CA3028749A1 - Health, wellness, and fitness system, means, and appartaus based on integral kinesiology, or the like - Google Patents

Health, wellness, and fitness system, means, and appartaus based on integral kinesiology, or the like

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Publication number
CA3028749A1
CA3028749A1 CA3028749A CA3028749A CA3028749A1 CA 3028749 A1 CA3028749 A1 CA 3028749A1 CA 3028749 A CA3028749 A CA 3028749A CA 3028749 A CA3028749 A CA 3028749A CA 3028749 A1 CA3028749 A1 CA 3028749A1
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Prior art keywords
swim
wave
amplifier
lock
sensing
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CA3028749A
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French (fr)
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Steve Mann
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Classifications

    • AHUMAN NECESSITIES
    • A61MEDICAL OR VETERINARY SCIENCE; HYGIENE
    • A61HPHYSICAL THERAPY APPARATUS, e.g. DEVICES FOR LOCATING OR STIMULATING REFLEX POINTS IN THE BODY; ARTIFICIAL RESPIRATION; MASSAGE; BATHING DEVICES FOR SPECIAL THERAPEUTIC OR HYGIENIC PURPOSES OR SPECIFIC PARTS OF THE BODY
    • A61H33/00Bathing devices for special therapeutic or hygienic purposes
    • AHUMAN NECESSITIES
    • A61MEDICAL OR VETERINARY SCIENCE; HYGIENE
    • A61HPHYSICAL THERAPY APPARATUS, e.g. DEVICES FOR LOCATING OR STIMULATING REFLEX POINTS IN THE BODY; ARTIFICIAL RESPIRATION; MASSAGE; BATHING DEVICES FOR SPECIAL THERAPEUTIC OR HYGIENIC PURPOSES OR SPECIFIC PARTS OF THE BODY
    • A61H9/00Pneumatic or hydraulic massage
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63BAPPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
    • A63B7/00Freely-suspended gymnastic apparatus
    • A63B7/02Swinging rings; Trapezes
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63BAPPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
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    • A63B71/0669Score-keepers or score display devices
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/20Input arrangements for video game devices
    • A63F13/24Constructional details thereof, e.g. game controllers with detachable joystick handles
    • A63F13/245Constructional details thereof, e.g. game controllers with detachable joystick handles specially adapted to a particular type of game, e.g. steering wheels
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
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    • A63B2071/0641Displaying moving images of recorded environment, e.g. virtual environment with a marker advancing in function of the exercise
    • AHUMAN NECESSITIES
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    • A63B71/06Indicating or scoring devices for games or players, or for other sports activities
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    • A63B2071/0655Tactile feedback
    • AHUMAN NECESSITIES
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    • A63B2071/0666Position or arrangement of display arranged on the user worn on the head or face, e.g. combined with goggles or glasses
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
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    • A63B2209/08Characteristics of used materials magnetic
    • AHUMAN NECESSITIES
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    • A63BAPPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
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    • A63B2220/10Positions
    • A63B2220/16Angular positions
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63BAPPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
    • A63B2220/00Measuring of physical parameters relating to sporting activity
    • A63B2220/80Special sensors, transducers or devices therefor
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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63BAPPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
    • A63B2220/00Measuring of physical parameters relating to sporting activity
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    • A63B2220/807Photo cameras
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
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    • A63B2220/00Measuring of physical parameters relating to sporting activity
    • A63B2220/80Special sensors, transducers or devices therefor
    • A63B2220/808Microphones
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63BAPPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
    • A63B2220/00Measuring of physical parameters relating to sporting activity
    • A63B2220/80Special sensors, transducers or devices therefor
    • A63B2220/83Special sensors, transducers or devices therefor characterised by the position of the sensor
    • A63B2220/833Sensors arranged on the exercise apparatus or sports implement
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63BAPPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
    • A63B2225/00Miscellaneous features of sport apparatus, devices or equipment
    • A63B2225/74Miscellaneous features of sport apparatus, devices or equipment with powered illuminating means, e.g. lights
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63BAPPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
    • A63B71/00Games or sports accessories not covered in groups A63B1/00 - A63B69/00
    • A63B71/06Indicating or scoring devices for games or players, or for other sports activities
    • A63B71/0619Displays, user interfaces and indicating devices, specially adapted for sport equipment, e.g. display mounted on treadmills
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63BAPPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
    • A63B71/00Games or sports accessories not covered in groups A63B1/00 - A63B69/00
    • A63B71/06Indicating or scoring devices for games or players, or for other sports activities
    • A63B71/0619Displays, user interfaces and indicating devices, specially adapted for sport equipment, e.g. display mounted on treadmills
    • A63B71/0622Visual, audio or audio-visual systems for entertaining, instructing or motivating the user
    • EFIXED CONSTRUCTIONS
    • E04BUILDING
    • E04HBUILDINGS OR LIKE STRUCTURES FOR PARTICULAR PURPOSES; SWIMMING OR SPLASH BATHS OR POOLS; MASTS; FENCING; TENTS OR CANOPIES, IN GENERAL
    • E04H4/00Swimming or splash baths or pools
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F3/00Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
    • G06F3/01Input arrangements or combined input and output arrangements for interaction between user and computer
    • G06F3/03Arrangements for converting the position or the displacement of a member into a coded form
    • G06F3/033Pointing devices displaced or positioned by the user, e.g. mice, trackballs, pens or joysticks; Accessories therefor
    • GPHYSICS
    • G16INFORMATION AND COMMUNICATION TECHNOLOGY [ICT] SPECIALLY ADAPTED FOR SPECIFIC APPLICATION FIELDS
    • G16HHEALTHCARE INFORMATICS, i.e. INFORMATION AND COMMUNICATION TECHNOLOGY [ICT] SPECIALLY ADAPTED FOR THE HANDLING OR PROCESSING OF MEDICAL OR HEALTHCARE DATA
    • G16H20/00ICT specially adapted for therapies or health-improving plans, e.g. for handling prescriptions, for steering therapy or for monitoring patient compliance
    • G16H20/30ICT specially adapted for therapies or health-improving plans, e.g. for handling prescriptions, for steering therapy or for monitoring patient compliance relating to physical therapies or activities, e.g. physiotherapy, acupressure or exercising
    • GPHYSICS
    • G16INFORMATION AND COMMUNICATION TECHNOLOGY [ICT] SPECIALLY ADAPTED FOR SPECIFIC APPLICATION FIELDS
    • G16HHEALTHCARE INFORMATICS, i.e. INFORMATION AND COMMUNICATION TECHNOLOGY [ICT] SPECIALLY ADAPTED FOR THE HANDLING OR PROCESSING OF MEDICAL OR HEALTHCARE DATA
    • G16H40/00ICT specially adapted for the management or administration of healthcare resources or facilities; ICT specially adapted for the management or operation of medical equipment or devices
    • G16H40/60ICT specially adapted for the management or administration of healthcare resources or facilities; ICT specially adapted for the management or operation of medical equipment or devices for the operation of medical equipment or devices

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  • Engineering & Computer Science (AREA)
  • Health & Medical Sciences (AREA)
  • General Health & Medical Sciences (AREA)
  • Physical Education & Sports Medicine (AREA)
  • Public Health (AREA)
  • Multimedia (AREA)
  • Veterinary Medicine (AREA)
  • Epidemiology (AREA)
  • Pain & Pain Management (AREA)
  • Rehabilitation Therapy (AREA)
  • Life Sciences & Earth Sciences (AREA)
  • Animal Behavior & Ethology (AREA)
  • Human Computer Interaction (AREA)
  • Theoretical Computer Science (AREA)
  • Software Systems (AREA)
  • Data Mining & Analysis (AREA)
  • Evolutionary Computation (AREA)
  • Medical Informatics (AREA)
  • Computer Vision & Pattern Recognition (AREA)
  • Physics & Mathematics (AREA)
  • Computing Systems (AREA)
  • General Engineering & Computer Science (AREA)
  • General Physics & Mathematics (AREA)
  • Mathematical Physics (AREA)
  • Artificial Intelligence (AREA)
  • Toys (AREA)

Description

BUREAU REGIONAL DE L'OPIC
TORONTO
CIPO REGIONAL OFFICE
DEC 3 1 2018, Health, wellness, and fitness system, means, and appartaus based on integral kinesiology, or the like Steve Mann WearTechTm MannlabTM, 135 Churchill Avenue, Palo Alto, 94301 http://www.mannlab.com http://www.weartech.org 2017 December 6 Abstract A health, wellness, and fitness system, means, appartaus, or the like is described. In one embodiment, a spa or waterpark facility is provided in which participants receive wellness or fitness training, as well as education and understanding of the world in terms of hydraulic phenomena such as hydraulic head. In another emobiment, an immersive virtual reality system is used to provide biofeedback within an imm,ersive environment such as a pool, spa, bath, or flotation tank. In some embodiments, the spa is designed so that the user does not need to undress, such as by way of a membrane separating the user from the hydraulic fluid. In some embodiments, a fluid is supplied under pressure, separated from the user, such as to provide massage or pressure or therapy for autism, such as, for example, an autistic user receiving a pressurized sequeezement while entrained in biofeedback-based meditation. In other embodiments, an optionally robotic fitness training means, apparatus, and method embodies principles of integral kinesiology to dramatically improve fitness. A non-robotic version is also disclosed. Both versions work similarly and are therefore interchangeable, so as to allow widespread use. A user of the non-robotic version can upgrade to the robotic version, or, while traveling, a person accustomed to the robotic version can temporarily downgrade to the non-robotic version without substantial loss of integrinessm(integral fitness, i.e.
integral kinesioloyical fitness). Moreover, the robotic version will fallback to the non-robotic version in the event of power loss or malfunction, so that it can continue to operate and continue to provide integral kinesiological fitness training.

BUREAU REGIONAL t.,b TORON ro CIPO REGIONAL OFFICE
o= DEC 3 1 õPrioritalaim: The.author wishes to claim priority in regards to a United States p visional patent application =entitleci-"Undigital CY,borg Craft: A Manifesto on Sousveillant Systems for Machine In grity" filed 2016 December .01, or "12/02/2016", Application number 62/497,780, and CIPO (Canadian Intellecti l Property Office) applica-tion entitled Means, apparatus, and method for Humanistic Intelligence, Undigital Cyborg ra t, an ousve Systems for Machine Ingegrity, Follow-up Number 16-12-1638, filed 2016 December 29th, as well as United States provisional patent application (eFiler) entitled "Computational Seeing Aid, and Sensory Computational Means, Apparatus, and Method", EFS ID 29863521, Application Number 62535977 Confirmation Number 1400, inventor Steve WILLIAM STEPHEN GEORGE MANN, submission at 05:44:34 EST on 24-JUL-2017.
1. Seeing and understanding the world Many of my inventions pertain to helping people, i.e. in support of the IEEE
slogan "Advancing technology for humanity".
The goal of Mannlab is to make the world a better place, and help people be, become, and remain fit both physically and mentally. For example, we can help people see and understand their world, and this is one step toward physical and mental fitness, wellbeing, independence, and quality-of-life.
= A good seeing aid helps people see, understand, remember, and share their surroundings, and navigate the realities around them.
Advances in sensing technology, combined with Al (Artificial Intelligence) and machine learning, have have created devices and systems that sense our every movement in intricate detail.
Society is evolving toward a world of surveillant systems ¨ ¨ machines that sense us more intimately, yet reveal less about their internal states and functions. The modern "user-friendly" trend is to hide functionality and machine state variables to "simplify"
operation for end-users. While this "dumbed down" (and "dumbing down") technology trend is supported by most of society, there is a risk that it undermines the natural scientific curiosity and comprehensibility of some end-users, leading them away from trying to understand our technological world, toward a world of reduced fitness, and reduced capacity to think independently, and to make great new discoveries.
Surveillant systems work against users of intellect, excluding them from particpating fully in technological progress, and possibly driving some users away from logical thinking and toward technopaganist "witchcraft" and insanity.
To reverse this harmful trend, Minsky, Kurzweil, and Mann proposed the use of HI (Humanistic Intelligence) to create a "Society of Intelligent Veillance". Accordingly, Sousveillant Systems are systems that are designed to reveal their internal states to end-users intelligently, to complete an HI
feedback loop.
Technologies like self-driving cars have the danger of reducing rather than increasing human intellect and fitness.
Similarly, smart devices like automobiles in general, elevators ("electric ladders"), escalators (electric stairs) and the like reduce our physical fitness as well, making us weak, and unable to survive in emergency conditions. For example, in modern society, many people are too weak to climb a rope to escape from a burning building in a fire or other emergency. Many people are too weak mentally, to fix their own automobiles or smartphones in an emergency when their car breaks down in a remote area, or when their smartphone breaks down and their is an emergency.
With the reduction in both mental and physical fitness, we have a reduced quality of life.
My invention aims to create better technology that makes us smarter and fitter, i.e. both mental and physical fitness, rather than stupider and weaker. Here is disclosed a number of embodiments of an invention related to the new emerging field of Sousveillant Systems.
The invention is based on technology that makes its internal state apparent to the end user, as well as the internal states of other systems, without appreciable delay or omission ("Feedback delayed is feedback denied").
In one embodiment, a Haptic Augmented Reality Computer Aided Design system allows the user to create content using a special kind of lock-in amplifier. In another embodiment, the user's body, especially their core (e.g.
transversus abdominis, obliques, rectus abdominis, erector spinae, etc.) facilitates a pointing device or cursor, in the feedback loop of an interactive computational process such as a game. This "PlankPointm" or "CorePointTM"
technology gives rise to a new form of fitness based on Integral Kinesiology such as absement or absangle with respect to a target path or goal trajectory through a multidimensional virtual reality or augmented reality space.
In another embodiment, the device helps the wearer see and understand the internal state of other systems, such as electric circuits, where the thermal field of conduction is superimposed on temperature fields and electric fields.

BUREAU REGIONAL OE L'OPIC
TORONTO
CIPO RNIONAL OFFICE

= =
In another embodiment, a safetiness field (safetyfieldTM) or dangerfield is superimpos L th.Qw how safv or dangerous a path or space or trajetory, or the like, is.
. =
In another embodiment, a person such as a doctor or surgeon can wear the seeing aid to see e e ca -potentials of the nerve conduction in a patient that the doctor is viewing, with physiology and neurophysiology overlaid together with other medical imaging data such as ultrasound images and live video feeds.
In another embodiment, users can see in new ways, using sound, sonar, or the like, combined with radar or other imaging modalities.
2. Humanistic Intelligence: Surveillance AND Sousveillance together 2.1. Surveillance and Sousveillance The word "surveillance" is a word coined during the French Revolution from the prefix "sur" (meaning "over"
or "from above") and the postfix "veillance" (meaning "sight" or "watching") [77] The closest pure English word is "oversight". See Table 1.
English French to watch veiller watching (sensing in general) veillance watching over (oversight) surveillance over (from above) sur under (from below) sous undersight (to watch from below) sousveillance Table 1: English words with French translations.
Surveillance [118, 64, 30] (oversight) is not the only kind of veillance (sight). Sousveillance (undersight) has also recently emerged as a new discipline [72, 103, 37, 127, 9, 8, 35, 126, 21, 6, 4, 142, 115, 124, 65, 137, 43].
These veillances (sur and sous veillance) are broad concepts that go beyond visual (camera-based) sensing, to include audio sur/sousveillance, dataveillance, and many other forms of sensing. When we say "we're being watched" we often mean it in a broader sense than just the visual. For example, when police are listening in on our phone conversations, we still call that surveillance, even though it involves more of their ears than their eyes. So, more generally, "surveillance" refers to the condition of being sensed. We often don't know who or what is doing the sensing. When a machine learning algorithm is sensing us, that is also surveillance. AT (Artificial Intelligence) often involves surveillance. Some surveillance can be harmful ("malveillance"). Some can be beneficial ("bienveillance"), like when a machine senses our presence to automate a task (flushing a toilet, turning on a light, or adjusting the position of a video game avatar).
Systems that sense us using detailed sensory apparatus are called surveillant systems. Systems that reveal themselves to us, and allow us to sense them and their internal state variables are called Sousveillant Systems.
2.2. Winning at AI is losing In the physical world, people used to walk or run long distances, and hunt for food, and the like, and remain relatively fit in both mind and body. More recently, the invention of the automobile, elevator, electric ladder, electric stairs (escalator), television remote controls, etc., have resulted in a more fat and lazy population with a reduced level of physical fitness.
While our bodies deteriorate, our minds are also rotting away in a similar fashion, through the widespread adoption of "smart" devices that have the danger of creating smart cities for stupid people.
A common goal among AT (Artificial Intelligence) researchers is to replicate human intelligence through com-putation, and ultimately create another species having human rights and responsibilities. This creates a possible danger to humanity, through what many researchers refer to as the singularity.
There is a race to see who will be first to create a truly intelligent machine. This highly competitive research is, in many ways, like a game. But what will be the prize?
It is very possible that we can only win the Al game by losing (our humanity).
2.3. Humanistic Intelligence HI (Humanistic Intelligence) is a new form of intelligence that harnesses beneficial veillance in both directions (surveillance and sousveillance, not just surveillance). HI is defined by Minsky, Kurzweil, and Mann as follows:

1 .... ....m ------------------00 ..., /
, i \
*
1 i Senses .L......¨.),..
1 .
Effectors' 2 1 ......,. Human >,%
&I I
I 0- CD ___ 4.1 "
=... ....., - ... ..--..
= MN 0.) I
I
I = C MO 0 Ma (13 3 ft; mc 1 I co= _ ....
I >Q) A
0 =
I 1. > I. (1) I
I 0 = c 1¨
I
I XI 0 ________________________ 0 I
Machine f Icn .... ....... 1 1 ...õ,...
5¨:-.7er=s¨* Actuators I '' 6 I
',Humanistic Intelligence ;
. (HI) , , . ----------------------------------------------------- , .... - S. Mann, 1998 ..
Figure 13. The Six Signal Flow Paths of HI: A human (denoted symbolically by the circle) has senses and effectors (informatic inputs and outputs). A machine (denoted by the square) has sensors and actuators as its informatic inputs and outputs. But most importantly, HI involves intertwining of human and machine by the signal flow paths that they share in common. Therefore, these two special paths of information flow are separated out, giving a total of six signal flow paths.
"Humanistic Intelligence [HI] is intelligence that arises because of a human being in the feedback loop of a computational process, where the human and computer are inextricably intertwined. When a wearable computer embodies HI and becomes so technologically advanced that its intelligence matches our own biological brain, something much more powerful emerges from this synergy that gives rise to superhuman intelligence within the single `cyborg' being." [112]
HI involves an intertwining of human and machine in a way that the human can sense the machine and vice-versa, as illustrated in Fig. 13.
HI is based on modern control-theory and cybernetics, and as such, requires both controllability (being watched) and observability (watching), in order to complete the feedback loop. In this way, surveillance (being watched) and sousveillance (watching) are both required in proper balance for the effective functioning of the feedback between human and machine. Thus Veillance (Surveillance AND Sousveillance) is at the core of HI. (See Fig. 14.) Poorly designed human-computer interaction systems often fail to provide transparency and immediacy of user-feedback, i.e. they fail to provide sousveillance. As an example of such a "Machine of Malice", an art installation was created by author S. Mann to exemplify this common problem. The piece, entitled "Digital Lightswitch"
consists of a single pushbutton lightswitch with push-on/push-off functionality. The button is pressed once to turn the light on, and again to turn the light off (each press toggles its state).
A random 3 to 5 second delay is added, along with a random packet loss of about ten percent. Thus the button only works 90 percent of the time, and, combined with the delay, users would often press it once, see no immediate effect, and then press it again (e.g.
turning it back off before it had time to come on). See Fig. 15.

