Showing posts with label The Point. Show all posts
Showing posts with label The Point. Show all posts

Monday, September 8, 2014

Appendix C Tertiary Concepts

The Seven 3D Fundamental Relationships
The Seven Relationships of Mass, Distance and Time
In this appendix, the concepts that involve all three of the primary units of distance, time, and mass that when combined in seven simple relationships, form concepts, new and old revisited, that will become the basis of even more complex concepts.

Present Reality of Existence = Mass x Distance x Time

Potential Reality is the concept of three unit vectors that form a composite 1D Vector edge of a 2D surface element of Tangible Existence. It is the nature of surface within our universe that gives us the concept of reality. The Reality of Existence in terms of physicality is another property of the Point. Most physicists consider particles as solid inelastic points. Particles and points are actually a co-linear view of structural vectors of Present Reality of Existence. Consider for a moment that the current thinking in Q. E. D. is that virtually any sub-nucleon type particle can form in the vacuum of space, a.k.a. ‘Quark Foam’. This ‘Quark Foam’ is actually Vectors of Present Reality of Existence. How long will a line of Present Reality of Existence will last is a matter of its Potential. We exist in a linear fashion. We are dynamic volumes of space-time, filled with organized matter, that exist for a short amount of time.

Present Reality of Existence can also be viewed as a ‘Hot Time’ or ‘Massive Displacement’.
Together, the unit vectors of mass, time, and distance are all rolled into one composite vector package of Present Reality of Existence. Matter, Space-Time, Energy, Gravity are each a concept of higher linear dimension. Also, they are all concepts that require three or more degrees of freedom to form. All the unit vectors are pointing in some direction. Each rotating in some plane, to form and become the basis of all things material, propelling, impelling and cosmological.

Future Reality of Existence = 1/(Mass x Distance x Time)

To Be determined. A future-present dynamic vector that would make Heisenberg proud.


Momentum = Mass x Distance / Time

Momentum is the concept of three unit vectors that form a composite 1D Vector edge of said 2D surface element of Tangible Existence, adjacent to Potential Reality. Isaac Newton’s second law, or rather the second half of his statement about the motion of objects, namely that “…Every body perseveres in its … uniform motion in a right line, unless it is compelled to change that state by forces impressed thereon...” is the statement from which the concept of Momentum is derived. An object that is in motion and traveling at a constant rate of velocity is considered to have Momentum. Mass x Distance / Time = Momentum, which is constant change of an objects distance or direction, through the action of motion. Einstein has taught us that everything is relative. Said object is considered to be in motion, in some ‘right’ direction relative to any other object not in apparent motion.

From ‘HyperPhysics – Momentum’, Momentum is defined as:
Momentum:

The momentum of a particle is defined as the product of its mass times its velocity. It is a vector quantity. The momentum of a system is the vector sum of the momenta of the objects, which make up the system. If the system is an isolated system, then the momentum of the system is a constant of the motion and subject to the principle of conservation of momentum.

The basic definition of momentum applies even at relativistic velocities, but then, the mass is taken to be the relativistic mass.  The most common symbol for momentum is p. The SI unit for momentum is kg m/s.  Momentum is in the motion of objects. Relative motion means just you as the observer and your frame of reference, and what it is that you the observer is observing and its frame of reference and the difference if any between the two. Momentum is the relative motion between two objects of differing volumes and densities and the distance between them. Momentum is matter’s resistance to change in direction while in motion.  Momentum can also be viewed as ‘Fast Mass’, or since mass x distance is the mechanical equivalent of Heat, then it can also be viewed as ‘Frequent Heat’.

Inertia = Mass x Time / Distance

Inertia is the concept of three unit vectors that form a composite 1D Vector edge of said 2D surface element of Tangible Existence, adjacent to Momentum and adjacent to Potential Reality, i.e. perpendicular to both. Isaac Newton first law of motion, or the first half of a statement about motion of object, namely, “Every body perseveres in its state of rest… unless it is compelled to change that state by forces impressed thereon.” Inertia is the concept of Mass x Inertial Friction, thus it is matter’s resistance to change in direction while at ‘rest’. The concept of being at ‘rest’ is in fact incorrect, since everything in the universe is in some kind of motion relative to something else, and certainly away from the center of the ‘Big Bang’ as it appears that the Universe is still expanding. It would be more correct to say, to paraphrase Einstein, that the concept of Inertia, is the Mass of a volume of Matter, being at ‘relative rest’ in relationship to its nearest large companion comparison mass against which it is ‘resting’.

