Wednesday, December 16, 2009

Appendix B Secondary Concepts

Appendix B


The Nine 2D Fundamental Relationships

The Three Relationships of Distance and Time

Time and distance, that when combined in the three simple relationships, form some interesting concepts.



Displacement = Distance x Time

Displacement is the concept of a 1D Structural Vector formed from two co-linear unit vectors, one of a directed distance and one of directed time. Any distance that is traveled is also traveled in time for one cannot travel a distance without also traveling in time. Since distance and time are not traversed separately then what occurs is displacement. Displacement, it is what occurs when we move, or when energy and matter moves, from place to place.




(x1 - x0) * (t1 - t0) = (dx * dt) = Displacement

The Structural Vector of Displacement is the 1D edge of 2D Structural surface elements. It is the contiguous-ness between two points forming a primary vector. Normal surface is formed by Hypersurface geometry that forms a closed contiguous perimeter to create an area. The Structural Vector is that which helps to form the surface that forms the volume. Many Displacement vectors acting together form ‘infinite planes’.

Velocity = Distance / Time

Velocity is the concept notion of relative motion. When we move through space and time, we do it at some velocity. When what we do involves motion, we do it at some linear velocity. All things are in motion. All things usually travel in a linear fashion. The velocity of an object is relative to the observer. When you increase your velocity, you are able to cover more distance in less time. The slower one goes the longer it takes to cross a specific distance. If this fundamental relationship did not exist between distance and time, there would be no movement available for matter or energy.

From “HyperPhysics - Velocity”, Velocity is defined as:

The average speed of an object is defined as the distance traveled divided by the time elapsed. Velocity is a vector quantity, and average velocity can be defined as the displacement divided by the time. For the special case of straight-line motion in the x direction, the average velocity takes the form:

You can approach an expression for the instantaneous velocity at any point on the path by taking the limit as the time interval gets smaller and smaller. Such a limiting process is called a derivative and the instantaneous velocity can be defined as:

Velocity is a 1D Dynamic vector relationship between distance and time. Relativity exists between two points, and when the two points have time dependant vectors, the time concept and its relationships, is critical.

Inertial Friction = Time / Distance

Inertial friction is a 1D “anti-dynamic” hypervector, and is inverse to that of velocity. Inertial Friction and is the same as the concept of ‘resistance’ in units. The speed limit of the photon is the result of the Inertial Friction relationship. Inertial Friction is the opposite of the concept for motion, which is that of velocity. It can be seen that as the time factor becomes large, while the distance factor remains constant, that the value of the frictional resistance increases.

Physicists have shown that various kinds of matter allow photons to pass through, with ease or difficulty, depending on the matter. This ‘resistance’ to an photon’s passage is the result of the photon’s mass vector reaction to Inertial Friction vector of a particular volume of material. The amount of ‘drag resistance’ over a given distance that an photon is to travel, after energy has been applied to put the photon into motion, is similar to aerodynamic drag. In the case of the photon traveling through space-time, in a vacuum, one could believe that there would be no resistance to its passage, yet there is as such a resistance. It comes from the 2D ‘t/d’ unit vector relationship. Using the example of the electron, instead of the photon, passing through some medium, where it is easier to understand such a concept, Inertial Friction is at cause for the electron’s speed –limit of travel through any kind of matter or just space-time.

The geometry of Hypersurfaces plays a significant role in the expression of Inertial Friction when it comes to matter, energy, gravity and space-time.


The Three Relationships of Primary’s Mass and Distance

Distance and mass, that when combined in the three different simple relationships, form some ‘massive’ concepts.

Linear Matter = Mass x Distance

Linear Matter is the concept of 1D Vector of Matter, the edge of a matter element. It is the base vector part of matter just as Linear Displacement is the base vector part of space-time. Geometrical Structure is made from three points with stable vectors between points. When mass is a component of a structural vector, matter is a formed. Mobile differentiation of space, by a Hypersurface that creates “movable space-time”, using a relationship vector such as Linear Matter is what forms matter.  Mass needs Distance to have reality.  Matter is what matters, for without it space and time are meaningless and there is no differentiation.

Linear Matter, the ‘solid’ equivalent of heat, in terms of SI physical primary units, is “kg-m”. Typically the kg-m is used as a conversion tool in a relationship equation, much like c2 converts mass into energy. Matter, whatever its current density and current composition, has its own mobile local space-time. Since before space-time and matter, before energy, before structure, it all was undifferentiated ‘Mass-Space-Time’. The real creation was mobile differentiation.

The path of a typical end-point of a vector is a curve. A 2D plane is necessary to describe a vector as a curve. The vector line element itself is a 1D vector between a Point and the next immediate Point tip on the path object, in a 2D environment. We can see that from a 3D perspective, perpendicular to the 2D surface, the veracity of this claim. Enthalpy is a progression from chaotic relationships to ordered relationships. Enthalpy follows a ‘path’ of progression. The Sun, and all other massive stars that still shine by the fusing of hydrogen into helium, is the main producer of enthalpy occurrences. Creating matter with larger nucleon counts is a process of enthalpy. Entropy, by contrast, is change from an ordered state, such as ice, to a more disordered state of chaos, such as water, which will lead to a form of equilibrium that is determined by available heat within a finite volume.

Linear Density = Mass / Distance

Linear Density is a 1D density vector, and is a precursor of the 3D ‘regular’ volumetric density measurement scalar in kg/m3. Linear Density is the concept of mass per unit length. If a given Linear Matter vector has a certain mass, it said to have an average mass for that distance, this is a form of density. When one weighs two identical cylindrical volumes, one made out of Aluminum and the other made out of Gold, on a weight scale, one will find that the gold cylinder weighs more than the aluminum cylinder. What this means is that there is more mass squeezed in to the same sized volume for the gold. This applies to the number of atoms of each element with identical volumes.  If the number of atoms is the same in each cylinder, the gold one would still weigh more. If the mass of a cross-sectional disc is constant, then the total mass of the cylinder can be determined by measuring its total length.

The same is true of Linear Density. If, for equal distance vectors, gold has a unit mass vector that is longer or rotated at an angle that is smaller in relationship to the unit distance vector, it can be said to be denser. When a Linear Density vector is allowed to rotate with 3 degrees of freedom, a more familiar form of volumetric density is apparent to the observer.

The universe has its own natural ‘coordinate’ system. In physics, there is taught, within the mechanical branch, two types of systems when it comes to the motion of physical objects: linear and rotational. Linear uses the familiar x, y, z, while rotational uses two perpendicular angles and a variable scalar, which is known as the spherical coordinate system. This spherical coordinate system is similar to the natural one of the universe.