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Sensors I Actuators liHumanistic Intelligence (HI) Figure 14. HI requires both Veillances: machines must be able to sense us, and we must be able to sense them! Thus veillance is at the core of HI. In this sense Surveillance is a half-truth without sousveillance. Surveillance alone does not serve humanity. Humans have senses and effectors at their informatic inputs and outputs. Machines have sensors and actuators at their informatic inputs and outputs. The signal flow paths that connect them are surveillance (when we're being watched or sensed by the machine) and sousveillance (when we're watching or sensing the machine). HI (Humanistic Intelligence) requires all six of these signal flow paths to be present [112].
When one of the six is blocked (most commonly, Sousveillance), we have a breakdown in the feedback loop that allows for a true synergy ("cyborg" state). To prevent this breakdown, Sousveillant Systems mandate Observability (Sousveillance).
3. Why we need HI to undo the insanity of Al Much has been written about equiveillance, i.e. the right to record while being recorded [140, 141, 65, 87], but here our focus is on the right to simply understand machines that understand us, and not become stupider while machines become smarter.
In the context of human-human interaction, the transition from surveillance to veillance represents a "fair"
(French "Juste") sight and, more generally, fair and balanced sensing.
But our society is embracing a new kind of entity, brought on by Al (Artificial Intelligence) and machine learning.
Whether we consider an "Al" as a social entity, e.g. through Actor Network Theory [116, 60, 14, 145], or simply as a device to interact with, there arises the question "Are smart things making us stupid?"[114].
Past technologies were transparent, e.g. electronic valves ("vacuum tubes") were typically housed in transparent glass envelopes, into which we could look to see all of their internals revealed. And early devices included schematic diagrams - an effort by the manufacturer to help people undertand how things worked.
In the present day of computer chips and closed-source software, manufacturers take extra effort not to help people undertand how things work, but to conceal functionality: (1) for secrecy; and (2) because they (sometimes incorrectly) assume that their users do not want to be bothered by detail, i.e. that their users are looking for and abstraction and actually want "bothersome" details hidden [80].

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Mann, consists of a pushbutton (push-on/push-off) light switch where a random 3 to 5 second delay is inserted along with a percent packet loss. The parameters were adjusted to maximize frustration in order to show a negative example of what happens when we fail to properly implement a balanced veillance.
At the same time these technologies are being more concealing and secretive, they are also being equipped with sensory capacity, so that (in the ANT sense) these devices are evolving toward knowing more about us while revealing less about themselves (i.e. toward surveillance).
Our inability to understand our technological world, in part through secrecy actions taken by manufacturers, and in part through a general apathy, leads to the use of modern devices through magic, witchcraft-like rituals rather than science [63]. This technopaganism [134] leads people to strange rituals rather than trying to understand how things work. General wisdom from our experts tell us to "reboot" and try again, rather than understand what went wrong when something failed [128]. But this very act of doing the same thing (e.g. rebooting) over and over again, expecting a different result is the very definition of insanity:
"Insanity is doing the same thing, over and over again, but expecting different results." ¨ Narcotics Anonymous, 1981.
In this sense, not only do modern technologies drive us insane, they actually require us to be insane in order to function properly in the technopagan world that is being forced upon us by manufacturers who conceal its workings.
I propose as a solution, a prosthetic apparatus that embodies the insanity for us, so that we don't have to. All call this app "LUNATIC". LUNATIC is a virtual personal assistant. The user places a request to LUNATIC and it then "tries the same thing over and over again..." on behalf of the user so that the user does not need to himself or herself become insane. For example, when downloading files, LUNATIC starts multiple downloads of the same file, repeatedly, and notifies the user when the result is obtained. LUNATIC
determines the optimum number of simultaneous downloads. Typically this number works out to 2 or 3. A single download often stalls, and the second one often completes before the first. If too many downloads of the same file are initiated, the system slows down. So LUNATIC uses machine learning to detect slowed connections and makes a best guess as to the optimum number of times to repeat the same tasks over and over again. This number is called the "optimum insanity", and is the level of insanity (number of repetitions) that leads to the most likely successful outcome.
At times the optimum insanity increases without bound, typically when websites or servers are unreliable or erratic. LUNATIUC is not performing a denial of service attack, but, rather, a "demand for service". A side effect is that when large numbers of people use LUNATIC, erratic websites will experience massive download traffic, such that LUNATIC disincentivises insanity.
In this sense, LUNATIC is a temporary solution to technopagan insanity, and ultimately will hopefully become unnecessary, as we transition to the age of Sousveillant Systems.
4. Early example of Sousveillant Systems from 1974: Sequential Wave Imprinting Machine Here I will explain SWIM in two different variations:
5. SWIM
SWIM (Sequential Wave Imprinting Machine) is an invention that makes for visual art as well as scientific discovery of otherwise invisible physical phenomenology around us, such as sound waves, radio waves, etc.. It uses multimediated reality (sensing, computation, and display) to turn phenomena such as interference patterns between multiple sound sources, into pictures "painted" by nature itself (rather than from computer graphics).
This gives us a glimpse into the nature of the real world arouond us, i.e.
phenomena arising from physics (natural philosophy).
SWIM also reveals the otherwise invisible capacity of a microphone or microphone array to "hear", by "painting"
a picture of its metasensory (sensing of sensors) wave functions.
SWIM can also be a robotic mechanism for the precise scientific sensing of sensors and the sensing of their capacity to sense.
6. introduction The Latin phrase "Quis custodiet ipsos custodes?", by Roman satirist Juvenal [57], translates to English as "Who watches the watchers?". Juvenal's belief is that ethical surveillance is impossible when the surveillers (custodes) are corruptible.
In this paper we focus more on the appartaus (i.e. sensor technology) of "watching", rather than on the people/politics. Thus we don't care whether "watching" is surveillance (overslight) [64, 49], or sousveillance (undersight) [103, 127, 55, 74, 110, 42, 44, 143, 137, 6, 124, 65]. We treat both veillances equally.
We also examine metaveillance (the sight of sight itself) [81]. Meta is a Greek prefix that means "beyond".
For example, a meta conversation is a conversation about conversations, and meta data is data about data.
Metaveillance is the veillance of veillance, and more generally, metaveillance is the sensing of sensors and the sensing of their capacity to sense.
Thus we might ask:
"Quis sensum ipsos sensorem?"
i.e. "Who senses the sensors?", or more generally, "How can we sense sensors, and sense their capacity to sense?", and how and why might this ability be useful?
"Bug-sweeping", i.e. the finding of (sur)veillance devices is a well-developed field of study, also known as Technical surveillance counter-measures (TSCM) [146, 47, 129]. However, to the best of our knowledge, none of this prior work reveals a spatial pattern of a bug's ability to sense.
6.1. Metaveillance and metaveillography Metaveillance (e.g. the photography of cameras and microphones to reveal their capacity to sense) was first proposed by Mann in the 1970s [84, 69, 1] (see Fig. 16 and 17). Metaveillance was envisioned as a form of visual art [83] and scientific discourse [84], and further developed by Mann, Janzen, and others [53, 85] as a form of scientific measurement and analysis.
SWIM for phenomenological augmented reality using a linear array of light sources, sequentialized through a wearable computer system with a lock-in amplifier, was a childhood invention of S. Mann [69, 1]. See Fig. 18.
A more modern version of this apparatus appears in Fig. 19 "Rabbit ears"
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Phenomenological augmented reality from the 1970s using video feedback with a black and white television screen. Mann observed that when a television was tuned to the frequency of a surveillance camera's transmitter, it would glow more brightly when visible to the camera. Thus waving the TV back and forth in front of the camera in a dark room would trace out the camera's metaveillograph, visible to the human eye or photographic film (by way of a second camera loaded with film). Modifying the video amplifier for various gain levels and photographing the moving TV through color filters showed spatial variation in the quantity of metaveillance: blackness indicates zero metaveillance; dark blue indicates moderate metaveillance, and red indicates strong metaveillance. Green indicates a quantity between that of red and blue.
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A wearable computer and videographic lock-in amplifier was designed specifically to lock in on extremely weak television signals. The light bulb goes from a dim red glow to a brilliant white whenever it enters the camera's field-of-view, and then the bulb brightness drops off again when it exits the camera's field of view.
Waving it back and forth in a dark room reveals to the human eye, as well as to photographic film (picture at left) the camera's metaveillance field. The glow from the light bulb lags behind the actual physical phenomenon. Thus as we sweep back-and-forth, odd numbered sweeps (1st, 3rd, 5th, and 7th, and 9th) appear near the top of the sightfield, whereas even sweeps (2, 4, 6, 8) appear near the bottom.
6.2. Veillance games A number of games have been built around the concept of metaveillance and metaveillogrammetry, as illustrated in Fig. 20 Veillance games are based on sensing of sensors, such as cameras or microphones. Game themes such as "spy versus spy" are played out in the realm of veillance, counterveillance, and metaveillance. Some games play directly to human vision whereas others use an eyeglass-based device to capture and freeze the exposures into a 3D virtual world or the like. Some games use photographic media, which also creates a new visual art form in and . = . - ,, -=
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For a good summary of this development, see [25] and the earlier version of the paper on arXiv [26]. In this figure, we see the metaveillograph of a surveillance camera (left) as well as three sensor-operated handwash faucets (right) that each contain a 1024 pixel camera and vision system. Many washroom fixtures contain low-resolution cameras [52, 51, 12] that can be better understood by way of metaveillography.
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of itself.
Note that the pictures in Fig. 1 to 20 are photographs, not computer graphics.
The word "photography" is a Greek word that means "drawing or painting" ("graphy") with "light" ("photos"
or "phos"). Thus the Greek word "photography" means "lightpainting" if we translate the word directly into English. In this way, photography has been regarded as "nature's pencil", as evident in the following quote:
"The plates of the present work are impressed by the agency of Light alone, without any aid whatever from the artist's pencil." [40, 144]
In a similar way, we aim to create new computational media that arise directly from nature itself, using com-puters to reveal natural philosophy (the physics of waves, sensing, etc.) and thus make visible otherwise hidden phenomenology.
6.3. Seeing and photographing radio waves and sound waves In addition to seeing sight itself (i.e. metaveillance), SWIM has also been used to see and photograph radio waves and sound waves in near-perfect alignment with their actual situated existence (unlike an oscilloscope, for I
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Figure 21. Photographs of radio waves and sound waves taken with SWIM. (left) Custom-modifications to a smartphone were made, and it was desired to see and understand the radio waves from the phone, and how they propagate through space. Waving the wand back and forth allows the waves to be seen by the naked eye, as well as be photographed. (right) In the design of musical instruments it is helpful to be able to see the sound waves from an instrument and see how they propagate through space. Here a robotic mechanism was built to excite the violin at various frequencies and their harmonics, using a Pasco Fourier Synthesizer driving a robotic actuator that keeps the strings vibrating continuously. A
robotic SWIM moves back-and-forth on a 10 foot long (approx. 3m long) optical rail. The SWIM includes 1200 LEDs (Light Emitting Diodes), that make visible the complex-valued waveform (real, i.e. in-phase component in red, and imaginary, i.e.
quadrature component in green).
example, which does not display waveforms situated at their natural physical scale and position). See Fig. 21.
6.4. Grasping radio waves and sound waves In addition to merely seeing radio waves and sound waves, we can also reach out and touch and feel and grasp these otherwise intangible waves. This is done using a mechanical form of the SWIM, as shown in Fig. 22.
See Fig. 105.
6.5. Representing complex-valued electric waves using color A method of representing spatially varying complex-valued electric waves was proposed by Mann [69], in which the color at each point encodes the phase in a perceptually uniform Munsell colorspace, and the amplitude as the overall quantity of light. An example of Mann's method also appeared as cover art for the book, depicting the Fourier operator (i.e. the integral operator of the Fourier transform as a two-dimensional function in which one dimension is time and the other dimension is frequency). See Fig. 24, and the following Matlab fragment:
% fourieroperator2dat.m Steve Mann 1992 Jan 20 % creates the fourieroperator W = exp(j2pilf><t1) f = (-(M-1)/2:(M-1)/2)*frac; % time span 1 second: (-.5,.5) second t = (n - (N+1)/2)/N; % freq range for the given block W = exp(j*2*pi*f(:)*t(:).'); % faster as a one-liner mag = abs(W); % change rowvec to colvec o = pi/180; % the degree symbol p = 180 - angle(W)/o; % angles per degree shifted to all positive g_to_r_indices = find (p < 144 & p >= 0); % red to green crossfade r(g_to_r_indices) = p(g_to_r_indices)/144; % RED
g(g_to_r_indices) = (144-p(g_to_r_indices))/144; % GREEN

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plotter was arranged to freely move from left-to-right ("X"), while the up-down movement ("Y") was driven by the output of a lock-in amplifier tuned to a desired radio frequency of interest. A light bulb was placed where the pen of the XY plotter would mormally go. An antenna was placed on the moving part of the XY plotter.
In this way the antenna moves together with the light bulb to trace out and make visible the otherwise invisible electromagnetic wave, while also allowing the user to grasp and hold the pen holder that also houses the light bulb.
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Here we can see and touch and grasp and hold electromagnetic radio waves as they pass through various media. Leftmost:
wave propagation in air. Second from left: radio wave propagation through thin wood. Third: radio wave propagation through thick wood. Fourth: through copper foil. Fifth: through flesh. Note the differences in amplitude which can also be felt as well as seen.

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b(g_to_r_indices) = zeros(size(g_to_r_indices)); % BLUE
r2b_ind = find (p >= 144 & p < 288); % r to b crossfade r(r2b_ind) = (288-p(r2b_ind))/144;

g(r2b_ind) = zeros(size(r2b_ind));
b(r2b_ind) = (p(r2b_ind) - 144)/144;
b2g_ind = find ( p >= 288 & p < 360 ); % b to g crossfade r(b2g_ind) = zeros(size(b2g_ind));
g(b2g_ind) = (p(b2g_ind) - 288)/72;
b(b2g_ind) = (360-p(b2g_ind))/72;
R = floor(r.*mag*255.99); V. scale by magnitudes; from black to red G = floor(g.*mag*255.99); % scale by magnitudes; from black to green B = floor(b.*mag*255.99); % scale by magnitudes; from black to blue In what follows, we use this method to show the spatially varying complex-valued electric waves from a transducer moved through space to sample a complex-valued wave function or meta wave function.
7. Veillogrammetry versus Metaveillogrammetry It is useful to define the following basic concepts. Thus we proffer the following veillance taxonomy:
= Surveillance is the purposeful sensing by an entity in a position of authority (typically a government or a an organization within their own space, such as a convenience store monitoring their own premises);
= Sousveillance is the purposeful sensing of an entity not in a position of authority (typically an individual or small group);
= Veillance is purposeful sensing. It may be sur-veillance or sous-veillance. For the purposes of this paper, we focus on the mathematics, physics, and visual art of veillance, and thus make no distinction between surveillance and sousveillance. Thus we use the term "veillance" rather than "surveillance" when we wish to ignore the political elements of sensing, and concentrate exclusively on the mathematics and physics of sensing.
= Veillography is the photography (i.e. capture) by way of purposeful sensing, such as the use of surveillance or sousveillance cameras to capture images, or such as the photography of radio waves and sound waves and similar phenomena as illustrated in Fig. 21. Our experimental setup for this is shown in Fig. 64.
= Veillogrammetry is quantified sensing (e.g. measurement) performed by purposeful sensing. For example, video from a bank robbery may be used to determine the exact height of a bank robber, through the use of photogrammetry performed on the surveillance video. Likewise, veillogrammetry with a microphone moved through space can be used to quantify the sound field distribution around a musical instrument in order to study the instrument's sound wave propagation.
= Metaveillance is the veillance of veillance (sensing of sensors). For example, police often use radar devices for surveillance of roadways to measure speed of vehicles so that they can apprehend motorists exceeding a speed limit. Some motorists use radar detectors. Police then sometimes use radar detector detectors to find out if people are using radar detectors. Radar detectors and radar detector detectors are examples of metaveillance, i.e. the sensing (or metasensing) of surveillance by radar.
= Metaveillography is the photography of purposeful sensing, e.g.
photography of a sensor's capacity to sense, as illustrated in Figures 1 to 5. Our experimental setup for metaveillography is shown in Fig. 64.
= Metaveillogrammetry is the mathematical and quantimetric analysis of the data present in metaveillog-raphy.
Comparing the setup of Fig. 64 with that of Fig. 64, the difference is that in Fig. 64, a signal sensor (receiver) moves with the SWIM, and the reference to the lock-in amplifier remains fixed at a stationary location, whereas with Fig. 64 the reverse is true: a transmitter that feeds the lock-in amplifier reference moves with the SWIM, and the signal input comes from a stationary sensor fixed in the environment.

