I mean, he's got the commlink implanted, so can't he just use his mind to control AR instead of those gloves?
Because he does not have a tactile connection with AR....AR gloves can also be used to send information on what you are holding (it's size, weight, shape, texture) and there is no other way to do that with a standard commlink or an implanted DNI comm. AR gloves are input as much as they are output devices.
Tactile perception can also be applied through a Simsense module.
I'm sure that the Matrix book is going to have AR cyberware so that the Hacker can always feel like they are in the matrix.
All senseware needed for AR is included in the main book.
The gloves have a built-in massager that prevents carpal tunnel.
Because the commlink in his head is his work link and he is saving up for a public link that will run in Active mode while his implant runs hidden.
| QUOTE (The Jopp) |
| Tactile perception can also be applied through a Simsense module. |
only if the RAS override is turned on. hell, you can experience full vr that way even...
page 209, last section under augmented reality. it specifically states that the simplest way to use AR is via simsense.
| QUOTE (Trigger) |
| Because he does not have a tactile connection with AR....AR gloves can also be used to send information on what you are holding (it's size, weight, shape, texture) and there is no other way to do that with a standard commlink or an implanted DNI comm. AR gloves are input as much as they are output devices. |
| QUOTE (SR4) |
| These gloves are also able to provide basic information regarding touched or held items, such as weight, temperature, and hardness. |
| QUOTE (Demezrel) |
| I'm highly curious why people think this. Can you cite your source? Sim module allows you to receive Simsense and VR. Not AR, I don't know where anyone should think that it gives you AR. It's an all or nothing thing, they override your motor functions if you're using your sim module you're a limp noodle. |
| QUOTE (hobgoblin) |
| only if the RAS override is turned on. hell, you can experience full vr that way even... page 209, last section under augmented reality. it specifically states that the simplest way to use AR is via simsense. |
Its for full immersion only
2bit's right, the text right before the bit about hacking out the RAS talks about it only coming into effect under VR or other full immersion simsense.
AR can in no way be said to be full immersion...
The Sim Module is for Full Immersion only. The text indicates that it allows the user to directly experience simsense programs and virtual reality. Nowhere does the sim module allow for partial immersion simsense.
| QUOTE (2bit) |
| Moodchip BTLs, for example, are emotive track only. |
I didn't know you could Taste and Smell Augmented Reality.
The Taste Booster and the Olfactory Booster act as AR interfaces as per their descriptions. Both p331.
| QUOTE (Demerzel) |
| The Taste Booster and the Olfactory Booster act as AR interfaces as per their descriptions. Both p331. |
| QUOTE (Demerzel) | ||
That's pretty funny then because you can't buy a sim module that allows you to do that. If you buy a sim module you have to hack it with a hardware + logic (5, 1 hour) extended test, at the users own risk. |
Does the Touchlink do the same thing as AR Gloves then? I've always been confused on what exactly that little piece of cyberware does.
I thought the Sim Module was for anything dealing with simsense, either full immersion (like VR or simchips) or partial (like AR overlays).
the touchlink iirc enables you to feel virtual touches. like say if someone sendt you a huggy bear style message, you would be able to feel said hug.
But does the touchlink also do the same thing that the AR gloves do with the weight, density, etc.? Or is that feature specifically reserved for the AR gloves?
| QUOTE (WhiskeyMac) |
| But does the touchlink also do the same thing that the AR gloves do with the weight, density, etc.? Or is that feature specifically reserved for the AR gloves? |
| QUOTE (The Jopp) | ||||
Eh, No. THe only reason to modify the sim module is for HOTSIM. Normal AR and VR Simsense is with the Sim Module. Regular AR and VR uses unmodified simsense signals from a sim module and only BTL and Hotsim uses the overridden safety features of a hotsimmed sim module. |
| QUOTE (WhiskeyMac) |
| Does the Touchlink do the same thing as AR Gloves then? |
| QUOTE (Demerzel) | ||
Basically yes, and more, it is more like AR gloves for your whole body. It provides the sense of touch virtually, the sense of touch is what conveys weight, temperature, and hardness so since that is what the AR gloves provides that's your answer. |
| QUOTE (demerzel) |
| But basically yours is a false statement. |
| QUOTE (The Jopp) |
| Eh, No. THe only reason to modify the sim module is for HOTSIM. |
| QUOTE (Trigger) |
| Though the description of the AR gloves is vague, I have seen it generally agreed upon that the gloves can also measure the weight, size, hardness, and temperature of what they are holding and transmit that data to someone else |
| QUOTE |
| Do you claim it is a valid interpretation to say that the second method is not in the rules? |
So your claim is that he meant to say, the only reason someone would want to modify a sim module is for hot sim, and that he just forgot the want part?
Then the part of the book where it says that a BTL addict overrides the RAS override to allow them to experience BTL Moodchips without being a limp noodle is not a want it is a imperative of the addiction and since noone wants to be addicted than noone wants to override the RAS system and therefore he mad a valid interpretation?
Sorry, he claimed that the second part of the modifications didn't exist, and he was incorrect.
[QUOTE=Demerzel]
Sorry, he claimed that the second part of the modifications didn't exist, and he was incorrect. [/QUOTE]
My apologies, i meant that it was not neccessary to modify the Sim module for safe AR use. The only reason for modding a Sim module is for Hot-Sim and BTL.
Page 318 SR4
[QUOTE]It is possible to modify a sim module to allow the
user to experience hot sim (p. 229) and BTLs (p. 250) with a
Hardware + Logic (10, 1 hour) Extended Test, but this also
makes the user more vulnerable to Black IC programs [/QUOTE].
Ok, so the above says that a modification of the Sim Module is needesd to use BTL and Hotsim.