Specific Linearity = Distance / Mass

Specific Linearity is the concept of a 1D vector of specific length, which leads one to the Quantifiable. The concept of Specific Linearity of Matter, leads one to the quantitative and qualitative concepts in chemistry. Each nucleus of an atom of some element has a specific radius that makes it distinctive. The number of electrons, that form the ‘cloud’ about each nucleus, also conform to some specific radius for that element, and adds distinctiveness to the element. The Proton, Neutron, and the Electron each has its own specific radius and mass. If the Dynamic Mass hypervector truly is a constant unit, then it is plain to see that the radius of a particle determines its mass, this is given evidence by the size and mass of each, with the electron being the smallest in both size and mass, and the neutron the largest in both size and mass.

When looking at matter from the point of view of a unit mass vector, what is the radius distance, of a gram of it? The answer depends on the element that the gram of mass is made. The Specific Linearity of matter is specific to the differentiation of the element or particle system that it is specifically describing.



The Three Relationships of Primary’s Mass and Time

Time and mass, that when combined in the three simple relationships, form some ‘energetic’ concepts.

Potential = Mass x Time

Potential is the concept of a 1D Vector of Availability. What is Potential? Mass has no meaning or existence without time. Mass needs time to exist. The matter and energy that are here today can be gone tomorrow. For Matter and Energy to exist, both require the concepts of time and mass. The availability of mass or time is required for the formation of either matter or energy. There exists the requirement that there be a Potential to form either one.

Energy, thanks to Einstein, equals mass times ‘the velocity of light in a vacuum’ squared, while Matter comes in four distinct forms. In the ancient days of yore, the four forms of matter were known as the ‘Four Elements’: Earth (solids), Water (liquids), Air (gases) and Fire (hot ionized gases i.e. Plasma or solar matter), and the once mythical 'fifth element' known as AEther (space-time and its drag / vacuum). Each form of matter, going from solid to liquid to gas to plasma, is less dense, displays more ‘kinetic energy’ and less ‘potential energy’ than the previous. However, there are many different types of each of the ‘four elements’, at least when it comes to the solids, liquids, and gases. One defines a ‘volume’ as ‘distance x distance x distance’ or d3, or aka ‘Space’, Matter comes from multiplying Potential x Space.  Energy comes from multiplying Potiential / Inertial Resistance x Acceleration, which is a little different from matter. Energy goes to chaos, while matter creates order. Energy is time dependant and future orientated, while matter is distance dependant and past orientated. Vector direction in each Potential relationship in the formation of Hypersurface geometries goes to some differentiation to form some kind of matter or the transference of energy.

Matter is condensed Energy. Energy comes in several forms, as does Matter. Energy condenses to Matter. It’s all about DTM.

Specific Time or Longevity = Time / Mass

Longevity is the concept of a 1D vector edge of a 2D plane of specific time. It takes a specific amount of time to ‘change’. The process of changing moves mass, in some form, from one Point to the next Point. This relationship between time and mass is similar to the one in Inertial Resistance. It takes time to move mass. It takes time to build mass. This relationship between time and mass, a unit of time per unit of mass, if the mass term is kept constant as the 'change' occurs then it is the unit of time that is changing.
Longevity, Change and Time-flow with the addition of Hypersurface geometry, increase or decrease the strength of these concepts in normal space-time.  Changing the mass vector can greatly affect the time component in this relationship.

The field (hypersurface) that develops in small particles of matter acts as an envelope surrounding the center origin point creating a spherical bubble that is able to slip through space-time yet acts like glue to create matter. Longevity or Change is one the differentiating components of matter. If there is a constant, such as ‘c’, for time/mass, that could be considered to be equal to 1, then as an object’s mass increases, it’s time of ‘existence’ decreases. Radioactive decay of elements with high nucleon counts is evidence for such a constant, as is the apparent longevity of the Proton.

Push = Mass / Time

Push is the concept of a 1D dynamic vector edge of a 2D surface element that impels. Any action to change the direction of any object requires Push. Mass and time in this form of a relationship leads to motion, action and change. Push is applied to matter through area. Push is equal in all directions in space-time. It takes mass and time to move other mass and time. Mass and time in this form of a relationship is the basis of “Gravity,” “Momentum,” “Force,” “Energy,” “Power,” and other concepts that will be defined later. Gravity is not a property of matter itself. It is a concept structure much like space and time that is a formed relationship around unit vectors of mass. Matter attenuates Push.  Thrust, gravity, and Push: all cause matter to 'accelerate' and move.

When Sir Isaac Newton founded the laws of motion as they relate to gravity and the motion of the planets, he was not specific as to the direction of its application, nor whether it is a repulsive or attractive force. However, his laws of reaction are evident in the concept of Push. “For every action, there is an opposite reaction.” To pick up a rock, it takes Push. The fluid in the muscle cells Pushes against the flexible, but not so stretchable, cell walls during the contraction process. The contraction processes of the muscles in the arm allow the fingers to move. The action, of thumb and finger, against the rock is Push from opposite sides, causing sufficient pressure and friction to over come the inertia of the rock against gravity. With the rock in the palm of your hand, palm up, you use Push again to raise the rock from the ground to pocket level. This action has added ‘potential energy’ to the rock. To throw the rock, it takes Push. Once the rock has reached its maximum ‘potential energy’ and its initial ‘kinetic energy’, from the throw, has reached zero, then Gravity takes over and Pushes the rock back to the ground.  There is no Pull, per say, just Push.  Examine any action that takes place.  Examine each component of the objects in the senario of the action.  One will find Push rather than pull.

Monday, October 19, 2009

Appendix A, the Primary Concepts

Appendix A



Terms of Use and Definitions Defined


The Concept and Label

For the purpose of clarity I have created these definitions for the concepts that have been presented. Most are terms from the Mechanics branch of Physics. When speaking of Dimensions, Time and Space, Matter, Energy, Gravity, and the like, it is important to be clear as to implication of the concept under consideration. Each complex physical definition tends to rely on the simpler ones used to define it. By the rule of logic, if one fact out of a hundred is wrong, then the actual logical conclusion, using all one hundred facts, that is reached is wrong.

The purpose in writing these definitions is to make an effort to have something of tangible means to help define and describe the view of reality that is presented. The following definitions are intended to help one understand the universe around oneself, including that piece of space two feet in front of oneself. In this work, the concept Label will usually be in a larger bold font on the line above the actual definition. A concept is a concept about a concept. The concept of a concept is a concept. The name for an object, or thing, is the Label, that the originator of the concept, or discoverer of said object or maker of said thing, thought was best in describing, in summation, that particular object, thing, or concept. That is at least until the translators got a hold of it.

