Holographics and Virtual Reality

Category: Brain, Virtual Reality
Last Updated: 13 May 2021
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What is real? How do you define real? If you're talking about what you can hear, what you can smell, taste and feel, then real is simply electrical signals interpreted by your brain. Morpheus (The Matrix) 1. It was my own belief next coming decade word virtual will be a very common to everyone since we all living in margin of real world and virtual world (Kind of dream world). When I started my high school studies in mathematics concept of imaginary numbers make me so confused but thought of its real existence me more confused. When I looked through a mirror I always thought imaginary world which was explained to me in complex numbers are exist inside the world that I am observing through a mirror.

When I was a kid TV show “Star Trek” and “Blake’s 7” induced my desire to study about Teleportation (term that refers to a number of theories and notions concerning the transfer of matter from one point to another without traversing the physical space between them, similar to the concept “apport”, an earlier word used in the context of spiritualism). Figure 1 Star Trek Teleportation Further my desire to learn concepts of Holography and Virtual Reality (VR) was stimulated due to two popular movies “Total Recall” and “Matrix”. To day scientist had found that everything we experience in life can be reduced to electrical activity stimulating our brains as our sensory organs deliver information about the external world. This interpretation is what we consider to be "reality. " In this sense, the brain is reality. Everything you see, hear, feel, taste and smell is an interpretation of what's outside, and created entirely inside your head. We tend to believe that this interpretation matches very closely to the external world.

Nothing could be further from the truth. It is the brain that "sees", and in some important ways what it sees does not reflect the information it derives from sensory input. For this reason, we are all living in our own reality simulations - abstractions - that we construct as a result of both what we perceive with our senses and how our brains modify this perception. Such things as color, smell and taste, for example are not properties of the outside world itself, but rather a category created by the process of perception.

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In order to experience the world in a meaningful way, the brain must act as a filter/interference between us and the "real" world. Words have always been a crude method of relaying intent. VR holds out the promise of allowing us to literally show one another what we mean rather than merely describing it with crude verbal approximations. The limitation of words is that the meaning they convey is only as detailed as the definitions the reader or listener attaches to them.

For this reason VR offers the possibility of evolving our communication into a kind of telepathy, ultimately bridging the gap between our discrete imaginations. "This is what virtual reality holds out to us - the possibility of walking into the constructs of the imagination. " - Terence McKenna . VR is the ultimate medium of syntactical intent; the only way to figuratively "show" someone exactly what you mean is to literally show them. Words are exceptionally ineffective at conveying meaning, as they are a low-bandwidth, lossy medium of knowledge transference.

VR will let us remove the ambiguity that is the discrepancy between our internal dictionaries and bypass communication through symbolism altogether. The result will be perfect understanding, as all parties behold the same information.  Holography is a technique that allows the light scattered from an object to be recorded and later reconstructed so that when an imaging system (a camera or an eye) is placed in the reconstructed beam, an image of the object will be seen even when the object is no longer present.

The image changes as the position and orientation of the viewing system changes in exactly the same way as if the object were still present, thus making the image appear three-dimensional. Virtual reality is an artificial environment that is created with software and presented to the user in such a way that the user suspends belief and accepts it as a real environment. On a computer, virtual reality is primarily experienced through two of the five senses: sight and sound. Today its go beyond and planning to experience in all five senses.

The simplest form of virtual reality is a 3-D image that can be explored interactively at a personal computer, usually by manipulating keys or the mouse so that the content of the image moves in some direction or zooms in or out. More sophisticated efforts involve such approaches as wrap-around display screens, actual rooms augmented with wearable computers, and haptics ( tactile feedback technology that takes advantage of a user's sense of touch by applying forces, vibrations, or motions to the user) devices that let you feel the display images. Today we are in a world where human being reached their new electronic telecommunication advancement to practically feasible of projecting holographic images, virtual reality games and Telepresence (refers to a set of technologies which allow a person to feel as if they were present, to give the appearance of being present, or to have an effect, via tele-robotics, at a place other than their true location). These two field application can be expected in almost all the fields. Specially military, education, business and entertainment. AIM 12.

