Building a virtual world is no easy task, and the primary challenge is hardware. To ensure that the experience and feedback within a virtual reality are as close to reality as possible, the data required to construct the entire virtual reality becomes enormous.
Not to mention how to obtain such a huge amount of data, just finding a storage server that can store this huge amount of data is already an insurmountable challenge for people without sufficient financial resources.
But this was not a problem for Mark at all. After the company released its first product and started to make a profit, Mark first upgraded various equipment in his company.
The server cluster currently utilized by the Mark Research Center isn't a traditional server array; instead, it's a cloud platform built on the versatile material graphene. Constructed from hundreds of billions of high-performance graphene nanonodes, this cloud platform allows for logical partitioning and allocation of servers within the computer room, achieving load balancing of computing workloads. Furthermore, superconducting graphene materials have significantly increased the computing speed and storage capacity of the servers, bringing their current performance very close to the quantum computers envisioned by scientists.
In addition, the scenario required for the virtual laboratory that Mark wants to build is not complicated. The main data is still when conducting experiments. The specific data of the experimental materials in reality need to be called to ensure the accuracy of the results of the virtual experiment. Therefore, even if the server performance is not good, Mark's current needs can be met. This is why Mark only called one server in the server cluster.
Mark has controlled the amount of data, and there is no need to worry about hardware issues. The only thing left is the last and most difficult problem, which is the source of the data. Just by typing code on the computer, even if you have the ability to restore the appearance and color of real objects in the virtual world, the touch, texture, weight, smell and temperature of the same object, these data and feelings cannot be created by simply typing code (ajad). In this way, the source of this data has become the most difficult problem in building a virtual world.
However, although rigid codes and programs cannot accurately reproduce the sensory experience of the real world in virtual reality, they can quantify the collected data and deduce a series of other sensory data.
For example, Mark can use the brain-computer interface to upload all the memories he has felt and experienced since childhood to the database, and then through the program's analysis and classification, the various feelings and emotions caused by the various objects that Mark has come into contact with can be quantified.
The reason for quantifying data is that even though Mark has touched every material in the world, the weight and other aspects of the material he experiences will all be completely different due to differences in volume and other factors. However, if the data is quantified, when Mark lifts a 10-kilogram object in the virtual world, the system can retrieve the quantified data of Mark lifting a 1-kilogram object, multiply it by 10, and feed it back to the brain, achieving sensory accuracy. This applies to all other senses as well.
For example, the taste of rice wine is composed of the taste of rice, wine, and the special smell of yeast after fermentation. If there is no data about rice wine in the memory uploaded by Mark to the database, but there is data about rice, wine, and yeast, then the system only needs to follow the program and mix the quantitative data of the hit taste according to the corresponding proportion, and the taste of rice wine can also be reproduced in the virtual world.
Moreover, Mark's idea is completely feasible. Although the human brain has a distinction between short-term memory and long-term memory for everything, people can only recall a small part of all the things they have experienced in their lives.
But the inability to access them does not mean that they do not exist. In fact, as long as the data is memorized in the brain, these memory data will never be lost unless the brain becomes diseased or damaged.
Because the brain cells in our brains do not regenerate like other cells in the body. From birth to death, brain cells are not replaced throughout our lives and only undergo self-repair. The memories we store in them are constantly transferred between neurons. It can be said that our brain is like a hard drive. Every memory that has existed will leave a trace. The reason why we cannot recall some memories is that the folder where they were placed has moved, so we cannot access them.
However, this problem does not exist when using brain-computer interface technology to copy it, because the machine does not care what the content is. The machine only knows that since it exists, it should be copied. As for the classification and organization, it can be left to other machines or programs to complete.
This is exactly what Mark is doing now. "Why does it feel like this project, which was originally very simple, has become more and more complicated as I work on it? Now I have to write a program to quantify sensory data. Hey! We've come this far, I should just write some code. If I give up, all my efforts will be wasted..."
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