The quantities κ0, κ1, and κ2 measure the extrinsic
curvature of the thin shell of local matter-energy (i.e., the stuff that induces the wormhole throat
geometry). Since the wormhole throat is a space-like hypersurface, we can exclude time-like
hypersurfaces and their components in the calculations. Therefore we set κ0 = 0 in equation (2.3) because
it is the time-like extrinsic curvature for the time-like hypersurface of the thin shell of matter-energy. As
seen in equation (2.3) κ1 and κ2 are simply related to the two principal radii of curvature ρ1 and ρ2
(defined to be the eigenvalues of Ki
j) of the two-dimensional spacelike hypersurface ∂Ω (see Figure 3). It
should be noted that a convex surface has positive radii of curvature, while a concave surface has negative
radii of curvature.
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Figure 3. A Thin Shell of (Localized) Matter-Energy, or Rather the Two-Dimensional
Spacelike Hypersurface ∂Ω (via (2.3)), Possessing the Two Principal Radii of Curvature ρ1 and ρ2
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It is a standard result of the thin shell or junction condition formalism that the Einstein field equation
may be cast in terms of the surface stress-energy tensor Si
j of the thin matter-energy shell localized in ∂Ω
(note: we are exploiting the symmetry of the wormhole with respect to interchange of the two flat regions
Ω1 and Ω2):
( ) 4
4
i i i k
j j j k
S c K K
G
δ
π
= − − (2.4),
where G is Newtons gravitational constant and δi
j is the (three-dimensional) unit matrix. Kk
k is the trace
of equation (2.3):
1 2
1 1
k i
k j K TrK
ρ ρ
=
= +
(2.5)
and
1 2
1 2
1 2
1 1 0 0
0 1 1 0
0 0 1 1
i k
j k K
ρ ρ
δ
ρ ρ
ρ ρ
+
= +
+
(2.6).
Substituting (2.3) and (2.6) into (2.4) gives (after simplification):
4 1 2
2
1
1 1 0 0
0 1 0
4
0 0 1
i
j
S c
G
ρ ρ
ρ
π
ρ
+
=
(2.7).
The thin matter-energy shells surface stress-energy tensor may be interpreted in terms of the surface
energy density σ and principal surface tensions ϑ1 and ϑ2:
1
2
0 0
0 0
0 0
i
j S
σ
ϑ
ϑ
−
= −
−
(2.8).
Thus we arrive at the Einstein field equation by equating (2.8) and (2.7) and multiplying both sides by 1:
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4 1 2
1 2
2 1
1 1 0 0
0 0
0 0 0 1 0
4
0 0 0 0 1
c
G
σ ρ ρ
ϑ ρ
π
ϑ ρ
= − +
(2.9),
which gives the final result
4
1 2
1 1
4
c
G
σ
π ρ ρ
= − +
(2.10a)
4
1
2
1
4
c
G
ϑ
π ρ
= − (2.10b)
4
2
1
1
4
c
G
ϑ
π ρ
= − (2.10c).
These are the Einstein equations. Equations (2.10a-c) imply that (for ∂Ω convex) we are dealing with
negative surface energy density and negative surface tensions. This result is in fact the primary matterenergy
requirement for traversable wormholes, as was proved by Morris and Thorne (1988), and later by
Visser (1995), within the paradigm of classical Einstein general relativity. The negative surface tension
(= positive outward pressure, a.k.a. gravitational repulsion or antigravity) is needed to keep the throat
open and stable against collapse. The reader should not be alarmed at this result. Negative energies and
negative stress-tensions are an acceptable result both mathematically and physically, and they manifest
gravitational repulsion (antigravity!) in and around the wormhole throat. One only needs to understand
what it means for stress-energy to be negative within the proper context. In general relativity the term
exotic is used in place of negative. The effects of negative energy have been produced in the
laboratory (the Casimir Effect is one example). In short, negative energy arises from Heisenbergs
quantum uncertainty principle, which requires that the energy density of any electromagnetic, magnetic,
electric or other fields must fluctuate randomly. Even in a vacuum, where the average energy density is
zero, the energy density fluctuates. This means that the quantum vacuum can never remain truly empty in
the classical sense of the term. The quantum picture of the vacuum is that of a turbulent plenum of virtual
(i.e., energy non-conserving) particle pairs that spontaneously pop in and out of existence. The notion of
zero energy in quantum theory corresponds to the vacuum being filled with such fluctuations going on.
This issue is further elaborated on and clarified in greater detail in Appendix A. We will also revisit this
in Section 2.2. Finally, it should be noted that for the analysis in this section we assumed an ultrastatic
wormhole [i.e., g00 ≡ 1 ⇒ φ(r) = 0 in equation (2.1)] with the exotic matter-energy confined to a thin
layer, and we dispensed with the assumption of spherical symmetry.
We can now build a wormhole-stargate and affect vm-Teleportation such that a traveler stepping into
the throat encounters no exotic matter-energy there. This will require that our wormhole be flat shaped.
To make the wormhole flat requires that we choose the throat ∂Ω to have at least one flat face (picture the
thin shell in Figure 3 becoming a flat shell). On that face the two principal radii of curvature become ρ1 =
ρ2 = ∞ as required by standard geometry. Substituting this into equations (2.10a-c) gives
1 2 σ =ϑ =ϑ =0 (2.11),
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which is a remarkable result. A further consequence of this is that now Ki
j = 0, thus making the Riemann
curvature and stress-energy tensors (Riemann: Rα
β ~ Kα
β; stress-energy: Tα
β ~ Kα
β) at the throat become
zero such that the associated δ-function singularities disappear there. This means that a traveler
encountering and going through such a wormhole will feel no tidal gravitational forces and see no exotic
matter-energy (that threads the throat). A traveler stepping through the throat will simply be teleported
into the other remote spacetime region or another universe (note: the Einstein equation does not fix the
spacetime topology, so it is possible that wormholes are inter-universe as well as intra-universe tunnels).
We construct such a teleportation stargate by generating a thin shell or surface layer of exotic matterenergy
much like a thin film of soap stretched across a loop of wire.
2.1.2 Exotic Matter-Energy Requirements
Now we have to estimate the amount of negative (or exotic) mass-energy that will be needed to
generate and hold open a vm-Teleportation wormhole. A simple formula originally due to Visser (1995)
for short-throat wormholes using the thin shell formalism gives:
2
(1.3469 1027 )
1
(0.709 )
1
throat
wh
throat
throat
Jupiter
M r c
G
x kg r
meter
M r
meter
= −
= −
= −
(2.12),
where Mwh is the mass required to build the wormhole, rthroat is a suitable measure of the linear dimension
(radius) of the throat, and MJupiter is the mass of the planet Jupiter (1.90×1027 kg). Equation (2.12)
demonstrates that a mass of 0.709 MJupiter (or 1.3469×1027 kg) will be required to build a wormhole 1
meter in size. As the wormhole size increases the mass requirement grows negative-large, and vice versa
as the wormhole size decreases. After being alarmed by the magnitude of this, one should note that Mwh
is not the total mass of the wormhole as seen by observers at remote distances. The non-linearity of the
Einstein field equations dictates that the total mass is zero (actually, the total net mass being positive,
negative or zero in the Newtonian approximation depending on the details of the negative energy
configuration constituting the wormhole system). And finally, Visser et al. (2003) have demonstrated the
existence of spacetime geometries containing traversable wormholes that are supported by arbitrarily
small quantities of exotic matter-energy, and they proved that this was a general result. In Section 2.3 we
will discuss how or whether we can create such a wormhole in the laboratory.
2.2 Engineering the Vacuum
Engineering the spacetime vacuum provides a second solution that also satisfies the definition of vm-
Teleportation. The concept of engineering the vacuum was first introduced to the physics community
by Lee (1988). Lee stated:
The experimental method to alter the properties of the vacuum may be called vacuum engineering If
indeed we are able to alter the vacuum, then we may encounter some new phenomena, totally
unexpected.
This new concept is based on the now-accepted fact that the vacuum is characterized by physical
parameters and structure that constitutes an energetic medium which pervades the entire extent of the
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universe. We note here the two most important defining properties of the vacuum in this regard (Puthoff
et al., 2002):
�� Within the context of quantum field theory the vacuum is the seat of all energetic particle and
field fluctuations.