Aim of this research work is to acquaint student officers immerging new two technologies, holography and virtual reality.  In mid 1950s visionary cinematographer Morton H Eilig built a single user console called “Sensorama” that included a stereoscopic display, fans, or emitters, stereo speakers and a moving chair. This enabled the user watch television in three dimensional ways. In 1961, Philco Corporation engineers developed the first HMD known as the “Headsight”. The helmet consisted of a video screen along with a tracking system. Then they linked to a closed circuit camera system.

Then somewhat similar HMD was used for helicopter pilots. While flying in the dark these were of great help. In 1965, a computer scientist named Ivan Sutherland envisioned what he called the “Ultimate Display. ” After using this display a person imagines the virtual world very similar to the real world. During 1966, an HMD was built by Sutherland, which was tethered to a computer system. The thought of virtual reality has been around since 1965, when Ivan Sutherland expressed his ideas of creating virtual or imaginary worlds. At MIT, he conducted experiments with three dimensional displays.

In 1969, he developed the first system to surround people in three dimensional displays of information. Between the '70's and late '80's, the concept of virtual reality was mainly used by the United States. The military used it as flight simulators to train pilots. The other countries in the world did not show any interest in this technology until the late 1980's. Since then, virtual reality has developed in many ways to become an emerging technology of our time. To my own thought we experiencing some kind of virtual reality in our own dreams. When you are in deep sleep you see dreams that you may feel it real.

Day dreams also plays very vital role, all form of these dreams help to create great sciences, fictions and all form of arts. In virtual reality technology we are trying to create dream world in real life where we won’t be able to identify margin between real world and virtual world. In other way round optical illusions we experiencing like mirage and rainbows also like holographic projection humans are about to experience. Holography was discovered by the British-Hungarian scientist Dennis Gabor in 1947, though its full potential waited it seems, on the birth of the laser, 1963.

Holography is defined as the process of wavefront reconstruction. In considering one of the several methods of constructing a hologram, the principles we require for understanding the process are simple. The concepts behind virtual reality are based upon theories about a long held human desire to escape the boundaries of the ‘real world’ by embracing cyberspace. Once there we can interact with this virtual environment in a more naturalistic manner which will generate new forms of human-machine interaction (HMI).

The aim is to move beyond standard forms of interaction such as the keyboard and mouse which most people work with on a daily basis. This is seen as an unnatural way of working which forces people to adapt to the demands of the technology rather than the other way around. But a virtual environment does the opposite. It allows someone to fully immerse themselves in a highly visual world which they explore by means of their senses. This natural form of interaction within this world often results in new forms of communication and understanding.

The experience of a virtual world mimics that of a real world scenario but often without many of its constraints. Virtual reality enables allows someone to do the following:

  • Walk around a three-dimensional building
  • Perform a virtual operation.
  • Play a multi-user game.
  • Take part in a theatre of war.
  • Interact with an artwork.

Plus the fact that they can do this in a 3D environment means that they replicate an experience similar to that in the real world but without many of the dangers. This is preferable to trying to simulate these experiences in a two-dimensional setting, e. g. a computer desktop. Virtual reality also acts as a problem solving device in that it enables us to explore various options as a means of finding an answer to a problem. For example, an engineering company will use virtual reality to produce a prototype which is then tested and the results fed back to the design team. The advantage of this is that it enables the designers to make alterations to their design but at far less time and cost. This is a preferred option to building a physical prototype which is expensive to build and make changes to: especially if it undergoes several alterations as part of the design process.

Holography is an image registered with use of coherent laser light. It allows preserving the 3-D information of a holographed subject. With a single source of white light, the image is "played back" and appears in 3-D exactly as it was registered in the studio. Image can project deep inside, or "stick" out of the picture. Virtually impossible to copy and displaying unique visual effects, they present themselves as an unbeatable security solution for brand protection and brand promotion. The Holography is based upon Nobel Prize winner Dennis Gabor's theory concerning interference patterns.

Gabor theorized in 1947 that each crest of the wave pattern contains the whole information of its original source, and that this information could be stored on film and reproduced. This is why it is called a Holography. Holography is the only visual recording and playback process that can record our three-dimensional world on a two-dimensional recording medium and playback the original object or scene, to the unaided eyes, as a three dimensional image. The image demonstrates complete parallax and depth-of-field.

