Synaptronics is a neural virtual reality technology that allows users to experience simulated environments using all five senses. It was developed around year 7 and first demonstrated at the Universe Fair in year 10.
The technology was developed by independent Navarean engineer Otis Voss and Navarean neurologist Frank Millis. Long time friends and roommates, their collaboration was inspired by technological advancements in year 0 and the discovery of Earth's ruins.
A Synaptronic system consists of two main parts:
The headset includes:
The lasers shine directly onto the optic nerve, inputting sensory information into the brain non-invasively. This method allows for direct neural stimulation without invasive procedures.
Synaptronics simulates all five senses, with varying degrees of fidelity:
Some users report difficulty breathing in VR environments, described as a feeling of clogged sinuses. This is attributed to insufficient fidelity rather than actual physical obstruction.
Synaptronics requires less processing power than traditional VR systems. It utilizes the brain's inference capabilities, transmitting environmental information rather than streaming video frames. This approach allows the brain to calculate movement and camera position, reducing computational load.
Extended use of Synaptronic headsets can lead to several health issues:
Abnormal pupils, if untreated, can lead to an inability to use Synaptronic headsets.
Synaptronics is limited by the brain's ability to comprehend and maintain internal consistency in simulated environments. Experiences that deviate too far from this consistency may cause a "false awakening" effect.
Synaptronics devices are expensive and not widely marketed. They are primarily used by development and design enthusiasts. Distribution often occurs through open hardware projects, with online guides for construction. Some vendors offer finished kits, but many aspects of the build are customized to individual user measurements.
The immersive nature of Synaptronics has raised concerns about users preferring virtual environments to reality. However, the technology's limitations naturally enforce breaks, mitigating some of these concerns.