�� Within the context of general relativity theory the vacuum is the seat of a spacetime structure (or
metric) that encodes the distribution of matter and energy.
We begin our look into this concept by examining the propagation of light through space. We know
from quantum field theory that light propagating through space interacts with the vacuum quantum fields
(a.k.a. vacuum quantum field fluctuations). The observable properties of light, including the speed of
light, are determined by these interactions. Vacuum quantum interactions with light lead to an effect on
the speed of light that is due to the absorption of photons (by the vacuum) to form virtual electronpositron
pairs followed by the quick re-emission (from the vacuum) of the photon (see Figure 4). The
virtual particle pairs are very short lived because of the large mismatch between the energy of a photon
and the rest mass-energy of the particle pair. A key point is that this process makes a contribution to the
observed vacuum permittivity ε0 (and permeability μ0) constant and, therefore, to the speed of light c [c =
(ε0μ0)−1/2].
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Figure 4. A Schematic of Vacuum Quantum Field Fluctuations (a.k.a. Vacuum
Zero Point Field Fluctuations) Involved in the Light-by-Light Scattering
Process That Affects the Speed of Light (from Chown, 1990)
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The role of virtual particle pairs in determining the ε0 (μ0) of the vacuum is analogous to that of
atoms/molecules in determining the relative permittivity ε (and μ) of a dielectric material. We know that
the absorption/re-emission of photons by atoms/molecules in a transparent medium (note: there are no
strongly absorbing resonances, so the atoms/molecules remain in their excited states for a very short time
before re-emitting photons) is responsible for the refractive index of the medium, which results in the
reduction of the speed of light for photons propagating through the medium. This absorption/re-emission
process is also known in physics as a scattering process. We know from experiment that a change in the
medium leads to a change in ε (μ), thus resulting in a change of the refractive index. The key point
arising from this analogy is that a modification of the vacuum produces a change in ε0 (μ0) resulting in a
subsequent change in c, and hence, a corresponding change in the vacuum refraction index.
Scharnhorst (1990) and Latorre et al. (1995) have since proved that the suppression of light scattering
by virtual particle pairs (a.k.a. coherent light-by-light scattering) in the vacuum causes an increase in the
speed of light accompanied by a decrease in the vacuum refraction index. This very unique effect is
accomplished in a Casimir Effect capacitor cavity (or waveguide) whereby the vacuum quantum field
fluctuations (a.k.a. zero-point fluctuations or ZPF) inside have been modified (becoming anisotropic and
non-translational invariant) to satisfy the electromagnetic boundary conditions imposed by the presence of
the capacitor plates (or waveguide walls). The principal result of this modification is the removal of the
electromagnetic zero-point energy (ZPE) due to the suppression of vacuum ZPE modes with wavelengths
longer than the cavity/waveguide cutoff (λ0 = 2d, where d = plate separation; see Figure 5). This removal
of free space vacuum ZPE modes suppresses the scattering of light by virtual particle pairs, thus
producing the speed of light increase (and corresponding decrease in the vacuum refraction index). We
know from standard optical physics and quantum electrodynamics (QED) that the optical phase and group
velocities can exceed c under certain physical conditions, but dispersion always ensures that the signal
velocity is ≤ c. But recent QED calculations (see, Scharnhorst, 1990 and Latorre et al., 1995) have
proved that in the Casimir Effect system, the dispersive effects are much weaker still than those
associated with the increase in c so that the phase, group and signal velocities will therefore all increase
by the same amount. Note that, in general, no dispersion shows up in all of the modified vacuum effects
examined by investigators.
Future space explorers and their equipment will need to easily and quickly travel from an orbiting
spacecraft to the surface of some remote planet in order to get their work done, or military personnel in
the United States need to easily and quickly travel from their military base to another remote location on
Earth in order to participate in a military operation, or space colonists will need quick transport to get
from Earth to their new home planet. Instead of using conventional transportation to expedite travel the
space explorer, military personnel or space colonist and/or their equipment go into the Teleporter (a.k.a.
Transporter in Star Trek lingo) and are beamed down or beamed over to their destinations at light
speed. The mechanism for this teleportation process is hypothetically envisioned to be the following:
1. Animate/inanimate objects placed inside the teleporter are scanned by a computer-generated and -
controlled beam.
2. The scan beam encodes the entire quantum information contained within the animate/inanimate
object(s) into organized bits of information, thus forming a digital pattern of the object(s).
3. The scan beam then dematerializes the object(s) and stores its pattern in a pattern buffer, thus
transforming the atomic constituents of the dematerialized object(s) into a matter stream.
Alternative 1: The dematerialization process converts the atoms into a beam of pure energy.
Alternative 2: The scan beam does not dematerialize the object(s).
4. The teleporter then transmits the matter/pure energy stream and quantum information signal in
the form of an annular confinement beam to its destination. Alternative: Only the quantum
information signal is transmitted.
5. At the receiving teleporter the matter/pure energy stream is sent into a pattern buffer whereby it is
recombined with its quantum information, and the object(s) is rematerialized back into its original
form. Alternative 1: The receiving teleporter recombines the transmitted quantum information
with atoms stored inside a reservoir to form a copy of the original. Alternative 2: The quantum
information is reorganized in such a way as to display the object on some three-dimensional
(holographic) visual display system.
Problem: This generic scenario is modeled after teleportation schemes found in SciFi. There are a lot of
important little details that were left out of the teleportation process because we simply do not know what
they are. This technology does not yet exist. And we are left with the question of which one of the
alternative processes identified in items 3 5 one wants to choose from. The above scenario is only an
outline, and it is by no means complete since it merely serves to show what speculation exists on the
subject. The above scenario describes a speculative form of what we call q-Teleportation.
There are questions to be addressed in the above scenario. Does the teleporter transmit the atoms and
the quantum bit information signal that comprises the animate/inanimate object or just the quantum bit
information signal? There are ≈ 1028 atoms of matter combined together in a complex pattern to form a
human being. How does one transmit this much information and how do we disassemble that many
atoms? Computer information gurus would insist that it is not the atoms that matter but only the bits of
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information representing them when considering the transmission of large bodies of information. But
are humans simply the sum of all the atoms (and the related excited atom quantum states) that comprise
them? We could possibly learn to reconstitute a beam of atoms into a chemically accurate human being.
However, would this also include the reconstruction of a persons consciousness (personality, memories,
hopes, dreams, etc.) and soul or spirit? This question is beyond the scope of this study to address, but it is
nevertheless one of the most important concepts awaiting a complete scientific understanding.
For the teleporter to process and transmit the quantum bit information signal that encodes the
animate/inanimate objects pattern will require stupendous digital computer power. For each atom
comprising the object we must encode its location in space (three position coordinates), its linear and
angular momentum (three vector components for each quantity), and its internal quantum state (electron
orbital-energy levels and their excitation/de-excitation and ionization states, binding to other atoms to
form molecules, molecular vibrational/rotational states, bound nuclei states, spin states for electrons and
nuclei, etc.), etc. If we assume that we can digitally encode all of this information for a single atom with
a minimum of one kilobyte (1 byte = 8 bits, 1 bit ≡ 0 or 1) of data, then we will require a minimum of
1028 kilobytes to encode and store an entire human being (in three-dimensions). To digitally store and
access this much information at present (and for the foreseeable future) is nontrivial. It will take more
than 2,400 times the present age of the universe (≈ 13 billion years) to access this amount of data using
commercially available computers (operating at ≈ 10 gigabyte/sec). Top-of-the-line supercomputers will
not reduce this time significantly. The computer technology needed to handle such a large data storage
requirement simply does not exist. The largest commercially available computers can store ≈ 40
gigabytes on a single hard drive. We will need ≈ 1020 of these hard drives to store the encoded
information of just one human being. Also, wire and coaxial/fiber optic cables do not have the physical
capacity to transmit this amount of data between devices. These numbers will not be significantly
different for macroscopic inanimate objects. The information processing and transfer technology required
for the teleportation system may become possible in 200 300 years if improvements in computer storage
and speed maintains a factor of 10 100 increase for every decade. There is speculation that emergent
molecular, bio-molecular (DNA-based systems) and quantum computer technology may achieve the
performances required for a teleportation system. In the former case molecular dynamics mimics
computer logic processes and the ≈ 1025 particles in a macroscopic sample will all act simultaneously,
making for far greater digital information processing and transfer speeds. Researchers have given no
formal performance estimates for this emergent technology. In the latter case quantum computing would
take advantage of entangled quantum states of subatomic matter or photons, whereby digital logic
processes would occur at light speed. This technology is in its infancy, and there has been no clear
direction on what performance levels will be possible in the future. This topic will be discussed further in
Section 3.2.3.
