Difference between revisions of "Holodeck"

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[[Image:Holodeck.jpg|thumb|right|Holodeck on Enterprise-D]]
[[Image:Holodeck.jpg|thumb|right|Holodeck on Enterprise-D]]
The '''holodeck''' (or '''holosuite''') is a technology in the [[Star Trek]] universe which allows the user to create a life-like virtual environment through the use of [[hologram]]s. It can be used for training<ref>DS9 "The Magnificent Ferengi"</ref> or research<ref>TNG "Identity Crisis"</ref>, but has primarily achieved popularity as a form of entertainment.
The '''holodeck''' (or '''holosuite''') is a technology in the [[Star Trek]] universe which allows the user to create a life-like virtual environment through the use of [[hologram]]s. It can be used for training<ref>DS9 "The Magnificent Ferengi"</ref> or research<ref>TNG "Identity Crisis"</ref>, but it has primarily achieved popularity as a form of entertainment.


==Design==
==Design==
When not in operation, a holodeck looks like an empty chamber. Holographic emitters and [[force field]] generators are embedded in the walls and one or more control surfaces are usually available, either as a stand-alone console or as a wall panel. The holodeck generally has only one exit.<ref>TNG "The Big Goodbye"</ref>
When not in operation, a holodeck looks like an empty chamber, usually with a grid pattern on the walls. Holographic emitters and [[force field]] generators are embedded in the walls and one or more control surfaces are usually available, either as a stand-alone console or as a wall panel. The holodeck generally has only one exit.<ref>TNG "The Big Goodbye"</ref>


Inside the holodeck, a virtual environment is created via holograms made tangible through the use of force fields. In order to simulate outdoor areas, landscapes can be projected on the walls<ref>TNG "Encounter at Farpoint"</ref>. Through optical illusions, the holodeck can support multiple users, each seeing a different part of the simulation.<ref>TNG "Elementary, Dear Data"</ref>  Some permanent objects (such as food items) can also be introduced to the environment using [[replicator]] technology.
Inside the holodeck, a virtual environment is created via holograms made tangible through the use of force fields. In order to simulate outdoor areas, landscapes can be projected on the walls<ref>TNG "Encounter at Farpoint"</ref>. Through optical illusions, the holodeck can support multiple users, each seeing a different part of the simulation.<ref>TNG "Elementary, Dear Data"</ref>  Some permanent objects (such as food items) can also be introduced to the environment using [[replicator]] technology.


Holodecks are equipped with safety settings to prevent the injury or death of their users. Without these safeties, the holodeck is as dangerous as whatever environment it simulates.<ref>''[[Star Trek: First Contact]]''</ref> Deactivating the safeties can theoretically be done only by authorized personnel<ref>TNG "Descent"</ref>; in practice, if any kind of malfunction occurs in a holodeck's hardware or software, the safeties will almost certainly fail.<ref>TNG "The Big Goodbye", "A Fist Full of Datas", "Emergence", DS9 "Our Man Bashir", etc.</ref>
Holodecks are equipped with safety settings to prevent the injury or death of their users. Without these safeties, the holodeck is as dangerous as whatever environment it simulates.<ref>''[[Star Trek: First Contact]]''</ref> Deactivating the safeties can theoretically be done only by authorized personnel<ref>TNG "Descent"</ref>; in practice, if any kind of malfunction occurs in a holodeck's hardware or software, the safeties will almost certainly fail.<ref>TNG "The Big Goodbye", "A Fist Full of Datas", "Emergence", DS9 "Our Man Bashir", etc.</ref>
The holodeck on the [[USS Voyager|''USS Voyager'']] was powered by it's own dedicated reactors that, according to [[Harry Kim|Ensign Kim]], were not compatible with the systems used by the rest of the ship.  This somehow meant that while the rest of the ship was having major power outages due to limited fuel reserves, the holodeck could be run without any need for rationing.<ref>VOY Parallax</ref>  Of course this begs the question why they [[technobabble|couldn't fix it]] to be [http://tvtropes.org/pmwiki/pmwiki.php/Main/VoodooShark compatible].