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Figure 25. Here is the experimental setup that is used to generate the photographs of radio waves and sound waves in Fig. 6.
A moving sensor (receive antenna for radio waves, or a microphone for sound waves) is attached to the linear array of lights (SWIM LIGHTS) and moves with it. This sensor feeds the signal input of a lock-in amplifier. The reference input to the lock-in amplifier comes from a reference sensor fixed in the environment (not moving), near the radio signal source or sound source.
We make the argument that veillography and metaveillography are inverses of each other, and that veillogram-metry and metaveillogrammetry are also inverses of each other.
7.1. Experimental comparison of veillography and metaveillography Here we produce two photographs of acoustic intereference patterns due to two transducers. The first photo-graph is a picture (veillograph) of sound waves coming from two identical fixed (non-moving) ultrasonic tranducers transmitting at 40,000 cycles per second, captured by a third identical moving transducer (used here as a micro-phone) in a plane defined by the central axis of the speakers. A diagram showing the experimental apparatus is shown in Fig. 63.
The second photograph is a picture (this time a metaveillograph) in which the roles of the transmitters (speakers) and receiver (microphone) are reversed.
These two photographs are shown in Fig 28, directly above one-another for easy comparison (since the sound waves travel left-to-right or right-to-left).
We chose to use ultrasonic transducers (the exact transducers used in most burglar alarms and ultrasonic rangefinders) because they work equally well as microphones or speakers.
What we discovered is that the two pictures are visually indistinguishable from one-another. We see the same interference fringes (interference patterns) from the pair of transducers whether they function as speakers or microphones. As an array of speakers we see the sound waves coming from them.
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Figure 26. Here is the experimental setup that is used to generate the photographs of Figures 1 to 5. It functions much like a "bug sweeper" but in a much more precise way, driving the linear array of light sources (SWIM LIGHTS) that is waved back-and-forth. For Figures 1 and 2, the array is a single element (just one light source). For Figures 3 to 5, the transmitter is the light source itself. Alternatively, as we shall see, the TRANSMITTER
can be the light source itself, or a loudspeaker (for audio "bug sweeping"), or a transmit antenna (to detect and map out receive antennae).
see the metaveillance wavefunctions [81], and both appear identical.
Moreover, storing the data from the lock-in amplifier into an array, using a 24-bit analog to digital converter, allowed us to compare precise numerical quantities, and to conclude experimentally that veillogrammetry and metaveillogrammetry are inverses of one-another, i.e. that the two image arrays give precisely the same quantities.
Fig. 29 shows a comparison between these two experimental setups:
1. a transmitter array sending out sound waves that are sensed with a single receiver (veillogrammetry), and;
2. a receiver array (microphone array) metasensed [81] with a single transmitter (metaveillogrammetry).
Here the coefficients of correlation between sensing and metasensing were found to be 0.9969 for the real parts, and 0.9973 for the imaginary parts.
We also tested the situation of just one transmitter and one receiver (i.e.
array size of 1 element). With single transmit and single receive, the correlation coefficients were found to be 0.9988 for the real part and 0.9964 for the imaginary part.
7.2. Using SWIM for engineering design In one of our "spy versus spy" game scenarios we wished to design a microphone array. Being able to see the metaveillance of the microphone array helped us design it better. Fig. 30 shows a metaveillograph of an example Experimental Setup for Veillography 4 __________________________________ I
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Figure 27. Apparatus (with equivalent circuit schematic and frequency response) for the experimental comparison between veillography and metaveillography. Here is shown the apparatus connected for veillography, with a stationary array of trans-mitters (speakers) and a moving receiver (microphone). This corresponds to the top picture in Fig. 63. For metayeillography (bottom picture of Fig. 63), the connections between the stationary transducer array and the moving transducer are simply swapped.

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v , , _____________________________________________________ 4...4 i w ___________________________________________________ Metaveillograph / Metaveillogrammetry Figure 28. Top: photograph of a sound wave emanating from two speakers.
Bottom: photograph of a veillance wave function "emanating" from two microphones (i.e. a photograph of the capability of two microphones to "hear").

Comparison of veillogrammetry and metaveillogrammetry 0.4 ________________________________________ " 0.4 ____________________________ CO
-o co > 0 -0.2- ....,1kReceiver array from _ single transmitter Transmitter array to R 0.0069 si ng le receiver 0_ To a) -0.4 _______________________________________ cC -0.4 -0.2 0 0.2 0.4 Relative sample index down column 892 of 10,000 columns Real part from two transmitters and one receiver Figure 29. Comparison between double transmit and single receive (veillogrammetry) and double receive and single transmit (metaveillogrammetry).
microphone array of six microphones.
7.3. The Art of Phenomenological Reality We have, in some sense, proposed a new medium of human creative expression that is built upon nature itself, i.e. natural philosophy (physics). In this new medium, nature itself "paints"
a picture of an otherwise invisible reality.
For example, consider a microphone like we often use when we sing or speak at a public event. There is an inherent beauty in its capacity to "hear", and in that beauty there is a truth in the physical reality inherent in it.
Its capacity to "listen" is something that we can photograph, as its veillance wave function [81], which is a complex-valued function. See Fig. 31 and 32.
As this function evolves over time, the veillance waves move outwards from the microphone as the sound waves move inwards towards it. The two move in opposite directions, i.e. in the same way that holes and electrons move in opposite directions in semiconductors.
This movement is merely a phase change, and therefore when we capture a number of photographs over time, we can animate the phase change, to produce a new kind of visual art that also forms the basis for scientific exploration, as well as practical engineering. For example, we discovered that there was a defect in the microphone, as can be seen in Fig. 31. There is visible a dark band in the colored rings. The dark band emanates outwards, pointing up and to the right, at about a 2-o-clock angle, i.e. about 30 degrees up from the central axis. Thus we can see the immediate usefulness of this new form of visual art and scientific sensing. Consider, for example, use in quality control, testing, sound engineering, and diagnostics, to name but a few of the many possible uses of SWIM.
Visualization of sound is commonly used in virtual environments [125, 58, 10], and with SWIM, we can directly visualize actual measurements of sound waves.
In our case, we were able to find defects in the microphones we were using, and replace them with new mi-crophones that did not have the defect. Fig. 33 is a metaveillograph of two new Shure 5M58 microphones we purchased and tested. The 5M58 microphone is free of defects that were visible in some of the other brands we tested.
7.4. SWIM summary We have presented the SWIM (Sequential Wave Imprinting Machine) as a form of visual art and scientific discourse.

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Figure 31. Metaveillograph of a microphone's capacity to listen to a 7040 cycles per second tone from the speaker at the right: Visualizing hidden defects in sensors. This microphone has a defect in its phase response, as well as a weakness in a particular specific direction. Here the MR (Multimediated Reality) eyeglass is worn by a participant able to see in three dimensions the relationship between cause and effect in real time, even though the photograph only shows a 2D slice through the 3D space.
As a form of visual art, it can be used for Games, Entertainment, and Media.
As a scientific tool, it can be used for engineering, design, testing, and understanding the world around us.
We have shown examples of veillance and metaveillance, as well as also shown that they are, in some sense, inverses of each other (i.e. when we swap roles of transmitter and receiver), and we determined experimentally that this reciprocity holds true to a correlation of better than .995 for the specific cases of a transducer array of length 1, 2, 5, and 6.
Thus SWIM, and phenomenological augmented reality, can be used for engineering, design, testing, art, science, games, entertainment, and media.
8. Revisiting Sousveillant Systems from 1974: Sequential Wave Imprinting Machine revisited This section describes some unpublished aspects of a wearable computing and augmented reality invention by author S. Mann for making visible various otherwise invisible physical phenomena, and displaying the phenomena in near-perfect alignment with the reality to which they pertain. As an embodiment of HI (Humanistic Intelli-gence), the alignment between displayed content and physical reality occurs in the feedback loop of a computational or electric process. In this way, alignment errors approach zero as the feedforward gain increases without bound.
In practice, extremely high gain is possible with a special kind of phenomenological amplifier (ALIA = Alethio-scopic/Arbitrary Lock-In Amplifier / "PHENOMENAmphfierTm") designed and built by the author to visualize veillance.
An example use-case is for measuring the speed of wave propagation (e.g. the speed of light, speed of sound, etc.), and, more importantly, for canceling the propagatory effects of waves by sampling them in physical space v .
_ _____________________________________ Figure 32. Metaveillograph of a microphone, where we can see its capacity to hear a speaker (at the right) emitting a 3520 cycles per second tone.
with an apparatus to which there is affixed an augmented reality display.
Whereas standing waves, as proposed by Melde in 1860, are well-known, and can be modeled as a sum of waves traveling in opposite directions, we shall now come to understand a new concept that the author calls "sitting waves", arising from a product of waves traveling in the same direction (Fig. 34), as observed through a phenomenological augmented reality amplifier, in a time-integrated yet sparsely-sampled spacetime continuum. See Fig 35.
8.1. Metawaves: Veillance Wave Functions In quantum mechanics, a wavefunction is a complex-valued function whose magnitude indicates the probability of an observable. Although the function itself can depict negative energy or negative probability, we accept this as a conceptual framework for understanding the observables (magnitude of the wavefunction).
In veillance theory, consider a metawavefunction, //),,, as a complex-valued function whose magnitude indicates the probability of being observed. For example, (Op IIPA) = f OiL0m*dt, (1) (where * indicates complex-conjugation) grows stronger when we get closer to a camera or microphone or other sensor that is sensing (e.g. watching or listening to) us. Note that the complex metawavefunction itself can be negative and it can even be (and usually is) complex! This is different from the veillance flux concept we reported elsewhere in the literature [55, 54, 53], which is a real-valued vector quantity, indicating the capacity to sense.
At first, the metawavefunction may seem like a strange entity, because it is not directly measureable, nor is its amplitude, i.e. it does not depict a quantum field, or any kind of energy field for that matter.

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Cameras and microphones and other sensors don't EMIT energy, but, rather, they sense energy. Cameras sense light energy (photons). Microphones sense sound energy.
Thus (0i.,10p) does not correspond to any real or actual measurement of any energy like sound or light, but, rather, it is a metaquantity, i.e. a sensing of a sensor, or a sensing of the capacity of a sensor to sense!
The word "meta" is a Greek word that means "beyond", and, by way of examples, a meta-conversation is a conversation about conversations. A meta joke is a joke about jokes. Metadata (like the size of an image or the date and time at which it was taken) is data about data. Likewise metaveillance (metasensing) is the seeing of sight, or, more generally, the sensing of sensing (e.g. sensing sensors and sensing their capacity to sense).
Thus the space around a video surveillance (or sousveillance) camera, or a hidden microphone, can have, associated with it, a metawavefunction, Om, in which (Cbm Om) increases as we get closer to the camera or microphone, and, for a fixed distance from the camera or microphone, (7,bt,I) typically increases when we're right in front of it, and falls off toward the edges (e.g. as many cameras have lens aberrations near the edges of their fields of view, STAND WAVES
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Space Space Space Figure 35. Left: a standing wave at four points in time. Middle and Right: a sitting wave at four points in time. Whereas the standing wave stands still only at the nodal points, (e.g. elsewhere varying in amplitude between -1 and +1), the sitting wave remains approximately fixed throughout its entire spatial dimension, due to a sheared spacetime continuum with time-axis at slope 1/c. The effect is as if we're moving along at the speed, c, of the wave propagation, causing the wave to, in effect, "sit" still in our moving reference frame. Right: four frames, F1 ... F4 from a 36-exposure film strip of a 35-lamp Sequential Wave Imprinting Machine, S. Mann, 1974. Each of these frames arose from sparse sampling of the spacetime continuum after it was averaged over millions of periods of a periodic electromagnetic wave.
and microphones "hear" best when facing directly toward their subject).
If we are a long way away from a camera, our face may occupy less than 1 pixel of its resolution, and be unrecognized by it. By this, I mean that a person looking through the camera remotely, or a machine learning algorithm, may not be able to recognize the subject or perhaps even identify it is human. As we get closer to the extent that we occupy a few pixels, the camera may begin to recognize that there is a human present, and as we get even closer still, there may be a point where the camera can identify the subject, and aspects of the subject's activities.

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Likewise with a microphone. From far away it might not be able to "hear" us.
By this I mean that a remote person or AT listening to a recording or live feed from the microphone might not be able to hear us through the microphone.
Thus api,100 gives us a probability of being recognized or heard, or the like.
Let's begin with the simplest example of a metaveillance wave function, namely that from a microphone, in the one-dimensional case, where we move further from, or closer to, the microphone along one degree-of-freedom.
The subscript, pt, is dropped when it is clear by context that we are referring to a metawavefunction rather than an ordinary wavefunction as we might find in quantum mechanics, or the like.
Consider an arbitrary traveling metawave function '(x, t) whose shape remains constant as it travels to the right or left in one spatial dimension (analogous to the BCCE of optical flow[501). The constancy-of-shape simply means that at some future time, t + At, the wave has moved some distance along, say, to x + Ax. Thus:
tp(x,t) = 0(x + Ax, t + At).
(2) Expanding the right hand side in a Taylor series, we have:
71)(x + Ax, t -I- At) = 0(x,t)+ OxAx + otAt + h.o.t., (3) where h.o.t. denotes (higher order terms). Putting the above two equations together, we have:
ti,a,Ax + 7PtAt + h.o.t. = 0.
(4) If we neglect higher order terms, we have:
Ax (5) where the change in distance, divided by the change in time, t: is the speed, c of the traveling wave.
In the case of a surveillance camera, or a microwave motion sensor (microwave burglar alarm), c is the speed of light. In the case of a microphone (or hydrophone), c is the speed of sound in air (or water).
More generally, waves may travel to the left, or to the right, so we have:
(6) Multiplying these solutions together, we have:
( a ¨ c a 0 ) \ ( a + a \
= o, (7) - - e-a-- " ) "cb which gives:

at2 = c ax2.
(8) This is the wave equation in one spatial dimension, as discovered by Jean-Baptiste le Rond d'Alembert in 1746, due to his fascination with stringed musical instruments such as the harpsichord[28], which Euler generalized to multiple dimensions:
(9) e2 at 2 where V2 is the Laplacian (Laplace operator, named after Pierre-Simon de Laplace, who applied it to studing gravitational potential, much like earlier work by Euler on velocity potentials of fluids [34]). This further-generalizes to the Klein-Gordon generalization of the Schrodinger wave equation equation:
1 821P mc) 2
(10) e2 at2 h for a particle of mass m, where h = h / 27 is Planck's constant.
More generally, we can apply a wide range of wave theories, wave mechanics, wave analysis, and other con-temporary mathematical tools, to metawaves and veillance, and in particular, to understanding veillance through phenomenological augmented reality [84].
8.2. Broken timebase leads to spacebase Waves in electrical systems are commonly viewed on a device called an "oscillograph"[45, 59]. The word originates from the Latin word "oscillare" which means "to swing" (oscillate), and the Greek word "graph" which means drawing or painting. A more modern word for such an apparatus is "oscilloscope"[61, 39] from the Latin word "scopium" which derives from the Greek word "skopion" which means "to look at or view carefully" (as in the English word "skeptic" or "skeptical"). The oscillograph or oscilloscope is a device for displaying electric waves such as periodic electrical alternating current signals.
In 1974 author S. Mann came into possession of an RCA Cathode Ray Oscillograph, Type TMV-122, which was, at the time, approximately 40 years old, and had a defective sweep generator (timebase oscillator). Since it had no timebase, the dot on the screen only moved up-and-down, not left-to-right, thus it could not draw a graph of any electrical signal, but for the fact that Mann decided to wave the oscillograph back and forth left-to-right to be able to see a two-dimensional graph. In certain situations, this proved to be a very useful way of viewing certain kinds of physical phenomena, when the phenomena could be associated with the position of the oscilloscope. This was done by mounting a sensor or effector to the oscilloscope. In one such experiment, a microphone was mounted to the oscilloscope while it was waved back and forth in front of a speaker, or vice-versa. In another experiment, an antenna was mounted to the oscilloscope while it was waved back and forth toward and away from another antenna. With the appropriate electrical circuit, something very interesting happened: traveling electric waves appeared to "sit still". The circuit, sketched out in Fig. 37, is very simple:
a simple superheterodyne receiver is implemented by frequency mixing with the carrier wave, e.g. cos(wt) of the transmitter. In one embodiment the frequency mixer comprises four diodes in a ring configuration, and two center-tapped transformers, as is commonly used in frequency mixers. When one of the two antennae (either one) is attached to an oscilloscope with no sweep (no timebase), while the other remains stationary, the oscilloscope traces out the radio wave as a function of space rather than of time.
If the transmitted wave is a pure unmodulated carrier, the situation is very simple, and we can visualize the carrier as if "sitting" still, i.e. as if we're moving at the speed of light, in our coordinate frame of reference, and the wave becomes a function of only space, not time. The wave begins as a function of spacetime:
IP (x, t) = cos(cut ¨ kx); wavenumber k = co / c.
(11) In this case the received signal, r (x , t) is given by:

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Figure 37. Chalkboard sketch of a simple experiment: a transmitter Tx is shown at the left, transmitting a wave, cos(wt¨kx) in the spacetime continuum. A receiver, Rx, shown further to the right, picks up the wave and feeds it to one or more mixers. In this case, two are shown, one for the in-phase component, i.e. the real part of the signal, and the other for the quadrature component, i.e. the imaginary part of the signal. A local oscillator supplies cos(wt) to the mixer for the real part, and sin(wt) to the mixer for the imaginary part. Let us consider the real part: The result (by simple trigonometric identity) is shown as: cos(wt ¨ kx)cos(wt) = (cos(2wt ¨ kx) 1cos(kx)). This output from the mixer is then fed to a lowpass filter, LPF, from which emerges -1-cos(kx). Transmitter Tx and receiver Rx may be antennae, or they may be transducers such as a speaker and microphone. For example, transmitter Tx may be a loudspeaker transmitting a periodic waveform, such as a tone at 5000 CPS (Cycles Per Second), with receiver Rx being a microphone. In other embodiments, transmitter and receiver Tx and Rx are hydrophones, for an underwater SWIM, in which case underwater sound waves, sonar, or the like, is visualized using a waterproof underwater SWIM wand.

cos(wt - kx) cos(cut) = cos(2wt - kx) - cos(kx).
(12) Half the received signal, r, comes out at about twice the carrier frequency, and the other half comes out in the neighbourhood of DC (near zero frequency). The signal we're interested in is the one that is not a function of time, i.e. the "sitting wave", which we can recover by lowpass filtering the received signal to get:
s(x) = -1 cos(kx).
(13) This operation of multiplication by a wave function was performed at audio frequencies using a General Radio GR736A wave analyzer, and at other times, using a lock-in amplifier, and at radio frequencies using four diodes in a ring configuration, and two center-tapped transformers, as is commonly done, and at other times using modified superheterodyne radio receiving equipment.
A drawback of some of these methods is their inability to visualize more than one frequency component of the transmitted wave.
8.3. Metawaves When the transmitter is stationary (whether it be an antenna, or a speaker, or the like) and the receiver (e.g. a receiving antenna, or a microphone) is attached to the oscilloscope, the device merely makes visible the otherwise invisible sound waves or radio waves. But when these two roles are reversed, something very interesting happens:
the apparatus becomes a device that senses sensors, and makes visible their sensory receptive fields. In the audio case, this functions like a bug sweeper, in which a speaker is moved through the space to sense microphones, but unlike other bug sweepers the apparatus returns the actual underlying veillance wavefunction, as a form of augmented reality sensory field, and not just an indication that a bug is present.
Now consider the case in which the transmitted signal is being modulated, or is otherwise a signal other than a pure wave cos(wt). As an example, let's consideq 0(x, t) = cos(wt ¨ x) +
cos(5(wt ¨ x)), so the received signal is:
r(x,t) = ¨2 cos(x) + ¨2 cos (x ¨ 14.4) + ¨2cos (5x ¨ 4wt) -I- ¨2 cos(5x ¨ 6wt),
(14) which when lowpass filtered, only gives us the fundamental. Thus a wave analyzer or modern lock-in amplifier such as Stanford Research Systems SR510 cannot be used to visualize such a wave. A more traditional lock-in amplifier, such as Princeton Applied Research PAR124A, will visualize harmonics, but in the wrong proportion, i.e. since the reference signal is a square wave, higher harmonics are under-represented (note that the Fourier series of a square wave falls off as 1/n, e.g. the fifth harmonic comes in at only 20 percent of its proper strength).
Thus existing lock-in amplifiers are not ideal for this kind of visualization in general.
8.4. A Lock-in amplifier designed for Metaveillance The approach of Mann was therefore to invent a new kind of lock-in amplifier specifically designed for augmented reality visualizations of waves and metawaves.
Whereas a common ideal of lock-in amplifier design is the ability to ignore harmonics, in our application we wish to not only embrace harmonics, but to embrace them equally. If we were to turn on our sensing of harmonics, one at a time, we would be witnessing a buildup of the Fourier series of our reference signal. For the square wave, each harmonic we add to our reference signal, allows more and more of the measured signal harmonics through, but colored by the coefficients of the Fourier series representation of the square wave. Figure 38 illustrates a comparison of the the reference signal waveforms of the PAR124A lock-in amplifier with the modified lock-in amplifier of the Sequential Wave Imprinting Machine (SWIM)[69].
9. A new kind of Lock-in Amplifier 9.1. System architecture The system architecture for SWIM displaying sound waves, radio waves, etc., is illustrated in Figure 39, where the SWIM COMP (SWIM computer) shown in Figure 39 is implemented by way of a ladder of comparators as illusrated in Fig. 40 for up to 10 light sources, and Fig. 41 beyond (e.g.
more typically on the order of 1000 light sources).
An embodiment specific to radio waves is illustrated in Figure 42. An alterntive embodiment is illustrated in Figure 43.
This system depicted in Figs. 34, 35, 36, 37, 38, 39, 40, 41, 42, and 43, allows us to see with the naked eye, or on film or video or capture on a sensor array, sound waveforms coming from musical instruments, radio waves coming from cellphones, motion sensors, and various other things that produce fields such as eletromagnetic radiation fields, soundfields, etc..
SWIM can also be used as a new kind of bug-sweeper, e.g. to see not just fields, but to see also the capacity to sense fields. In this way SWIM can sense field sensors, and sense their capacity to sense. Figure 44 shows SWIM
as a bug sweeper or the like, doing metasensing. Other bug sweepers of the prior art can find hidden microphones, hidden cameras, hidden sensors, etc, but do not let us see their soundfields or lightfields or otherwise show the intricate nature of their sensory capacity. SWIM provides an augmented reality overlay of the capacity of a sensor to sense.
Another innovation of SWIM is the capacity to visualize not just a wave, but an entire Fourier series of a wave, i.e. to see and visualize the harmnonic nature and structure of a wave. For example, SWIM can trace out the waveform of a trumpet playing a note such as A440, and then trace out the waveform of a flute playing the same note. These two waveforms will appear different due to their different harmonic structure. The ability of SWIM to do this is based on the invention of a new kind of lock-in amplifier. This new kind of lock-in amplifier is illustrated in Figure 45.

