Difference between revisions of "Holodeck"

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==Design==
 
==Design==
  
The holodeck takes the form of an empty chamber. Holographic emitters and [[forcefield]] 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>.
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The holodeck takes the form of 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>.
  
Inside the holodeck, a virtual environment is created via holograms made tangible through the use of forcefields. In order to simulate outdoors 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>.  
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Inside the holodeck, a virtual environment is created via holograms made tangible through the use of force fields. In order to simulate outdoors 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>.  
  
 
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 authorised personnel<ref>[[TNG: Descent]]</ref>; in practice, the safeties are prone to failure should the holodeck suffer malfunctions in its hardware or software<ref>[[TNG: The Big Goodbye]]</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 authorised personnel<ref>[[TNG: Descent]]</ref>; in practice, the safeties are prone to failure should the holodeck suffer malfunctions in its hardware or software<ref>[[TNG: The Big Goodbye]]</ref>.

Revision as of 17:04, 8 February 2008

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 has primarily achieved popularity as a form of entertainment.

Design

The holodeck takes the form of 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[3].

Inside the holodeck, a virtual environment is created via holograms made tangible through the use of force fields. In order to simulate outdoors 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].

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 authorised personnel[7]; in practice, the safeties are prone to failure should the holodeck suffer malfunctions in its hardware or software[8].

Usage

Most holodecks carry a library of pre-programmed simulations[9]. Additionally, holoprograms are available commercially, either for sale[10] or for rent, much like books or films today. Users can also create their own holodeck programs by giving the computer voice commands describing the environment to simulate.

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].

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[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][18]; and even with the safeties working, it is possible to receive injuries on the holodeck[19]. 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.[20]

In two peculiar incidents, the holodeck accidentally created a fully sentient artificial intelligence[21][22].

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
  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"
  18. TNG "A Fist Full of Datas"
  19. TNG "Conundrum" - a crew member injured her shoulder in a diving simulation
  20. TNG "The Big Goodbye"
  21. TNG "Elementary, Dear Data"
  22. VOY "Spirit Folk"