The image floats in space either behind, in front of, or straddling the recording medium. The Universe as a Holography. In 1982 a remarkable event took place. Aspect and his team discovered that under certain circumstances subatomic particles such as electrons are able to instantaneously communicate with each other regardless of the distance separating them. University of London physicist David Bohm, for example, believes Aspect's findings imply that objective reality does not exist, that despite its apparent solidity the universe is at heart a phantasm, a gigantic and splendidly detailed Holography.

To understand why Bohm makes this startling assertion, one must first understand a little about Holographys. A Holography is a three- dimensional photograph made with the aid of a laser. To make a Holography, the object to be photographed is first bathed in the light of a laser beam. When the film is developed, it looks like a meaningless swirl of light and dark lines. But as soon as the developed film is illuminated by another laser beam, a three-dimensional image of the original object appears.

If a Holography of a rose is cut in half and then illuminated by a laser, each half will still be found to contain the entire image of the rose. Indeed, even if the halves are divided again, each snippet of film will always be found to contain a smaller but intact version of the original image. Unlike normal photographs, every part of a Holography contains all the information possessed by the whole. This insight suggested to Bohm another way of understanding Aspect's discovery. Imagine an aquarium containing a fish. This, says Bohm, is precisely what is going on between the subatomic particles in Aspect's experiment. According to Bohm, the apparent faster-than-light connection between subatomic particles is really telling us that there is a deeper level of reality we are not privy to, a more complex dimension beyond our own that is analogous to the aquarium. And, he adds, we view objects such as subatomic particles as separate from one another because we are seeing only a portion of their reality. Such particles are not separate "parts", but facets of a deeper and more underlying unity that is ultimately as holographic and indivisible as the previously mentioned rose.

And since everything in physical reality is comprised of these "eidolons", the universe is itself a projection, a Holography. In addition to its phantomlike nature, such a universe would possess other rather startling features. If the apparent separateness of subatomic particles is illusory, it means that at a deeper level of reality all things in the universe are infinitely interconnected. In a holographic universe, even time and space could no longer be viewed as fundamentals. What else the superHolography contains is an open-ended question.

Bohm is not the only researcher who has found evidence that the universe is a Holography. Working independently in the field of brain research, Standford neurophysiologist Karl Pribram has also become persuaded of the holographic nature of reality. Pribram was drawn to the holographic model by the puzzle of how and where memories are stored in the brain. In a series of landmark experiments in the 1920s, brain scientist Karl Lashley found that no matter what portion of a rat's brain he removed he was unable to radicate its memory of how to perform complex tasks it had learned prior to surgery. Then in the 1960s Pribram encountered the concept of holography and realized he had found the explanation brain scientists had been looking for. Pribram believes memories are encoded not in neurons, or small groupings of neurons, but in patterns of nerve impulses that crisscross the entire brain in the same way that patterns of laser light interference crisscross the entire area of a piece of film containing a holographic image. In other words, Pribram believes the brain is itself a Holography.  Pribram's theory also explains how the human brain can store so many memories in so little space. It has been estimated that the human brain has the capacity to memorize something on the order of 10 billion bits of information during the average human lifetime (or roughly the same amount of information contained in five sets of the Encyclopaedia Britannica).  Our uncanny ability to quickly retrieve whatever information we need from the enormous store of our memories becomes more understandable if the brain functions according to holographic principles.

Because every portion of a Holography is infinitely interconnected with ever other portion, it is perhaps nature's supreme example of a cross-correlated system. The storage of memory is not the only neurophysiological puzzle that becomes more tractable in light of Pribram's holographic model of the brain. Another is how the brain is able to translate the avalanche of frequencies it receives via the senses (light frequencies, sound frequencies, and so on) into the concrete world of our perceptions.

Encoding and decoding frequencies is precisely what a Holography does best. Just as a Holography functions as a sort of lens, a translating device able to convert an apparently meaningless blur of frequencies into a coherent image, Pribram believes the brain also comprises a lens and uses holographic principles to mathematically convert the frequencies it receives through he senses into the inner world of our perceptions. An impressive body of evidence suggests that the brain uses holographic principles to perform its operations.

Argentinian-Italian researcher Hugo Zucarelli recently extended the holographic model into the world of acoustic phenomena. Puzzled by the fact that humans can locate the source of sounds without moving their heads, even if they only possess hearing in one ear, Zucarelli discovered that holographic principles can explain this ability. Pribram's belief that our brains mathematically construct "hard" reality by relying on input from a frequency domain has also received a good deal of experimental support.