Since there is more than one Label for an object, concept, or thing, or more than one originator of a concept i.e. in different countries in different times, there tends to be more than one person that comes up with some word for the same concept, thing, or object. There are many descriptive words in the American form of the English language. Certain words have more than one meaning or concept attached to it, and a plethora others that tend refer to the same one concept, object or thing. If you have any real questions, consult the definition of the Label of the concept in question in a dictionary and look for the next closest meaning.

Information from Internet related sources are reprinted here for your convenience. Websites, such as: “HyperPhysics, (http://hyperphysics.phy-astr.gsu.edu/hbase/hph.html)”, were used as a source of information on many Physics related topics. The use of block quotes will frame the information from said source, and other sources, when the topic of definition already has had some previous discussion that is relevant to the concept at hand.

As an example, in the following quote from the HyperPhysics web site, “Physical Units” is the beginning of where Physics starts out, and is an example of ‘concepts and labels’.

Physical Units

Mechanics is the branch of physics in which the basic physical units are developed. The logical sequence is from the description of motion to the causes of motion (forces and torques) and then to the action of forces and torques. The basic mechanical units are those of Mass, Length, and Time. All mechanical quantities can be expressed in terms of these three quantities. The standard units are the Système Internationale or SI units. The primary SI units for mechanics are the kilogram (mass), the meter (length) and the second (time). However, if M, L, and T denote the units for these quantities, in any consistent set of units, then the scheme of mechanical relationships can be sketched out.




In the above quote, “…if M, L, and T denote the units for these quantities, in any consistent set of units, then the scheme of mechanical relationships can be sketched out…” in essence, sums up the main thrust of this part of this paper.

Primary Fundamental Physical Concepts



The Point

The point is a concept in need of a definition. Mathematically speaking, a point marks the beginning and the end of a line, or an intersection of two or more lines. One can define a point to give it meaning and use one or more dimensional concepts to do it.

What does a point look like? What are the properties of a point? A point is the collinear view of a line, which is perceived as a ‘flat’ sphere that has the same perpendicular view from all ‘sides’, within our universe. This ‘flat’ sphere shaped point has no dimension or volume in our ‘reality’, yet it exists to define dimension and form said volume.

Why use a sphere to model the Point? A sphere is the most common shape in the universe. All stars and planets become spheres. A sphere is the simplest of shapes and forms, for it has one center point, one single surface of the same shape as the center point, and one single continuous edge easily seen from any angle, which is also the same shape as the center point from which it is formed.

The point of the Point is that the concept of the point represents the simplest of geometrical concepts from which all other concepts arise. Within each point reside all the properties needed for dimensional constructs.

Extension - as Distance

Distance is one measure of the concept of Extension.  Extension is that which exists between two points. One takes two points, anchors the first point, and calls it the Origin, and then one takes the second point and Extends it away from the origin and Distance is what is created in between.  Another term that could be used is displacement.

One point is the origin, the second point, not the origin, is moved away from the origin, this action creates Distance between the two points. You move from the origin to the second point, you are crossing that created distance. The term “magnitude” is also used synonymously with distance.   Extension is the Structural Vector.

Extension - as Time

Time is also a measure.  When creating a Hypervector of Extension, Time is also involved.  Looking at Extension in linear terms, its units are distance-time, where time and distance are in a direct relationship to each other.  From a physics point of view, distance is mathematically identified, quantified, and standardized. In the International System of units, MKS, the unit for distance is the “meter” which is the “M” in MKS.  From a physics point of view, time is also mathematically identified, quantified, and standardized.  In the International System of units, MKS, the unit for time is the "second" which is the "S" in the MKS.

Vector - as Hypervector

A Vector is the snapshot concept of what forms between two points that had been moving relative to each other. A simple vector is a distance or magnitude that has a direction, and always referenced to an Origin point (0,0, ... ).  A Hypervector of Extension is a 1D concept object that is a construct. The 1D construct forms edges.  A line, considered in mathematical terms, is a 1D formation.  The mathematical Line and the physical Hypervector are synonymous terms for the same concept object.

The two points can be referenced by one or more dimensional constraints. As an example a 1D point is referenced by: x. A 2D point is referenced by: x, y. A 3D point is referenced by: x, y, and z. A 3D+1T space-time point is referenced by: x, y, z, t, and a 4D point can be referenced in a linear context by w, x, y, z  all the while, the object of contention, the Hypervector, that which is between the two points, which in spite of the number of dimensions used to reference each of the two points, is the object that is formed, that of a Hypervector, is a 1D object, in a multiple dimensioned environment. Operations that use vector calculus are of particular importance in solving the physical concept problems that were suddenly presented to this writer. A vector quantity is a static concept because it is after the fact, as in the past. The Hypervector concept that is used here is one of a dynamic structural physical relationship between the various primary concepts of dimension by extension, change, and a form of dynamic mass that create the past with the present from the future.

Linearity

Linearity, 1/Distance, or per unit of distance, is the inverse of the concept of Distance. This is not the same as the negative “x-axis” of a flat geometrical plane. Measurements over linear distance, of use, of increases or of decreases, all occur by traveling though completely, or applying over completely, one unit of distance or its equivalent. There is no true ‘negative’ distance.

Time-Flow

The concept of Time is what flows from point-moment to point-moment. The Flow of Time is the Dynamic vector. As dynamic, somewhat cognizant and volumetrically stable blobs of matter, we are at the moving point of the tip of a time vector, the other end of which is anchored at ones origin. Time is about change. Each Flow of Time vector becomes a ‘warp thread’ of reality. The Flow of Time vector appears to be collinear to the direction of one’s travel through Space. The normal passage of time is linear. The measure of time is scalar.

From a physics point of view, time is mathematically identified, quantified, and standardized. In the International System of units, MKS, “second” or sec., or “S,” is the unit of measure for time, and the “S” in MKS.

Frequency

Frequency is the concept of repetition and cycles. Frequency is also the scalar inverse of the concept of time flow, 1/t, or per unit of time. 1/t is also defined as: “Apply.” If you apply something, you do it over time. If you apply something regularly, you do it frequently, or at some frequency, such as “once per day”.

Frequency is the number of like events, or number of like objects formed, that transpires, in any given unit of time. The nature of sound includes the concept of frequency. Sound is transmitted in air by alternating non-linear high and low pressures traveling in linear waves. Vibration in matter and the transmission of Light also have the concept of frequency in their very nature as well.

From a physics point of view, frequency is mathematically identified, quantified, and standardized. In the International System of units, MKS, “cycle/sec,” or “Hertz” is the unit of measure for frequency.

Dynamic Mass

Dynamic Mass is the concept of a unit vector with ‘punch’. Dynamic Mass is a tangible abstract concept. Dynamic Mass is what gives, matter and energy, reality. Dynamic Mass is a fundamental property of matter, energy, momentum, inertia, and gravity/thrust/push. Dynamic Mass is not “inertia”. Mass has been given a physical unit of measure, in SI units, which is the amount of matter in a Platinum / Iridium cylinder, of specific volume, with the label of “kilogram”, a scalar number, and is the ‘K’ in MKS.

