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{{see also|Room-scale VR}}
{{see also|Room-scale VR}}
==Introduction==
==Introduction==
[[File:Star Trek Holodeck.png|thumb|Figure 1. Holodeck (Image: Stoppe, 2016)]]
[[File:Star Trek Holodeck.png|thumb|Figure 1. Holodeck (Image: Stoppe, 2016)]]
The holodeck is a fictional [[virtual reality]] system in the Star Trek franchise. It is a technology that combines Star Trek’s transporter, replicator, and holographic systems, and was equipped in Federation starships during the later part of the 24th century. While the concept was introduced during the Star Trek: The Next Generation, it was also present in Deep Space Nine and Voyager TV series. <ref name=”1”> StarTrek.com . Holodeck. Retrieved from http://www.startrek.com/database_article/holodeck</ref> <ref name=”2”> Memory Alpha. Holodeck. Retrieved from http://memory-alpha.wikia.com/wiki/Holodeck</ref>
The holodeck is a fictional [[virtual reality]] system in the Star Trek franchise. It is a technology that combines Star Trek’s transporter, replicator, and holographic systems, and was equipped in Federation starships during the later part of the 24th century. While the concept was introduced during the Star Trek: The Next Generation, it was also present in Deep Space Nine and Voyager TV series. <ref name=”1”> StarTrek.com . Holodeck. Retrieved from http://www.startrek.com/database_article/holodeck</ref> <ref name=”2”> Memory Alpha. Holodeck. Retrieved from http://memory-alpha.wikia.com/wiki/Holodeck</ref>


Holodeck technology makes use of programs that are projected via emitters in a dedicated room. These can create “solid” characters and objects as well as holographic projections, such as in the case of backgrounds, to simulate specific vistas or scenarios. This means that the user can interact physically with the programs being run. The programs can be based on real or fictional parameters. <ref name=”1”></ref> <ref name=”3”> Stoppe, S. (2016). Getting immersed in Star Trek: Storytelling between "true" and "false" on the holodeck. SFRA Review (316): 4–15</ref>
Holodeck technology makes use of programs that are projected via emitters in a dedicated room. These can create “solid” characters and objects as well as holographic projections, such as in the case of backgrounds, to simulate specific vistas or scenarios. This means that the user can interact physically with the programs being run. The programs can be based on real or fictional parameters. <ref name=”1”></ref> <ref name=”3”> Stoppe, S. (2016). Getting immersed in Star Trek: Storytelling between "true" and "false" on the holodeck. SFRA Review (316): 4-15</ref>


In terms of appearance, the holodeck is just an empty room with a high ceiling and a yellow grid pattern covering the walls (Figure 1). The large doorway that gives access to the room contains the control panel. <ref name=”3”></ref>
In terms of appearance, the holodeck is just an empty room with a high ceiling and a yellow grid pattern covering the walls (Figure 1). The large doorway that gives access to the room contains the control panel. <ref name=”3”></ref>
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Nevertheless, the concept has served as inspiration for researchers in the field of virtual reality. There are also some technologies associated with the holodeck that are closer to reality than others. Holography is one of those examples. However, even today holographic technology is still basic when compared to that presented in Star Trek. Currently, holograms work by recording how light scatters off an object and then reconstructing that light pattern using a laser. The hologram is not free standing, cannot be easily moved, and is limited to the pre-recorded images - issues that are not present in the holodeck. <ref name=”6”></ref>
Nevertheless, the concept has served as inspiration for researchers in the field of virtual reality. There are also some technologies associated with the holodeck that are closer to reality than others. Holography is one of those examples. However, even today holographic technology is still basic when compared to that presented in Star Trek. Currently, holograms work by recording how light scatters off an object and then reconstructing that light pattern using a laser. The hologram is not free standing, cannot be easily moved, and is limited to the pre-recorded images - issues that are not present in the holodeck. <ref name=”6”></ref>


Another piece of technology that is related to the holodeck, and that has a counterpart in reality, is artificial intelligence (AI). Again, the current technological development of such technology is not on par with the capabilities shown by the holodeck. The speech recognition, judgment of safety in a particular situation, and interaction between holodeck characters and the user are all things still beyond today’s technology. However, this is also an area in which developments are expected and eventually it may be possible to achieve the level of its fictional AI counterpart. <ref name=”6”></ref>
Another piece of technology that is related to the holodeck, and that has a counterpart in reality, is [[artificial intelligence]] (AI). Again, the current technological development of such technology is not on par with the capabilities shown by the holodeck. The speech recognition, judgment of safety in a particular situation, and interaction between holodeck characters and the user are all things still beyond today’s technology. However, this is also an area in which developments are expected and eventually it may be possible to achieve the level of its fictional AI counterpart. <ref name=”6”></ref>
The holodeck technology that currently seems “impossible” is the one that makes the holograms solid. With our current knowledge, the replicator technology that sometimes is used within the holodeck also seems to be something that will never be achieved. <ref name=”6”></ref>
The holodeck technology that currently seems “impossible” is the one that makes the holograms solid. With our current knowledge, the replicator technology that sometimes is used within the holodeck also seems to be something that will never be achieved. <ref name=”6”></ref>