In the above teleportation scenario we might consider dematerializing animate/inanimate objects into
a matter stream consisting of only the objects constituent atoms or atomic subcomponents (protons,
neutrons and electrons) and transmitting them at the speed of light (or close to it). To push atoms or
subatomic particles to near the speed of light will require imparting to them an energy comparable to their
rest-mass energy, which will be at a minimum of one order of magnitude larger than the amount of energy
required to break protons up into free quarks. The energy required to completely dematerialize (or
dissolve) matter into its basic quantum constituents or into pure energy is alone stupendous. At first one
will have to impart to every molecule within the object an energy that is equivalent to the binding energy
between atoms (atomic binding energy ~ chemical energy ~ several eV) in order to break apart the
molecules comprising the objects macro-structure. After this an energy equivalent to nuclear binding
energies (≈ several × 106 times atomic binding energy, or ≈ several MeV) must be imparted to every free
atomic nucleus inside the object in order to break apart the protons and neutrons residing within each
nucleus. And last, an energy equivalent to the binding energy that holds together the three quarks
residing within each proton and neutron must be imparted to each of the free protons and neutrons within
the object. According to the Standard Model and experimental data, the quark binding energy is
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practically infinite. But all is not lost, because the Standard Model also predicts that if we could heat up
the nuclei to ≈ 1013 °C (≈ 106 times hotter than the core temperature of the Sun, or ≈ 103 MeV), then the
quarks inside would suddenly lose their binding energies and become massless (along with other
elementary matter). This heat is also equivalent to the rest-mass energy of protons and neutrons.
Therefore, to heat up and dematerialize one human being would require the annihilation of the rest massenergy
of all 1028 protons-neutrons or the energy equivalent of 330 1-megaton thermonuclear bombs.
Compare this stupendous explosive energy with the explosive yield of the largest thermonuclear bomb
ever detonated on Earth, which was a 50-megaton bomb that was built by Andrei Sakharov in the USSR
and detonated on October 30, 1961; it was called Tzar Bomba. Its first incarnation (ca. early October
1961) comprised a uranium fusion tamper, which gave an estimated explosive yield of ≈ 100 megatons.
But the weapon was too heavy (27 metric tons) for a bomber to carry, so the tamper was replaced by one
made of lead, which reduced both the weight and the yield. In the end we see that it is not a trivial
problem to simply heat up and dematerialize any human or inanimate objects. The technology to do so
does not exist unless we invoke new physics to get around the energy requirement.
Finally, we must consider the resolution and aperture of the optics required to scan and transmit the
animate/inanimate objects matter (or energy) stream. The Heisenberg quantum uncertainty principle
fundamentally constrains the measurement resolution of conjugate observable quantities, such as position
and momentum or energy and time. The measurement of any combination of (conjugate) observables
with arbitrarily high precision is not possible, because a high precision measurement of one observable
leads to imprecise knowledge of the value of the conjugate observable. The quantum uncertainty
principle makes it impossible to measure the exact, total quantum state of any object with certainty. The
scan resolution of a teleportation system is defined by the wavelength of light used to illuminate the
objects atomic/subatomic constituents and record their configurations. To resolve matter at
atomic/subatomic distance scales requires that the energy of the scanner light (photons) be extremely
large (according to the uncertainty principle); and during the scan this large light energy will be conveyed
to the constituents, causing them to drastically change their speed and direction of motion. This means
that it is physically impossible to resolve an objects atomic/subatomic particle components and their
configurations with the precision necessary to accurately encode and later recreate the object being
teleported. To resolve atomic/subatomic particles requires wavelengths smaller than the size of these
constituents, which will typically be 1 Å 1 fm. Such wavelengths are in the gamma ray part of the
spectrum, and this becomes a major technical problem for us because at present there is no gamma ray
electro-optics with which to work with. Now consider the example of teleporting an object from the
surface of a planet back to its spacecraft in orbit some several × 102 103 km away. The optical aperture
required to illuminate and scan an object with ≈ 1 Å 1 fm resolution from orbit will be >> several × 102
103 km. If we are to consider teleporting an object from planet to planet or from star to star then the
aperture required will be >> several × 108 1013 km. These technical problems are truly insurmountable
unless totally new physics becomes available.
3.2 Quantum Teleportation
It turns out that there does in fact exist a form of teleportation that occurs in nature despite the
numerous technical roadblocks described in the previous section. It is called quantum teleportation,
which is based on the well-known concept of quantum entanglement. Erwin Schrödinger coined the word
entanglement in 1935 in a three-part paper (Schrödinger, 1935a, b, c, 1980). These papers were
prompted by the Einstein, Podolsky and Rosen (1935; denoted hereafter as EPR) paper that raised
fundamental questions about quantum mechanics, whereby Einstein had loudly complained that quantum
mechanics allowed physical processes resembling spooky action at a distance to occur. EPR
recognized that quantum theory allows certain correlations to exist between two physically distant parts of
a quantum system. Such correlations make it possible to predict the result of a measurement on one part
of a system by looking at the distant part. On this basis, EPR argued that the distant predicted quantity
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should have a definite value even before being measured, if quantum theory is complete and respects
locality (a.k.a. causality). EPR concluded that, from a classical perspective, quantum theory must be
incomplete because it disallows such definite values prior to measurement. Schrödingers perspective on
this argument gives the modern view of quantum mechanics, which is to say that the wavefunction (a.k.a.
quantum state vector) provides all the information there is about a quantum system. In regards to the
nature of entangled quantum states, Schrödinger (1935a, b, c, 1980) stated that, The whole is in a
definite state, the parts taken individually are not. This statement defines the essence of pure-state
entanglement. Schrödinger went on to give a description of quantum entanglement by introducing his
famous cat experiment.
To better understand the concept of quantum entanglement/teleportation we will focus on the
quantum wavefunction (a.k.a. quantum state function). Any quantum system such as a particle that
possesses a position in space, energy, angular and linear momentum, and spin is completely described by
a wavefunction. This is usually symbolized in a variety of ways, and we choose to represent a generic
wavefunction using the traditional bra-ket notation of quantum mechanics: |ϕ〉. Anything that we want
to know about the particle is mathematically encoded within |ϕ〉. As we discussed in the previous section
the wavefunction can never be completely known because there is no measurement that can determine it
completely. The only exception to this is in the special case that the wavefunction has been prepared in
some particular state or some member of a known basis group of states in advance. By measuring one of
the properties of a quantum system, we can get a glimpse of the overall quantum state that is encoded
within |ϕ〉. According to the quantum uncertainty principle the act of doing such a measurement will
destroy any ability to subsequently determine the other properties of the quantum system. So the act of
measuring a particle actually destroys some of the information about its pristine state. This makes it
impossible to copy particles and reproduce them elsewhere via quantum teleportation. However, it turns
out that one can recreate an unmeasured quantum state in another particle as long as one is prepared to
sacrifice the original particle. The trick is to exploit the EPR process to circumvent the quantum
uncertainty principle.
As discussed previously, EPR discovered that a pair of spatially separated quantum sub-systems that
are parts of an overall quantum system can be entangled in a non-local (i.e., non-causal) way. When
two particles come into contact with one another, they can become entangled. In an entangled state,
both particles remain part of the same quantum system so that whatever you do to one of them affects the
other one in a predictable fashion. More precisely, a measurement on one of the entangled sub-systems
puts it into a particular quantum state, while instantaneously putting the sub-system with which it is
entangled into a corresponding quantum state, while the two sub-systems are separated by arbitrarily large
distances in spacetime (even backwards in time!). A simple example of this phenomenon is to prepare a
pair of photons in the same quantum state such that they are entangled, and then allow them to fly apart to
remote locations without any form of communication occurring between them along their journey.
Measuring the polarization of one of the pair of entangled photons induces the other photon, which may
be light-years away, into the same state of polarization as that which was measured for its entangled twin.