The concept of “Dynamic Mass” used here is not a scalar quantity, nor a static-past quantity, instead it is considered to be the Causative Vector. Dynamic Mass is an ‘at Cause’ unit vector that forms physical, structure producing, relationships between the various primary concepts of dimension by extension and time, that evolves as a dimensional property of the point. Dynamic Mass is that property of a point that gives solidness to matter. Dynamic Mass is what gives, and takes, the effort behind the action of change. Dynamic Mass is the ‘Woof’ Thread of reality. Dynamic Mass is what causes stuff to be.

When it comes to the structure of everything, it is the direction and application of “mass” that is different in each concept. Mass, distance and time are each expressed in the concepts known as ‘matter’ and ‘energy’. Albert Einstein is known for his concept of Energy, E, as E = mc2, in that equation Einstein has said that mass and energy are equivalent through the application of a specialized squared velocity term, “c2,” with ‘c’ being the speed of light in a vacuum. Multiplying (velocity x velocity) is equal to (distance x distance) / (time x time) = d2/t2. Dynamic Mass is a dynamic unit vector responsible for the construction of ‘Space-Time’ (see Append. C). Dynamic Mass can become Energy, E, by multiplying mass * (velocity x velocity) as E = m x d2/t2.

Matter can also be described in similar terms. Matter has mass, has volume, exists for some time, is capable of rotation on three different axis, generally is composed of neutral and charged particles and is a function of Hypersurface geometry. So, using this information one can define Matter, M, as M = md3t, or mass x distance x distance x distance x time. Here, Space-Time, is defined as d3t, and when multiplied by Dynamic Mass, becomes matter.

Specific-ness

Specific-ness is Inverse Dynamic Mass. Inverse Dynamic Mass is the concept of 1/Dynamic Mass. Inverse Dynamic Mass is a vector, just like Dynamic Mass, its direction, in our frame of reference, is opposite to that of Dynamic Mass. Inverse Dynamic Mass is a 1D unit vector like Dynamic Mass. Together, the two opposite vectors form another dimensional axis with can be parallel or perpendicular to any of . In various relationships with distance and time, it gives information of ‘specific’ nature in per unit of mass, such an example would be Specific Volume = m3/kg.

Rotation

Rotation is the concept of a change of a point of view or direction. To look “back” is to see where you have come from, i.e. the origin. In order to look back, you need to “rotate” to change your point of view, or direction, to look “back” in the “opposite direction” from which you came. We can now rotate to change our point of view, which is the direction that we are currently using to see one of the six main directions available to us relative to our original orientation or point of view. In the MKS standards, a unit of rotation, or a change of direction about an axis is the Radian.

In terms of a geographical nature, the compass with its North, South, East, and West has long played a role in changing one’s direction to one degree or another. When we were children, we learned about rotation in our exercise and play. The three actions that describe rotation about an axis of the human body are: twirling, summersaults, and cartwheels.

“Up”, “Forward”, “Left”, “Back”, “Right”, and “Down” are all different directions to which one can rotate. Forward is the reverse, or opposite, of Back. Left is the opposite of Right. Up is the opposite of Down. Left, right, up, down, all are perpendicular to forward as well as to back, which is the opposite of forward, and a second person sitting next to you, looking in the same forward direction as you are, has a collinear or “parallel” view, and when applied to the viewing of a line, gives the end view of said line, which becomes the point view.

Spin

Spin is the concept of continuous rotation about one, or more, of the spatial axes. Spin is the continuous rotation of vectors about their origin point. Spin can take place around the middle point of a vector or about one of the ends of a vector. Rotation can occur on or around any of the three perpendicular axes of any 3D object moving through time. A half rotation, or spin of ½ is the constant Pi,  3.14159… that is also equal to ½ of a circle of Radians, or 180 degrees. A spin of one would be equal to 2Pi, or 6.28318, or 360 degrees, which is equal to one cycle, a unit of Frequency. Spin is fundamental to the structure of matter. Structural unit vectors are continuously rotating forming “dynamic virtual surfaces” that are maintained.

Dimension

Dimension, in the physical world of reality, is one complex concept. Distance, in looking forwards and backwards, only gives a dimension of just one. One has just the one line with its two directions of forward and backward and the magnitude of the line that is created between the two ends of the one line, or vector. If one has right and left as well as backwards and forwards, with forward and backward being perpendicular to left and right, one has two dimensions which can define a surface. One dimension, as viewed from the perpendicular of the direction of the dimension, can be seen as a line, or edge, or as a point from an end view. A surface as viewed from a perpendicular angle is flat, while it’s end view is a line or edge. Three lines, each perpendicular to the other, form three dimensions.

We live in a universe that has dimension and more than just one. Space has three dimensions that give us our volumetric proportions of length, width, and depth. Time is tied at the hip to space and is the fourth dimension. There is more than just the four. Each set of dimensional relationships, formed at each intersectional point in the fabric of space-time, change on a continuous basis according to the frames of reference between the observer and the observed. Dynamically created 4D Hypersurfaces, on 6D Hyper-structures, form, what we are, and the environment, in which we exist.

Hypersurface

Hypersurface is the concept of a 4D Geometrical Surface formed by a 6D object. There are several Hypersurface types. Each represents a configuration of a ‘dynamic vector point’, as viewed in a 6D environment. What we view as a quantum point of matter is really a Hypersurface that is dynamically produced by rotating structural unit vectors, and it is the shape of the geometry, which is determined by the scalar length, and ratio, between unit vectors and the direction that the unit vectors are pointing, (i.e. +1 or –1, or 0) that gives the Hypersurface its form and function.

In string theory, the extra dimensions are small and wrapped up into tiny little strings. Here, they’re just the opposite. The extra dimension is huge, just like the other three; it is just rotated ninety degrees out of view from the other three. What we gain with just one extra dimension of extension is one more degree of freedom in rotation. Having one more degree of freedom, with one extra dimension of extension, allows us to imagine our 6D object with its 5D surface from more than just the end view. It should be understood that the mechanical branch of physics gives us two ways to view any given situation involving ‘motion’ (e.g. another example of duality or polarity ;)) and thus two forms of units, the familiar linear dimensional point of view and the rotational point of view.