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...._ L. _____________________ vp.....,01Mõ," 1 I 1 I n _1 -6 Space Space Figure 38. Left: A modern LIA (Lock In Amplifier) ignores all but the fundamental. Older LIAs use polarity reversal and are thus sensitive to increasing harmonics on a 1/n basis where n = 1,3,5, .... This is why older LIAs often work better with the SWIM (Sequential Wave Imprinting Machine)[69], as long as they're modified to compensate for weaker higher frequency components of the waveform being visualized. Right: Reference waveforms of Mann's "Alethioscope" have equal weightings of all harmonics. As we include more harmonics, instead of approaching a square wave, we approach a pulse train. Early SWIM used a pulse train as its reference signal. This made time "sit still" (like a strobe light on a fan blade) for a true and accurate AR (Augmented Reality) visualization without distortion.
The embodiment shown here is functionally equivalent to the Mann-modified PAR124A. There are three IN-Strumentation AMPlifiers, indicated as "INS. AMP.". Each of these is an instrumentation op amp with selectable input impedance: 109 ohms to match the "Hi Z" on the PAR124A which is 1 Gigohm input impedance, and a "Lo Z" setting suitable for use with a standard 600 ohm microphone (e.g. to be able to feel the capacity of a microphone to listen). The PAR124A input impedance was selected by switches and by replaceable modules. Four input impedances of the embodiment shown here are: 1 Gigohm; 1 Megohm; 600 ohms; and 50 ohms.
The reference input has one amplifier for a gain that is adjustable from *1 to *10,000 in a 1, 2, 5 sequence, with a calibrated vernier for gains in between. The signal input has two amplifiers, cascaded (on either side of an equalizer) for a gain that is adjustable from *1 to *100,000,000, almost matching the original 23-position rotary switch of the PAR124A adjustability from nanovolts to millivolts. The AD8429 from Analog Devices, with a _________________________________________________________ ,...---9vs -'A
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(Sequential Wave n A ___________ _ Imprinting Machine) Figure 39. Mann's SWIM (Sequential Wave Imprinting Machine) for making radio waves, sound waves, etc., visible by shearing the spacetime continuum at the exact angle that presents the speed of light or speed of sound at exactly zero: SWIM works with a wide variety of phenomena, to provide a phenomenological augmented reality. A signal source might comprise some kind of signal generator, which produces signal directly, or the signal generator might drive a signal actor such as an actuator (e.g. loudspeaker) or signal transducer (light source) or signal conveyor like an electrode or antenna. Such a signal source, such as a radio transmitter, sound source such as a musical instrument, or other wave source that emits a periodic waveform or periodic disturbance of some kind, sends waves outwards at a speed of wave propagation, c, which is the speed of light in the case of radio waves, or the speed of sound in the case of sound waves (e.g. speed of sound in saltwater if we're visualizing underwater sound waves from a hydraulophone in the ocean, or speed of sound in air if we're visualizing the sound waves from a trupet or clarinet). A reference sensor or reference signal is derived from the sound source. If the sound source is a radio transmitter or loudspeaker, we might connect to it directly. But if we don't have access to it (e.g. if it is a surveillance system that is sealed against our access, or if it is an instrument that doesn't have an electrical connection), we simply place a reference sensor near it. The SWIM apparatus typically or often uses two inputs, one being a reference input from a stationary reference sensor, and the other being a signal input from a moving signal sensor. The signal sensor is moved back and forth together with a linear array of light sources.
For example, the signal sensor may be a microphone or an antenna attached to a linear array of lights. The reference sensor supplies the reference input of a LIA (Lock-In Amplifier or Lock-In Analyzer). In some embodiments, the individual sensors may also have associated or built-in amplifiers. The LIA has one or more outputs such as "X" representing the real part of a demodulated homodyne wave, "Y" representing the imaginary part (i.e.
in "quadrature" with "X") of the wave, "R" representing N/X2 + Y-2, and 0 representing arctan Y/X. One or more of these outputs is connected to a SWIM comp (computer) or system that drives a sequence of lights such as a long row of LEDs (Light Emitting Diodes). A typical number of such LEDs is 1000 or 2000, driven sequentially in proportion to the voltage at "X" or the like. A simple embodiment of the SWIM comp is a ladder network of comparators, such as one or more LM3914 chips set to "dot" mode. Typically the bottom LED comes on when X -= 0 volts, and the top LED comes on when X .--- 5 volts, and for 1000 LEDs we have 5 millivolts per next LED up the ladder. For each 1000 LEDs, 100 LM3914 chips are used. Preferably, though, SWIM comp is FPGA-based or ASIC based or a general-purpose computer that can also generate axis labels, alphanumerics, and the like, so that a WAVEFORM can be plotted together with tick-marks, and indicia overlaid thereupon. The row of lights is waved back-and forth along a MOVEMENT PATH, either by hand, or by robot, so that people can see the WAVEFORM with the naked eye, or photograph it with a camera, onto film or a computer image, or capture it into a VR (Virtual Reality) world for viewing and exploring therein.

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In one embodiment, a baseband output of a frequency mixer in a homodyne Doppler radar set is connected to the LED
bargraph formed using the LM3914 chip.

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t i , Figure 41. More typically the output of the mixer, homodyne receiver, lock-in amplifier, or the like, is supplied to an ladder network of LM3914 chips connected to hundreds of LEDs are attached to the receiver, and waved back and forth as a unit.
Typically the SWIM wand is modular, each module comprising ten LM3914 chips, each chip driving 10 LEDs for a total of 100 LEDs per module. The modules are joined together with connectors on each end, so that, for example, 10 modules joined together provide 1000 LEDs, giving an augmented reality display of 1000 by infinity pixels.
noise level of 1nV*sqrt(sec) was found to perform quite well for this purpose.
Each amplifier has rudimentary equalization: a switchable gentle high-cut filter, by way of a 3 position switch: wide-open (to 200k CPS), 50k CPS, and 5k CPS.
9.2. NARLIA Circuit Components Again, with reference to Figure 45, the EQUALIZER helps to clean up the signal by allowing the user to filter out any 60 CPS or 120 CPS powerline hum or buzz, as well as introduce further low-cut and high-cut filters.
The PURIFIER helps with the generation of a reference signal from the reference input ("REF. INPUT."). The reference input often comes from a noisy signal. The PURIFIER is not merely a lowpass filter, but, rather, it determines the pitch period of the input, and provides a pure sine wave having the same frequency and strength (e.g. amplitude) and relative phase as the input.
The REFERATOR (reference waveform generator) generates a reference waveform in which all of the harmonics are exactly equal in strength. It has an 11-position rotary switch on the front of it, and when the switch is set to 1, it operates in the identity mode, i.e. its input is the same as its output.
When the switch is set to 2, its output is the superposition of two sine waves, or cosine waves, one that is at twice the frequency of the other. When it is set to a number, it outputs a sum of sine waves or cosine waves at each frequency. When it is set to INF. (infinity), what we get is just a stream of short pulses, one pulse for each period.
The REFERATOR must produce two outputs, one which is the Hilbert transform of the other. This means, of course, that one output is a sum of sines, and the other output is a sum of cosines. By convention, let us say that the first one, call it g(t), is for the cosines and is the one that is fed to the upper mixer, and the second one, call it h(t), is for the sum of sines and is the one fed to the lower mixer.
The first one is buffered output "REF.
MON. I." and the second one is buffered output "REF. MON Q.". Some of these connections are shown in blue, but for simplicity in the diagram, not all are shown. A reference signal is derived or generated, and ideally not A,Afi is CO 5 6.4-4e) kt)4 CO 5 (¨

Cfr 111 1 cos (k Co3(40-6) Figure 42. SWIM used to visualize radio waves from a transmitter Tx emitting a radio wave of the form cos(wt ¨ kx), at frequency c.,.) and wavenumber k as a function of space x and time t. A
receiver Rx feeds a mixer such as a four-diode ring modulator, which is also supplied by a local oscillator L.O. that generates a good strong signal cos(wt) strong enough to keep the diodes conducting even in the presence of a weak signal at Rx. The output of the mixer is fed to the linear array of light sources in the SWIM, which includes a lowpass filter to filter out the high sum frequency, and admit only the low difference frequency cos(¨kx) = cos(kx). This difference frequency is a function only of space, not time.
merely a pure sine wave, but, rather, a signal that contains all the frequencies of interest, up to a certain number of harmonics. In the mode of receiving and displaying radio waves, the reference signal is sensed and derived from a carrier frequency of interest, through a PLL (phase-locked loop). In the metaveillance mode, the reference signal is generated rather than derived. A generated reference signal is transmitted, and a highly sensitive scanner is used to detect minute changes that are due to that reference signal. The most sensitive apparatus for doing so is a lock-in amplifier. Such amplifiers can typically amplify up to a billion times gain. The PAR124A amplifier has a full-scale range from 1 volt down to 1 nanovolt, and with a further transimpedance stage can sense down to the femtoamp range.
9.3. Historical context This work is based on work by S. Mann, referred to as Phenomenological Augmented Reality [84], and the NARLIA (Naturally Augmented Reality through a modified Lock-In Amplifier) project, conducted in the 1970s, based on a specially modified PAR124A/126 LIA (Lock In Amplifier). The standard PAR124A amplifier was originally manufactured by Princeton Applied Research (PAR) in the early 1960s.
The PAR124A is widely regarded as the best lock-in amplifier ever made, and others have attempted (with various degrees of success) to imitate it.
"Since the invention of the lock-in amplifier, none has been more revered and trusted than the PAR124A
by Princeton Applied Research. With over 50 years of experience, Signal Recovery (formerly Princeton Applied Research) introduces the 7124. The only lock-in amplifier that has an all analog front end separated, via fiber, from the DSP main unit." [SignalRecovery.com main page of website, accessed June 2016]
Signal Recovery states that the PAR124A from more than 50 years ago is still the most revered and trusted `Iir 44, III100 525 G ke }A 0 vhx.iivi Auv YYVIA/00 ________ ) =
=
Rx =
=
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_________________________________________________________ rtti' v __________ _______________________ co, \r) 1-\-1412-6aSe P4 C--e c1,51.32 ( Figure 43. Doppler-shift reflection bounce embodiment: Here the transmitter Tx and receiver Rx are both stationary.
The SWIM itself (including the wearer's body in a wearable embodiment of the invention) act as an antenna of sorts, in the sense that waves from the transmitter Tx are emitted in various directions, including directions toward the SWIM wand of lights. Those waves bounce off the SWIM wand and scatter in various directions, including directions back toward the receiver RX. Some of the transmitted wave from the transmitter (in this example transmitting at 10.525 gigahertz), is used as the reference signal in a form of homodyne detector, lock-in amplifier, analyzer, mixer, or the like, so as to produce a baseband signal that is a function of space rather than time. In this case the spatial frequency is twice that of the setup depicted in Fig 42.
amplifier, and they go on to claim that their new 7124 product matches the performance of the 124A. The 7124 presently sells for approximately $13,000 US.
In a paper published just last year, a comparison was made between the older and newer amplifier, which found that the older amplifier performed better. The paper begins:
"The noise of photoconductive detector is so weak that the PAR 124A lock-amplifier is main test facility despite of discontinuation by long-gone manufacturer for decades. The paper uses 124A and 7124 lock-in amplifier system to test noise and response signal of several photoconductive detectors..." [139]
Whereas modern lock-in amplifiers (including the SR124 and SR7124) work by sine wave multiplication, the PAR124A worked by rapidly reversing the polarity of the input signal. This is equivalent to multiplying the input signal by a square wave. This allows odd harmonics through, thus creating a kind of comb-filter in the frequency domain. The PAR124A has a symmetry adjustment to make the square wave perfectly symmetrical. In the Mann modification to the PAR124A, the symmetry is deliberately offset to one extreme or the other, so that the square wave is highly asymmetrical, thus allowing even harmonics to come through as well. This modification unfortunately also creates a strong DC offset that must be corrected immediately after the mixer stage.
Once performed, the result is a lock-in amplifier in which the reference signal is essentially a stream of short pulses, thus allowing all harmonics (even and odd) of a signal to be represented in the output, which is connected to a linear array of light sources, or a haptic actuator (or both) that is/are waved back and forth. Each light source is connected to a comparator responsive to the output of the specially modified PAR124A amplifier, and the comparators of all the light sources are fed by a ladder network of voltage dividers so that each light represents _________________________________________________________ ,1 9,6 sAw SIGNAL ¨96 010 01 AV WEFORM ¨,c7CLIGHTS
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Figure 44. Metaveillance: SWIM as a bug sweeper or other device to sense sensing, i.e. to sense sensors and sense their capacity to sense. In this case, the reference signal comes from something attached to the SWIM wand, such as a loudspeaker or a transmitter. This "Reference actor" can be an actuator (e.g. speaker), or a transducer that has no moving parts, or a direct conveyance like an antenna that simply conveys electricity directly without transduction. A SWIM
wand comprises the reference actor together with the SWIM lights, a typically a 2 dimensional or 1 dimensional array of lights such as LEDs. The SWIM wand may also bear various other forms of user-interface such as keyer, tactile actuator, etc., so the user can feel veillance waves pressing against the hand, for example, while approaching a hidden microphone.
The reference actor is either self-oscillating, or is driven by a reference generator. The reference generator (or a signal from the self-oscillating reference actor) is connected to the reference input of the LIA. The signal input from the LIA comes from the bug itself, or from a stationary signal sensor placed near the bug's suspected vicinity, its location being refined as we learn more about where the bug might be. In some situations we have access to the bug, e.g. we've found it, or it might be of our own doing (e.g. simply our own microphone we wish to visualize). In other cases we might not want to touch it, e.g. if it needs to be dusted for fingerprints and we don't wish to disturb it. In either case, the bug itself or the signal sensor is connected to the signal input of the LIA.
a consecutive voltage range of the output. The phase-coherent detection includes an in-phase ("real") output and a quadrature ("imaginary") output, one of which drives the comparators, and both of which control the overall brightness of the lights for best visualization of the phenomenon being studied, i.e. the light brightness varies in proportion to the magnitude of an electromagnetic radio wave. In this way, the lights get brighter when the signal gets stronger. There is a control for this effect, i.e. when set to zero the lights stay at full brightness always, and when set to maximum the lights vary from full to zero.
9.4. A simple illustrative example using sound waves The PAR124A (including the custom modifications) covers a frequency range up to 200,000 cycles per second, which works well for grasping, touching, holding, and exploring sound waves (See Figure 46). For radio waves, NARLIA (Naturally Augmented Reality Lock-In Amplifier) r> ______________________________________________________________ >SIG. MON.
OVERDRIVE INDICATOR 0.--)o-REF.
MON. I.
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slow or fast switch.) g(t) h(t) is the Hilbert Gainbias transform of g(t) PITCH _________________________________________________________________ and R
REF. INPUT_31,.. ,.. PERIOD 4 5 78 DETECTOR 3 Analog INS. EVEN R derived voltages, Amp, PURIFIER: 10 g BOTH fromX 0 to 5 Generates INF. ODD volts and Y, a pure REFERATOR: affects lamp sinewave Generates reference with period brightness, waveform with the and amplitude and is also selected harmonics.
matching input. available for other SEE "MODEL 124A FUNCTIONAL BLOCK DIAGRAM", purposes.
FIG. 3-1 on page 12 of the PAR124A instruction manual, \
PRINCETION APPLIED RESEARCH CORPORATION, 1970.
S.W.I.M.
RF ADAPTER Linear array of LEDs and RF FREQ. T.-S.W.I.M., MIXER tactile actuator.
RP INPUT Voltages from OUTPUT TO ABOVE NARLIA INPUT Lock-In Amplifier drive the DC
servomotor inputs.
RF SIG. GEN.
0-25 GHz Figure 45. A functional equivalent to the NARLIA (Naturally Augmented Reality through a modified Lock-In Amplifier) based on Mann's modifications to the PAR124A lock-in amplifier.
which go beyond this frequency, a radio frequency signal generator and frequency mixer are used to bring the radio signals down into the audio range.
Figure 46 shows a simple teaching example with NARLIA, in which the speed of sound can be calculated. Here the goal is to make tangible a microphone's capacity to hear. An excitation source (in this case, at a frequency of 5000 cycles per second) is generated by a speaker that travels together with the SWIM or T-SWIM. This functions as a tangible embodied "bug sweeper", in which the results of the bug sweeper are experienced and spatialized (perfect spatial alignment of the virtual overlay with reality) in real time.
The speed of sound has been canceled, in effect, by the heterodyne nature of the lock-in amplifier, resulting in a "frozen" wave that appears to sit still rather than travel. We call this a "sitting wave" [81] (distinct from the concept of a standing wave). This example There are 21 cycles of this __________________________________________ sound wave over its ________ )1110 1.5 metre distance of travel.
This moving speaker emits a 5000 CPS Each cycle is (Cycles Per Second) 150cm/21 = 7cm long.
tone, which this microphone hears.
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Measured speed of sound = 0.07 metres/cycle *5000 cycles/second = 350 m/s. (True value at 27deg. C is 347m/sec) A
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Figure 46. Sensing sensors and their capacity to sense: SWIM (Sequential Wave Imprinting Machine) used to show the capacity of a microphone (hand-held here) to hear, by way of a speaker affixed to a linear array of lights that waves back and forth on a robotic arm. The waveform is visible by persistence-of-exposure, either by the human eye, or by photographic exposure. Here we can see and determine the speed of sound, since we have a "sitting wave" [81], as distinct from the concept of a standing wave. Since the wave is spatialized at a true and accurate physical scale, we can simply count the cycles, and divide the total distance by this number, then multiply by the frequency (cycles per second) to compute the speed of sound.
The wave appears "frozen" in spacetime, as if the speed of sound were zero, so we can see it.
shows simply a single frequency component of the wave, which is all that a conventional lock-in amplifier can do.
But with NARLIA we can touch and hold and experience waves of various shapes and compositions.
9.5. From timebase to spacebase A more recent re-production of this early experiment is illusrated in Figure 47, with an oscilloscope-based implementation. An LED-implementation is shown in Fig. 48. An Android-based version was also created.
Fig. 48 shows the multicomponent nature of this embodiment of the invention, where we see the fundamental together with the third harmonic of the waveform.
The specialized augmented-reality lock-in amplifier aspect of the invention can be made as an analog amplifier using a stream of short pulses as the reference or it can be made as a digital augmented reality lock-in amplifier or , =
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' ...=Ff = , Figure 47. We're often being watched by motion sensors like the microwave sensor of Fig. 47. Left: When we try to look at the received baseband signal from the sensor, as a function of time (artificially spatialized), it is difficult to understand and has little meaning other than a jumble of lines on the screen. Center: When we shut off the timebase of the oscilloscope, and wave it back and forth, we see the very same waveform but displayed naturally as a function of space rather than time.
Right: Stephanie, Age 9, builds a robot to move SWIM back-and forth in front of the sensor. As a function of space the displayed overlay is now in perfect alignment with the reality that generated it. This alignment makes physical phenomena like electromagnetic fields more comprehensible and easy to see and understand.
, .Z.3 t-' - =
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Figure 48. The SWIM's multicomponent/arbitrary waveform lock-in amplifier.
Square wave visualized using multicom-ponent reference signal cos(ut) + cos(3wt) making visible the first two terms of its Fourier series expansion, resulting in phenomenological augmented reality display of cos(wt) + 1/3 cos(3wt) on 600 LEDs in a linear array rapidly swept back and forth on the railcar of an optical table. This suggests expanding the principles of compressed sensing[16, 33] to metaveillance.
Inset image: use beyond veillance, e.g. atlas of musical instruments (trumpet pictured) and their waveforms. Amplifiers in picture: SR865 (drifty with screen malfunction); SR510; and PAR124, not used at this time.
as part of an all-encompassing augmented reality wearable computer system, in which the reference is constructed mathematically from samples of sine functions, cosine functions, exp(27rf---1...) functions, etc..
In the case of an analog amplifier system, we can construct the reference from a series of signal generators at different frequencies. A suitable reference generator for demonstration purposes is a Pasco Fourier Synthesizer.
When used as the reference input, we have the ability to adjust the spectral properties (phases and magnitudes), i.e. the relative sensitivity to each component of an input signal.
Suppose for example the input signal is a square wave. We can now adjust which components of the square ' 21/4011SMI.
, .4111.111111.
Irk \
Figure 49. Phenomenologial augmented reality visualization of a waveform with only the 8th and 9th harmonics present, thus displaying a beat frequency phenomenon.
wave we wish to visualize. This is useful for teaching purposes, and forms part of the augmented reality classroom teaching experience.
Students are taught using phenomenological augmented reality which makes fundamentals of physics exciting.
For example, we can also switch off the fundamental and see, for example, the 8th and 9th harmonic of a square wave, as shown in Fig. 49.
In this example, a square wave signal generator was used as the input to the special analog augmented reality teaching lock-in amplifier, for showing to students in a very hands-on way, the concept of beat frequencies. With the Pasco Fourier Synthesizer various frequency components are adjusted with various amplitudes and phases, to each these fundamental principles writ large across the front of a large room.
This can be seen and appreciated by large audiences, as well as large groups of students.
In a digital implementation, we can create a similar effect.
Now normally a cosine wave is expressed in the form cos(27r ¨
cos(27rwt ¨ 0), where 0 is the phase shift.
If we slowly vary the phase, the wave will "crawl" rather than sit still. This is useful to simulate the slowed down waves where the spacetime continuum is sheared slightly off the angle at which the propagatory speed is exactly zero. In such coordinates the speed of sound or speed of light, or the like, is drastically reduced but not exactly zero. This allows teaching princples of physics using augmented reality, in a world where the speed of light or sound is really low, thus making visible the otherwise invisible and exciting world of physical phenomenology.
However, in this form, the waves change shape as they move through space, as shown in Fig. 50.
This test was made using the following test procedure that I developed to test and demonstrate and teach the way a lock-in amplifier can be simulated to be operating within an augmented reality environment: use two signal generators, one to connect to the signal input, and another to connect to the reference input, in the following steps:
1. set a signal generator to a specific frequency such as f=440 cps, and connect the signal generator to the , vt -14 _ I
1.6 0", 1 r ID "
.;" =
Figure 50. A digital array of lock-in amplifiers was implemented by way of FPGA-based architecture. Here is the result of a square wave of varying phase passing through the lock-in amplifier. The phase angles (left-to-right) were 0, 45, 90, 135, and 180 deg. Notice how the wave only looks good for 0 or 180 deg.
reference input;
2. set a signal generator to a slightly different frequency, such as f=439 cps, and connect it to the signal input;
3. observe the output on a CRO (cathode ray oscilloscope) or the like.
Alternatively, if the lock-in amplifier has an internal oscillator, set it to "internal" and dial in a frequency that is slightly different from the frequency of the input signal. In this way, the amplifier will operate in a kind of unusual way (not the way it is normally designed to operate, i.e. it will indicate a warning as an "unlock" error), but will trace an output similar to a SWIM effect.
As can be seen from the CRO photographs in Fig 50, with a square wave input, and reference frequency components, the reference frequency components don't move together in unison, and thus the shape of the wave is distorted.
To solve this problem, I propose something different than merely an array of lock-in amplifiers. I propose a special array of lock-in amplifiers in which there are references of ever increasing frequency whos phase also moves faster, i.e. references of the form: cos(27rfc(t ¨ q5)) = cos(27w(t ¨ 0)), so that the higher frequency components move along faster in phase to keep up with the larger number of cycles in these higher components. In this way the wave moves along together.
In other words, the lock-in amplifier has linear phase and functions as an LTI
(Linear Time Invariant) device in which all frequency components of the amplifier are delayed equally by a fixed constant amount.
Here is a GNU Octave ("a programming language for scientific computing") script that creates a square wave signal input and carries out the steps of generating an envelope to simulate decaying strength as we move one transducer further from another transducer (e.g. with one being a microphone and the other being a speaker, or other similar arrangement), and generating a reference comprised of cosines that move together with the signal, so as to be linear-time-invariant (LTI).
%swimulator_cosines.m format compact o=pi/180; %deg.
%p=90*0/2/pi; %p=1/4; %phase p=0; %phase is zero t=linspace(0,100,100000);
tm=linspace(0,98,100000); %moving frame of reference distance=linspace(1,2,1ength(t)); % distance from sound source, or the like.
env=1../distance.-2; % envelope (decays further from source) %refererence signal components: cosines tell the truth rl=cos(2*pi*1*(t-p));
r2=cos(2*pi*2*(t-p));
r3=c0s(2*pi*3*(t-p));
r4=cos(2*pi*4*(t-p));
r5=cos(2*pi*5*(t-p));
r6=cos(2*pi*6*(t-p));
r7=cos(2*pi*7*(t-p));
r8=cos(2*pi*8*(t-p));