The basic operation of quantum teleportation can be described as determining the total quantum state of
some large quantum system, transmitting this state information from one place to another, and making a
perfect reconstruction of the system at the new location. In principle, entangled particles can serve as
transporters of sorts. By introducing a third message particle to one of the entangled particles, one
could transfer its properties to the other one, without ever measuring those properties.
Historically, quantum entanglement was never reconciled with the quantum uncertainty principle and
the requirement of locality (or causality) in observed physical phenomena, thus it became a paradox in
quantum theory. A three-decade debate began following the appearance of the EPR paper over whether
quantum entanglement (a.k.a. spooky action at a distance) was a real quantum phenomenon or not, and
this debate came to be called the EPR dilemma. Einsteins only solution to the dilemma was to suggest
that quantum mechanics was incomplete and needed a reformulation to incorporate local hidden-variables
that can account for observed physical phenomena without violating causality. Bell (1964) later solved
the EPR dilemma by deriving correlation inequalities that can be violated in quantum mechanics but have
Approved for public release; distribution unlimited.
34
to be satisfied within every model that is local and complete. Such models are called local hiddenvariable
models. Bell showed that a pair of entangled particles, which were once in contact but later
moved too far apart to interact directly (i.e., causally), can exhibit individually random behavior that is
too strongly correlated to be explained by classical statistics. Bells inequalities make it possible to test
whether local hidden-variable models can account for observed physical phenomena in lab experiments.
Groundbreaking experimental work by Aspect et al. (1982a, b) along with further theoretical and
experimental work done by others (Freedman and Clauser, 1972; Aspect, 1983; Aspect and Grangier,
1985; Hong and Mandel, 1985; Bennett and Wiesner, 1992; Tittel et al., 1998a, b; Tittel and Weihs, 2001)
demonstrated violations of the Bell inequalities, which therefore invalidated the local hidden-variable
models. The key result of recent theoretical and experimental work is that an observed violation of a Bell
inequality demonstrates the presence of entanglement in a quantum system.
3.2.1 Description of the q-Teleportation Process
The experimental work of Bennett et al. (1993) followed by the theoretical and experimental work of
others (Vaidman, 1994; Kwiat et al., 1995; Braunstein, 1996; Braunstein and Kimble, 1998; Pan et al.,
1998; Stenholm and Bardroff, 1998; Zubairy, 1998; Vaidman and Yoran, 1999; Kwiat et al., 1999) made
the breakthrough that was necessary to demonstrate the principle of quantum teleportation in practice. It
was a remarkable technical breakthrough that settled, once and for all, the nagging question of whether
quantum entanglement could be used to implement a teleportation process to transfer information
between remotely distant quantum systems non-causally (i.e., at FTL speed). It is easy to describe how
quantum teleportation works in greater detail. Figure 6 compares conventional facsimile transmission
with the quantum teleportation process seen in Figure 7. In a conventional facsimile transmission the
original document is scanned, extracting partial information about it, but it remains more or less intact
after the scanning process. The scanned information is then sent to the receiving station, where it is
imprinted on new paper to produce an approximate copy of the original. In quantum teleportation (Figure
7) one scans out part of the information from object A (the original), which one wants to teleport, while
causing the remaining, unscanned, part of the information in A to pass, via EPR entanglement, into
another object C which has never been in contact with A. Two objects B and C are prepared and brought
into contact (i.e., entangled), and then separated. Object B is taken to the sending station, while object C
is taken to the receiving station. At the sending station object B is scanned together with the original
object A, yielding some information and totally disrupting the states of A and B. This scanned
information is sent to the receiving station, where it is used to select one of several treatments to be
applied to object C, thereby putting C into an exact replica of the former state of A. Object A itself is no
longer in its original initial state, having been completely disrupted by the scanning process. The process
just described is teleportation and not replication, and one should not confuse the two. There is a subtle,
unscannable kind of information that, unlike ordinary information or material, can be delivered via EPR
correlations/entanglement, such that it cannot by itself deliver a meaningful and controllable message.
But quantum teleportation delivers exactly that part of the information in an object that is too delicate to
be scanned out and delivered by conventional methods.
i got it
cthulhu FTW
Best-ever resignation letter (allegedly) sent by a fed up US employee.
Mr Baker,
As an employee of an institution of higher education, I have a few very
basic expectations. Chief among these is that my direct superiors have an
intellect that ranges above the common ground squirrel. After your
consistent and annoying harassment of myself and my co-workers during the
commission of our duties, I can only surmise that you are one of the few
true genetic wastes of our time. Asking me, a network administrator, to
explain every little nuance of everything I do each time you happen to
stroll into my office is not only a waste of time, but also a waste of
precious oxygen. I was hired because I know about Unix, and you were
apparently hired to provide amusement to myself and other employees, who
watch you vainly attempt to understand the concept of "cut and paste" for
the hundredth time.
You will never understand computers. Something as incredibly simple as
binary still gives you too many options. You will also never understand why
people hate you, but I am going to try and explain it to you, even though I
am sure this will be just as effective as telling you what an IP is.
Your shiny new iMac has more personality than you ever will. You walk around
the building all day, shiftless looking for fault in others. You have a
sharp dressed useless look about you that may have worked for your
interview, but now that you actually have responsibility, you pawn it off on
overworked staff, hoping their talent will cover for your glaring
ineptitude. In a world of managerial evolution, you are the blue-green algae
that everyone else eats and laughs at. Managers like you are a sad proof of
the Dilbert principle.
Seeing as this situation is unlikely to change without you getting a full
frontal lobotomy reversal, I am forced to tender my resignation, however I
have a few parting thoughts.
1. When someone calls you in reference to employment, it is illegal to give
me a bad recommendation. The most you can say to hurt me is "I prefer not to
comment." I will have friends randomly call you over the next couple of
years to keep you honest, because I know you would be unable to do it on
your own.
2. I have all the passwords to every account on the system, and I know every
password you have used for the last five years. If you decide to get cute, I
am going to publish your "favorites list", which I conveniently saved when
you made me "back up" your useless files. I do believe that terms like
"Lolita" are not usually viewed favourably by the administration.
3. When you borrowed the digital camera to "take pictures of your mothers
b-day", you neglected to mention that you were going to take pictures of
yourself in the mirror nude. Then you forgot to erase them like the
techno-moron you really are. Suffice it to say I have never seen such odd
acts with a ketchup bottle, but I assure you that those have been copied and
kept in safe places pending the authoring of a glowing letter of
recommendation. (Try to use a spell check please, I hate having to correct
your mistakes.)
Thank you for your time, and I expect the letter of recommendation on my
desk by 8:00am tomorrow.
One word of this to anybody and all of your little twisted repugnant
obsessions will be open to the public. Never fuck with your systems
administrators, because they know what you do with all your free time.
Sincerely,
Graeme Hurd.
SOo,,,,,,,,,Whjat shal i do..make it longer..shure i wil!
lets see let just make it big
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spam!!
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naa that ant spam.think
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o well,, just add a bunch of crap
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Il wil help you make the longest thread..
these are NOT mine i just copyied and pasted
MEGA MORON AWARDS
Tennessee: A man successfully broke into a bank after hours and stole the bank's video camera, while the camera was remotely recording. (That is, the videotape recorder was located elsewhere in the bank, so he didn't get the videotape of himself stealing the camera).
Louisiana: A man walked into a Circle-K, put a $20 bill on the counter and asked for change. When the clerk opened the cash drawer, the man pulled a gun and asked for all the cash in the register, which the clerk promptly provided. The man took the cash from the clerk and fled, leaving the $20 bill on the counter. The total amount of cash he got from the drawer? Fifteen dollars. [If someone points a gun at you and gives you money, was a crime committed?]
Arkansas: Seems this guy wanted some beer pretty badly. He decided that he'd just throw a cinder block through a liquor store window, grab some booze, and run. So he lifted the cinder block and heaved it over his head at the window. The cinder block bounced back and hit the would-be thief on the head, knocking him unconscious. Seems the liquor store window was made of Plexi-Glass. The whole event was caught on videotape.
New York: As a female shopper exited a convenience store, a man grabbed her purse and ran. The clerk called 911 immediately and the woman was able to give them a detailed description of the snatcher. Within minutes, the police had apprehended the snatcher. They put him in the car and drove back to the store. The thief was then taken out of the car and told to stand there for a positive ID. To which he replied, "Yes Officer..that's her. That's the lady I stole the purse from."
