Holodeck
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The Holodeck

Homesick? Want to go skiing? Chat with Sir Isaac Newton? The Holographic Environment Simulator, generally referred to as the Holodeck, can recreate simulated experiences - any place, any time, with anyone - so real that some find life in the holodeck's simulated reality more interesting than their real lives.

Psychologists realized long ago that being locked up in an artificial environment for extended periods of time can be mentally unhealthy. The Federation has worked for years to create an energy-efficient, virtual reality system that offers a much-needed mental vacation. Holodeck technology becomes practical at about the Galaxy-class ships are created, and quickly becomes a basic requirement for most starships.

When the holodeck is not in use, it is simply a large, empty black room with yellow grid lines dividing the interior.

Embedded in the walls are countless microminiature omni-directional holo diodes (OHDs). The OHDs are the workhorses of the holodeck system. Each six-sided OHD contains an optic section and a forcefield section. Orchestrated by a computer, the OHDs create a world that appeals to all five senses. The more complex the simulation, the more memory and power are required from the ship's computers.

The holodeck imagery subsystem adds depth to the simulated environment in two ways. First, it generates 3-D projections of distant objects - city lights, rolling hills, a blazing sun - in a sophisticated extension of forced perspective. This subsystem also uses concentrated forcebeams to give nearby objects the appearance of substance.

The matter conversion subsystem uses both the transporter and the replicator to create real matter with the holodeck. The holodeck imaging processor creates distant objects and background scenery. While the imagery subsystem can generate an image of a telephone on a desk, if a user is about to pick up the receiver and dial, the matter conversion subsystem creates an actual telephone. Transporter and forcefield technology is brought to bear to create life-like interactive beings. These characters have physical substance and are controlled by discreet forcefield and tractor beams. Unlike holomater, any matter created purely by the transporter or replicator can be removed from the holodeck. The object is real. However, if a character leaves the holodeck, it is no longer controlled by the computers. Without forcefields generated by the holodeck systems the character will dematerialize.

There are three sets of controls for a holodeck. A small command console allows users to control the holodeck before entering. Traditional voice commands can stop, freeze, reply, or adjust any situation. The final control option is via the holodeck arch controls. The arch controls can appear with the ongoing simulation and provide communications and non-holodeck computer functions.

Chief among the holodeck etiquette rules is a ban on using a living person - especially someone serving on the same ship - as a model for personal fantasy fulfillment. However, there is nothing within the holodeck systems that prevents anyone from doing just that.

Although a crew member can still break a leg while skiing or get a shiner from a boxer, safety parameters are built into the holodeck systems that prevent serious injury or death. Safety systems can go off-line, but this is unusual, and is normally the result of shipwide difficulties. 

Some individuals establish a psychologically dangerous dependency on the holodeck. This condition is known as holodiction. While it is not common, it is often very difficult to resolve, especially as holodiction usually marks deeper problems.

Most crew members simply enjoy the ride and use the holodeck for its intended purpose. Places provide facilities where you can purchase a program, and hire out a holosuite, and enjoy your (or someone elses) favorite fantasies.

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