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Technology in the US

By Randal Snyder, Copyright 1998

In resent years the United States has developed the first paperless currency system. This new age of electronic funds created the need for faster transfers of data and in this case money. With this need the Federal Communications Commission (FCC) was forced to implement the newest and most controversial changes to the Telecommunications Guidelines. The new changes allowed microwave frequencies to be used in all communications systems including computers, modems, and telephones. Other changes released technology to experiment with human implants for communications purposes. Because of these changes the US has the fastest digital communications transfer system in the world. The most dramatic and wide felt changes happened outside every home in America. The "old" technology electric phone lines were replaced with the more energy efficient fiber-optic cables. This fifteen year project cost tax payers billions.

The electronics market boomed as manufacturers were unleashed to explore new technologies. Computers have changed the most in the last few years. As computers reached the high-end frequencies silicon and copper were no longer capable of keeping up with the demand. As a result fiber-optic transistors were developed. Capable of much higher frequencies than copper fiber-optic computers started a new race for faster and better. The new FO computers had virtually no ceiling on their performance.

As the fiber-optic renaissance drove on, human to computer interfaces changed also. The 3D technology of new displays allowed new dimensions to the old two-dimensional environment. Through the use of the floating mouse, a glove with motion sensors, people were able to climb walls of data or float through their mainframes. Finally after years of development a lightweight virtual reality helmet was released. This threw a new twist on how man met the machine. The bulky monitors were replaced with this new lightweight portable device. Soon cordless models were released and people found new freedom in computing.

As the processing power of home PCs increased the toys of the net surfer became more extravagant. Full body harnesses with sensors and mild electrical pulses allowed net runners a chance to feel their virtual environment. So new forms of entertainment were explored.

Telephones had become obsolete as the audio/visual experience had become the norm. Those who have not upgraded to the videophone are often considered back woods, or worthy of distrust.

The speed of computers allowed graphics of unparalleled clarity and detail. Net runners found hours of their time lost in worlds on the net. By this time, net meetings were held in simulated environments and persona files were created to identify the individual. The personas were developed first by gaming companies for use in interactive games. The once text based conversations replaced with customized personas and voice synthesis. These customizable software packages granted the power to appear in any conceivable form and created a specialized view of the Internet.

In this new age of research designers produced an implant to interface directly from the computer to the human brain. The original design was used in 2002 to aid pilots in target acquisition and cockpit controls. This predecessor of the "Smart Link" allowed the pilot to access targeting information through mental thought. Heavy training and implant surgery did not outweigh the impressive results for government approval. In effect, the government footed the bill for what would end up becoming a failed project. The commercial field though, would prove a better prospect.

In March of 2005, the first "Thought Link" was released to the public. Its high cost and required surgery made it slow to catch on. Certain government agencies as well as major corporations invested into these high-ticket items, though on a wide scale the Thought Link was a failure.

In recent years, the link has gone though several developmental phases. Most changes focused on the strategic placement of the link's neural probes. Marketing changes have been cosmetic at best, as human experimentation is “technically” illegal. Neural mapping and other, so-called, safe research has been done, and has unveiled vast amounts of information about the human brain.

The applications available to the Smart Link by MotorolaÔ, have made this the best selling link on the market. The only real danger of the link is the electrical signals sent to and from the brain. The brain interprets the signals in the same manner as it does normal nervous system pulses. Some believe the signals and implanted circuitry can cause severe brain damage, should there be a power surge.

Any Smart Link sold after 2008 is capable of interfacing with any Fuzzy Logic device. These devices use sometimes-irrational strategies to come up with a solution. This process allows the user to make unusual requests without hanging up the computer or equipment. These devices make the best logical choice for the information given, most often with positive results.

The Fuzz Box is a mini-computer that is designed to interface between fuzzy logic, standard logic, and multi-state logic devices (Smart Link to any other electronic device). This box comes standard with thirty standard interface cables and connections on a 360-bit platform. By running a start up BIT (built in test) the box determines how to convert the data. The result is a slower, but effective method of transferring data through otherwise incompatible equipment. Any computer with Smart Link ports may act as a Fuzz Box via the modem port. Special attachments must be made for direct computer interface.

When linked to the virtual world the runner can phase in and out of the real world, but only with extreme effort. The virtual reality signals are stronger then natural ones and so the net runner must concentrate to focus on reality. When plugged into persona software packages every thought or reaction transfers from man to the virtual world. It is nearly impossible for the linked person to control both the real body and his virtual one and so he reacts like a sleepwalker, twitching and having muscle spasms, and often talking aloud. These are the most common symptom of live wire communications problems (LoWComP, users that suffer from these symptoms are labeled as “low competency”). More training can solve most of these problems.

Because few of the smart link users are fully trained special chairs and harnesses have been constructed to help prevent the user from injuring himself. The best benefit of the link is that there are no other pieces of equipment to lug around. Access time is always at a prime and is the main reason people claim for getting the link. Some believe that true feeling is possible through the link, which has spurred controversy over adult sites, though few of the design engineers have supported this notion. Negative sensations are filtered and reduced to a minimum to prevent unpleasant sensations.

Through the link, the net runner experiences whatever happens to his persona. Because of this, old massacre games have been revived. The software market has boomed for improved virtual environments. These games are being dubbed “the most dangerous games on Earth” for promoting violence and addictive psychotic behavior.

Several computer related deaths have occurred over the past years, all unsolved. Critics of the Smart Link believe it shorted out and burned the user's synapses. Manufacturers claimed no fault as they noted altered circuitry on most of the victims. The only questionable death was in the case of a seventeen-year-old student who had hacked into government-restricted databases. The official cause of death was heart attack, though the case no longer exists on any public records beyond press files.

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