Ann Arbor:The Ann Arbor News crime column reported that a man walked into a Burger King in Ypsilanti, Michigan at 12:50am, flashed a gun and demanded cash. The clerk turned him down because he said he couldn't open the cash register without a food order. When the man ordered onion rings, the clerk said they weren't available for breakfast. The man, frustrated, walked away.
Kentucky: Two men tried to pull the front off a cash machine by running a chain from the machine to the bumper of their pickup truck. Instead of pulling the front panel off the machine, though, they pulled the bumper off their truck. Scared, they left the scene and drove home. With the chain still attached to the machine. With their bumper still attached to the chain. With their vehicle's license plate still attached to the bumper.
The incredibly dumb
AT&T fired President John Walter after nine months, saying he lacked intellectual leadership". He received a $26 million severance package. Perhaps it's not Walter who's lacking intelligence.
Police in Oakland, California spent two hours attempting to subdue a gunman who had barricaded himself inside his home. After firing ten tear gas canisters, officers discovered that the man was standing beside them, shouting please to come out and give himself up.
An Illinois man pretending to have a gun kidnapped a motorist and forced him to drive to two different automated teller machines. The kidnapper then proceeded to withdraw money from his own bank accounts.
A 9-year-old boy in Manassas, Virginia received a one-day suspension under his elementary school's drug policy last week - for Certs! Joey Hoeffer allegedly told a classmate that the mints would make him "jump higher."
A student in Belle, West Virginia was suspended for three days for giving a classmate a cough drop. School principal Forest Mann reiterated the school's "zero-tolerance" policy...not to be confused with the "zero-intelligence" policy.
Fire investigators on Maui have determined the cause of a blaze that destroyed a $127,000 home last month - a short in the homeowner's newly installed fire prevention alarm system. "This is even worse than last year," said the distraught homeowner, "when someone broke in and stole my new security system..."
It is once again time to vote for-the Darwin Award nominees for 1997. As you may already know, the Darwin Awards are for those nominees who will not be contributing to the gene pool (thankfully).
The 1997 nominees are:
NOMINEE No.1: [San Jose Mercury News] An unidentified man, using a shotgun like a club to break a former girlfriend's windshield, accidentally shot himself to death when the gun discharged, blowing a hole in his gut.
NOMINEE No.2 [Kalamazoo Gazette] James Burns, 34, of Alamo,Mich., was killed in March as he was trying to repair what. police described as a "farm-type truck." Burns got a friend to drive the truck on a highway while Bums hung underneath so that he could asthe source of a troubling noise. Burns' clothes caught on something, however, and the other man found Burns "wrapped in the drive shaft."
NOMINEE No.3 [Hickory Daily Record] Ken Charles Barger, 47, accidentally shot himself to death in December in Newton, N.C., when, awakening to the sound of a ringing telephone beside his bed, he reached for the phone but grabbed instead a Smith & Wesson. 38 Special, which discharged when he drew it to his ear.
NOMINEE No.4 [UIPI, Toronto] Police said a lawyer demonstrating the safety of windows in a downtown Toronto Skyscraper crashed through a pane with his shoulder and plunged 24 floors to his death. A police spokesman said Garry Hoy, 39, fell into the courtyard of the Toronto Dominion Bank Tower early Friday evening as he was explaining the strength of the building's windows to visiting law students. Hoy previously had conducted demonstrations of window strength according to police reports. Peter Lawyers, managing partner of the firm Holden Day Wilson, told the Toronto Sun newspaper that Hoy was "one of the best and brightest" members of the 200-man association.
NOMINEE No.5 [Bloomburg News Service] A terrible diet and room with no ventilation are being blamed for the death of a man who was killed by his own gas. There was no mark on his body but autopsy showed large amounts of methane gas in his system. His diet had consisted primarily of beans and cabbage(and a couple of other things). It was just the right combination of foods. It appears that the man died in his sleep from breathing the poisonous cloud that was hanging over his bed. Had he been outside or had his windows been opened, it wouldn't have been fatal. But the man was shut, up in his, near airtight bedroom. According to the article, "He was a big man with a huge capacity for creating "this deadly gas." Three of the rescuers got sick and one was hospitalized.
NOMINEE No..6 [The News of the Weird.] Michael Anderson Godwin made News of the Weird posthumously. He had spent several years awaiting South Carolina's electric chair on a murder conviction before having his sentence reduced to life in prison. Whilst sitting on a metal toilet in his cell and attempting to fix his small TV set, he bit into a wire and was electrocuted.
NOMINEE NO.7["The. Indianapolis Star"] A cigarette lighter may have triggered fatal explosion - Dunkirk, Indiana. A Jay County man using a cigarette lighter to check the barrel of a muzzle loader was killed Monday night when the weapon discharged in his face, sheriffs investigators said. Gregory David Pryor, 19, died in his parents' rural Dunkirk home about 11:30 p.m. Investigators said Pryor was cleaning a 54-caliber muzzle loader that had not been firing properly. He was using the lighter to look into the barrel when the gunpowder ignited.
NOMINEE No.8 lAP, St. Louis] Robert Puelo, 32, was apparently being disorderly in a St. Louis market. When the clerk threatened to call police, Puelo grabbed a hot dog, shoved it in his mouth, and walked out without paying for it. Police found him unconscious in front of the store; paramedics removed the six-inch wiener from his throat, where it had choked him to death.
NOMINEE No.9 [Unknown] To poacher Marino Malerba, who shot a stag standing above him on an overhanging rock-and was killed instantly when it fell on him.
NOMINEE No.10 [Associated Press, Kincaid] Blasting Cap Explodes in Man's Mouth at Party. A man at a party popped a blasting cap into his mouth and bit down, triggering an explosion that blew off his lips, teeth, and tougue state police said Wednesday. Jerry Stromyer, 24, of Kincaid, bit the blasting cap as a prank during a party late Tuesday night, said Cpl. M.D.Payne. Another man had it in an aquarium hooked to a battery, and was trying to explode it," Payne said. "It wouldn't go off and this guy said, 'I'II show you how to set it off."
Yet Another Darwin award candidate - or pair of candidates -- this just might be the winner!
IDIOTS & RETAIL
I was signing the receipt for my credit card purchase when the clerk noticed that I had never signed my name on the back of the credit card. She informed me that she could not complete the transaction unless the card was signed. When I asked why, she explained that it was necessary to compare the signature on the credit card with the signature I just signed on the receipt. So I signed the credit card in front of her. She carefully compared that signature to the one I signed on the receipt. As luck would have it, they matched.
IDIOTS & GEOGRAPHY
After interviewing a particularly short-spoken job candidate, I described the person to my boss as rather monosyllabic. My boss said, "Really? Where is Monosyllabia?". Thinking that he was just kidding, I played along and said that it was just south of Elbonia. He replied, "Oh, you mean over by Croatia?"
ADVICE FOR IDIOTS
An actual tip from page 16 of the Hewlett Packard Environmental, Health & Safety Handbook for Employees: "Blink your eyelids periodically to lubricate your eyes."
IDIOTS IN THE NEIGHBORHOOD
I live in a semi-rural area. We recently had a new neighbor call the local township administrative office to request the removal of the Deer Crossing sign on our road. The reason: Many deer were being hit by cars and he no longer wanted them to cross there.
IDIOTS & COMPUTERS
My neighbor works in the operations department in the central office of a large bank. Employees in the field call him when they have problems with their computers. One night he got a call from a woman in one of the branch banks who had this question: "I've got smoke coming from the back of my terminal. Do you guys have a fire downtown?"
IDIOTS ARE EASY TO PLEASE
I was sitting in my science class, when the teacher commented that the next day would be the shortest day of the year. My lab partner became visibly excited, cheering and clapping. I explained to her that the amount of daylight changes, not the actual amount of time. Needless to say, she was very disappointed.
IDIOTS IN FOOD SERVICE
My daughter went to a local Taco Bell and ordered a taco. She asked the individual behind the counter for "minimal lettuce." He said he was sorry, but they only had iceberg.