Linear, straight line, orientation, is easier for most people to understand. It is easy to progress from 1D to 2D to 3D and so on. In terms of rotation it is relatively easy to rotate about any of the three linear axes with which we are familiar. We know we can make lines and objects with edges that are straight. We can travel in straight lines if need be. In the rotational motion arena, wheels, motors, gears, bend, shear, frequency, etc. are familiar concepts that involve rotational motion. Mathematics has evolved several different coordinate systems. The most familiar linear coordinate systems are the 2D Quadratic (x, y) and the 3D Cubic (x, y, z). The familiar rotational coordinate systems are 2D Polar (r, <), 3D Cylindrical (r, <, h) and 3D spherical (r, <, <). These 3D coordinate systems are integrated 2D surface elements wrapped tightly around a 3D object in a 3D+t (4D) environment. The third dimensional element for any volume is given by integrating ‘dr’. Various String Theories use multi-dimensional concepts and inevitably get caught up explaining it from a linear point of view. Depending on which ‘S’-Theory you examine, one finds anywhere from 9 to 11 dimensions being used to explain how things got started, and how we got ‘here’ from ‘there’. These 9D to 11D include the other concepts of time and mass. Einstein already sort of gave us eight dimensions using extension and time in his Cosmological Constant.

Each degree of rotation available allows for one more degree of freedom. With rotation about each of the normal 3D axes, for any given scalar ‘r’, we have three planes of rotation, with each plane of rotation perpendicular to the other. Each plane of rotation becomes an infinite 2D surface element. The fourth degree plane of rotation freedom provides for 12 dimensions (12D) using ‘four dimensions by extension’, ‘four dimensions of Time Flow’, and ‘four dimensions by Dynamic Mass’. Linear is a concept that mankind has developed. The Universe uses a rotational coordinate system.

Given that, from two different perpendicular views of a rotationally formed cylindrical structure, or even a spherical object that looks the same from all views in 3D, other than an end view, the two views are the same in shape, size, and detail, could be considered the same view, then a 6D environment or structural object might be mistaken as a 5D. Depending on the point and vector relationships that create the Hypersurfaces, many wide ranging concepts can be described. From one equation, two unit vectors, formed head to tail, that rotate in planes perpendicular to one another, forming a third “dynamic vector”, one can create seven different Hypersurfaces from a point all by changing the scalar values of each unit vector. Each Hypersurface is a composite of two or more unit dimensional vectors.

Below is a single math equation that gives the geometry for 7 different Hypersurfaces and the one point at 0,0. Each of the seven of the Hypersurfaces has its mathematical inverse. R1 can be a composite vector such as ‘velocity’ which is composed of unit vectors of distance and time in an indirect relationship, d/t, and R2 can be a different composite unit vector of an indirect relationship between mass and time, m/t, by multiplying the two relationships, one can get a relationship such as (mass x distance)/(time x time), i.e. “force” :

Points, with mass vectors perpendicularly pointed at one, provide one with the concept of a particle. Concepts of a wave, and a field are both demonstrated by mass vectors rotating in the other perpendicular directions. Photons were one of the earliest concept objects to be studied. Even before electrons. Photons have been found to have many interesting characteristics. These concepts of ‘particle’, ‘wave’, and ‘field’ have all been applied as descriptors for the concept object known as the photon.



Photons have been shown, via repeatable experiments, to have all the classic characteristics of the particle, wave, and field. It is a matter of perspective between the target experimental device and the photon. How the photon is viewed by the ‘surface of contact’ in the experimental device determines how the photon data is interpreted. In the list of concepts, particle, wave, and field, each concept is dimensionally higher in geometric form as one proceeds to the right of the list from the left most in the list. The rotating heliostat, the spectrum-spreading prism, and the photoelectric diode and transistor are examples of surfaces of determination of photonic data. The photon itself is something else altogether.


Polarity

Polarity is the concept of complimentary opposites. General physics uses the concept of ‘spin’ to develop the concept of 'polarity'. It talks about ‘fermions’ and ‘boson’ statistics. One-half integer and integer spin respectively. It gets more complicated and less easy to understand. Given the geometrical perspective of the Hypersurface equation, one can easily see from of the seven or so available 6-dimensional shapes how polarity might come about. In terms of direction, we found that left and right, up and down, front and back were opposite of each other. Some other terms one might see are: Plus and Minus, Positive and Negative, and Heads and Tails, Male and Female. When one looks into a mirror, one sees their opposite. Every vector or line consists of at a minimum of two points that are separated by some distance. Each end is the opposite polarity of the other. Magnets, like the earth, have two opposite poles, a north and a south. The North Pole of a magnet is considered to be the Positive pole as is its South Pole the Negative.

When it comes to our view of a Hypersurface, there is only one side and one 'pole' which is the end view of the axis of rotation. The axis of rotation is always perpendicular to the Hypersurface in view. Depending on the geometry, the Dynamic Hypersurface that is formed, is viewed only as ‘outside’, or only as ‘inside’. Any 'surface', including a Hypersurface, is geometrically still a 2D dimensional element and not a plate with two sides. One might think that polarity might not apply to the Hypersurface, however they would be incorrect. Polarity is of primary importance. The ends of a vector could trade places. Thus, what was a positive pointing vector is now negative pointing vector and what was outside is now inside and visa versa. Invariably, in our universe, any and all surface that is present conforms tightly the volumetric shape that forms it. Thus, surface, a 2D concept, flows over a 3D volume of some shape. In examining any kind of matter that one can name, removing any surface material only reveals more outside surface below it. It is the projected geometry shape of certain Hyper-Objects that gives rise to polarity. There are also neutral geometry Hypersurface objects that do not give rise to polarity.

Sunday, October 18, 2009

Censored Physics Concepts: October 2009


In the image to the left, a Blackhole / Whitehole function is displayed.  In linear terms, it is a 5D surface on a 6D "manifold" structure.  The surface is composed from 3D space, 1D timeflow, and 1D dynamic masss.  The 3D of space is flatened to a surface in this view of the 4D hyperspace structure.

Timeflow and dynamic mass are perpendicular to normal 3D space, yet parallel to the 4DFR (which serves as the third dimension, yielding the volumetric, over which the "2D" surface is stretched in this image.









The above One Equation generates the image above it.  When R1 = |R2|, or |R1| = R2, i.e. R1 = 1; R2= -1; R1 = |R2| or R1 = -1; R2 = 1; |R1| = R2 , ( a typo occured in a previous post) the Blackhole / Whitehole function is formed.  It can easily be seen from the geometry that density increases as one approaches the Origin Point, as well as Change slowing to a crawl.

Friday, November 7, 2008

QED, Feynman, and Me

Points with Geometry from the One Equation:



I went here: http://www.vega.org.uk/video/subseries/8 and watched all four of Feynman's lectures. It was most enlightening, particularly when he describes the Photon and the Electron, as vectors of "chance potential" of an event occuring. The probability was given as the square of the scalar value of the resultant vector, times Pi, giving the area of a circle. The Photon has zero mass, while the Electron has a very small mass.