In space, there appears to be no friction, but there is the “inertia” of matter. All known matter has some inherent “inertia”. One has no real way of knowing exactly how much Inertia an object has until you try to move it. One can use a horizontal spring balance to measure an objects mass as defined by SI. The object’s mass that is being inspected has to be moving and changing directions of travel at a frequent rate. The distance of travel and time of travel are the same in both directions, and cancel each other out by the use of math. The spring has to overcome both the inertia and the momentum to give the proper functional result of an objects mass as measured by SI. Most educated individuals will tell you that mass, is simply just the numerical measure of inertia. For Newton’s more complete statement we have:

Every body perseveres in its state of rest, or of uniform motion in a right line, unless it is compelled to change that state by forces impressed thereon.

Projectiles continue in their motions, as far as they are not retarded by the resistance of the air, or impelled downwards by the force of gravity. A top, whose parts by their cohesion are continually drawn aside from rectilinear motions, does not cease its rotations, otherwise than it is retarded by the air. The greater bodies of the planets and comets, meeting with less resistance in freer spaces, persevere in their motions both progressive and circular for a much longer time.

That is a pretty big ‘or’. Potential Linearity, (mass x time) / distance, if one can get the feel for word problems and the mathematical relationships that are formed in the process, as a dynamic construct of Hypersurface geometry, one can see how as a radius gets longer, mass and time held constant, the sense of ‘density’ and ‘inertia’ decrease because of volume increase. If the radial distance is decreased, and the mass and time value are held constant, then the volume decrease increases the sense of ‘density’ and ‘inertia’. This behavior is seen evident in the four common forms of matter. Mass multiplied by Inertial Friction is closer to describing the concept of Inertia than just plain mass. Both momentum and inertia involve the concepts of time and distance, in Momentum’s case, its Mass x Velocity, for the case of Inertia, Mass x Inertial Friction. Mass is the constant in both cases. Inertia is matter’s resistance to change in direction while at rest. An object that appears at rest, wants to stay at rest.

Gravity = Mass / Distance x Time

Gravity is the concept of three unit vectors that form a composite 1D Vector edge of a 2D surface element of Tangible Existence. Gravity is the concept of ‘In’, or towards center, parallel to the fourth axis of rotation. Gravity also represents ‘Applied Linear Density’, or how matter gets made denser. Displacement Mass is one form of the Gravity concept. Pushing Linearity is another form of the concept. It is a matter of application of the mass. All points in the universe have the same capacity to act. The affect of a unit vector of mass expresses itself on one axis or another. Gravity creates large massive objects, such as galaxies, stars and planets. Gravity is what pushes against matter, causing it to accelerate toward a larger clump of matter.

Time of Heat = Time / Mass x Distance

Potential Reality is the concept of three unit vectors that form a composite 1D Vector edge of a 2D surface element of Tangible Existence. Time of Heat is the concept of Specific Inertial Friction, or that of which specifically impedes. The Time of Heat is the length of time it takes to generate or use a unit of Heat, while Charge per unit of distance may have more meaning in terms of how the physical relationship between the different primary physical concepts may actually behave. The relationship, for the Time of Heat, is the inverse of the relationship concept of momentum, and can be thought of as inverse momentum, which implies ease in the ability of an object to change direction while in motion, but more at that Heat is what causes time to flow. Where one object’s momentum can be transferred to another, usually increasing the K.E. of the second object, SIF removes K.E. from the second object to be lost as ‘radiated heat’. Inertia is the concept of resistance to change in direction of an object at rest.

The fastest object that we are aware of is the photon, a unit of light. Light, which supposedly has no mass, has a speed limit. Even in the vacuum of space, with seemingly nothing to slow the photon down, the photon cannot exceed its limit. Specific Inertial Resistance is the relationship responsible for this fact.

The length of time that mass can be effective through some distance, is a concept that is much harder to fathom. If the mass term, or the distance term, increases, then the Specific Inertial Resistance decreases.

Linear Potential = Distance / Mass x Time

Linear Potential is the concept of a unit of distance per unit of Potential. Sounds a little like the MPG of gasoline. The distance is dynamically created, is structurally developmental, and is the resultant vector from the mass and time product vector, and this is what creates ‘space’.
Specific Velocity is velocity per unit of mass, or speed per unit of mass, and is the inverse relationship of Inertia. The application of a specific amount of mass will yield a certain velocity after the mass is applied. Mass is responsible for the photon’s achievement to its given velocity. It is mass that supplies the oomph that gives the velocity to the photon which sends it on its journey into Pure Space to be absorbed later by another object with mass. The mass vector in the photon is near perpendicular or is perpendicular to the distance vector, so that its scalar mass value is small or zero when compared to the distance vector, yielding a large velocity vector. This relationship yields the speed limit of light.
The Frequency of Specific Linearity lends its relationship to matter and its unique elemental forms. The variety of the elements that are available is evidence of this relationship.