Researchers have discovered, for instance, that our visual systems are sensitive to sound frequencies, that our sense of smell is in part dependent on what are now called "osmic frequencies", and that even the cells in our bodies are sensitive to a broad range of frequencies. For if the concreteness of the world is but a secondary reality and what is "there" is actually a holographic blur of frequencies, and if the brain is also a Holography and only selects some of the frequencies out of this blur and mathematically transforms them into sensory perceptions, what becomes of objective reality? We are really "receivers" floating through a kaleidoscopic sea of frequency, and what we extract from this sea and transmogrify into physical reality is but one channel from many extracted out of the superHolography. This striking new picture of reality, the synthesis of Bohm and Pribram's views, has come to be called the holographic paradigm, and although many scientists have greeted it with skepticism, it has galvanized others. A small but growing group of researchers believe it may be the most accurate model of reality science has arrived at thus far.

Numerous researchers, including Bohm and Pribram, have noted that many para-psychological phenomena become much more understandable in terms of the holographic paradigm.  In a universe in which individual brains are actually indivisible portions of the greater Holography and everything is infinitely interconnected, telepathy may merely be the accessing of the holographic level. It is obviously much easier to understand how information can travel from the mind of individual 'A' to that of individual 'B' at a far distance point and helps to understand a number of unsolved puzzles in psychology.

In particular, Grof feels the holographic paradigm offers a model for understanding many of the baffling phenomena experienced by individuals during altered states of consciousness. This section describes some of the common modes used in VR systems. a. Window on World Systems (WoW) Some systems use a conventional computer monitor to display the visual world. This sometimes called Desktop VR or a Window on a World (WoW). This concept traces its lineage back through the entire history of computer graphics.

In 1965, Ivan Sutherland laid out a research program for computer graphics in a paper called "The Ultimate Display" that has driven the field for the past nearly thirty years. "One must look at a display screen," he said, "as a window through which one beholds a virtual world. The challenge to computer graphics is to make the picture in the window look real, sound real and the objects act real. " b. Video Mapping A variation of the WoW approach merges a video input of the user's silhouette with a 2D computer graphic. The user watches a monitor that shows his body's interaction with the world.

Myron Kruger has been a champion of this form of VR since the late 60's. He has published two books on the subject: "Artificial Reality" and "Artificial Reality II". At least one commercial system uses this approach, the Mandala system. This system is based on a Commodore Amiga with some added hardware and software. A version of the Mandala is used by the cable TV channel Nickelodeon for a game show (Nick Arcade) to put the contestants into what appears to be a large video game. c. Immersive Systems The ultimate VR systems completely immerse the user's personal viewpoint inside the virtual world.

These "immersive" VR systems are often equipped with a Head Mounted Display (HMD). This is a helmet or a face mask that holds the visual and auditory displays. The helmet may be free ranging, tethered, or it might be attached to some sort of a boom armature. A nice variation of the immersive systems use multiple large projection displays to create a 'Cave' or room in which the viewer(s) stand. An early implementation was called "The Closet Cathedral" for the ability to create the impression of an immense environment. within a small physical space.

The Holodeck used in the television series "Star Trek: The Next Generation" is afar term extrapolation of this technology. Telepresence Telepresence is a variation on visualizing complete computer generated worlds. This a technology links remote sensors in the real world with the senses of a human operator. The remote sensors might be located on a robot, or they might be on the ends of WALDO like tools. Fire fighters use remotely operated vehicles to handle some dangerous conditions. Surgeons are using very small instruments on cables to do surgery without cutting a major hole in their patients.

The instruments have a small video camera at the business end. Robots equipped with telepresence systems have already changed the way deep sea and volcanic exploration is done. NASA plans to use telerobotics for space exploration. There is currently a joint US/Russian project researching telepresence for space rover exploration. e. Mixed Reality Merging the Telepresence and Virtual Reality systems gives the Mixed Reality or Seamless Simulation systems. Here the computer generated inputs are merged with telepresence inputs and/or the users view of the real world.