Page 318 SR4
[quote] As a safety precaution, sim mods override your motor
functions while you are fully immersed in VR/simsense, so
that you don’t blindly thrash around in the real world and
potentially injure yourself or break things. [QUOTE]
And here it also says that while using VR and SIMSENSE the motor functions are turned off.
Page 208 SR4 (Augmented Reality)
[QUOTE]Your commlink accesses Matrix data from the wireless nets
around you, feeding you the results via simsense or any number
of interface devices. AR sensory input is specifi c to each
user—while you and your buddy can both access the menu icon
“displayed” outside a restaurant, only you will hear the ringtone
or feel the slight buzz that signals an incoming call.[/QUOTE]
The above spells out rather clearly that simsense IS part of the AR experience.
Now, i can agree that the rules are rather vague on the issue as it is not clearly spelled out that Sim Modules work with AR but why wouldn't it. It is basically a toned down version of VR.
Ok, this should settle most things under AR (page 209 SR4)
[QUOTE]The easiest and most common way to get your AR fi x,
though, is through simsense. You need a sim module for your
commlink to interpret the signals and feed you the data via a
cyberware simrig, worn simrig, trode net, or datajack.[/QUOTE]
@The Joop
I can see where you're missing my point because it may be dificult to pick it up with a brief reading of the thread. So allow me to sum up.
What I've said above is that the final paragraph of the augmented reality section p209 should be stricken as inconsistant with the remainder of the document. This is because no other part of the document supports the idea of partial simsense, and in fact contradicts it.
For example, the description of the Sim Module does not in any way indicate that it is useable for AR, it is a Simsense and VR tool. Infact it indicates that if you use it and want to be anything other than a wet noodle you have to break it.
When you claim that it is only for full immersion instead of partial simsense then I have to say that is contradicted by the text under the BTL/Moodchip section. If you could have partial simsense, that is to say if it were possible, why would you need to disable the RAS override to use a moodchip while walking around and experienceing the world, you could just use the emotive track in partial simsense and have no problem.
There exist single sense input devices, namely: Image Link, Sound Link, Taste Booster, Olfactory Booster, and Touch Link. So that same augmented reality section appears to be developed and missed these logical inconsistancies, and I can see how that can happen easily given the scale of a document like SR4, and the number of authors tasked to produce it.
| QUOTE (Demerzel) |
| For example, the description of the Sim Module does not in any way indicate that it is useable for AR, it is a Simsense and VR tool. Infact it indicates that if you use it and want to be anything other than a wet noodle you have to break it. |
Unfortunately, I think now that the rules allow for both interpretations. All evidence for both is circumstantial, as far as I can tell, but Demerzel's interpretation seems to be the path of least resistance. Eliminate using sim modules for AR, and the purpose of a lot of other gear becomes more clear.
It also explains another thing that's been bugging me: why would a smartlink require an image link, when it could just as easily use your sim module?
| QUOTE (2bit @ Feb 19 2007, 08:04 AM) |
| Eliminate using sim modules for AR, and the purpose of a lot of other gear becomes more clear. |
| QUOTE (The Joop) |
| And the most efficient way of getting your simsense fix in AR is by the SIM MODULE. |
| QUOTE (MITJA3000+) |
| Why does the Hacker have ar-gloves? |
all that said, I think partial simsense feeds for AR make perfect sense.
I think that he easiest fix for this is to strike the 'simsense' part form the 'VR/simsense' sentence on page 318 of the BBB. It does not seem logical that it would lock your body down when not in full VR, since simsense is not just accessed in full VR. If Page 318 only said that a Sim Module locks you motor functions in full immersion VR then this entire problem would be fixed.
My problem with that is I consider full immersion VR = Simsense.
It also fails to explain issues like why does a smartlink require an imagelink if every other use of the image link other than the smartlink could be replaced by partial simsense. Also it does not account for the requirement of a moodchip to have a RAS overide as mentioned in the BTL section. So if you want to allow for partial simsense you'd have to change the Sim Module section, change the BTL section and satisfy a logical inconsistancy in smartlinks, plus possibly others I haven't dug up.
I think the thing that really gets me about it is that it overtrivializes the situation. Allow partial simsense then suddenly everything is trivial. Why have cyber eyes, the blind could wear a seeing hat with a trode net and video sensors, the deaf likewise. Then if you take away the economic incentive for devices like cybereyes and ears then they dry up for the military uses as well. Who would pay for and risk surgery, etc.
What's the point of so much of the world when you take partial simsense out to its logical extension? As much as I'd hate to pull out the grit argument, but it makes it such a clean and pretty world where that blind drug dealer on the corner who can't afford eyes spends 1k
and is done with it, etc...
Sorry, DP.
| QUOTE |
| Why have cyber eyes, the blind could wear a seeing hat with a trode net and video sensors, the deaf likewise. |
| QUOTE (Demerzel) |
| As much as I'd hate to pull out the grit argument, but it makes it such a clean and pretty world where that blind drug dealer on the corner who can't afford eyes spends 1k |
It's not that it wouldn't make sense to me to have partial simsense, infact as I've said my first impression was that it is perfectly valid. My first post on DSF was something about partial simsense.
However the simple question of, "Why does the picture on the cover have a hacker wearing AR gloves?" lead me to look at the whole body of work and think that partial simsense over simplifies. Turns all this work in a variety of pieces of equipment, etc. into nothing.
You want fluff reasons why it wouldn't work? Nothing could be eaiser. The human brain isn't equipped to handle two incoming feeds and seemlessly overlapping them. You'd have to somehow intercept and cut the feed from the eyes(/ears/etc.) and process in a digitally combined version, then feed it back in. And that with magnetic fields and electro pulses through a few electrodes around a headband?
| QUOTE |
| And that with magnetic fields and electro pulses through a few electrodes around a headband? |
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