Lessons From The Future

 

 

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Volume III
Lessons From The Future

THE PARALLEL UNIVERSE 

During the late 19th century and the early 20th, a wide range of inventors or tinkerers, as they were then described, often played alone, in tiny rooms, shacks or log cabins, putting together the early pieces of industrial age essentials. These geniuses dreamed up copper wire, electric light bulbs, voltmeters, switches, telegraph keys and all those wondrous mechanical and electric inventions and paraphernalia so familiar to us today. The parts, then still new and exciting in their own right, were later married into newer inventions in such developing fields as radio, telephony, photography, medicine, the refining of petroleum, more modern steel production, flight technology, automobiles and television. Today, many more Bells, Edisons, Fords, Teslas, Bantings, Cricks and Watsons are working on technological contributions to the 21st century. Like the earlier inventors, facilitators and entrepreneurs, they have financial problems (Henry Ford reportedly went bankrupt five times). Even the raw and rustic devices used today are a thousand times more expensive than those of a century ago. This sometimes forces tinkerers to switch to new avenues, resulting in unforeseen developments that might have been missed during the original conventional research. Or it might have killed off a potential Nobel Prizewinning development. Such is the price of progress in the age of the risk-taker.

Recently I visited a tinkerer of the times in his Calgary laboratory. This is a lab not at all similar to the pictures of laboratories from 1890 to 1920. But the mental activity inside such labs today is similar. Alone and in small groups researchers are trying to explore the unknown and find the future. In this case find what does not exist -- even after it has been created! Something that can only appear in "The Parallel Universe". If this sounds like "Star Trek", that's because The Parallel Universe really is "going where no man has gone before".

James Durward, along with "crew" members Mike Nemeth and Jonathan Levine, are attempting to build a city before knowing where the first brick is coming from, before the first sod is turned and before the first machinery arrives. They are building it in "The Parallel Universe" ... a world created using what real-world parts could afford to be purchased, scrounged or built to assemble the "vehicle" required to take them there. The basics in the laboratory are a large movie-type screen, two large-screen, hung-from-the-ceiling video projectors, a computer work station, a king-sized track-ball and a big boomerang-shaped desk with a large, swiveling comfortable leather executive chair -- that remains about 10 feet from the screen -- until one puts on 3-D-type glasses and moves into the parallel universe. The initial effect is not unlike LSD. In any altered state, one has to go, at least initially, where one has not been before on any personal out-of-this-world trip. Durward is trying to build a golf course, where one like this has never been seen before, build a housing development with every block and pipe when nothing like this one had been attempted previously, or create a city whose it's future location may not yet be known. Such are the tantalizing possibilities and challenges within a parallel universe. Durward's "Parallel Universe" crew are currently primarily interested in two applications -- architecture and industrial design. They believe that viewing any development in this manner will alter the way in which the collaborative design process occurs -- either in the same room or continents apart.

It looks like the Durward crew will succeed. Their lab is a multidimensional world ... with greater depth than earth-bound reality and with the flexibility to increase, shrink, create, eradicate and turn almost anything inside out or upside down. They can merge two separate buildings together vertically and horizontally. To add, subtract, change or extend any part of the building or anything used to create the building -- then electronically transfer the "dream" into something desirable and possible, back in the original realityworld. Durward is interested in the potential in architecture, land development, landscape sculpting and city creation. The Calgary company has selected their niche in this new medium. They are using techniques similar to other fields of artificial reality where they are experimenting in the air, underground, in the sea, the mind and some even attempting to penetrate feelings of sex, love and the soul. The boundaries are as broad as the parallel universe itself. Durward's crew have created a world that enables them "to see things as they may be". They have seen the future -- and it is an "electronic erector set". This new world encompasses "cyberspace", the space that exists between man and his machines. Within this nether world it is now possible to create almost any dream. A city, a resort, a jungle, polar ice cap, sleek panther, goddess or a devil; interact with either or all; and even share the experience with someone half a (real) planet away. As such techniques improve the reality will surpass the present.

This new field, which rockets CAD (computer-aided design) and CAM (computer-aided manufacturing) into the future, is an accelerated high tech parallel to the early days of the 20th century when cars, gasoline, roads, highways and electric power brought dramatic changes to our way of life. Fortunes in these fields grew as the 20th century developed. Fortunes of the future in the 21st century will evolve from such initiatives as "the parallel universe".

More information: James Durward, President, The Parallel Universe Inc., P.O. Box 23046, Connaught Post Office, Calgary, AB, T2S 3B1. Phone/Fax: 403/261-5652.

 

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