Specific Displacement = Distance x Time / Mass

Specific Displacement is the concept of ‘Out’, or away from center, parallel to the forth axis of rotation. Specific Displacement can also be considered as Linear Charge, Charge x distance, or the Time Specific of matter. Specific Displacement is opposite of Gravity.
Displacement is any one event of change in distance and time. Displacement occurs from start to finish of the event, the result being a distance that was traversed, the time it took to transverse it, and the dynamic mass vector that was increased, decreased, moved or rotated.


Monday, October 14, 2013

Perceptions of Reality

The perception of the realities we learned as children, is very different from the perception of the realities that we faced as teenagers, then again as adults, and then again as aging adults. One's views of reality are shaped by religion, mom, dad, teachers, peers, co-workers, neighbors, TV, news, government, media and friends. What is tangible, is the most definitively real experience we get from this world and universe. If it hurts, it is real, that is why corporal punishment brings a sense of reality to those who seem to need to reminded of what reality can be, and to choose their future actions more wisely and with care, unless they wish for more pain, which then is easily applied.

Fiction and fact in today's world, and the lines in between, are getting blurrier and blurrier. That which is real, can grab you by the top of your head, lift you up, give you a shake, put you back down on the ground. If malevolent, a bloody mess. If benevolent, then be healed, and walk with spine aligned. The lines between, the illusion of reality, and the virtual reality of illusion are defined by our perceptions of one's experience.

When what was theory, illusion, unreal, a non-fact, someone else's hypothetical science, small in possibility and non-existent probability, become just the opposite, how does one respond, how would you respond?

Degrees of Freedom, come in two flavors, any good modeling program will demonstrate these to you:  Linear Translational Motion and  Frequency Rotational Motion.  The number of degrees of freedom is determined by how many lines, through the same point, and all be perpendicular to each other.  In our visible world the 'space' in which we live, we get only 3, thus 3D.  In time, we only get one degree of freedom, and only in the same direction, forward, 1T.  Together they form 3D+1T.

The only 'fundamental flat' structure in my proposition is the simple triangle, which just happens to have available to it 4 actual degrees of freedom of motion as I have described above.  It also follows one equation to form all seven of the different geometries.  It is form by Hypervectors.

Hypervectors are multi-'dimensional'.  They are self-forming Hypervectors of 'Extension', 'Change', and 'Push', and it is the differing combinations within each triangle, following the one formula, that creates the dynamic path drawn by the 3rd Point, created at the end of the dynamic Hypervector.  Then one uses the 4 Degrees of Freedom to form contiguous Hypersurfaces into functional shapes by applying the formula.

Every Point is capable of being any, or all, of the seven structures, at any instant, with each point being in equilibrium, this is called a medium.  This is the Quantum Mechanical Zero Point Particle Equilibrium, from which everything is made.  

Tuesday, October 7, 2008

The Point (4DFR)

A Point is a concept in need of a definition. What are the properties of a point? For some, a point is the beginning, for others it is the end. A Point is the concept of how the universe began, as an origin, i.e. the concept of the Origin of the Universe and it’s beginning as a Point.

Concisely then, all the clear, cognizable concepts, were creatively conceived, concentrated, completely compressed, and confined to a coalesced object. All concepts were conceived and clearly created though an act of cohesive, coherent, concentric, cognizing by a considerable comprehensive consciousness, with but a compunction, did conceptualize and compact all concepts into one coalesced concurrent condensed Point of Origin.


'In The Beginning’, the first Point is the universe, and is the Origin of all Points. When the Big Bang went “BOOM,” The One Point became many. It was a geometrical exponential expansion: 1, 3, 27, 19683, 7625597484987, etc. The Big Bang, “The Origin of All Points” having occurred, we can now start to define more complex concepts now that we have more that one point with which to work.

Mathematically speaking, a point marks the beginning and the end of a line, or an intersection of two or more lines. A Point also has the same mathematical definition and includes the collinear dimensional view of a line (looking parallel along the line, i.e. an end view); otherwise, it is perceived as a ‘flat’ sphere that has the same perpendicular view, as viewed from all ‘sides’, within our universe. This sphere shaped Point has no dimension or volume in and of itself relative to our “4D Space-time”, yet it is there to define dimension. A sphere is the simplest of shapes and forms, for it has one point of origin, one single contiguous surface of the same shape as the center origin point, and one single continuous edge easily seen from all angles, which is also the same shape as the center point from which it is formed.