AN IDIOT'S IDIOT
Police in Radnor, Pennsylvania, interrogated a suspect by placing a metal colander on his head and connecting it with wires to a photocopy machine. The message "He's lying" was placed in the copier, and police pressed the copy button each time they thought the suspect wasn't telling the truth. Believing the "lie detector" was working, the suspect confessed
A man buys a brand new Grand Cherokee for $30,000+, and has $400.00+ in monthly payments. He's pretty proud of this rig and gets ahold of his friend to do some male bonding with the new ride. They go duck hunting and of course all the lakes are frozen. These two Atomic Brains go to the lake with their guns, the dog, the beer and of course the new vehicle.
They drive out onto the ice. Now, they want to make some kind of a natural landing area to attract ducks - something the decoys will float on.
Remember it's all ice, and in order to make a hole large enough to interest a flock of ducks - a hole big enough to entice ducks to land, they needed to use a little more than an ice hole drill...
Sooo, out of the back of the brand-new Jeep Grand Cherokee comes a stick of dynamite with a short 40-second fuse. Now to their credit, these two rocket scientists DID take into consideration that if they placed the stick of dynamite on the ice at a location far from where they (and the new Grand Cherokee) would be waiting and ran back quickly, they would risk slipping on the ice as they ran from the imminent explosion and could possibly go up in smoke with the resulting blast. After a little deliberation, they come up with lighting and THROWING the dynamite, which is what they end up doing.
Remember a couple of paragraphs back when I mentioned the vehicle, the beer, the guns AND THE DOG???? Yes, the dog. The driver's pet Black Lab (used for retrieving - especially things thrown by the owner). You guessed it, the dog takes off at a high rate of doggy speed on the ice, reaching the stick of dynamite with the burning 40-second fuse about the time it hits the ice - all to the woe of the two idiots which are now yelling, stomping, waving arms and wondering what the hell to do now...
The dog is happy and now heads back toward the "hunters" with the stick of dynamite. I think we all can picture the ever-increasing concern on the part of the brain trust, as the loyal Labrador Retriever approaches. The Bozos now are REALLY waving their arms - yelling even louder and generally feeling kinda panicked... Now finally one of the guys decides to think - something that neither had done before this moment, grabs a shotgun and shoots the dog. This sounds better than it really is, because the shotgun was loaded with #8 duck shot and hardly effective enough to stop a Black Lab. The dog DID stop for a moment, slightly confused, but then continued on. Another shot, and this time the dog - still standing, became REALLY confused & of course scared...
Thinking that these two Nobel Prize Winners have gone TOTALLY INSANE, the pooch takes off to find cover with a now extremely short fuse still burning on the stick of dynamite. The cover the dogs finds? Underneath the brand new Grand Cherokee worth 30-some thousand dollars the $400.00+ monthly payment vehicle that is sitting nearby on the lake ice.
BOOM! Dog dies, vehicle sinks to bottom of lake, and these two "Co-Leaders of the Known Universe" are left standing there with this "I can't EVEN believe this happened to me" look on their faces. Later, the owner of the vehicle calls his insurance company and is promptly informed that sinking a vehicle in a lake by illegal use of explosives is NOT covered on his policy...He had yet to make his first car payment.
GRAVITY KILLS
A 22-year-old Reston man was found dead yesterday after he tried to use accessory straps (the stretchy little ropes with hooks on each end) to bungee jump off a 70-foot railroad trestle, police said. Fairfax County police said Eric A. Barcia, a fast-food worker, taped a bunch of these straps together, wrapped an end around one foot, anchored the other end to the trestle at Lake Accotink Park, jumped ... and hit the pavement. Warren Carmichael, a police spokesman, said investigators think Barcia was alone because his car was found nearby. "The length of the cord that he had assembled was greater than the distance between the trestle and the ground." Police say the apparent cause of death was "major trauma". An autopsy is scheduled for later in the week.
LAUNCHED ON THE FOURTH OF JULY
Three young men in Oklahoma were enjoying the coming Fourth of July holiday and wanted to test fire some fireworks. The only real problem was, their launch pad and seating arrangements were atop a several hundred thousand gallon fuel distillation storage tank. Oddly enough, fumes were ignited, producing a fireball seen for miles. They were launched several hundred feet into the air and found dead some 250 yards from their respective seats.
DON'T ASK GOD TO PROVE HIMSELF, HE JUST MIGHT
A lawyer and two buddies were fishing on Caddo Lake in Texas when a lightning storm hit. Most of the other boats immediately headed for the shore, but not our friend the lawyer. Alone on the rear of his aluminum bass boat with his buddies, this individual stood up, spread his arms wide and shouted: "HERE I AM LORD, LET ME HAVE IT!" Needless to say, God delivered. The other two passengers on the boat survived the lightning strike with minor burns.
THE BOYS OF SUMMER
A man in Alabama died from rattlesnake bites. Big deal you may say, but there's a twist here that makes him a candidate. It seems he and a friend were playing catch with a rattlesnake. The friend (a future Darwin Awards candidate himself) was hospitalized.
THEY SAY THOSE THINGS WILL KILL YOU
Not much was given to me on this unlucky fellow, but he qualifies nonetheless. You see, there was a gentleman from Korea who was killed by his cell phone ... more or less. He was doing the usual "walking and talking" when he walked into a tree and managed to somehow break his neck. Keep that in mind the next time you decide to drive and dial at the same time.
GOT A LIGHT?
In a west Texas town, employees in a medium-sized warehouse noticed the smell of gas. Sensibly, management evacuated the building, extinguishing all potential sources of ignition -- lights, power, etc. After the building had been evacuated, two technicians from the gas company were dispatched. Upon entering the building, they found they had difficulty navigating in the dark. To their frustration, none of the lights worked.
Witnesses later described the scene of one of the technicians reaching into his pocket and retrieving an object that resembled a lighter. Upon operation of the lighter-like object, the gas in the warehouse exploded, sending pieces of it up to three miles away. Nothing was found of the technicians, but the lighter was virtually untouched by the explosion. The technician that was suspected of causing the explosion had never been thought of as "bright" by his peers.
Truly stupid people 02Top honors for "Human Projectile of the Month" go to an as-of-yet unidentified dude who is also a serious contender for the annual "Darwin Award". That prestigious prize is given posthumously to the person who does the human gene pool the greatest service by removing himself from it in the most extraordinarily stupid fashion.
Troopers from the Arizona Highway Patrol got on to this gallant if not brainless form of ballistic research after motorists reported some mysterious scorched and blackened scars on a stretch of deserted highway.
The more officers found, the stranger the case got. Here is what they "pieced" together:
JATO units are basically huge canisters of solid rocket fuel used to achieve "Jet Assisted Take Off", typically lifting big transport planes into the air from short, rough ground runways, or shooting overloaded planes from the decks of aircraft carriers.
They were not, repeat NOT, designed to augment the inherent boost factor of a 1967 Chevy Impala. But it is guessed that -- let's call him "Zippy" ---- didn't know that when he hooked one up to his ride.
He apparently chose his runway carefully, selecting a nice long, lonely piece of straight highway in good repair. Not guessing that he might need a bit more than five miles of zoom surface, Zippy's test track had, that far down the track, a gentle rise on a sloping turn. He kicked the tire, lit the fire, ran his Chev up to top cruising speed, and hit the ignition. Investigators know exactly where this happened, judging from the extended patch of burned and melted asphalt.
The pocket calculator boys figure Zip reached maximum thrust within 5 seconds, punching the Chevy to "well in excess of 350 miles per hour" and continued at "full burn" for another 20 to 25 seconds. Early in that little sprint, at roughly 2.5 miles down the road, the Human Hydro Shock stood on the brakes, melting them completely, blowing the tires and rapidly reducing all four skins to liquefied trails on the pavement.
Remember that little rise on the turn? That's where Zippy concluded his land speed record attempt and went for airborne honors, ultimately reaching an altitude of 125 feet and still climbing when his flight was abruptly terminated. We'll never know how far or how high he might have gone. A cliff face of solid rock kind of got in his way, posing a serious reaffirmation of the law of physics vis-a-vis two chunks of matter cannot occupy the same space at the same time. He gave it hell though, blasting a 6-foot crater. The best modern forensic science could do was ID the car's make and model year. As for Zippy, only trace evidence of bone, teeth, and hair were found in the crater.
fg
g
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Well ... euhhh.... I'm mean .... nothing
What do you think would be the PERFECT game?