r9=c0s(2*pi*9*(t-p));
s1=cos(2*pi*1*tm);
s=sign(s1); % signal input is a square wave %s=cumsum(s); % signal input is a triangle wave s=s.*env; % include inverse square law falloff amplitude envelope r=r1; % fundamenal of reference subplot(611); plot(r); title("Fundamental of reference input");
subplot(612); plot(s); title("Signal input");
p=r.*s; %product P=fft(p);
P(2+10:length(P)-10)=0;
pf=ifft(P);
pf=real(pf);
subplot (613); plot(pf);
title("SWIM with first harmonic only");
r=r1+r3;
p=r.*s; %product P=Ift(p);
P(2+10:length(P)-10)0;
pf=ifft(P);
pf=real(pf);
subplot (614); plot(pf);
title("SWIM with first 2 odd harmonics");
r=r1+r3+r5;
7.r=r1+r2+r3+r4+r5; % same result if evens are included p=r.*s; %product P=fft(p);
P(2+10:length(P)-10)0;
pf=ifft(P);
pf=real(pf);
subplot(615); plot(pf);
title("SWIM with first 3 odd harmonics");
r=r1+r2+r3+r4+r5+r6+r7+r8+r9;
%r=sign(r1);
p=r.*s; %product P=fft(p);
P(2+10 : length(P) -10) =0 ;
pf =if f t (P) ;
pf=real(pf);
subplot (616) ; plot (pf ) ;
title("SWIM with harmonics 1 to 9") ;
%title("SWIM with harmonics 1 to infinity") ;
The result of this Octave script is shown in Fig. 51.
This result works for any arbitrary phase of input signal. For example, let's consider the case where the signal is phase-shifted 90 degrees.
To do this, change:

Fundamental of reference input i ............................
i I ..........................................
, I I
I I 1 ............

Signal input ------------- v 1 _____________ 1 -I- --------------_ _ _ SWIM with first harmonic only =
.,'-' - 1 ______________ 1 1 1 =

SWIM with first 2 odd harmonics '-------------------r---H _____________________________________ 1 _----- 1 1 =
= _______________________________________________ - ________________ = 1 1 1 E

SWIM with first 3 odd harmonics _ 1 1 1 i =
__.a' ---___ ___________________________________________________________ _.--- _____ - _ =

SWIM with harmonics 1 to 9 ¨
1 _____________________________ 1 1 1 =

Figure 51. Multi-component lock-in amplifier with various frequency components selectable to teach the principle of operation of the augmented reality lock-in amplifier array.
sl=cos(2*pi*1*tm);
to sl=sin(2*pi*1*tm);
in the above Octave script. The result appears in Fig. 52 Now if we use sines instead of cosines, as below:
format compact o=pi/180; %deg.
p=0;
t=linspace(0,100,100000);
tm=linspace(0,98,100000); %moving frame of reference distance=linspace(1,2,1ength(t)); % distance from sound source, or the like.
env=1../distance.-2; % envelope (decays further from source) Fundamental of reference input ............. 1 _____________________________________________________________ i ............................ f i ......................................
1 1 i I I
I ............

Signal input _ --------------------- I. JAMUL _ _ SWIM with first harmonic only _ 1 _ SWIM with first 2 odd harmonics 1 ____________________________________________ 1 ______________________________________________________________ ___-----1 ____ -7.

SWIM with first 3 odd harmonics _ ________________________________________________________________________ _ SWIM with harmonics 1 to 9 _ 1 1 ______________ 1 _________ _______________________________________________________ ,------- ---...;
_ I I t Figure 52. Multi-component lock-in amplifier with phase-shifted signal input.
%refererence signal components: sines tell lies r1=sin(2*pi*1*(t-p));
r2=sin(2*pi*2*(t-p));
r3=sin(2*pi*3*(t-p));
r4=sin(2*pi*4*(t-p));
r5=sin(2*pi*5*(t-p));
r6=sin(2*pi*6*(t-p));
r7=sin(2*pi*7*(t-p));
r8=sin(2*pi*8*(t-p));
r9=sin(2*pi*9*(t-p));
sl=cos(2*pi*1*tm);
s=sign(s1); % signal input is a square wave s=s.*env; % include inverse square law falloff amplitude envelope r=r1; fundamenal of reference subplot(611); plot(r); title("Fundamental of reference input");
subplot (612) ; plot (s) ; title ("Signal input" ) ;
p=r.*s; %product P=fft(p);
P(2+10:length(P)-10)=0;
pf=ifft(P);
pf=real(pf);
subplot (613); Plot(Pf);
title("SWIM with first harmonic only");
r=r1+r3;
p=r.*s; %product P=fft(p);
P(2+10:length(P)-10)=0;
pf=ifft(P);
pf=real(pf);
subplot (614); Plot(Pf);
title("SWIM with first 2 odd harmonics");
r=r1+r3+r5;
p=r.*s; %product P=fft(p);
P(2+10:length(P)-10)=0;
pf=ifft(P);
pf=real(pf);
subplot (615); Plot(Pf);
title("SWIM with first 3 odd harmonics");
r=r1+r2+r3+r4+r5+r6+r7+r8+r9;
p=r.*s; %product P=fft(p);
P(2+10:length(P)-10)=0;
pf=ifft(P);
pf=real(pf);
subplot (616); Plot(Pf);
title("SWIM with harmonics 1 to 9");
we obtain a result that distorts the shape of the waveform.
See Fig. 53.
Thus I propose a reference signal comprised of the sum-of-cosines in the previous Octave script, for the real-part, and the same sum-of-cosines shifted 90 degrees with p=1/4, for the imaginary part, thus completing the design of a complex-valued lock-in amplifier that can wonderfully capture and display augmented reality waveforms.
9.6. Wearable SWIM
Oscillographs were too heavy to swing back-and forth quickly (RCA Type TMV-122 weighs 40 pounds or approx.
18kg). So in 1974, Mann invented the SWIM (Sequential Wave Imprinting Machine). The SWIM, waved back-and-forth quickly by hand or robot, visualizes waves, wave packets (wavelets), chirps, chirplets, and metawaves, through PoE (Persistence of Exposure) [69]. See Fig. 54 and http://wearcam.org/swim 10. Phenomenologial AR hots and drones Constrained to linear travel, SWIM is useful as a measurement instrument (Fig.
55). Over the years the author Fundamental of reference input f, ''''' , .................. 14, ......... I.I 1, ......... 1,44µ44, , ....... 41111.Plyiy,vw.
.................................... / .................. d ............

Signal input 1 ____________________________________________________________ I
_ ... _________________________________________________________________________ SWIM with first harmonic only SWIM with first 2 odd harmonics I ___________________________________________________________________________ ______________________ --_______------- ___________________________________ =
1 I 1 i _ SWIM with first 3 odd harmonics I I i I
=
__________ ______________________________________________________ -z=
________________________________ --____---- _______________________________ =

SWIM with harmonics 1 to 9 ________________________________ ------_____--Figure 53. Multi-component lock-in amplifier with multicomponent sine wave reference.
built a variety of systems for phenomenological augmented reality, including some complex-valued wave visualizers using X-Y oscilloscope plots as well as X-Y plotters (X-Y recorders) replacing the pens with light sources that move through space. In one embodiment an X-Y plotter is connected to the real and imaginary (in-phase and quadrature) components of the author's special flatband lock-in amplifier and pushed through space to trace out a complex waveform in 3D while a light bulb is attached where the pen normally would go on the plotter.
More recently, Mann and his students reproduced this result using a spinning SWIM on a sliderail to reproduce gravitational waves ¨ making visible an otherwise hidden world of physics. See Fig. 56.
Camera metaveillance: Another variation on phenomenological augmented reality is to map out veillance from a surveillance camera, as metaveillance (seeing sight). For this, a light source is connected to an amplifier to receive television signals, and indicate the metaveillance by way of video feedback. In one embodiment the light source is a television display (see Fig. 57 (top row)). In another embodiment, the light source is a light bulb (see Fig. 57 (bottom row)).
ARbotics (AR robotics) can also be applied to vision (Fig. 58). Here we map out the magnitude of the metawave function, where the phase can be estimated using Phase Retrieval via Wirtinger Flow [19].

anow ___________________ 1 p 4 .4. 4 =
ot, I
; 4 d'1,14444144/244,14mmivvvv4 -.-f-='/ P
40.
ces = , Figure 54. Miniaturized wristworn SWIM: Metaveillance for everyday life. Left:
Invented and worn by author S.
Mann. Wristworn SWIM makes visible the otherwise invisible electromagnetic radio waves from a smartphone (heterodyned 4x/8x as if 20,000MCPS). Right: array of LEDs on circuitboard made in collaboration with Sarang Nerkar. We find a listening device concealed inside a toy stuffed animal (Okapi). Visualized quantities are the real part of measured veillance wave functions. Magnitudes of these indicate relative veillance probability functions.

