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Quantum Mechanics

Physicist Tom Campbell: Attributes of Virtual Reality

 


 

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notes from various lectures given by Tom, featured on youtube:

 

The concept of virtual reality (VR) does a better job of explaining the results of physics experiments (such as the Double Slit) than its competitor, materialism.

Each of us is an “individualized consciousness unit” (ICU) or a “free-will awareness unit” (FWAU), all of which is part of Universal Consciousness (UC). We’re all connected, all part of the larger system, just a subset of the UC.

Consciousness is an information system.

The UC is evolving toward higher levels of order, or lower entropy (disorder), or greater spirituality, or love. Love can be defined as a lowering of entropy; in other words, greater cooperation, harmony, a desire to build and construct, and the like. Evil has high entropy and it’s unstable. This is why the conspiracies of evil eventually break down, splinter into factions. Those within an evil system are really in it for themselves, and eventually they will see an opportunity to get rid of their associates and take all the power-and-control for themselves. This is the history of the world, the history of the ego, and UC seeks to progress and evolve away from that self-centeredness.

VR games as metaphor of our VR

A computer game, like “World Of Warcraft,” is a kind of virtual reality, and this helps us to understand the larger consciousness system.

The computer computing “World Of Warcraft” can’t be inside the “World Of Warcraft” game but has to be outside the game. The computer has to be “non-physical” – invisible – to the “World Of Warcraft” game, it has to be outside the game.

Also, the player playing the game, sitting at the computer, likewise has to be outside the game, outside the virtual reality. Therefore, to restate, both the computer and the player are “non-physical” from the perspective of the characters inside the “World Of Warcraft” game.

The computer and the player have to be in the same reality because they communicate, share information, with each other.

How does this work for us if we live in a virtual reality (VR)? There are two parts to us: (1) our physical bodies are like the avatar-elf, but (2) our minds, our consciousness, is the “player at the computer.” The elf is just a picture of an elf, and our bodies are just a simulation, have no real substance, because matter itself has no real substance.

The characters in the “World Of Warcraft” game are not, of course, real, but only avatars, and have no existence outside the game. When the “elf” of the “World Of Warcraft” game moves or does something, it’s not the avatar-elf itself that’s doing the moving but the animation comes from a player outside the computer game. Without the player, the elf does nothing. The player is the elf’s consciousness.

A computer that creates or computes a VR has to be in another frame or dimension of reality than the characters in the game. So, too, a player, cannot be part of the VR, and will be in the same dimensional frame as the computer, because these are sharing information. Another way of stating this, is that, if we live in a VR, then our minds and UC will be “non-physical” to the avatar, our bodies, and to the VR at large, our universe.

All virtual realities are limited, directed, or constrained by an inherent rule set. For example, the characters in the “World Of Warcraft” game cannot turn into trees or grow wings or turn into swiss cheese because that’s not what the game’s about. The characters are constrained by the rule set embedded within the programming.

Also, the characters of the “World Of Warcraft” game are rather fixed in their natures, and have been so since their debut. However, for our VR, it’s different, things are not fixed but change and evolve over time. This is part of the rule set of our VR. See the "evolution" page.

 

Editor's note:

In the writing by Gustav Theodor Fechner, “The Little Book of Life after Death,” the famous psychologist William James offers a foreword.

Therein, Professor James summarizes Fechner’s view on Universal Consciousness, which is not so unlike that encountered in the lectures of Tom Campbell.

Fechner’s understanding of consciousness is all the more remarkable in that he formulated his position many decades before [first edition of book, 1836] the coming of digital computers which helped modern teachers understand, by way of analogue, virtual reality.

Here is an excerpt from James’ foreword:

Now, according to Fechner, our bodies are just wavelets on the surface of the Earth. We grow upon the earth as leaves grow upon a tree, and our consciousness arises out of the whole earth-consciousness

God, for Fechner, is the totalized consciousness of the whole universe, of which the Earth's consciousness forms an element, just as in turn my human consciousness and yours form elements of the whole Earth’s consciousness.

As I apprehend Fechner … the whole Universe – God, therefore, also -- evolves in time

William James, June 21, 1904

 

 

A prime element of the rule set of our VR is that knowledge must be consistent. Information that is verified and part of our world cannot pop in and out of existence. This principle, in a very dramatic way, comes to life in both the Double Slit and its close-kin, the Delayed Choice and Eraser experiments.

 

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