I remember reading on a forum where someone classified the UO players into two catagories: Sheep and Wolves. I guess the name for my perfect game would be "A Wolves Paradise"
First of all everyone would be FFA pvp. Other players and if not, NPC guards would discourage people from random PKing in certain areas. Freindly fire would always be active. You could attack and kill your freinds. If you were in the middle of a whirlwind attack and your best bud ran up to you, he'd get creamed.
Have you played Ninja Gaiden for Xbox? If not, you won't understand the biggest thing I want in a game. Ninja Gaiden stands alone for it's combat and there are ->| |<- that many games that compare, IMHO.
Leveling/Abilities
I would want the combat system and the leveling system to be much like Ninja Gaiden. In NG there are no levels. Instead there are abilities you learn/find/buy/quest as you play the game. When you get a new ability/combo/weapon, the only way to improve it is for you, the player, to get better at executing that ability in combat. -(this is a game similar to a fps but in third person.)
It wouldn't be a skill game, (unless you mean how skilled you are at counterstrike), it would be an ability game. You would start with well-rounded abilities and then earn more ability slots as you'd progress through the storyline. Obtaining the actual abilities to fill these slots would be handled differently. Some would need to be bought, some quested for, some obtained by looting a certain NCP or creature and so on. After completing the main questline there would be enough other ability slots to be obtained to be able to have a character with ALL of the abilities. The only thing is, obtaining some of these slots would be the toughest challenges in the game. (like Uber Diablo)
Crafting
Crafting would be more challenging and complex then most games. It wouldn't be "push the button, in 4 seconds your item will be crafted". No, in my game you'd actually have to do something that requires skill to craft items. If you're skill sucks, then you can only make sucky items. If you're skill is the best, then your items will be the best. If your skill is mediocre, then you'd make crappy quality high-end gear, uber quality begginer-end gear, and mediocre mid-range gear.
Like smithing for example: heat up a sword to a certain tempature, aim on it with your blacksmith hammer and beat it from tip to base. You'd have a 30 second timer for hammering that sword the best you can before it get's too cold. - that's how people would skill up in smithing for example, not by grinding levels, not by hiring someone to play for them, but by literally improving their manual dexterity/timing/knoweldge etc in something that requires skill.
As players would literally gain experience from smithing, they'd improve how accurate their metal working was, what order they'd strike these spots in, how many times they strike in that 30 seconds etc...Strike too many times you get a pretty flimsy sword, strike too few and you get a really blunt one. There would be a preditermined "perfect" pattern to craft each item in the game. The game would detect how closely you were to making it perfectly and then scale the quality of your item that way.
The best crafted items in the games would be about as difficult to make as the final boss on Ninja Gaiden is to defeat on the toughest difficulty. This gives the players who are the best at crafting something to be proud of and a market to serve.
To scale things so that every crafter has a market they can sell services to, crafting would scale as in in the following example.
Everyone who takes the ability Craft: Potions can do so, but the materials used in the health potions determines what potion they make, how difficult it is to craft and how valuable it will be. If you boil a water-based health potion (which uses the easiest materials to obtain) the resulting item would depend on how well you performed the crafting process. You could get a Minor, Lesser, Average, Greater or Grand Water-Health-potion. Those who crafted using the cheapest materials would have the easiest time making Grand-quality items. The tougher the materials are to obtain, the tougher it would be to craft a Grand-quality item from them. If you attempted to craft a Dragonblood Health Potion and ended up making a Minor Dragonblood potion, it would still be better then a Grand Water-Based health potion- but the material cost would make it less efficient than sticking with what you're best at crafting with. A crafting system like this could scale things so that the people who are not the best crafters could have something they are good at making while the best crafters can have their own market to cator to as well as all the cheaper ones.
The same thing would apply to all crafting in the game. There would be two ways of improving your overall craftsmanship
#1 by getting more abilities available to you, and becoming a jack of all trades.
#2. By literally improving YOUR skills for each crafting ability.
An example of a crafting ability would be Craft: Arrow. If you took that ability that would be it. You could then craft any type of Arrow in the game. Then it would just be a matter of getting the materials for the different types of arrows and getting skilled enough so you can do good job of it too.
Combat Abilities.
When you start off the game, you'll get the default, well-rounded abilities, (like in ninja gaiden) that allow you enough room for variety of gameplay but still leave a lot of room for more to be added. For example a new ability you get in NG was a whirlwind attack. You'd spin around swinging a heavy weapon(be it a 2H sword, hammer etc) and it would hit enemies all around you within range. But here's the catch. You can max out at let's say 15 spins for an easy example- but you need to time your keybutton presses right. If you can manage to time the key presses right you can maintain the whirlwind attack longer or even up to the max. That's a fine example of what I'm saying would make for balanced pvp. Everyone who gets the whirlwind attack doesn't need to freaking grind/level to make it better, everyone gets the same whirlwind ability as everyone else does, but just how skillful you are with it, really depends on you- the player- to work on.
There would also be combos. In NG, if you upgraded your weapon, it would not only increase it's damage but unlock new combos for that weapon. I think that would be a very cool thing to allow in this game as well. Also some combos could be found in the game world or learned as you proceeded with the questline. In my perfect game, some of the best combos found in the game would fill an ability slot in order to be used.
Defense.
Examples of defense abilities: dodges, backflips, rolls, strafes, parry, teleport, etc. Holding a sheild/weapon up defensivly would be the basic one newbs start with. If you wanted to, you could hold your sheild up an entire fight, disabling you from attacking but also blocking most attacks. If you know the strafe ability, you can hold the sheild button, tap left or right direction and strafe away from an attack. If you know the backflip ability you can do the same but in a backwards direction. In ninja gaiden there are ways to break through an opponents defenses. An example of an ability to get past a persons defenses is a heavy attack. A heavy attack has two possible results:
#1. If you swung with all your force it would take you a moment to get yourself back into position again for another swing thus leaving you prone to attack (like half a second).
#2. if a heavy blow landed on a target in defence, not only would it temporarily stun the attacker but it will also leave the defender prone to attack for an extended period of time (like just under a second). That way if you were skilled enough and you manage to land a heavy attack on someone holding a sheild up, you could get past their defense. If they, on the other hand moved out of the way of your strong attack withought getting struck, they would have a small window of opportunity to hit you while your prone.
So far this is how my perfect game would emulate a lot of Ninja Gaiden stuff, time to move on.
Everyone who rolled a character would get the same language. But you could learn some new languages in the game to spice things up.
Towns/NPCs.
There would be default NPC run towns, but players could also create their own buildings and NPCs. Players could burn a NPC/player town to the ground. A group of NPC's/players would probobally kill them on sight after doing that. NPC buildings/characters would rebuild/revive themselves over time, but not the player created buildings/npcs.. If you killed another players quest giver, well that would suck for them. They'd need to either move on with their lives or wait for him to respawn. If you chain kill him, then those who need that npc might want to start getting crafty. They could get freinds to help defend that NPC, hire NPC guards for him, keep an eye out for him and get their business finished before he gets killed again, they could perma kill the guys killing that npc or anything else crafty players can come up with. (I'll talk about perma-killing later on) The trick to my perfect game would be to have as few restrictions as possible while allowing players the means to come up with some incredibly thick plots, rivalries, quests and evil/good deeds to make the game world exciting and facinating. If more of this kind of stuff happened in WoW, I think it would feel much more exciting and dangerous to play.
In a perfect game there would be ground/flying/swimming mounts&machines and Naval/Mounted/Seige combat in it. There would be giants that could be killed or kited into cities.
Factions.
There would be NPC factions but you can create your own clan, guild, faction, empire, country, town- whatever- and go beat the piss out of your enemies, NPC's and players alike. How do you make enemies? Take a wild guess. kill them for no reason, steal from them, talk smack, ninja loot, etc - the possibilities are limitless. If someone pissed you off, your possible reactions will have few limits. You could kill them right where they stand, get your whole clan involved, steal from them, kill their buddies etc. You could even go the other rout: Negotiate, apologize, offer gifts of truce, forgive, make alliances, be a bodyguard, mercenary, assassin, carebear- whatever. It would really be up to the players to decide what their reputations would be like in this game. In this game, reputations would be earned, not farmed
Full looting of player corpses would be a common thing. Even stealing & theft if you were good at it.
Repairing Items.