Here I have worked out a model of how the universe works, quantum to cosmic, alone, with no help or incouragement, using Points and Dynamic Vectors, and only recently come to find that Feynman had used the nearly the same thing to describe the photon and the electron. Had I seen this earlier I could have saved some time.

Feynman used a flat 2D surface, drew 2 vectors, connected them with a resultant vector. The length of the resultant vector, was then squared and multiplied by Pi. He was able to describe complex particle formation, and most other observed phenomena using this method, except for gravity, radioactivity, and the source of 'mass'.

I have taken it to the next level. With four degrees of freedom of rotation, for any resultant vector, i.e. 'Dynamic Hypervector', added to the concept of mass as a vector, similar to that of time and distance, constrained to the dictates of the One equation, combines to form a theory that can easily describe all observed phenomenon, including radioactivity, gravity, blackholes, whiteholes, charged and neutral particles, and all the different kinds of forces. The 'strength' of any force, energy, or 'mass', is given by the curve of the surface. The 'tighter' the angle of the curvature, the greater the effect.



What Do They Form?
The Hypermass:

Before everything was made, there was a ‘Hypermass’ that is the Point of Origin, (0, 0) see Top View. All the Points that formed in the first phase of ‘The Big Bang’, in a 6D frame of reference, created a formless ‘sphere’ of rapidly expanding Hyperspace gelatin, all the same as the Point of Origin. The second phase of The Big Bang, was the creation of Dynamic Points with ‘Change, Push and Spin’, which put everything into ‘random’ motion, forming layers of expanding gelatin and the starting of expanding ‘relationships’ which then initiated the third phase of 4 dimensional Rapid Expansion. Here we have a large sphere, made up of a growing number of smaller spheres, all unified as to properties. This is ‘spacetime’ starting to form, as the concept of ‘spacetime’ doesn’t ‘exist’ as a matter of reference, but rather a ‘hypermass’, that from our 3D1T point of view would appear to be an infinitely small, infinitely dense singularity. Each Dynamic Point Hypersurface Element has a ‘mass’ component. All of the Points (the number of which continues to increase) have no direction, thus no relationships, thus no reference, thus there are no differences as everything is still just one thing with ‘layers’ of the same thing in a ‘linear’ 0D frame of reference.

Extension:
In our 3D1T world, we have Distance with Direction. We can make 3 lines meet at one Point and have each be perpendicular to the other two lines. Now imagine being able to do the same thing with 4 lines. Extension, a ‘linear’ 1D frame of reference, is formed by the individual rotational expression between any two Points, forming Dynamic Hypervectors, with one degree of freedom of rotation. The first degree is about the longitudinal formation of a unit-vector, ‘r’, (r = Pd – Po). Having two Dynamic Points rotating in the same ‘direction’ create ‘distance’, (because of polarity) and differing rates of spin allows ‘r’ to vary in ‘distance’. This dynamic change in distance creates a form of oscillation that occurs between any two Dynamic Points, this ‘dynamic changing length’ forms ‘time’. Each Origin Point, acts in concert, with every other Origin Point, is the center of a Dynamic Point Hypersurface Element, with every other Point acting as the Dynamic Point. It takes ‘mass’ to move ‘mass’. It takes Mass to create 'distance' and 'time' between Points of Origin. Each Point ‘pushes’ against all of the others, this causes extension and expansion. Each Point finds its own ‘spin axis’, with Dynamic Points rotating around a Point of Origin. An Origin Point and a Dynamic Point, with the same ‘spin axis,’ dynamically form unit-vectors.

Infinite Hyperplanes:
Infinite Hyperplanes (±1, 0) are formed from unit vectors with 2DFR. The first degree is about the longitudinal formation of a unit-vector, ‘r’, while the second degree of freedom is the rotation of a Dynamic Point at the end of the longitudinal section, (r = Pd – Po) acting as the head of the arrow, about an Origin Point. Each Point, in concert, with every other Point, is the center of a Dynamic Hyperplane element, with every other Point acting as the Dynamic Point. All Points, in a 6D frame of reference, created a formless, motionless Hypermass. The Big Bang, i.e. the addition of Change using Push, put everything in motion. Hyperplanes are the basis of all dynamic surface elements, i.e. the stuff we can see, hear, taste, smell, touch and from which we are formed. The concepts of ‘Mass’, ‘Time’ and ‘Distance’ start to form. In our visible viable universe, we have Distance with Direction. The Hyperplanes, which form Hypersurfaces, are ‘normal’ in all directions to our point of view. No matter which direction one looks, our view of a Hypersurface will always be perpendicular to it. Our view, of such a thing, would be such that we would ‘see’ light, and the images that we see because of the light, becoming ‘Macro Hypervectors’ that flow as a curved surface made up of Dynamic Hypersurface Elements, and appear as thin bands of light alternating with bands of dark, in both directions on the Hypersurface of greatest curvature. The bands of light would be the light coming toward you, while the dark bands would be the light going away from you.

Infinite Hyperspacetime:
In our 4D1T1M universe, and being able to set R1 and R2 to (-1, -1) or (1, 1) says that there is a ‘nega-universe’ as well as our ‘posi-universe’. This corresponds to the concept of polarity, which is derived from the first degree of freedom of rotation, (see Top View), that gives a clockwise or counter clockwise direction to the first degree of freedom of rotation. The D-R vector that forms between 2 Points can also point in opposite ‘directions’ which then adds to the properties of any D-R vector, thus adding another level of complexity at the very beginning of things. When the unit-vectors all have the same freedoms rotation and are ‘Pointing’ together, they form a full unit-vector. Single full unit-vectors with 4DFR form the ‘Points of the Universe’ and are indistinguishable from each other. This Hypersurface function gives one the concept of ‘outside’ surface. It has one ‘active’ side, yet its geometry yields more functions than just that of ‘outside surface.’ The ‘hollow’ inside provides for the vacuum of ‘space’ while the outside 'active surface' provides for the gravity of ‘space.’

Neutral Matter-Antimatter:
Neutral Matter-Antimatter is formed by the Hypersurface configuration (0, ±1). This is what forms the bulk of the universe along with Hyperspacetime. This is the base form of matter, regardless of its level of ‘kinetic energy’. By the given understanding of the common four states of matter, (solid, liquid, gas, plasma), it appears that any common solid matter can attain the ‘higher’ states of matter by accumulating and exhibiting ‘kinetic energy’, as can matter in ‘higher’ states can be lowered by the removal of ‘kinetic energy’. This ability shows up in many different ways in a 4DFR universe. It can be seen that as long as R2 remains zero, varying R1 in either direction, plus or minus, yields a scaling function, the nature of which is dynamic, while the functional geometry remains the same, which allows for the smallest of structures to the largest of structures. This shape also fits nicely in the center of a Hyperspacetime function, and together they give the appearance of what has been termed “dark matter or dark energy” out there in ‘dark’ space.