-_õ.
t., Figure 55. Left: Sliderail SWIM to teach veillance wave principles. A speaker emittins a 10050 cycles/sec. tone. The microphone's metawave has 11 cycles in a 15 inch run. Teaching speed-of-sound calculation: 15 in. * 10050 cycles/sec /
11 cyles = 13704.54... in./sec.= 348.09... m/s. At 25deg. C, theoretical speed of sound = 346.23 m/s (0.5% measurement err.). The real part of the veillance wavefunction is shown but SWIM can also display magnidude (steady increase toward microphone). Right: "Bugbot" (bug-sweeping robot) finds live microphone hidden in bookshelf and visualizes its veil-lance waves in a 7-dimensional (3 spatial + RGB color +time) spacetime continuum. (Green=strongest; redshift=toward;
blues hi ft=-away) .
11. Storage SWIM
The combination of SWIM and Digital Eye Glass, such as EyeTap, can be used as a phenomenological apparatus to help people better, e.g. to be able to see radio waves, sound waves, and other propagatory waves, in coordinates in which the speed of propagation is zero or reduced so that the waves can be seen sitting still or moving slowly enough to see nicely.
An example of such propagatory wave visualization is nerve action potential wave visualization. For example, we can see a combined neuron action potential (CNAP) traveling along the arm (e.g. ulnar nerve) of a human subject. See Fig 59.
The SWIM can be used to visualize many phenomena which are repeatable. In one embodiment, a pulse generator such as the Grass SD9 nerve stimulator is used to deliver a stream of electrical impulses to electrodes connected to a portion of the body of a patient or subject, such as the arm of a subject. At one or more different places on the subject's body, receive electrodes receive the electrical signal and convey the combined nerve action potential as a spatially dependent voltage to a SWIM. In one embodiment, a stream of pulses is delivered to , , .
....r Arr4r \\\\
II;
r 4 # 4 et tiro 1) 144)1 , Iiii, , t 4 , =
\ \ 14\
. . .
- -----LA.,.4..õ
-1,,,,,,,,,,( i /17.) / I/ 1 /-=\ , /a) ... ,, I'Ll /VP.' 1 i -, Figure 56. Complex-valued "gravlet" wavefunction visualized on a robotic SWIM
that spins while moving back and forth.
Data[2] from LIGO[3] was used with its Hilbert transform, noting the result is a chirplet[89, 90, 91, 92, 17, 113, 36, 18]
("gravitational signal" rather than "gravitational wave"). SWIM explores periodic realtirne data at any scale from atomic to cosmic, as well as displays arbitrary data.
the subject at a high enough rate so as to create a reasonable persistence-of-exposure (PoE) in the human visual system of one or more persons trying to see the phenomena. In this case the limiting factor is the refractory period of nerve action potentials, or also, the amount of pain that the subject can withstand from the stream of pulses (higher pulse frequency of pulses of otherwise equal individual strength and duration result in more discomfort to the subject).
To mitigate this effect, a storage-SWIM is preferable. A storage SWIM is to a storage oscilloscope as a regular SWIM is to a regular oscilloscope.
The storage SWIM system acquires and stores ("captures" the waveform of a CNAP
(Compound Nerve Action Potential) and allows it to be visualized on the SWIM after it has already been captured. The storage SWIM
system is useful for phenomenology that is difficult to repeat at high frequency, or for phemenology that may be sensitive (e.g. to pain in a subject).
In a storage SWIM, data are recorded. For example, data may be recorded by a well-known method such as an "inching" study, where nerve signals are recorded every inch along the arm of a patient. The distance between recordings is also often varied. Figs. 11 and 61 show the results of a typical "inching" study of S. Mann's right arm with data captured at 2 centimeter increments. Data were recorded by a Natus recorder.
Here the data were recorded while moving the source of stimulus along the arm in 2cm increments, gradually increasing the voltage until the shape of the waveform remained roughly constant. In areas where the nerve is more II:Transmitter 1.,..v...., Television camera :
Irrit Sightfield /
= J
1 i .
i 1 _ :
+ 1 =
_ . i = i . 1 ..
j ; ; 1 I
"Rabbit ears ill i =
µ 1 1 I 1 ' 4 ,I
i /

" : 1 , =
, e I
receive antenna\ , 1 , =, :
. .
Television if: o .
:
receiver , i.
LTransmitter A.11 z.....,Tlevision camera , . .;. Sightfield . 4:=411,4*p . i 04 h ill 1, I
"Rabbit ears" I \ / ) receive antenna =-= = ,..-44.-',.::,.' = `-, PHENOMENAmp ,...,,..;õ, -..........õõ
/ .
= ' - ''' \...), ....,,,..
Figure 57. Repetition of Figures 16 and 17, said somewhat differently:
Metaveillance by video feedback: Phe-nomenologial augmented reality overlay. Top row: a TV (TeleVision) receiver is moved around in a dark room. A
back-and-forth sweeping motion works best. As the TV receiver moves in and out of the camera's sightfield, the TV glows brightly when in view of the camera, due to video feedback, leaving an integrated exposure on photographic film. Here we see multiple black and while recordings presented on a pseudocolor scale for HDR (High Dynamic Range) of the overlay.
Bottom row: the TV receiver can be replaced with a single light bulb (center image) or a linear array of light bulbs that sweep out an overlay of the camera's sightfield on top of visual reality (rightmost) giving a phenomenological augmented reality.
superficial, less voltage is required to reach stady-state waveshape, wheraes in areas where the nerve is deeper, more voltage is needed, and since the maximum output level of the appratus was 400 volts, the pulses needed to be lenghtened in duration to obtain full response.
Once the recordings are made, they can be visualized using the SWIM, and therefore only a limited number of electrical shocks need to be delivered, so that the result can be visualized on the SWIM, as illustrated in Fig. 62, without the subject needing to endure the continuous discomfort of a steady stream of electrical pulses.
The position tracker in some embodiments is a standard linear potentiometer, approximately 1 metre long, and having a total resistance of approximately 13 ohms. The linear potentiometer comprises a resistance wire made of resistance metal such as "nichrome" (nickel and chromium), similar in some ways to heating element wire or stainless steel wire, or music wire as might be used on "strings" based musical instruments such as guitar, violin, piano, or the like ("piano wire").
Such wire is less conductive than commonly used copper wire, and is therefore more resistive, thus forming the basis for a variable resistor in which a slider attached to the SWIM moves back and forth along the wire between one end of the wire connected to 0 volts and the other end of the wire connected to 5 volts.
The slider (e.g. the "center" wire of the potentiometer) is connected to an analog input of the microcontroller.
An analog output of the microcontroller is connected to the SWIM. A suitable analog output is the A14 pin of a Teensy 3.1 or 3.2 for true analog output. Typically, the data are scaled according to a simple affine scaling, of s ' ....
=
, pi,/ 00 r = -, /
. =01'" JO
t hillifill v= =
' .
. .
, , ,, .
f:--' d-Vi t i=tr,;44-4 'WO
,i.,µ1=.,-, ,-,79,3riy, -,-, ..0 õ.
.
,,,,,, . = = ' .4 i 5,t,-- - ; " 0 .-- - rõ,.õ- =
le--Nu =
. ....._ , .I''' = 'z''' - , % i, ;
''''' 1 i -Figure 58. (Top image) Wearable camera system with augmented reality eyeglass meets video surveillance.
(Bottom row) Drone meets video surveillance. Surveilluminescent light sources glow brightly when within a surveillance camera's field-of-view, resulting in augmented reality overlays that display surveillance camera sightfields [78]. The overlays occurs in a feedback loop, so alignment is near perfect and instantaneous, because it is driven by fundamental physics rather than by computation. Metawavefunction sampling is random and sparse, but recoverable [20].
the form y=ax b where the slope a and intercept b are chosen to cause perfect spatial alignment between the recording and the physical reality in which the data are visualized.
Here for example, we have 13 ohms connected to 5 volts consuming about 385 milliamperes, and indicating across about 100 cm, of which only about 38 cm are used, so the slope, a, needs to be about 1/0.38 = 2.63, and the intercept, b, depends on the position of the potentiometer with respect to the subject.
Indexing into the array therefore happens over a 38cm or so distance as the SWIM moves back and forth to render the waveform visible in perfect alignment with the reality in which it was recorded. The portion of interest in the waveform happens over a time interval of about 4 divisions times 3ms/div (3 milliseconds per division), which is about 12 milliseconds.
The nerve conduction velocity of S. Mann's right ulnar nerve is approximately 53 meters/second, as we can see =
11111!
I k. =
Figure 59. Visualization of compound nerve action potentials along the ulnar nerve of S. Mann's left arm, using the SWIM
(Sequential Wave Imprinting Machine).
from Fig 62 that in the first 8 measurements, which thus span 2*8=16 cm, the wave has moved along by about one division, i.e. by about 3ms in time. Speed = distance/time = 16cm/3ms =
53.3333... m/s.
Thus the apparatus of the invention should display the roughly 12 millisecond long region of interest over a distance of about 53.3333... m/s * (12/1000)s = .639999... meters, i.e.
approximately 64cm.
This is actually a bit long for the run length of the SWIM along the arm (arm's length), but in actual fact the CNAP is blurred out whereas an individual neuron action potential is much tighter, running in the right distance (approximately) to conveniently show phenomenologically (i.e. in perfect alignment with physical reality).
More generally, the storage SWIM operates according to the following steps:
= capture data from a physical process by moving a transducer (e.g. a sensor or effector or antenna or electrode or the like) along a trajectory while recording both the sensor output or the output of a sensor affected by the effector, together with the position of the sensor and effector.
Preferably the data vary along at least one spatial dimension in a meaningful way, and preferably the transducer (sensor or effector/actuator/output-device) is moved along this dimension. Data are recorded in samples comprised of at least one sample from at least one transducer together with the position of it, thus resulting in a SWIM table that is at least 2 columns wide. For example, it might be a 1000 by 2 array. The data may also be complex, i.e. the table can be, for example, 1000 by 3, such as real, imaginary, and position being the 3 columns of data. Data can also be multidimensional, etc.;
= display or "play back" the data by moving an array of one or more light sources (SWIM indicator) attached to a positioner. A positioner is a position sensing device, or a position indicating device, transponder, tracker, or the like;
The second step above (playback) is done by performing the following steps:

At .. .... . . . , i . __ I . . .
At .. : liTi \....y,,: : .. =
A4 ................. 4 A 1 CANzeõ
_________________________________________________ E
NI ...
___________________________________ 7 = I 7 \ --: \ .:,,__: . . ArriAird -Ignig . . . ......
AS ...
AO .................

i . _________________________________________________ ' .................................................
Ali ................ a _________________________________________________ 'NAAR
. . . . .
Mt ___________________________________ V
AK
. . . .
Alt "
... 7 \,....N.."_.... .. .. .. .. .
Figure 60. Right ulnar nerve: Inching study of right arm of S. Mann captured at 2cm increments along the arm; there are 20 recordings, thus spanning a distance (20-1)*2cm = 38cm (approximately
15 inches).

Motor NCS R Ulnar - Rec ADM
45mV+ , . , , , '3n-is + .
, ____________________________ +265i f __________________________ b , 3k , + I
i=
, Wit:, , N
. . VI Xlio2 Wok ,..
= ____________________ , +
., ..; ________________________________________________________________ 341t , ____________________ , + , N + + A 0 0 f +

/I I I s ' ; = r __ r =
+ Mot!
____________________________________________________________________ iv 4 t An4 n v, + WU, \\.,.
iggIff, __ / ,iii, , . All I .
+

- r = NI , It . J.. !
A V
_____________________ r 4 + + + , + r f r , + + .
Figure 61. Inching study of right arm of S. Mann captured at 2cm increments along the arm. Pulse width was 0.1 milliseconds until the stimulator voltage reached 400 volts, at which point the pulse width was increased to 0.2 milliseconds since the output voltage cannot be increased past 400 volts. This was the point along the nerve at which it became less superficial.
= read the position of the positioner, and scale this position into an index for the SWIM array. The scaling can be quite simple such as an affine scaling y=ax+b. Compute "a" by converting time or array index into space. This can be done, for example, by computing the propagatory speed of the wave, while also knowing the sampling rate of the recording. Convert units of speed or sample number into units of distance;
= interpolate into the array to obtain the array element corresponding to the physical location of the SWIM
indicator;
= illuminate the SWIM indicator in proportion to the row element or elements in the array, corresponding to, but not including, the row element in the array that indicates position.
For example, suppose we wish to display interference waves from two speakers, for use in teaching a simple physics lesson.
Let us place two speakers at the bottom of a display field in front of a classroom or the like. The two speakers are connected in parallel to a signal generator so they produce identical sound waves and they are both pointed up. Ideally they are fixed so they do not move around. A microphone is the sensor and it moves around in front of the two speakers. The SWIM array comprises a single multicolor LED, i.e. a "1-pixel" display so that this "array"
has one element.

Microcontroller (e.g. Atmel AVR, Teensy 3.1 or 3.2) ___________________________________________ AO analog Write() on the A14 pin Position for true sensor analog output ______________________________________________ Position-tracker A
+5V _______ (1) _______________________ (13 -142.2 0 V __________________________ X

Samples of waveform Figure 62. Visualization of CNAP using SWIM. A position sensor or tracker is attached to a linear array of light sources. The positioner (position sensor or position tracker) is waved back and forth together with the SWIM. The SWIM
displays an element of an array of SWIM values. Here in this example there are 1000 SWIM values, numbered from 0 to 999. The 1000 SWIM values represent the CNAP waveform. In this figure we see the position of the SWIM happens to be about 49.2 percent of the way along its trajectory from a position of beginningmost (0 percent) to endmost (100 percent). The positioner is connected to a processor or microprocessor such as an Atmel AVR, Arduino, Teensy 3.1 or 3.2, "Microcontroller" or the like, which reads to position and then indexes into a SWIM array by interpolating the values in the SWIM array to return an estimate of the SWIM quantity at the corresponding position in the array. The SWIM quantity is the voltage in the array, here running from 0 (minimum voltage) to 5 volts (maximum voltage). The SWIM quantity is a number from 0 to 1023, which is a 10-bit quantity correspondingly scaled to run from 0 to 5 volts, into the SWIM to thus "display" the sample made visible to one or more people watching the apparatus.
Let us suppose, for example, that we are using an RGBA (Red Green Blue Amber) LED that has four elements inside it so that it can assume the colours red, green, blue, or amber.
Such an LED has 8 connections to it, one pair for each element. Let us put diodes in series with each element, i.e. 4 diodes total, to protect against reverse polarity.
Now there are connected 4 pairs of wire/cord, i.e. four cords, one for each color. The cords for red and green are connected back-to-back, i.e. the red is forward polarity and the green reverse. This pair we call the real cord, or the "channel 1" cord.
Similarly, the yellow and blue are connected back to back, with the yellow being connected forward and blue backwards. This pair we call the imaginary cord or the "channel 1" cord.
The channel 1 cord is connected to the "X" output of a lock-in amplifier or multicomponent array of lock-in amplifiers and the channel 2 cord is connected to the "Y" output of the lock-in amplifier or array of amplifiers.
Now the SWIM array (1 pixel light source) is attached to a microphone, and this SWIM+transducer assembly is attached to a mover. The mover can be a robotic arm that moves it around, or it can be a human user who ,T4 ' I
, =
:7:111 r.:1 1 =
44, Figure 63. Robots for teaching and education: Robotic system for the visualization of interference fringes between two speakers. Here the speakers are 40,000 CPS (cycles per second) transducers, wired in parallel, fed with a 40 k CPS signal, while a third such transducer functions as a microphone to pick up the signal.
The third transducer is behind the RGBA
LED. The plotter is placed upwards on its front side, so that it is visible to the class. Here the image is visible by way of persistence-of-exposure to a long exposure photograph.
waves it around. A suitable mover is an X-Y plotter such as HEWLETT PACKARD
7015A X-Y RECORDER, in which case the SWIM+transducer assembly is placed where the plotter pen would normally be located. See Fig 63, where the interference pattern between two speakers is visible with the colour indicating the phase, approximately (according to the colour pattern), and the quantity of light indicating the magnitude. The time constant of the lock-in amplifier was 1 millisecond at 12dB/octave.
In other embodiments, there is provided a processor for specialized trajectory of the X-Y plot so that the light source moves along contours of constant phase, thus actually tracing out the interference pattern. For this purpose, I introduce and propose the "0-pen"Tmprogramming language, a language for X-Y
pen plotters for use with lock-in amplifiers and augmented reality.
Once the interference pattern is sensed it can be captured captured and stored and re-rendered more quickly, e.g. by a faster robotic mechanism (no longer limited by the 1 msec time constant required of the amplifier), or displayed on a television screen, for example, in perfect alignment. Placing the two speakers near the bottom of a TV screen while viewing the interference pattern can then be performed, likewise.
Humanistic Intelligence is about making computation work naturally in our world. For this invention I coined the term "Natural User Interface" [70]. Ten years later, Microsoft's founder and CEO Bill Gates said of this inven-tion: "One of the most important current trends in digital technology is the emergence of natural user interface, or NUI ... It's exciting to think about the many ways a natural user interface will be used, including by people with little knowledge of technology, to tap into the power of computing and the Internet." [46]. An example of this is the "natural machine" based on neuroscience, such as our InteraXon Muse product. It functions in a way that is as natural as if it were part of our body.
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Machine2µ Machine jit 421'44 1: L11111 Smart City Human Hunnachine Humanistic Intelligence (HI) Coveillance Our mind and body work together as a system. Our body responds to our mind, and our mind responds to our body, as shown in the leftmost figure that is captioned "Human". Some technologies like the bicycle also work this way. The technology responds to us, and we respond to it. After riding a bicycle for a while, we forget that it is separate from our body. We begin to internalize it as part of our proprioceptive reflex, and "become one" with it.
See second figure from the left, "Humachine".
There is a symmetry in regards to both the completeness, and the immediacy in which the bicycle responds to us, and in which we respond to the bicycle. It senses us in a very direct way, as we depress the pedals or squeeze the brake handles. We also sense it in a very direct and immediate way. We can immediately feel the raw continuous unprocessed, and un-delayed manner in which it responds to us, as well as the manner in which it responds to its environment. In our work, we extend this concept to include humans and bicycles or cars with various kinds of sensors, actuators, and computation, where we can sense the machine as well as it can sense us. This is known as "Humanistic Intelligence (HI)", as shown in the third figure from the left.
HI forms the basis for the proposed work.
Sensors are becoming pervasive, but they don't always play well together. I've been wearing a computer vision system since my childhood when I invented and built it, and have come to notice that (1) my vision system is often blinded by active surveillance cameras, and (2) my vision system tends to also blind those cameras. Soon every car will have an active (eg radar, sonar, LIDAR) vision system in it, and these will blind each other and be blinded by active surveillance systems. (This has not been a problem in buildings where surveillance equipment is all part of one system, or with experimental self-driving cars when there's only one on the road in any given area.) Much of the world we live in has been interconnected with technologies that are surveillant and centralized in nature, but this information flow is often one-sided. This information assymetry is like a body that has only (or primarily) a working afferent nervous system (i.e. only conducting inward toward the central nervous system), but a broken efferent (outward-conducting) nervous system. Information assymetry is a hallmark of a surveillant society in which information is collected, but not revealed to those it is collected from.
The invention addresses this information assymetry through HI, by creating HI
systems that scale and work together cooperatively to help each other, so that everyone benefits through better sensing. This is what we call Coveillance[103, 81, 120, 119] (Rightmost of the four figures above).
11.1. Coveillance-based sensing and meta sensing methodology Methodology for smart city sensing has traditionally relied on surveillance, which has traditionally been done with cameras hidden in dark smoked acrylic enclosures to hide their direction of gaze. Police departments have traditionally been less open about their surveillance. However, one embodiment of the invention is based on coveillance, in which sensing systems work together, using machine learning to detect active vision systems and adapt to (and actually benefit from) their emissions. This is done using a lock-in amplifier referenced to surrounding "noise", thus turning this interference into a reference signal, as illustrated in the figure below:
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Here a blind or partially-sighted pedestrian W(1) has a smart cane, but, more importantly, is wearing a computer vision system (HDR EyeTap active LIDAR system [94, 62]). Smart cars on the road such as vehicle V(2) have vision systems as well, within a smart city with urban sensors such as sensor U(3).
Each of these urban (u), vehicular (v), and wearable (w) sensors are also associated with various light sources that help a sighted or partially sighted person see with visible light that is also part of the vision system's active illumination, using LightspaceTm [66, 67].
Additionally some non-visible active "illumination" is used, including infrared light, RADAR and SONAR. Light sources are denoted U for Urban, V for Vehicular, and W for Wearable (capital letters for light sources, and lowercase letters for corresponding sensors). Now {U, V,1/1/} assist, rather than interfere, with each other, by turning noise into signal!
Streetlights are emerging as a backbone for smart cities, providing both illumination and sensing. Urban sensor U(3) takes in its surroundings as ray of light u0, while illuminating the environment as U0 which also bears active illumination as a carrier signal that can be locked-in on, using the multichannel multispectral lock-in amplifier/image-sensing server depicted at the right (in actuality, in a server rack underground). A control center for the smart city is presented by way the metavision display system depicted in the upper right (described in [96, 82]).
The key methodology here is to use the interplay between these various input channels, {u, v, w}r and output channels, {U, V, W}y, as well as the channel capacity, fed into a machine learning system, for smart cities, smart cars, and "smart people" (e.g. also using "wearables" such as our InteraXon Muse).
11.2. Shared Vision There are two fundamental kinds of sensing ("watching" or otherwise):
surveillance (oversight) [64, 49]; and sousveillance (undersight) [103, 127, 55, 74, 110, 42, 44, 143, 137, 6, 124, 65]. Both veillances are equally important and required in a sensory or meta-sensory system to achieve feedback and control (Humanistic Intelligence), i.e. we need a world that senses us, and at the same time, we need to be able to sense the world around us. The invention works by sensing in the wide sense, as a phenomenon that makes the world "smart", as well as a phenomenon that also makes us (ourselves) "smart".
In some embodiments of the invention, metaveillance (the sight of sight itself) [81] plays an important role. Meta is a Greek prefix that means "beyond". For example, a meta conversation is a conversation about conversations, and meta data is data about data. Metaveillance is the veillance of veillance, and more generally, metaveillance is the sensing of sensors and the sensing of their capacity to sense.
Metaveillance answers the question: "How can we sense sensors, and sense their capacity to sense?", and how and why might this ability be useful in and of itself, as well as how might it be useful to help us innovate and create new kinds of sensors?
"Bug-sweeping", i.e. the finding of (sur)veillance devices is a well-developed field of study, also known as Technical surveillance counter-measures (TSCM) [146, 47, 129]. However, to the best of our knowledge, none of this prior work reveals a spatial pattern of a bug's or other sensor's ability to sense.
11.3. Metaveillance and metaveillography Metaveillance (e.g. the photography of sensors such as cameras and microphones to reveal their capacity to sense) was first proposed by Mann in the 1970s [84, 69, 1]. Metaveillance was envisioned as a form of scientific visualization [83] and scientific analysis [84], and further developed by Mann, Janzen, and others [53, 85] as a form of accurate scientific measurement.
11.4. Humanstic Intelligence Humanistic Intelligence is machine learning done right, i.e. where the machine senses the human (surveillance) and the human senses the machine (sousveillance), resulting in a complete feedback loop.
We see here a kind of self-similar (fractal) architecture, from the cells and neurons in our body, to the microchips in our wearable computers, to the buildings, streets, cities, the whole world, and the universe:

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Mann, ITTI, 43(2), pp97-106, 2001 Some embodiments of the invention create a scientific foundation for phase-coherent confluences of sensors, so entities can work together to help each other sense. Active vision is a form of lock-in amplifier, and in this sense, some embodiments of the invention create a shared reference signal among entities. This turns smart cities, smart cars, and "smart people" (people wearing technology that used to only be "worn" by cars and buildings) into a cooperative collective, ie an array of lock-in amplifiers working together toward "shared vision" (realtime sharing of sensory data for collaborative navigation, wayfinding, and collective intelligence).
11.5. Objectives The general objective is basic (fundamental) reseach breakthroughs in sensing and metasensing to improve people's qualities of life, better transportation technologies, and to facilitate new breakthroughs in transportation through new sensing and meta-sensing technology. This invention assists everyone, including the visually impaired, as well as those (both humans and machines) that have a need to see, and, more generally sense. In the broadest way, this work of use in "wearables", all manner of surveillance, sousveillance, coveillance, and sensing in general, as well as sensory intelligence and sensor systems for smart cars, smart roads, and smart cities. The invention, with coveillance and metaveillance (veillance of veillance), is of direct benefit to other scientists and engineers needing to test or quantify existing sensor systems, as well as develop new sensing systems.
Metaveillance, in some embodiments, is used to measure the efficacy of surveillance systems, computer vision systems, smart cameras, smart roads, smart cities, and smart cars.
Another objective is a fundamental scientific breakthrough regarding a new kind of lock-in amplifier array and multiplexer that is miniaturized for automotive use. It aggregates harmonics for multispectral correlation and propagatory cancellation [81], i.e. for use with sensing and meta-sensing.
This system also works for anti-fragile sensing (i.e. sensing that actually benefits from interference). A key objective is collaborative sensing using phase-coherent superposimetric imaging.
In some embodiments of the invention there are two major applications (use-cases) for sensing and meta-sensing:
Enterprise sensing and meta-sensing, i.e. to be used commercially. Examples include technologies to be used in the manufacture of motor vehicles, and in gaining insight into the manufacture of motor vehicles. For example, the work on sensing and meta-sensing helps auto manufacturers design better sensors for automobiles.
Customer-facing sensing and meta-sensing, which itself is informed by, and assisted by the above Enterprise sensing and meta-sensing effort.
More generally, embodiments of the invention help both the transportion industry, as well as users of goods and services provided by the transportation industry.
We begin with a specific example vehicle, the Ford Focus electric, which can then be generalized.

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Figure 64. Left: here is the experimental setup that is used to capture photographs of radar and sonar waves from the Ford smart electric vehicle that will be equipped with a number of radar and sonar systems. A moving sensor (receive antenna for radio/RADAR waves, or a microphone for sound/SONAR waves) is attached to the linear array of lights that form a Sequential Wave Imprinting Machine (SWIM) [82], denoted as "SWIM LIGHTS", and moves with it. This sensor feeds the signal input of a lock-in amplifier. The reference input to the lock-in amplifier comes from a reference sensor fixed in the environment (not moving), near the radio signal source or sound source.
Right: Here is the setup used to generate metaveillograms and metaveillographs. It functions much like a "bug sweeper"
but in a much more precise way, driving the linear array of light sources (SWIM LIGHTS) that is waved back-and-forth. The array, in some embodiments, is a single element (just one light source), and for sensing of cameras, the transmitter is the light source itself. In other embodiments, the TRANSMITTER is the light source itself, or a loudspeaker (for audio "bug sweeping", i.e. to test vehicle-mounted SONAR sensors and arrays of SONAR sensors), or a transmit antenna (to detect and map out receive antennae).
11.6. Veillogrammetry versus Metaveillogrammetry It is useful to define the following basic concepts and veillance taxonomy:
= Surveillance is purposeful sensing by an entity in a position of authority;
= Sousveillance is the purposeful sensing of an entity not in a position of authority;
= Veillance is purposeful sensing. It may be sur-veillance or sous-veillance.
= Veillography is observational sensing, e.g. the photography (i.e.
capture) by way of purposeful sensing, such as the use of surveillance or sousveillance cameras to capture images, or such as the photography of radio waves (e.g. radar sensors in automotive systems) and sound waves (e.g.
sonar sensors in automotive systems) and similar phenomena. Our experimental setup for this is shown in Fig. 64.
= Veillogrammetry is quantified sensing (e.g. measurement) performed by purposeful sensing. For example, video from a camera in a smart streetlight is used to determine the exact size and trajectory of a car, through the use of photogrammetry performed on the surveillance video, which is useful to allocate automatically the best parking space for it (based on nearness, size of the car, safe stopping and turning distance, etc.). Likewise, veillogrammetry with a microphone moved through space is used to quantify the sound field distribution around an automobile motor in order to study the motor's sound wave propagation.
= Metaveillance is the veillance of veillance (sensing of sensing or sensing of sensors). For example, police often use radar devices for surveillance of roadways to measure speed of motor vehicles so that the police can apprehend motorists exceeding a specified speed limit. Some motorists use radar detectors. Police then sometimes use radar detector detectors to find out if people are using radar detectors. Radar detectors and radar detector detectors are examples of metaveillance, i.e. the sensing (or metasensing) of surveillance by radar.
= Metaveillography is the photography of purposeful sensing, e.g.
photography of a sensor's capacity to sense. Our experimental setup for metaveillography is shown in Fig. 64.
= Metaveillogrammetry is the mathematical and quantimetric analysis of the data present in metaveillog-raphy.
Comparing the setup of Fig. 64(left) with that of Fig. 64(right), the difference is that in Fig. 64(left), a signal sensor (receiver) moves with the Sequential Wave Imprinting Machine (SWIM) [82], and the reference to the lock-in amplifier remains fixed at a stationary location, whereas with Fig. 64(right) the reverse is true: a transmitter that feeds the lock-in amplifier reference moves with the SWIM, and the signal input comes from a stationary sensor fixed in the environment. We confirm that veillography and metaveillography are inverses of each other, and that veillogrammetry and metaveillogrammetry are also inverses of each other.
11.7. Experimental comparison of veillography and metaveillography Some embodiments of the invention comprise a SONAR sensing apparatus for use on vehicles, as well as for use in smart cities (i.e. on a road or parking lot).
A diagram showing this embodiment apparatus is shown in Fig. 63.
We begin our experimental setup with an array of ultrasonic transducers (the transducers typically used in most burglar alarms and ultrasonic rangefinders) because they work equally well as microphones or speakers.
We construct a mobile lock-in amplifier for use in a vehicle. We construct an apparatus that stores data from the vehicle-mounted 12-volt lock-in amplifier into an array, using a 24-bit analog to digital converter, allowing us to compare precise numerical quantities, and to determine experimentally the degree to which veillogrammetry and metaveillogrammetry are inverses of one-another, i.e. that the two image arrays give approximately the same quantities.
We construct vehicle-mounted radar and sonar sensing arrays. For example, we construct and test an array of sonar sensors and sonar emitters. We develop an automotive SWIM and use it to assist in the sound engineering design of such systems.
For the sonar, in beamforming mode, we will create an ultrasonic listening device that is highly directional. By being able to visualize the metaveillance function (capacity of the microphone array to listen) spatially, we determine the optimum number of array elements and optimum spacing between them, for automotive applications.
There are numerous embodiments of the invention for automotive sensors as examples of veillance and metaveil-lance, as well as to show the transmit and receive arrays as inverses of each other (i.e. when we swap roles of transmitter and receiver), and determine experimentally that the degree to which this reciprocity holds true.
SWIM, and phenomenological augmented reality, are used for engineering, design, testing, and scientific analysis leading us to new forms of automotive sensor design and integration.
11.8. On the importance of sensing and meta-sensing Vehicles are increasingly being equipped with a wider range sensors, and thus sensing is of growing importance.
Some embodiments of the invention allow us to analyze a very ubiquitous sensor, namely the camera that many vehicles use to help the driver see what is behind them.
One such study is a metaveillographic and metaveillogrammetric [82] study of the existing rearview camera on a Ford Focus electric vehicle. This study involves construction of a "smart parking lot" apparatus consisting of smart city lighting, including a SWIM (Sequential Wave Imprinting Machine) that is used to generate metaveillo-graphic [82] image data and metaveillogrammetric [82] data, as illustrated below:
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Vedlance flux from abakographIc camera Veillance flux from Ford Focus electric vehicle a bakog raphic camera Initially we tap into the existing camera and derive an NTSC television signal from the camera for feeding into an existing SYSU x MannLab Model 1024-S0 Scientific OutstrumentTmlock-in amplifier, powered by an electric power inverter (12 volts DC to 120VAC). In embodiments, an experimental broadband back-up camera is built and used for capture of meta-sensing information). Our experimental apparatus also includes a way to mount it to the roof of a Ford smart electric vehicle using a roof rack and HSS (hollow structural steel) frame that is assembled using a Dynasty 350 TIG (Tungsten Intert Gas) electric arc welder. The HSS
frame includes a sliding member with 1/4-20 thread mount for the abakographic camera, for which a SONY RX100-VI camera is used due to its lightweight and its ability to capture at shutter angles greater than 360 degrees. The vehicle is driven forward in a slow steady movement, for this study. In alternative embodiments, an "inching" standard for electric vehicles is developed. The inching standard follows the way in which inching studies are now done in neuroscience, to trace electrical currents in the human body [15]. We create a similar system for tracing electric currents and magnetic fields in electric vehicles and in their sensory ("nervous") systems.
Other embodiments use narrowband (i.e. phase-coherent) sensing and meta-sensing technologies for transporta-tion, starting with the "MobLIA" (Mobile Lock-In Amplifier), a lock-in amplifier specifically designed for the transportation industry. Other embodiments comprise a backup camera that implements phase-coherent HDR
(High Dynamic Range) sensing. HDR is a form of sensing originally invented by Mann', and now used in more than 2 billion smartphones. The next step in the evolution of HDR is narrowband (phase-coherent) HDR. To make this breakthrough tractable, we begin with a simple 1-pixel camera to focus our work on the sensory aspects rather than on pixel density. In other embodiments, we also use the inching standard in the testing of the mobile lock-in amplifier and the narrowband camera sensor.
Other embodiments are directed to development of sonar arrays for sensing and meta-sensing, thus laying the foundation for a fundamentally deep understanding of related sensors. Lidar, radar, and sonar are all related, but sonar is the simplest to implement due to its narrowband nature in simple sensors that operate nicely around 40kHz center frequency. Some embodiments, especially for teaching purposes, use single-element sensing systems, as well as multi-element systems.
Other embodiments allow us to deeply understand motors using sensing and meta-sensing. Some embodiments comprise a single-phase SWIM (Sequential Wave Imprinting Machine) specifically designed for analysis of electric motors. Other embodiments comprise a 3phase SWIM.
Some embodiments use these SWIMs in a series of photographic and photogrammetric experiments to char-acterize the powertrain of an electric vehicle. This provides a way to sense and understand vehicle powertrain performance, that will help us, as well as others, make fundamental new discoveries regarding powertrain systems.
Other embodiments include a powertrain simulator which allows us to study powertrain sensing and meta-sensing. The simulator uses a real physical drivetrain connected to a rotary SWIM wheel which we call the SWIMulatorTm, as illustrated below:
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This gives rise to the concept of trochography: the study of wheels, and trochogrammetry: the scientific measurement of phenomenology associated with wheels.
In one embodiment, rotational SWIMs are used to characterize a powertrain, so we can see the relationship between rotational magnetic field and travel of a vehicle, or, alternatively, in analysis of aircraft by way of SWIM
based propellers or the like, where we see the relationship between rotation and advancement forward.
Human vision is very sensitive to perturbations in symmetry, and this allows us to be able to see small defects in wheels, e.g. to see if a nut is loose or there is another defect in the wheel or rim or tire or the like.
Moreover, in other embodiments of the invention, transducers are bonded to the solid matter of a blade or the like, and used with rotational rattletale, where we can see small rotational defects.
An example of the trochogrammetric embodiment is shown below:
Blades = Motor / Red trail 4 Green trail -411 Blue trail , (SWIMtrails ;

Mount Here a Base (in this case a Christmas tree) supports a rotary SWIM (in this case used as a Christmas tree ornament, e.g. by way of its star pattern) which has three SWIM Blades, which, when spinning, leave, by way of Persistence of Exposure (PoE) on human vision or photographic film or other imaging devices, SWIMtrails. Here there are 3 Blades, but we may also have two at 180 deg. opposing, or two at 90 degrees with counter weights to SWIM out a 2-phase motor, or just one with counterweight to SWIM a single phase motor or the like. In this case we have 3 to SWIM out a 3phase motor with the blades at 120 degree angles from one another.
The motor we're SWIMming is a computer fan motor. A satisfactory motor to demonstrate this principle is the Noctua NF-A14 which operates from 6 to 30 volts DC from which is generated 3 phase control to run the 3 phases of the motor. When connected to the first coil of the motor, the 3 SWIMs trace out the pattern of that coil. When connected to the second coil, they then trace out that coil. The 3 coils are traced sequentially, giving the total picture. Alternatively, we can use RGB (Red Green Blue) SWIMs, so we can see with just one SWIM, all three phases spatialized 120 degrees ' IL
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Figure 65. Modular EyeTap eye glass for teaching and research purposes.
apart. In this case there is just one blade and it requires a counterweight ideally.
11.9. EyeTap freeze-frame visualization Alternatively, the DEG (Digital Eye Glass) such as EyeTap, is used to visualize this pattern as an augmented reality overlay ("sample and hold"), using the EyeTap DEG (Digital Eye Glass).
A modular EyeTap was constructed using components on MELLES GRIOT MINIATURE
STAGE components with corresponding miniature rail. Subsequently the rail was 3D printed. See Fig. 65.
This can be brought to the world as an open-source hardware teaching tool, upon which various research groups can build.
This simple device includes a processor (Raspberry Pi) with analog inputs, analog output, video inputs and outputs, etc.. The lock-in amplifier is implemented in the processor, and waves are acquired, stored, and displayed in perfect alignment with their corresponding reality, allowing the wearer to see a persistence-of-vision to explore and understand their physical reality.
We now have a method of teaching physics in which students can see in a set of spacetime coordinates in which the speed of light, speed of sound, or the like, is zero or is greatly reduced, making visible physical phenomenology.
As an example, consider a new method of teaching neurosurgery in which cadavers can be brought to "life" with played back neuron action potential waveforms, combined with actual data from ultrasound. Instead of the usual so-called "4-D" ultrasound, we add 3 new dimensions by embedding the 4D
(spacetime continuum) volume in a 3D or 4D exploratory space, thus 7D or 8D ultrasound, as illustrated in Fig.
66 and 67.
Thus we can see that my invention has use and application in various areas of work such as surgery, neurosurgery, and the like.
Ideally we have a multi-electrode membrane attached to the forearm of the patient, through which ultrasound may be passed. With an ultrasound array of transducers, operating as a lock-in amplifier array, we can see into the body of the patient, while performing the surgery. Overlaid on that information is also the neuron action potential so that the surgeon can see neurophysiological information superimposed on physiology in perfect alignment, through the EyeTap Digital Eye Glass.
In another embodiment, there is a thermal camera in the EyeTap so that the wearer can see heatfields or thermal =w1/47, _ =
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fields or coldfields, and also the EyeTap allows the wearer to see electricity in a circuitboard, overlaid. The wearer can see the flow of electrical signals in the circuit superimposed with thermal dissipation.
There is typically some physical phenomenon that is otherwise invisible, such as the electric field of an electric wave, or the magnetic field of an electromagnetic wave. The invention, in some embodiments, includes a phenom-enalizer, which captures phenomena, into electrical or otherwise measurable signals. The phenomenalizer typically feeds into a stabilizer that works in the spacetime continuum to be stable such as a "sitting wave".
Some embodiments include a bufferator to buffer and store the physical phenomena in a way that allows the phenomena to be explored and displayed faster than the time-constant of the phenomenalizer and stabilizer formed by a live system such as a lock-in amplifier.