All your weapons, armor, craft-tools etc would wear and tear. This is where the game takes a Neocron twist: there would be people who can repair your items, but every time it's repaired it's slightly lower in quality then before it was broken. If you repair something enough times it's going to eventually be an unusable peice of crap that you can sell to a newbie. Just how much does the item lose quality when repaired? That depends entirely on the literal skill of the person repairing it and the materials they use to do the repair job. Examples of some seperate repair abilities: repair leather, repair sheilds, repair bows etc. This allows for a much more dynamic economy in my opinion. Do you have the cash to afford services from the top notch Bowyer in town? Or do you need to get a free one from the guy who picked up reparing bows earlier today? Is your freind/clanmate the repairman? Is your enemy? All these things factor into a much more dynamic and BUSY economy. Every time someone gets killed, they'll need new gear. Even those who never die will eventually need new gear. Crafting would actually be an important thing in this game and so would your reputation. ^_-
Gear Improvement.
If an item is better then the previous one, it is only so in a small way. Let's say the second best sword in the game does about 17 damage on average. Then the best sword in the game would do 18 damage. While the game would have different levels of gear to upgrade your character with, not everything would revolve around gear.
Races.
I would make the game settings very similar as it is in Ninja Gaiden. Everyone would start off as a human. Players could work their way into the feind faction and start looking feindish too. Races wouldn't be a major highlight of my perfect game, similar to EVE.
Server Transfers.
Technically it would probobally be hard to make one massive game universe. If it needed to be broken into servers, the servers would be called "worlds" and travelling from one world to another would put your body into a state making it so that another server transfer wouldn't be possible for 30 days.
Death.
I'd copy the idea Cybersphere came up with for death. You'd buy something called a "genclone"; a doctor would take a tissue sample and create an exact replica of your body in a jelly tube. When you'd die, your genclone would activate and voila ! you'd shoot out of a tube of jelly completely naked and no gear on. (hopefully with money in the bank) In my ultimate game, it wouldn't be described exactly the same as it is in cybersphere but it would be a similar concept. That means if you didn't have a genclone you could perma die.
Purchasing a genclone would be cheap and easy. Unless it was from an upper-class place or convenient location like in the center of a capital city. You'd want to be carefull about who you'd inform about your clone location (if anyone at all), because if your enemies found out, they could potentially perma-kill you.
Game Masters.
This exact opposite of a carebear game would allow for some really good game plots, pvp and politics that are player manifested! Assassinations, puppet leaders, police players, thug players and so on. But the players wouldn't be the only ones doing this. The game masters would be given cool privledges to allow them to make world events. My ultimate game would have game masters who could freely interact with the players and some may be evil while others may be nice. Some may react differently depending on how you talk with them just like real people do. For example, if you tried to pickpocket some guy at a bar, but he was actually a gm who would react ... [insert your reaction here]. One thing that's important to this game is that no matter what a gm did to you, you could always survive if you were good enough. Nobody in the game would have an ability that instantly killed you, but GM's would definitly have more tricks up their sleeves then the average player.
Playtime VS Skill.
If combat was like in ninja gaiden you could have a person who had everything in the game get into a fight with another player, who just started. If the lowbie player was much better then the uber-geared player, then he could actually kill him. Even if one hit from his opponent could kill him, if a lowbie were skilled enough, he could kill any character in the game. - The same thing goes with ninja gaiden (but unfortunatly you can't teleport to the last boss in NG)
Okay maybe you haven't played Ninja Gaiden, so I'll explain something here. I had my ass handed to me many times by the first boss before beating him. When I got to the last boss I killed him. (not saying that everyone did) I had actually gotten BETTER at the game by beating the first level..the second level..etc and by playing the game from beginning to end. It wasn't just the gear/abilities that enabled me to defeat the last boss. My perfect game would be the same. If you were decked out in all the best gear on this fictional game and you had a tough time killing a noob, either you had heavily relied on other people to get all that stuff or that noob had some experience playing such a game before. So with that in mind, the likelihood of a newbie killing a player who earned all of his gear would be slim. On the other hand an expert at the game could roll a new character, walk up and fight a guy who played an uber char he bought on e-bay, and kick his butt.
Some people may read this and say to themselves "Well in WOW or in Final Fantasy Online or blah blah blah, theoretically a level one could beat an uber geared guy." No. I'm not talking theory. Play NG if you don't understand what kind of combat I'm talking about.
Resources.
The game would have resource nodes in the world and whoever controlled them would get the silver, oak, coal etc from that node. People could then use that stuff for their clan to create bulidings and gear, sell it to people, have a tax for those who wish to draw minerals from the node, or lose it entirely to another clan that kicks their butt. After enough usage, a node will get depleted and will need time to replenish.
PVE Combat.
The main storyline and quests would be done through PVE combat. The creeps in the game would fight very similar to the ones in ninja gaiden. Beginner zones would be about 1/2 as tough as the ones on NG's first level on the easiest difficulty, while the toughest creatures would be as hard as the last level creeps/bosses in NG on the most extreme difficulty. If there were raid bosses, they would have similar AI, the ability to strike many people at once while, have insane defense and/or an ability to heal themselves. There would be a few NPC's in this game that'd have uncanny dodge/block/counterstrikes abilities, flawlessly timed/numerous array of attacks and different stages so that there's always something in the game that can kick the players ass. ^_-
Anyways that would make my dream game. Of course insane graphics, huge maps, free to play, downloadable, unhackable, continuous free expansions etc would be part of a dream game but not likely to happen in reality. The biggest and best parts for me would be a combat system similar to Ninja Gaiden, FFA PVP, full looting of player corpses and the crafting system.
If all that stuff could be combined together I think it could be a really interesting game to play, even for those at the "end game".
So what do you think makes a great game?
First of all I think games that are original by design are very successful. But there's also another point that I would address if I were designing a game as well as making it original.
In a sense, a spork is original, but in another sense it's not. It's able to do the same thing as a fork or a spoon could all in one, but it's not as common as a household utensil.
I think that one thing that makes a video game a great success is when the game is designed with the realization that only so many people will like it and then specifying it to meet those players wants & needs.
I think another thing that makes a great game is how involving it feels when you play. How inovlved do you feel when reading the bible compared to reading the shining or curious george? ... Some people will experience a much stronger feeling of involvement when reading curious george then reading the Bible or The Shining. It's really in a persons tastes as to what they get hooked on.
I think this is the same in video games and one reason that Halo is such a successful game. I don't play halo to strategize like I would in chess, or to explore and quest like I would in Zelda. I play halo to have the Halo-Experience! The game has a unique quality to it that makes it stand out but at the same time it contains the bread and butter of any FPS game. It has good balance. Halo keeps the original basic concep of a FPS, but it also adds enough original ideas that complement the needs of the players that enjoy that style of play. This is one reason why halo is great game.
Great games like Halo don't simply rely on tying together features of other games into one package to make something new and ground breaking. Otherwise it'd just be a spork. Great games are designed in a tight & tidy, specific package. They are complimented (if not based on) original concepts/ideas so that when it's all put together, it meets a definitive catagory of players needs.
One thing that's also important to a game is that you can rely on it to always cator to a specific need. If you prefer another type of style then what Halo or Diablo has to offer, then it's pretty easy to put that game down and find a copy of whatever else it is your into.
As another analogy, if I were to listen to a radio station, I would much rather put on the rock station and listen to nothing but rock- then if I decided to listen to country, I'd tune into a country station. However, here in northern ontario there is one major radio station that plays every genre of music this side of the moon. I can only assume they are attempting to appeal to EVERYONE who's listening but as a result of this, only the people who enjoy listening to a country song right after the latest in hip hop find a lot of enjoyment from our station. I would much rather, have a specific radio station for each genre of music then just have our one which plays all sorts of genres one right after the other all day long.
I think a lot of video games are made the way that the designer wants a video game to be made, plus they add what they assume other people want in a game. They make a game they would gizz over, plus what every other tom %@$% and harry would want too. These games combine the best stuff of all sorts of other games wrapped up in one package. They are making sporks. It's like they're trying to make a holy grail of video games, but the likelihood of me solely playing a game such as that is just about as likely as me using a spork to eat my cereal tommorow morning.
Anyways the biggest point I'm trying to focus on here is the best games are the ones that target a specific audience and focus entirely on WOWing that audience, no others. Some people may think such a game is crap, but the ones who enjoy it will probobally love it to peices - that is what makes a great game in my humble opinion.
What do you think makes a great game and why?