Change:
Dynamic Change, or that which is Changing, that which has Continuous Change, has the function (±A, ±B), such that R1 is LessThan the absolute value of R2 or the absolute value of R1 LessThan R2 with the non-occurrence of R1 = |R2| or |R1| = R2, neither R1 nor R2 equal to zero, neither R1 nor R2 equal to ±1 at the same instance. This functional gives the ‘wrapped candy’ geometry of ‘Time-Flow’ and ‘Motion’. The formation of Hypervectors, of any kind, causes Change; the kind of ‘change’ is not so obvious. Time, as most people experience it, is a linear expression, which is a measure of Change, the measure of which our brains have become accustomed to taking on a regular basis, ‘frame’ by ‘frame’.

The scalar measure of Change can be such as ‘distance’ in a linear system or of ‘time’ in a cyclic system. A spherical atom of “Cesium” vibrates at a constant rate. How does a sphere oscillate or vibrate? It shrinks, or grows, and then returns, back to its original size. The change in size can be measured as well as the rate of change in size and back. The change is linear and cyclic. This kind of behavior is the result of the first degree of freedom of rotation in action, i.e. that of ‘Push’ and ‘Spin’. Push creates ‘dynamic change’ along the direction Hypervector, while Spin creates ‘dynamic change’ perpendicular to the direction of the Hypervector. The tick-tock of clock is a repeatable event. The amount of each ‘time’ event is registered on the face of the clock by some kind of indicator. Analog or digital, change is measured, and indicated, never to be seen or felt again, except on the face of the clock as time having past, or the distance as having been traveled. No ‘do-overs’ during game play.

Blackholes and Whiteholes:
Many individuals have already written much on the concept of Blackholes. Since Schwarzschild’s solutions to Einstein’s equations in 1916, Blackholes, i.e. Schwarzschild’s radius, have been a topic of interest. There have been many mathematical attempts, using different geometries, to define and describe the cause and effect of Blackholes. Quasars are stellar Whiteholes that are represented by the bottom half of the function, where all light is emitted, while ‘blackholes’ are represented by the top half of the function, where all light is collected, and both halves ‘point’ to a Point.
In the above Equation, it is easy to see that as R1 = R2, or R1 = R2, the geometry of the formation creates the Blackhole / Whitehole function. The Blackhole / Whitehole (1, -1) or (-1, 1) function rotates all directions of spacetime, dynamic mass vectors included, towards or away from, what appears to be a single Point, thus it looks like a ‘singularity’ from a 3D1T point of view, no matter from which direction one approaches. The Blackhole half of the function rotates the axis of spin of the ‘mass’, ‘time’, and ‘distance’ components of all the ‘Points’, in a specific radius, towards the Point of Origin of the radius, while the opposite occurs with the Whitehole half of the function, as all is rotated away from the Point of Origin of the radius. The dense collections ‘particles’ that make up the planets and regular stars remain as individual particles, with each particle owning and maintaining its own volume of spacetime. However, greater is the number of particles that go into making a Blackhole/Whitehole function, as is the mass of the original star, which ‘collapsed’ to form the Blackhole/Whitehole function. The larger ‘cross-section,’ and the greater area density of that cross-section of matter, that the original star presented to the rest of the ‘universe’, the greater the chance for the Blackhole function to occur. As the ‘collapse’ progresses, the Dynamic Hypervectors of Push, which are aligned with the 1DFR, cause the Dynamic Hypervectors of Extension and Time-Flow to rotate to align with the 1DFR becoming no longer perpendicular to one another and further combine together to form a single contiguous Dynamic Point Hypersurface Element. Quasars emitting or Blackholes collecting, the same amount of photons or matter, will be equal in radius.

Wormholes:
Many individuals have already written much on the concept of Wormholes. Since Schwarzschild’s solutions to Einstein’s equations in 1916, Wormholes have been a topic of interest. There have been many mathematical attempts, using different geometries, to define and describe the cause and effect of Wormholes. Wormholes are temporary structures, which serve to move photons and matter from one Point in ‘spacetime’ to another, different, Point in ‘spacetime’. The Wormhole is the structure that creates the shortest ‘distance’ between two Points in ‘spacetime’.



In the above Equation, it is easy to see that as along as if 0 <> R2, or if 0<> R2 the geometry yields the formation that creates the Wormhole function. Wormholes, allow for the passage of matter, energy, and light, in both directions, through the interface that is formed at the ‘zero-cross-over’ between the two ‘areas’ of spacetime. While the 6D Hypersurface geometry of (1,1) Hyperspacetime provides for ‘surface’ in our 3D1T world, it is a surface that is ‘outside’ and only outside. The Wormhole function provides the only ‘inside’ Dynamic Path Hypersurface Elements, and like anti-mater, it does not last long in our ‘spacetime’.

The Hyperplane interface at the ‘zero-cross-over’ cross-section of the Wormhole, is formed by Dynamic Hypervectors pointing in opposite directions parallel to gravity’s normality to a massive infinite surface and is the 2DF axis of rotation for R1. R2’s 2DF axis of rotation is perpendicular to that of R1. The edge view of the plane of rotation of R2 is parallel to the axis of rotation of R1 always. The zero in the ‘zero-cross-over’ term refers to the fact, that Time is zero, or appears non-existent at that point, in the rotation of the unit-vectors. It is also the point of greatest curvature of ‘spacetime’ along the Hypersurface.

Time still ‘exists’ it just doesn’t appear to flow. On the Dynamic Hypersurface itself, photons show up as lines or vectors of light that is brightly emitted alternating with lines or vectors of a total lack of light as the absorbed blackness of space.



The dark area in the above rendered image is medium gray (in low indirect light), short-loop pile carpet. The circular light area in the center of the image is sun-lit concrete sidewalk. The gray carpet was located on the inside of an apartment at 10:00 PM on Friday, April 12, 1996. The sun-lit concrete sidewalk was located outside of the apartment at 10:30 AM on Sunday, April 14, 1996. The diameter of the circle was approximately 3.65 inches. The circle, formed, remained, then un-formed in period of approximately 3.65 seconds. The distance between the two areas of space was approximately 3.65 yards, with the direction being due east going from entrance to exit, and the ‘height difference’ at the z-c-o was about 3 x 3.65 inches. The difference in time between entrance and exit was 36.5 hours.