A surgeon's view of a brain surgery is overlaid with images from earlier CAT scans and real-time ultrasound. A fighter pilot sees computer generated maps and data displays inside his fancy helmet visor or on cockpit displays. The phrase "fish tank virtual reality" was used to describe a Canadian VR system reported in the 1993 InterCHI proceedings. It combines a stereoscopic monitor display using liquid crystal shutter glasses with a mechanical head tracker. The resulting system is superior to simple stereo-WoW systems due to the motion parallax effects introduced by the head tracker.

What Is Virtual World

Virtual worlds are three dimensional environments in which you can interact with others and create objects as part of that interaction. How do you do that? You appear as an avatar in the virtual world: an avatar is a virtual representation of you (a ‘virtual ego’) which can take on any shape or form as you so wish. 40. There are a range of virtual worlds to choose from which include fantasy, sport, historical and science fiction. Some are loosely based upon the real world but others such as fantasy worlds are as the name says: they are completely disconnected from the real world which is also part of their attraction.

With virtual worlds, men appear as women and vice versa. Some people choose an animal as their alter ego. Whatever you choose the aim is to socially interact with other people in new and exciting ways. This all adds to the experience. You can communicate with another person using text, sound, graphical images and gesture. Some of the more advanced worlds allow you to use voice or touch. So far, virtual reality has mostly been a colossal disappointment. But VR has had its share of breakthroughs and innovative applications.

Here are few VR technologies that work and that may yet point the way to truly successful virtual reality. a. Anxiety Therapy For years now, virtual environments have been used to treat anxiety problems with exposure therapy. Psychologists treat phobias and post traumatic stress disorder by exposing the patient to the thing that causes them anxiety and letting the anxiety dissipate on its own. But this proves difficult if your stressor is a battlefield in Iraq. Enter virtual reality. Military psychologists use simulated Iraq war situations to treat soldiers.

Other therapeutic VR uses include treating a fear of flying, fear of elevators, and even a "virtual nicotine craving" simulator for smoking addiction. VR Training Programs Virtual reality environments have also been used for training simulators. The earliest examples were flight simulators but VR training has expanded beyond just that. There are many modern military examples, including Iraqi cultural situations and battlefield simulators for soldiers. Other examples include counter-terrorism, para-trooping, welding, and mining training simulators.

Multiplayer Online Gaming

One result of virtual-reality research is the existence of entirely separate virtual worlds, inhabited entirely by the avatars of real world users. These worlds are sometimes referred to as massively multiplayer online games, and the World of Warcraft is the largest virtual gaming world in use now, with 11. 5 million subscribers. Another example is Second Life. The world of Second Life can't really be classified as a game, since the goal seems really just to be to wander around and interact with people, much like the real world.

There is even a Second Life Shakespeare Company that performs Shakespeare's works within Second Life. The Nintendo Wii Probably the most successful cousin of virtual reality on the market today is the Nintento Wii. The Wii owes its motion capture and intuitive interaction concepts to the virtual reality technologies of the past. The controller is basically a simplified version of the "virtual reality glove. " Both the Wiimote and the Wii Fit offer users another way of interacting with their virtual environment without having to wear any bulky equipment. e. Medical Procedures

Modern medicine has also found many uses for virtual reality. Doctors can interact with virtual systems to practice procedures or to do tiny surgical procedures on a larger scale. Surgeons have also started using virtual "twins" of their patients, to practice for surgery before doing the actual procedure. Project Natal The latest entry in the virtual reality inspired gaming world is Project Natal, a new piece of technology under development now for the Xbox. Project Natal proposes a new way of interacting with games, and indeed with computer systems in general.

In their demo video, they propose a system that requires no keyboard and no controller, where a user's voice and motions serve as their method for interacting with the system. The demo video is impressive, but the technology has not been completed and released yet. When it does get released, however, virtual reality will take another giant step towards total immersion and common home usage. The Cave The term "CAVE" refers to any virtual reality system that uses multiple walls with multiple projectors to immerse users in a virtual world. The first CAVE was built in 1992 as a method of showing of scientific visualizations.

Now, many universities have their own CAVE systems. The CAVE is used for visualizing data, for demonstrating 3D environments, and for virtually testing component parts of newly developed engineering projects. When it comes right down to it, having a physical body in a reality constrained by the limitations of the physical laws has many drawbacks. Our bodies are extremely fragile and can be damaged or killed in an instant if we are not careful, or are just plain unlucky. If anything goes wrong with a critical body part, the entire body could die.

