Holographic environment simulator
Technical
- Enclosed chamber used as tool for training and simulation, as well as general recreation
- Simulations composed of a combination of projected three-dimensional images, replicated matter
- Omnidirectional holographic diodes (known as "hologrid") emits photon packets contained within and manipulated by low-energy force-fields, producing illusion of three-dimensional structures
- Force-field-contained photon packets essentially serve as building blocks for larger holographic structures, simulating material interactions through direct manipulation of force-field parameters
- Holographic resolution adjustable as necessary for individual elements
- With sufficient computational power, resolution can potentially be reduced to molecular-level (VOY: "The Phage")
- Holographic resolution adjustable as necessary for individual elements
- Commonly referred to as "holodeck matter", or "holomatter" (TNG: "Elementary, Dear Data", "Ship in a Bottle")
- Though not persistent outside holodecks, holomatter internal force-fields are partially self-sustaining for short durations (TNG: "The Big Goodbye")
- Purposeful design aspect to provide for maintenance of holographic simulations through brief interruption of systems
- Though not persistent outside holodecks, holomatter internal force-fields are partially self-sustaining for short durations (TNG: "The Big Goodbye")
- Usually applied to larger objects (furniture, landscape, characters) which will not have much direct movement through participant interaction
- Cannot be sustained long-term outside holodeck, but
- Force-field-contained photon packets essentially serve as building blocks for larger holographic structures, simulating material interactions through direct manipulation of force-field parameters
- Replicated objects as necessary for directly-manipulated props
- Usually applied to smaller, hand-held objects to reduce manipulation complexity
- Props can transition from former simulation method to latter smoothly as needed
- e.g., a full bookshelf simulated using the above method, with individual objects replicated when holodeck routines project high probability of direct participant interaction in near future
- Omnidirectional holographic diodes (known as "hologrid") emits photon packets contained within and manipulated by low-energy force-fields, producing illusion of three-dimensional structures
- Illusion of heightened internal space provided by combination of internal treadmill-like effects, internal subdivision of holodeck space
- Individuals walking or maneuvering within holodeck simulations over long distances are held in place through partial application of holodeck force-fields, while simulation is reconfigured to provide the illusion of forward motion
- When multiple individuals separate in a given simulation, system internally subdivides holodeck through holomatter barriers between individuals in question projecting illusion of separated individuals (if they should be visible) at greater distance
- Maximum holodeck occupancy thus based on number of individuals able to be simultaneously subdivided such that no one individual can directly interact with projected holomatter barriers without physical approach
- Holodeck programs consist of individual holographic elements with specific associated programs
- As with most computer programs in 24th century era, such programs consist of individual devoted black-box subroutines serving as independent components interconnected to one another as needed
- Interactive holographic characters based on fundamental VI framework populated with biographical and historical data and personality parameters as needed to simulate individual beings (TNG: "Booby Trap"; VOY: "Darkling")
- In individual interactions, standard framework can be incredibly convincing, although on repeated participation, programmatic nature of framework can be more blatant, disrupting immersion (VOY: "Heroes and Demons")
- Experimentations to expand framework such that VI framework can better withstand repeated participation have often led to results hovering in grey area between VI and AI (TNG: "Elementary, Dear Data"; DS9: "His Way"; VOY; TNG Novel: Immortal Coil)
- Such experimentations often approach nearer to AI as programs run over extended periods, resulting in increasing density of internal interconnections from learning algorithms (DS9 Novel: The Long Mirage)
- Questions on fundamental sentience of such AI first arose c.2377 from Mark I EMH installed upon USS Voyager (VOY: "Author, Author")
- Interactive holographic characters based on fundamental VI framework populated with biographical and historical data and personality parameters as needed to simulate individual beings (TNG: "Booby Trap"; VOY: "Darkling")
- Internal forcefield substrate used as external data storage by which holoprogram data can be encoded for independent animation and functioning from holodeck processors so long as projection continues
- Heavily implied by general treatment of individual holographic entities across Trek
- Individual holographic elements can thus be easily transferred from one program to another without requiring massive reprogramming efforts
- As a result, sudden collapse of holoprogram projection can result in loss of program data for individual holographic elements (VOY Novel: The Farther Shore)
- As with most computer programs in 24th century era, such programs consist of individual devoted black-box subroutines serving as independent components interconnected to one another as needed
History
- Successor technology to 23rd century environment simulation and recreation rooms (TAS: "The Practical Joker")
- Initial implementations purely in civilian realm
- Available to civilians as early as 2341 (VOY: "Once Upon a Time")
- By 2364, more established implementations installed on Starfleet vessels (TNG: "Encounter at Farpoint")
- Implied as new Starfleet technology in that episode