==Usage==
==Usage==
Most holodecks carry a library of pre-programmed simulations.<ref>''[[Star Trek: First Contact]]''</ref>  Additionally, programs are available commercially, either for sale<ref>DS9 "Our Man Bashir"</ref> or for rent, from [[Ferengi]] traders or other market-driven societies.  Users can also create their own holodeck programs by giving the computer voice commands describing the environment to simulate.
Most holodecks carry a library of pre-programmed simulations.<ref>''[[Star Trek: First Contact]]''</ref>  Additionally, programs are available commercially, either for sale<ref>DS9 "Our Man Bashir"</ref> or for rent, from [[Ferengi]] traders or other market-driven societies.


After selecting or defining a program, the user enters the simulation. The program generally ends when one or more objectives have been completed.<ref>DS9 "Our Man Bashir"</ref>  The user can save and restore his or her progress at any time, reset the simulation, or alter its contents.<ref>TNG "The Big Goodbye"</ref>
After selecting or defining a program, the user enters the simulation. The program generally ends when one or more objectives have been completed.<ref>DS9 "Our Man Bashir"</ref>  The user can save and restore his or her progress at any time, reset the simulation, or alter its contents.<ref>TNG "The Big Goodbye"</ref>


At any time the user can call for a control console (or "arch") to manipulate the simulation or access the holodeck's exit door.<ref>''[[Star Trek: Generations]]''</ref>
At any time, the user can call for a control console (or "arch") to manipulate the simulation or access the holodeck's exit door.<ref>''[[Star Trek: Generations]]''</ref>


It is possible for the user to create his or her own holoprogram. This can be done by using existing [[sensor]] or library [[computer]] data<ref>TNG "Ship in a Bottle"</ref>, via voice commands<ref>TNG "Schisms"</ref> or through written text.<ref>VOY "Author, Author"</ref>
On some systems, users can create their own holoprograms. This can be done by using existing [[sensor]] or library [[computer]] data<ref>TNG "Ship in a Bottle"</ref>, via voice commands<ref>TNG "Schisms"</ref> or through written text.<ref>VOY "Author, Author"</ref>


==Risks and Incidents==
==Risks and Incidents==
While holodecks are a widely-used technology, and commercial holodecks have a respectable safety record, the holodecks in use on Federation starships have shown a significant amount of unexpected behaviour and outright malfunctions. The holodeck safeties in particular are prone to failure;<ref>TNG "The Big Goodbye", "A Fist Full of Datas"</ref> and even with the safeties working, it is possible to receive injuries on the holodeck.<ref>TNG "Conundrum" - a crew member injured her shoulder in a diving simulation</ref>  Additionally, it is often difficult or impossible to evacuate users from a malfunctioning holodeck, and simply turning off the simulation with people inside can be dangerous to the occupants.<ref>TNG "The Big Goodbye"</ref>  
While holodecks are a widely-used technology, and commercial holodecks have a respectable safety record, the holodecks in use on Federation starships have shown a significant amount of unexpected behaviour and outright malfunctions. The holodeck safeties in particular are prone to failure;<ref>TNG "The Big Goodbye", "A Fist Full of Datas"</ref> and even with the safeties working, it is possible to receive injuries on the holodeck.<ref>TNG "Conundrum" - a crew member injured her shoulder in a diving simulation</ref>  Additionally, it is often difficult or impossible to evacuate users from a malfunctioning holodeck, and simply turning off the simulation with people inside can be dangerous to the occupants.<ref>TNG "The Big Goodbye"</ref>  


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Holodecks draw a surprisingly large amount of a ship's power, such that it is wise shut them down during any situation that requires the full power of the ship.  If a power drain is sufficiently critical, the computer will cut power to the holodecks automatically.<ref>TNG "Booby Trap"</ref>
Holodecks draw a surprisingly large amount of a ship's power, such that it is wise shut them down during any situation that requires the full power of the ship.  If a power drain is sufficiently critical, the computer will cut power to the holodecks automatically.<ref>TNG "Booby Trap"</ref>
The holodeck on the [[USS Voyager|''USS Voyager'']] was powered by it's own dedicated reactors that, according to [[Harry Kim|Ensign Kim]], were not compatible with any other systems on the ship.  This somehow meant that while the rest of the ship was having major power shortages due to limited fuel reserves, the holodeck could still run without any need for rationing.<ref>VOY Parallax</ref>  Of course this begs the question why they [[technobabble|couldn't fix it]] to be [http://tvtropes.org/pmwiki/pmwiki.php/Main/VoodooShark compatible].  Even if they can't fix it to be compatible, there is the additional question of what fuel the holodeck reactors run on and why that can't be used to run anything else on the ship.