Our physical bodies are also deteriorated by aging. Either way, for now, if your body dies, your brain dies right along with it. Every human brain contains an immense wealth of information, memories, experiences and relationships. Every time a human brain dies, that incredible, unique wealth of knowledge dies with it, and is forever lost. The world is a dangerous place to inhabit in a fragile human body, and there are a lot of other problems that come with having a physical presence in a physical world. Using the bathroom, body odor, difficulty traveling, limitation of possibilities, just to name a few.

Up to this point, we have had no alternative to life, besides death. Due to nanotechnology, there may come a time when people will actually have a choice between life in the "real world," an existence inside a computer generated simulation, or death.

Vertebrane - Enter The Matrix

"Vertebrane" is the term for a speculative brain-computer interface technology first proposed by Marshall Brain in the bookManna. The technology consists of a computer system packaged as a replacement for one of the upper cervical vertebra in the human spine. The Vertebrane system taps into all sensory and motor nerve bundles flowing to and from the brain.

Vertebrane allows for augmented reality or a complete disconnection of the brain from the biological body and subsequent electronic reconnection to a virtual body typically inhabiting a virtual world. It would be the "ultimate videogame controller. " Everything you enjoy about the real world and your real body it will be possible to duplicate exactly in the virtual environment. It will also be possible to improve everything you enjoy, and make virtually (pun intended) anything that was once impossible, possible for you. The Vertebrane system itself would consist of a diminutive, yet extremely powerful nanocomputer.

Power would come from a small onboard fuel cell that uses blood glucose to generate electricity. The system would be installed by a robotic surgeon which would sever the spinal cord and reroute it into the Vertebrane. All sensory nerve pathways (optic, auditory etc. ) would be tapped into the system. In pass-through mode, the Vertebrane would act as if it was not there, and you would be able to function completely normally. In "game" mode, the vertebrane would disconnect your brain from your body and reconnect it to your virtual avatar. The Day You Discard Your Body: 46. Given the choice of being in your real body vs. our avatar, you will choose your avatar every time. Therefore, your biological body will become redundant and irrelevant. It will become possible to discard your body and have only your brain housed in a Brain Storage Facility, connected to a vertebrane-type computer. Here, along with thousands of other brains, your brain will be encased in a protective, liquid-filled life-support system chamber. This will eliminate all of the risks that come along with having a body. It will also greatly increase longevity by keeping the environmental conditions perpetually at ideal levels, and removing almost all risk factors of your previous life.

Brain Storage Facilities will be maximum security, reinforced buildings, impervious to earthquakes, hurricanes, bombs, etc.Incredibly, it is possible to envision something even more radical than disembodied human brains connected to a simulated reality. The ultimate in virtual reality involves discarding not only your physical body, but also your physical brain. "Mind uploading," "whole brain emulation," or "mind transfer" is the theoretical process of transferring the essence of a biological brain into a computer system. There are several proposed techniques by which mind uploading could be achieved.

Many mainstream research funders are not convinced of its feasibility; however some scientists do believe that this hypothetical and futuristic technology will one day become reality, so to speak.  Once uploaded, a mind would achieve immortality, existing as pure information, disassociated from the biological body and brain. The upload would be considered a form of artificial intelligence, sometimes referred to as an "infomorph" or "noomorph. " A digital mind could theoretically be backed up, copied, or restarted at various set points, raising interesting questions regarding individuality and identity.

Conclusion

If A Picture is worth a 1,000 words - How much is a Holographic Image worth these days? ” Holographic and Virtual Reality Technology has endless applications, as far as the human mind can imagine. These technologies are indeed available and getting more robust in abilities each year. Holographic and Virtual Reality Technologies are not just about art or business communication, they are about safety, security, education, planning and the strength of our civilization here and beyond. From entertainment to data visualization we can see a bright future for Holographic Projection and the bending and manipulation of light.

Those areas of society which most often bring about research and development funding in technology are present amongst the many potential applications for this science. It therefore stands to reason and makes common sense that Holographic Technologies and Spectral Imaging will become a very integral part of human societies and civilizations in the future. I am certain of that. The day people show there advertisements on clouds are very near. One fine day my son may ask from me (“ThaTha”) are you real or virtual.

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