Tuesday, October 7, 2008

Six Dimensional Geometrical Objects:

On the scale of the very small, one has QED. On the macro scale there is us, at the mesoscale there is everything that is on the surface of this planet. On the cosmological scale, one has stars, star systems, galaxies, globular clusters of galaxies, and even larger structures. Then there is GR. It takes a lot of the very small to create a small portion of the very large. It takes a star to create slightly bigger chunks of the very small. What is in common: A spherical coordinate system.
The universe is made up of photons, protons, electrons, and neutrinos plus space, time, and gravity. The neutrons are composed of an electron and a proton, and they convert between neutron to an electron and a proton, can then recombine to reform a neutron. Each conversion process is assisted by the interaction of a neutrino, so the neutron is not unique, however it appears that the neutrino acts as the ‘catalyst particle’ within the nucleons of a nucleus. Neutrinos are possibly, wholly responsible for the reaction.



Spherical Geometry, it seems, is the common link. Here, Time is considered to be a dimension and a vector. We live in a universe that has more than just four dimensions. Space has three dimensions that give us our volumetric portions of length, width, and depth. Vectors of unique unit type, and their inverse, opposites go to form each linear dimension, yet everything that we have been taught is in terms of linearity, instead of terms of spherical rotation.


A Dynamic Hypersurface, is based on spherical coordinates, and is viewed as a linearly mobile, rotating, point sized structural object composed of one or more Relationship unit-vectors, in a 4 degrees of freedom of rotation (4DFR) Multi-vectored Space-Time-Mass environment. Each Hypersurface type represents a configuration of a 4D Point Structure, and as viewed in the diagram, from our environmental view they all tend to look the same:



In string theory, the extra dimensions are small and wrapped up into tiny little strings or M-Branes and P-Branes. Here, they’re just the same as the other dimensions. The extra dimension of extension is just ninety degrees away from everything we know and see. What we gain with just one extra degree of freedom in rotation is one more dimension of extension. Having one more degree of freedom, allows us to imagine a view of our 4D environment collapsed to a curved surface on a 6D Hyper-object from more than just the parallel or end view. Four degrees of freedom apply to Dynamic Hypervectors of Extension, Time-Flow and Dynamic Mass.


This is our 3D+t view of any of these seven 6D structures, no matter where we looked, or what direction we were looking, and should one come across one of these, try to remember it, however, typically one won’t even see the above views as the individual Dynamic Hypersurfaces are too small to see, unless somehow they are combined to form a macro-sized structure viewable to the naked eye. Each structure has the same two D-R unit-vectors; each is a 2DF Hypervector rotating in one plane perpendicular to the other. Our view of any of the structures, rotated 90 degrees left, right, up, or down typically would look the same. Because of the circular nature of the structures, trying to visualize the structures, in linear 2D or 3D, or 4D, or 5D just by math has not been the best approach mainly because of the lack of any real experience to base the math. It is like giving Mr. 3D a choice of another axis’ to rotate about but all he can see is an infinite number of directions to turn (a full circle of them) to but can’t fathom how to physically turn about any one of them. However, maybe he can rotate himself and a section of his ‘Plane of Reference’ through the higher dimensional gelatin to gain a better perspective of his gelatin.



These are the 5D and 6D side views of the 6D rotational geometrical structures that form everything from the smallest of structures to the largest of structures. The curved ‘fabric’ spacetime Einstein had imagined exists in six dimensions as curved spacetime, with each dynamic surface element (dx, dy) being ‘flat’, just like any 2D surface in our 3D1T world, as our current correct observation tells us that spacetime is ‘flat’ in 4D. Both cases are true. The Dynamic Hypersurface (see cross-sections above) is exactly a ‘surface’…over a six dimensional object that supports a flattened 3D1T (4D) ‘volumetric’ structure within the Hypersurface. This condition is exactly similar to that of Mr. 3D in his 2D1T world. Yet, these same structures are in evidence in our world, we just can’t see them from a side view like they are shown above because we are linear 3D1T and they are 6D. Surface of a sphere is calculated from 4πr^2, and by integration to get the volume of the sphere, 4/3πr^3, by further integration we can achieve a formula of calculation for a Hypersurface as 1/3πr^4.

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.

The One Equation (4DFR)

The One Equation, with just 3 of the degrees of freedom of rotation described, given a Linear 6D frame of reference, will generate multiple Dynamic Hypersurface geometries. Just two Dynamic Relationship Vectors, comprised of one or more unit-vectors, head to tail, creating a third Dynamic Hypervector, with scalar values that constantly change, each DRV rotating in a plane perpendicular to the others, can create seven different Dynamic Hyperspace structures from three Points all by changing the scalar values of each D-R unit-vector that is between each Point. The scalar value of the Dynamic Hypervector is always in flux, subject to the strictures of Heisenberg's Principle of Uncertainty. One scalar can be 1/10th scale of the other. Each DRV  is comprised of Extension, Dynamic Mass, or Change vectors, as derived from the Primary, Secondary, and Tertiary concepts as laid out in Appendixes A, B, and C. It is briefly noted here that the value of Pi, 3.14159..., in radians, is equivalent to any 1DFR. Typically with 3D, one also has 3DFR.

In this writing, the 1DFR is considered to be the longintudinal rotation motion of the Dynamic Hypervector, in relationship to its direction and motion of Extension.  The direction of the angular momentum is perpendicular to the linear extension of the DH.  The scalar value of the DH is in constant Change, and is induced by Dynamic Mass. The DPHE that is dynamically formed, and follows the strictures of the One Equation. As each DVR changes scalar 'length,' so to does the shape and scale of the Dynamic Path Hypersurface Element. The 'P' can represent the dynamic 'Point', as well as the dynamic 'Path' it can follow during a Rotation. The Path Element is perpendicular to the Dynamic Hypervector that forms the Path Element. The DPHE is what we experience. Each DPHE can comprise any physical relationship that can form between 'distance', 'time', and 'mass'. It will be shown that DPHE's can form at any scale, thus from the scale of the 'quantum' to the scale of the 'cosmic', everything comes from the same geometry, and the One Equation.


The linear vector concepts of distance, time, and mass, employ the first degree of freedom of rotation during formation. Each random Point spins about an arbitrary longitudinal axis. When the spin axis any 2 Points are aligned, such that the 'spin' axis of each of the 2 Points is collinear to the spin axis of the other with their angular momentum also in the same direction between them, much like an arrow in flight with feathers that cause the shaft to spin about its long axis. This process causes the 'linear' vectors to form dynamically and the 'spin' provides for the concept of ‘Polarity’.

Dynamic Hypersurface Path Elements form in situ as the DRV's rotate about their ‘origin Points’. The Dynamic Hypersurfaces are well defined in six ‘linear’ dimensions as opposed to five. Each Dynamic Hypersurface Path Element represents, at a maximum, 4 linear, 4 temporal, and 4 specific dimensional constraints and at a minimum 1 linear, or 1 temporal, or 1 specific constraint.
To properly develop the concept of Dynamic Hypersurfaces, that form structures in a Dynamic Hyper-massive-spacetime, we will start with the most primary of concepts, the Point.