==See Also==
==See Also==

Latest revision as of 17:18, 13 January 2023

Holodeck on Enterprise-D

The holodeck (or holosuite) is a technology in the Star Trek universe which allows the user to create a life-like virtual environment through the use of holograms. It can be used for training[1] or research[2], but it has primarily achieved popularity as a form of entertainment.

Design

When not in operation, a holodeck looks like an empty chamber, usually with a grid pattern on the walls. Holographic emitters and force field generators are embedded in the walls and one or more control surfaces are usually available, either as a stand-alone console or as a wall panel. The holodeck generally has only one exit.[3]

Inside the holodeck, a virtual environment is created via holograms made tangible through the use of force fields. In order to simulate outdoor areas, landscapes can be projected on the walls[4]. Through optical illusions, the holodeck can support multiple users, each seeing a different part of the simulation.[5] Some permanent objects (such as food items) can also be introduced to the environment using replicator technology.

Holodecks are equipped with safety settings to prevent the injury or death of their users. Without these safeties, the holodeck is as dangerous as whatever environment it simulates.[6] Deactivating the safeties can theoretically be done only by authorized personnel[7]; in practice, if any kind of malfunction occurs in a holodeck's hardware or software, the safeties will almost certainly fail.[8]

Usage

Most holodecks carry a library of pre-programmed simulations.[9] Additionally, programs are available commercially, either for sale[10] or for rent, from Ferengi traders or other market-driven societies.

After selecting or defining a program, the user enters the simulation. The program generally ends when one or more objectives have been completed.[11] The user can save and restore his or her progress at any time, reset the simulation, or alter its contents.[12]

At any time, the user can call for a control console (or "arch") to manipulate the simulation or access the holodeck's exit door.[13]

On some systems, users can create their own holoprograms. This can be done by using existing sensor or library computer data[14], via voice commands[15] or through written text.[16]

Risks and Incidents

While holodecks are a widely-used technology, and commercial holodecks have a respectable safety record, the holodecks in use on Federation starships have shown a significant amount of unexpected behaviour and outright malfunctions. The holodeck safeties in particular are prone to failure;[17] and even with the safeties working, it is possible to receive injuries on the holodeck.[18] Additionally, it is often difficult or impossible to evacuate users from a malfunctioning holodeck, and simply turning off the simulation with people inside can be dangerous to the occupants.[19]

In two peculiar incidents, the holodeck accidentally created a fully sapient artificial intelligence.[20]

Holodecks draw a surprisingly large amount of a ship's power, such that it is wise shut them down during any situation that requires the full power of the ship. If a power drain is sufficiently critical, the computer will cut power to the holodecks automatically.[21]

The holodeck on the USS Voyager was powered by it's own dedicated reactors that, according to Ensign Kim, were not compatible with any other systems on the ship. This somehow meant that while the rest of the ship was having major power shortages due to limited fuel reserves, the holodeck could still run without any need for rationing.[22] Of course this begs the question why they couldn't fix it to be compatible. Even if they can't fix it to be compatible, there is the additional question of what fuel the holodeck reactors run on and why that can't be used to run anything else on the ship.

See Also

References

  1. DS9 "The Magnificent Ferengi"
  2. TNG "Identity Crisis"
  3. TNG "The Big Goodbye"
  4. TNG "Encounter at Farpoint"
  5. TNG "Elementary, Dear Data"
  6. Star Trek: First Contact
  7. TNG "Descent"
  8. TNG "The Big Goodbye", "A Fist Full of Datas", "Emergence", DS9 "Our Man Bashir", etc.
  9. Star Trek: First Contact
  10. DS9 "Our Man Bashir"
  11. DS9 "Our Man Bashir"
  12. TNG "The Big Goodbye"
  13. Star Trek: Generations
  14. TNG "Ship in a Bottle"
  15. TNG "Schisms"
  16. VOY "Author, Author"
  17. TNG "The Big Goodbye", "A Fist Full of Datas"
  18. TNG "Conundrum" - a crew member injured her shoulder in a diving simulation
  19. TNG "The Big Goodbye"
  20. TNG "Elementary, Dear Data", VOY "Spirit Folk"
  21. TNG "Booby Trap"
  22. VOY Parallax