The holodeck as served as a basis of inspiration for the field of virtual reality. It represents a point in which VR would be, in theory, indistinguishable from reality, and therefore a completely immersive experience. Current VR continues its development in the direction of more immersive experiences. <ref name=”7”> Marks, S., Estevez, J.E. and Connor, A.M. (2014) Towards the holodeck: Fully immersive virtual reality visualisation of scientific and engineering data. Proceedings of the 29th International Conference on Image and Vision Computing New Zealand</ref> For example, Swartout (2001) created a holodeck-type environment (a virtual reality theater) as a training program. <ref name=”8”> Swartout, W., Hill, R., Gratch, J., Johnson, W.L., Kyriakakis, C., LaBore, C., Lindheim, R., Marsella, S., Miraglia, D., Moore, B., Morie J., Rickel, J., Thiébaux, M., Tuch, L., Whitney, R. and Douglas, J. (2001). Towards the holodeck: Integrating graphics, sound, character and story. Proceedings of Autonomous Agents: 409-416</ref> Other researchers have used a wireless Oculus Rift headset and a room full of cameras to immerse the user in a virtual experience. <ref name=”9”> O'Callaghan, J. (2014). 'Holodeck' becomes a reality: Star Trek-style system uses a wireless Oculus Rift to visit virtual worlds. Retrieved from http://www.dailymail.co.uk/sciencetech/article-2700073/Holodeck-reality-Star-Trek-style-uses-wireless-Oculus-Rift-visit-virtual-worlds.html</ref> NVIDIA as also taken inspiration in the holodeck for its Project Holodeck - “a photorealistic, collaborative virtual reality environment that incorporates the feeling of real-world presence through sight, sound and haptics.” <ref name=”10”> Weinstein, D. (2017). NVIDIA reveals holodeck, its groundbreaking project for photorealistic, collaborative VR. Retrieved from https://blogs.nvidia.com/blog/2017/05/10/holodeck/</ref>
The holodeck as served as a basis of inspiration for the field of virtual reality. It represents a point in which VR would be, in theory, indistinguishable from reality, and therefore a completely immersive experience. Current VR continues its development in the direction of more immersive experiences. <ref name=”7”> Marks, S., Estevez, J.E. and Connor, A.M. (2014) Towards the holodeck: Fully immersive virtual reality visualisation of scientific and engineering data. Proceedings of the 29th International Conference on Image and Vision Computing New Zealand</ref> For example, Swartout (2001) created a holodeck-type environment (a virtual reality theater) as a training program. <ref name=”8”> Swartout, W., Hill, R., Gratch, J., Johnson, W.L., Kyriakakis, C., LaBore, C., Lindheim, R., Marsella, S., Miraglia, D., Moore, B., Morie J., Rickel, J., Thiébaux, M., Tuch, L., Whitney, R. and Douglas, J. (2001). Towards the holodeck: Integrating graphics, sound, character and story. Proceedings of Autonomous Agents: 409-416</ref> Other researchers have used a wireless Oculus Rift headset and a room full of cameras to immerse the user in a virtual experience. <ref name=”9”> O'Callaghan, J. (2014). 'Holodeck' becomes a reality: Star Trek-style system uses a wireless Oculus Rift to visit virtual worlds. Retrieved from http://www.dailymail.co.uk/sciencetech/article-2700073/Holodeck-reality-Star-Trek-style-uses-wireless-Oculus-Rift-visit-virtual-worlds.html</ref> NVIDIA as also taken inspiration in the holodeck for its Project Holodeck - “a photorealistic, collaborative virtual reality environment that incorporates the feeling of real-world presence through sight, sound and haptics.” <ref name=”10”> Weinstein, D. (2017). NVIDIA reveals holodeck, its groundbreaking project for photorealistic, collaborative VR. Retrieved from https://blogs.nvidia.com/blog/2017/05/10/holodeck/</ref>


==References==
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[[Category:Terms]]
[[Category:Terms]] [[Category:Technical Terms]]
 
==References==