SimStim is literally Simulated Stimulation, and is a logical parallel to VR. Rather than experiencing a full VR or AR experience in which your mind is placed inside a metaverse matrix, a completely simulated reality; or the joys of physical reality ?meatspace- with additional VR components grafted on, SimStim opens up a third possibility.
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SimStim is literally Simulated Stimulation, and is a logical parallel to VR. Rather than experiencing a full VR or AR experience in which your mind is placed inside a metaverse matrix, a completely simulated reality; or the joys of physical reality -meatspace- with additional VR components grafted on, SimStim opens up a third possibility.
Twenty-five uses to which SimStim, or Simulated Stimulation is likely to be put, which offer true benefits for the world and individuals alike.
SimStim is a concept first created in the VR novel Neuromancer, penned in 1984 by William Gibson. It is the third form of alternate realirty. VR is the replacing of all outside stimulae with artificial. AR is the augmenting of natural stimulae with artificial. SimStim is replacing your natural sensory stimulae, with that of another person.
SimStim of Simulated Stimulation, is a powerful technology under development. There are always those who would use a technology to evil ends, and sensory recordings can certainly do much evil. Twenty-six examples of the less wholesome uses this will almost certainly be put to.
Brainstorm is essentially a film along the lines of SimStim, or Simulated Stimulation. It came along in 1983, long before virtual reality was a mainstream concept for the first time. It is nowhere near the level of colourful fluff that covers blockbuster VR films like ?the Matrix?, but, at the same time it more than holds its own. Brainstorm doesn?t deal with virtual reality par se, but rather with a similar technology, that of SimStim. It doesn?t refer to it as SimStim, which was coined in the earlier William Gibson novel ?Neuromancer?, but that is exactly what it is. Using a sensory jack to record one person?s senses and emotions, then playing them back to another person, as a wholesale experience.
A pictoral romp through some of the scenes from the film Strange Days, a film which explores the nature of SimStim in some depth, evaluating how it might be achieved, along with pros and cons - ways the technology could open up lives, and ways it could destroy them.
The use of pre-recorded full sensory experiences as a means of preventing pain and occupying the mind whilst doctors and surgeons work.
There is always a darker side to the personal total immersion experience of VR, SimStim, and their kin - the addiction side of things.
Apparent Sensory Perception, later known as SimStim, is the logic endpoint of passive entertainment, in all forms.
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