[0,0,0,0,...]


The point of The Point is that the concept of The Point, as a sphere is:
  • The sphere is the simplest of all geometrical concepts from which all other concepts arise.
  • Within each Sphere reside all the properties needed for higher dimensional constructs.
  • The universe naturally uses a spherical coordinate system.

Dynamic Point Laws
    • Each Point can act as an origin.
    • Each Point can act separately.
    • Each Point can act in concert with any other Point.
    • Each Point is tied to all other Points.
    • Each Point adds or transfers its properties to the next and in turn receives a property set from said next Point.
    • All Points can act together.
    • One Point can affect all the other Points.
    • All of the other Points can affect just one Point.


What we see as a point in our 4D environment is really a ‘cross-section’ of something that has more than four dimensions. To imagine as an example, we can talk about ‘Mr. 3D’. Mr. 3D has 2D in terms of extension, and 1D of time so that he knows motion. He knows about left and right and up and down, but not about forward or backward. He can’t see ‘In’ or ‘Out’. He can move around objects in his 3D environment, but all he sees is a dot, a line, or a line of dots or moving lines and dots. Concepts like ‘square’ and ‘circle’ are abstract and tough to visualize or prove. The only way he can determine a shape is to move around it. He can only rotate left or right about an axis that is normal to his plane of ‘reality’. He can move in any direction save for the direction of the axis of rotation that is ‘normal’ to his plane of existence. He cannot rotate ‘in’ and ‘out’ of his plane, only within it. Now we can introduce various objects into his plane of existence. Our objects are 4D in our ‘Hyperplane of Existence’. When we move our 4D objects to intersect his plane, he can only see their cross-section edge. If we were to put our finger through his plane, he would see only solid lines that were impassable, after awhile he might find that he could go around but just not through. As we move our finger into his plane he would notice that the line he sees is changing length. He is able to determine distance, angle, color, and his 2D position relative to the position of our finger. Mr. 3D has limited view and knowledge of anything beyond his 3D (2D plane, 1D time) environment.

When thinking about objects, that appear to be singularity orientated, such as particles and Blackholes, the cross-sections that we see in our environment are actually 5D Hypersurfaces imposed on a '6D Hyperspace' structure / environment. Dimensions noted here, are always perpendicular to each other. All four 'linear' dimensions of Extension are perpendicular to each other. We can only see in 3D. The fourth is 'just around the corner,' out of view. A Point in 4D, is a line in 5D, is a curved surface on a 6D object. Time-Flow and Dynamic Mass are Hypervectors similar to that of Extension.

Points are the basis of everything. It is the properties that we can ascribe to any one Point that creates differences from any other Point and since we have laid out the concept groundwork of the Point, it is now easier to see that Dynamic Hypervectors are formed between any two Points. One Point acts as the Origin Point the other acts as the Dynamic Point. Hypersurfaces have designated scalar truth table values such as [±1, 0] which yields the structure for ‘Infinite Hyperplanes’. Dynamic Path Hypersurface Elements are formed by rotational (α, ß, (R1,Θ), (R2, φ)) Dynamic Hypervectors, with four degrees of freedom of rotation. The first degree is about the longitudinal direction of a unit-vector, ‘R’, and yields the ‘plus or minus’ Polarity value of the scalar, while the second, third, and fourth degrees of freedom is the rotation of a Dynamic Point at the end of the dynamic longitudinal section, (r = Pd – Po) acting as the head of the arrow, about an Origin Point. It should be noted that π equals one degree of freedom of rotation. In the One Equation, the first half of the equation uses 0 to 2π, this equals 2DFR, while the second half of the equation uses -π/2 to π/2, the range of which is equal to π, 1DFR, together they yield a 3DFR.

The ‘first’ degree half of the above equation yields a circular perimeter created by a 2DF Dynamic Point (2πr). The rotating D-R unit-vector will form in situ an ‘Infinite Hyperplane’ (πr^2), 2D1T. Any two Infinite Hyperplanes, acting in concert together, will always be perpendicular to each other, thus Infinite Hyperplanes exist in all directions, thanks in part to Heisenberg’s Principle. An Infinite Hyperplane is one of seven different Hypersurfaces. The ‘second’ degree half of the above equation describes a Dynamic Hypersurface Path Element, with limitations, that goes through ‘zero’, in a rotational plane that is perpendicular to the rotational plane of the ‘first’ degree half of the equation, (2D1T), that due to the rotation of the first plane, (2D1T), forms two of the 6D ‘linear’ dimensions. The 6D ‘linear’ dimensions are really 4D1T1M ‘not so linear’ dimensions.