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ultrasound object embedded in an exploratory 4D spacetime continuum, within the augmented reality world of the EyeTap Digital Eye Glass.
12. Tactile-SWIM
A variation of the SWIM is T-SWIM (Tactile - Sequential Wave Imprinting Machine), a naturally augmented tactile reality system for making otherwise intangible electromagnetic radio waves, sound waves, metawaves, etc.
graspable. TSWIM uses a haptic actuator driven by a special type of lock-in amplifier that synchronizes with traveling waves to transform them into coordinates in which they are sitting still. This creates an illusion that the speed of light, or sound, etc. is equal to zero so that otherwise imperceptible waves and metawaves can be explored both visually and haptically. We discuss the design of TSWIM and its potential in creating an embodied understanding of the transmission and surveillance phenomena around us. The result is a Natural Augmented Tactile Reality, a new human augmentation framework for sensory, computational, and actuatorial augmentation that lets us experience important phenomena that surround us yet are otherwise invisible. Examples include the ability to physically grasp and touch and feel electromagnetic radio waves, gravitational waves, sound waves, and metawaves (e.g. the sensing of sensors).
T-SWIM combines visual and haptic feedback to allow users to both see and touch/grasp/feel waves in their environment giving rise to a new form of tactile Augmented Reality where our sense of touch is physically realized in perfect alignment with the phenomena of the reality around us.
See explanation in http://wearcam.org/kineveillance.pdf as well as [69, 79].
Alignment is automatic and im-mediate due to natural physics, without any need to sense or implement registration between the real and virtual worlds.
TSWIM consists of two primary components: A modified lock-in amplifier and a graspable linear actuator with LED itLinear )0tet ltiorneter . '11 =
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Thumb loop Figure 68. T-SWIM's tactile actuator (closeup).
a combined receive antenna or other sensor attached to the actuator (Figure 68). The actuator along with the sensor borne by it (e.g. the receive antenna) is held and moved throughout the space surrounding a wave source.
As the actuator passes through the various crests and troughs of a sitting wave [81], the actuator pulls the user's fingers apart and together. Furthermore, an LED mounted on the device travels with the user's finger to provide a corresponding visual representation of the wave pattern, when viewed by way of a camera or the human eye.
When the actuator is slid back and forth along the wave with sufficient speed, persistence of exposure [81] results in the user's seeing a complete sitting wave.
The user can explore various wave patterns as they change with varying distances from the source in all dimen-11/4114t 11/1/14.1.1.
t144,, Pr.% 01$1.r r.vf ,Ar t.
y r w 41)Its kra4 1 &
=
Figure 69. Demonstrating the attenuation of radio wave propagation through various materials. From left to right: unob-structed, thin wood, thick wood, human hand, copper foil.
sions. The device itself can be held in a number of ways resulting in distinct haptic/tactile sensations: by using the finger loops, by placing the thumb on the rail and feeling the pressure of the motor as it attempts to follow the wave, or by holding the actuator in the hand and feeling the inertial forces on the whole device as the actuated components move. Further, users can interact with the source itself, placing hands or objects in between the path to the antenna to dampen or reflect the wave (Figure 69).
12.1. Visonobakgraphy and the SONARadio Effect The new combined multimedia audiovisual/tactile sensing modalities of the present invention can be put to practical use.
Consider, for example, a radar (RAdio Diretion And Ranging) or lidar (LIght Direction And Ranging) set. In practice such radio or light sets tend to emit electromagnetic radiation (radio waves or light) and receive a response back, reflected off objects. Radar and lidar differ from sonar in that with the latter, sound waves are used, i.e.
bounced off objects, and those sound waves tend to sometimes set the objects in motion (vibration). Let us define two classes of system, sonar, and emdar (ElectroMagnetic Direction And Ranging, i.e. radar or lidar).
Consider a Doppler or pulse Doppler radar or lidar set, i.e. one that embodies a homodyne receiver, phase-coherent detector, lock-in amplifier, or the like, in conjunction with physical observables such as sound and light.

One such system is Mann's "Doppler Danse" apparatus of the 1970s which was used in various artistic endeavours in which human movement was rendered visible by way of sound and light driven by an output from such a set.
In one such example, radar sounds from body movement are presented through a loudspeaker responsive to an output of a Doppler radar set, as illustrated in Fig 70. The ratio of the speed-of-light to the speed-of-sound is roughly equal to the ratio of radar frequencies to audio frequencies. Roughly speaking, the speed of light (i.e.
the speed of electromagnetic radio wave propagation) is about a million times faster than the speed of sound, i.e.
approxmiately 300,000,000 meters/second as compared with roughly 346 meters/second.
And moreover, audio frequencies are typically in the 20cps (Cycles Per Second) to 20 KCPS (Kilo Cycles Per Second) range, whereas radio waves are in the 20 MCPS (20 mega cycles per second) to 20 GCPS (20 giga cycles per second) range.
It so happens that normal human body movement of walking, running, or dancing, causes a Doppler shift on a typical 10 GCPS ("X-band") radar set that is in a nicely audible range, typically audible on a large woofer or subwoofer, thus forming the basis of Mann's "Doppler Danse" set. Typically sound and light are controlled as a form of artistic effect. A problem with the Doppler Danse system is that some objects in the scene, such as walls made of drywall, furniture made of thin veneer, cardboard boxes, etc., vibrate when struck with the sound waves from the woofer or subwoofer, and these vibrations are picked up by the radar set, amplified, and cause further vibrations.
In this sense the Doppler Danse setup causes feedback in the presence of objects that move when subjected to sound waves. I call this effect the SONARadio or SONARadar (feedback) effect, which is illustrated in Fig 71.
Such an appartaus, using this effect that I disocvered, gives rise to a new kind of imaging that allows us to see through or into walls, cardboard boxes, furniture, etc., in new ways. See Fig 72. Thus the flaw or defect in the Doppler Danse system is used as a desirable feature in a new form of imaging, i.e. a new imaging modality, where sound-responsive objects image brightly and objects that are less sound-responsive image darkly. Additionally, the colors of the light source indicate the nature of the sound vibrations.
More generally, any acoustic excitation may be applied geophonically, hydrophonically, microphonically, or ionophonically (i.e. in solid, liquid, gas, or plasma) to give rise to any measurable vibration or motion using any vibrometer, motion sensor, or the like, not just a radar motion sensor.
The motion sensing can be done radiographically, photographically, videographically, or even sonographically, i.e. by another sonar set operating at another frequency. In the latter case, a satisfactory sonar set is a sonar Doppler burglar alarm running at 40 KCPS or simply two 40 KCPS transducers connected to a lock-in amplifier such as an 5R510 or a Mannlab/SYSU
aplifier (the latter allowing multiple harmonics to be output simultaneously).
In this case, sound waves are used to vibrate the subject matter in the scene, and sound waves are also used to "see" that vibration.
In alternative embodiments, a lock-in camera is used (i.e. each pixel behaves like a lock-in amplifier to "see"
the change due to a known sound stimulus). To the extent that a camera can be used for seeing motion, e.g.
through "motion magnification" or the like, some embodiments of the invention use a software-implemented image processing algorithm in place of the individual lock-in amplifier or homodyne receiver. Other embodiments use a hardware-based sonar vision system in which sound stimulus causes motion that is imaged directly in vision, no longer requiring the mechanical scanning. Other embodiments of the invention use an electronically-steered radar set in which an antenna array is used for beamforming to direct the motion-sensing beam along the target subject matter, while stimulating it with known sound.
Thus there are many embodiments of the sonaradio or more generally sonar-vision system.
Such embodiments of the invention may have practical utility.
Suppose, for example, a police officer wishes to see and understand a residence, and in particular, the walls, windows, and door(s) to the residence. Consider the front door, and door-frame, and surrounding wall, for example.
The officer wishes to know where the door is strong or stiff, versus where it is weak or compliant or has more "give". Suppose, for example, the officer wishes to be able to see, in his EyeTap, if there are any loose panels in the door that have some "give" and could be easily pushed out with his fist or foot, or battering ram, so that he could reach in and turn the door handle, or otherwise compromise the door.
In one embodiment, the officer has a smart baton with a built-in T-SWIM so that he can feel, and more generally, sense (see, hear, etc.) where the door is more or less complaint.
The baton contains a tactor (vibrotactile transducer) which causes the door to vibrate when it is touched to the door.
The lock-in amplifier of the invention picks up these vibrations and indicates their strength in a phase-coherent fashion, with the output of the LED fed to an RGBA LED inside the wand, such that the wand glows in proportion to the compliance of the door at the TARGET
TRANSMITTED WAVE
11;1( RECEIVED WAVE
_______________________________ LPF __ MIXER _______________________________ AMP
LOUDSPEAKER
DOPPLER DANSE RADAR SET
BASEBAND WAVE
TARGET
TRANSMITTED WAVE
RECEIVED WAVE
&V>
ROTATOR FIG. : DOPPLER DANSE
RADAR ANTENNA ACOUSTIC RADAR
SYSTEM
Figure 70. The Doppler Danse system in its simplest embodiment emits a TRANSMITTED WAVE from transmitter Tx to hit a TARGET such as a person-in-motion. Suppose that the TARGET is moving away from the DOPPLER DANSE
RADAR SET. The RECEIVED WAVE reflected off the TARGET will contain frequency components that are shifted down in frequency. Some of the transmitted wave is used as a reference signal in a MIXER with the output of a receiver Rx.
The result is lowpass filtered by lowpass filter LPF, resulting in a BASEBAND
WAVE that is output through a 1/4 inch phone jack, so that it can be connected to a guitar amplifier or bass amplifier or the like. The baseband signal here is at a negative frequency which in some embodiments is made discernable by having two outputs, "real" and "imaginary". A
LOUDSPEAKER allows the TARGET person to hear his or her own Doppler signal.
When the output is complex colored light is used to distinguish negative from positive freqencies. In other emodiments, audiovisual output is given for different reasons or mappings. The TARGET can comprise multiple persons scanned out by a RADAR ANTENNA on a ROTATOR.

=STUDS
TARGET
DRYWALL
TRANSMITTED WAVE
Tx RECEIVED WAVE
LPF
MIXER _______________________________ AMP CD\
DOPPLER DAN SE RADAR SET
LOUDSPEAKE'N-K7 SOUND
WAVES
BASEBAND WAVE
WeA RED
W-V BULB
SOUND
TO
V't V GREEN
LIGHT BULB
CONVERTER
_____________________________________________________________ at, BLUE
WV BULB
-41*
RECEIVED WAVE
TRANS M ITTED WAVE
ROTATOR
FIG. : ACOUSTIC
FEEDBACK
RADAR ANTENNA IMAGING
Figure 71. Acoustic feedback imaging based on the SONARadio feedback effect.
Here a span of TARGET DRYWALL
between two STUDS is subjected to SOUND WAVES from a LOUDSPEAKER such as a woofer or subwoofer or sonar sending device. The TARGET DRYWALL is set in motion by the SOUND WAVES, and that motion causes a Doppler shift of the TRANSMITTED WAVE that manifests itself in the RECEIVED WAVE
received from the TRANSMITTED
WAVE being reflected off the TARGET DRYWALL. The output of the DOPPLER DANSE
RADAR SET is also fed to a SOUND TO LIGHT CONVERTER driving three light bulbs, a RED BULB, GREEN BULB, and BLUE BULB. These bulbs shine on the TARGET DRYWALL and render it in a color and light level associated with the degree and nature of acoustic feedback present in the overall system. When the apparatus of this invention is built into a wand, the wand may be waved back and forth across a wall, and will light up the wall in areas that don't have STUDS behind them. The resulting image of a long-exposure photograph will show the STUDS as dark, and the TARGET DRYWALL as brightly colored.
Additionally, if there is black mould growing behind the drywall, or if there are places where rats and mice have damaged the wall inside, these areas show up in different colors. Alternatively, as is more typical of a radar set, the set spins on a rotator and the light bulbs are replaced by a pinspot or colored lasers, to "paint" the wall with light in a color and quantity indicative of what is hidden inside the wall.

STUDS
_________________________________________________________________ DRYWALL
PLYWOOD VENEER FURNITURE
..................................................... J
CEMENT PILLAR
CORUGATED CARDBORD BOX
BEAM
RADAR ANTENNA
=
ROTATOR
PIN SPOT
Figure 72. Feedbackographic imaging of variously acoustically-responsive objects and subject matter. A PINSPOT lights up objects according to the nature of their acoustic feedback, using the SONARadio feedback effect. The CEMENT
PILLAR shows up dark (black or almost black) because it responds very little to the sound stimulus. The CORUGATED
CARDBOARD BOX shows up brightly, especially in areas of the box that are weak or loose, versus the reinforced corners that show up a little darker. The plywood veneer furniture also shows up brightly since it feeds back strongly. The wall in the background shows up brightly where the drywall is free to vibrate, and darker where the drywall is secured by studs.
The entire scene is visible in this way to everyone looking at it without the need for special eyeglasses or other devices.
Thus we have a true phenomenological augmented reality (i.e. a "Real RealityTm").

WOOD STUDS ROTTED WOOD
9 171 ft VDRYWALL. POSITION SENSOR-. RGB LED BLACK
TRANSDUCER INPUT r MOLD
GROWTH SHOWER
LOCK-IN AMPLIFIER
MICO L_TOOTHTUNES
SINE TOOTH BRUSH
OUT X Y A B/I
_________________ TT
______________________ XY to RGB
______________________ CONVERTER __ BATHROOM ________________ CAM SHOWER
WALL STALL
____________________________________________ EYETAP
PROC.
FIG. . INSPECTING DETERIORATION INSIDE WALLS:
SEEING THROUGH DRYWALL WITH A TOOTHBRUSH
Figure 73. Seeing through drywall with a toothbrush. "Toothtunes" toothbrushes have been mass-produced, giving rise to a low-cost source of vibration transducers. A small hole is drilled into the brush to access the two wires going to the transducer. A long flexible wire is attached thereto, and connected to the SINE OUT of a LOCK-IN AMPLIFIER. A
suitable lock-in amplifier is the one designed by Mannlab (Steve Mann design) in collaboration with SYSU, which is the only lock-in amplifier capable of outputting multiple harmonics at the same time. Here the hard part of the brush (not the soft bristles) is pressed against the wall, causing it to vibrate. A
microphone picks up these vibrations and is connected to the signal input of the lock-in amplifier, through inputs A and B/I, where the lock-in amplifier is set to the "A-B" setting.
The output of the lock-in amplifier is converted to RGB colors using an XY to RGB converter to drive an RGB LED
(Light Emitting Diode) that is mounted onto the TOOTHTUNES TOOTH BRUSH. The brush is slid along the wall in a systematic fashion and the LED color and light output varies in a way that shows differences in material properties within the wall, making visible the wood studs behind the drywall, and also their condition, e.g. showing differences between studs in good condition and those that are rotting out from water getting in behind and to the left of the bathroom shower.
particular point in which the wand is touched.
Alternatively, suppose a home inspector wishes to take a look at the condition of the insides of the walls of a home. Fig. 73 depicts a phenomenological augmented reality system made using low cost technology of a common musical toothbrush available in department stores. This is a good teaching project for students and hobbyists, as we (my children and I) discovered that the low-cost toothtunes toothbrushes can be used to stimulate walls and other surfaces into vibration. The toothbrush was designed to vibrate the teeth so that a person can hear music eq-Figure 74. SONEMAR (Sonar, ElectroMagnetic, visuobakographic) image. Moving a light and sound transducer back and forth allows us to see the acoustical material properties of the wall. The studs and other materials inside the wall are visible by way of reduced light output because the wall vibrates less when stimulated by sound. Areas where the drywall is attached to the rotted out stud exhibit a phase-shift in the complex-valued signal quantity, and this phase shift is visible as a color change from blue to green. Thus areas of rot show up as green.
through bone conduction. As such it makes a good acoustic impedance match to other solid materials like walls, and building materials such as drywall.
A camera, shown as "CAM." in Fig 73 is setup on a tripod or placed on the bathroom counter facing the wall where the black mold is forming at the edge of the drywall that adjoins the SHOWER STALL. This part of the BATHROOM WALL is made of DRYWALL and has WOOD STUDS, some of which are of ROTTED WOOD.
The picture seen-trough-the-drywall-darkly, as shown in Fig. 74 is captured in a darkened room, e.g. by turning off the bathroom lights, while moving the toothbrush that has colored lights attached to it. The colored lights indicate the strength of the return from the lock-in amplifier, according to the XY to RGB converter illustrated in Fig. 75. The outputs X=augmented reality, and Y=augmented imaginality, of any phase-coherent detector, lock-in amplifier, homodyne receiver, or the like, are therefore used to overlay a phenomenologically augmented reality upon a field of vision or view, thus showing a degree of acoustic response as a visual overlay.
The invention is not limited to phase-coherent detection, i.e. the system can also operate quite nicely with-out phase-coherent detection, e.g. using magnitude-only detection, or using feedback, as in some of the earlier mentioned implementations.
More generally, embodiments of the invention may construct images in a variety of different ways, which may be combined into a single image of multiple channels. For example, in one embodiment, a first image plane may arise from an acoustic feedback, a second image plane from a magnitude response, a third and fourth image plane from a phase-coherent complex-valued detection at one stimulus frequency, a fifth and sixth plane at another frequency, and so on.

90 DEG.
POSITIVE IMAGINARY
BRIGHT
Y=10V YELLOW
BRIGHTEST
ORANGE
X=10V
Y=10V

DIM ORANGE
Y=5V YELLOW
DIM
(r) )7( ORANGE
BRIGHT DIM DIM BRIGHT
GREEN GREEN BLACK X-AXIS RED RED

NEGATIVE REAL X=-5V X=C) X=5V X=10V
POSITIVE REAL
Y=0 X=-10V
DIM
VIOLET
Y=-5V
DIM
BLUE
BRIGHT
VIOLET
BRIGHT
Y=-10V
BLUE FIG. .: XY to RGB
CONVERSION
270 DEG.
NEGATIVE IMAGINARY
Figure 75. Complex color-mapper. The complex color-mapper converts from a complex-valued quantity, typically output from a homodyne receiver or lock-in amplifier or phase-coherent detector of the invention, into a colored light source.
Typically more light is produced when the magnitude of the signal is greater.
The phase affects the hue of the colour. For example, a strong positive real signal (i.e. when X=+10 volts) is encoded as bright red. A weakly positive real signal, i.e.
when X=+5 volts, is encoded as a dim red. Zero output (X = 0 and Y = 0) presents itself as black. A strong negative real signal (i.e. X = ¨10 volts) is green, whereas weakly negative real (X =
¨5 volts) is dim green. Strongly imaginary positive signals (Y = 10v) are bright yellow, and weakly positive-imaginary (Y
= 5v) are dim yellow. Negatively imaginary signals are blue (e.g. bright blue for Y = ¨10v and dim blue for Y = ¨5v).
More generally, the quantity of light produced is approximately proportional to a magnitude, Rxy = VX2 + Y2, and the color to a phase, e = arctan(Y/X). So a signal equally positive real and positive imaginary (i.e. e = 45 degrees) is dim orange if weak, bright orange of strong (e.g. X=7.07 volts, Y=7.07 volts), and brightest orange of very strong, i.e. X=10v and Y=10v, in which case the R (red) and G (green) LED components are on full. Similarly a signal that is equally positive real and negative imaginary renders itself as purple or violet, i.e. with the R (red) and B (blue) LED components both on together.
This produces a dim violet or bright violet, in accordance with the magnitude of the signal.
More generally, in some embodiments of the invention, we sense and compute a visuacoustic transfer function of the subject matter, over a certain range in which the subject matter has a linear time-invariant transfer function.
In this situation, with sufficiently fast imaging, an equivalent impulse or step response is measured in response to a transient acoustic disturbance.

LOCK-IN AMPLIFIER EYETAP AFFECTED
PROPERTY
MUX REF.
C1).1C7?
IN X Y A B/I

El El TOOL 1 TOOL 2 _______ DLIII
El 0 DUD
El El El El -_- =
\z"
______________ IIII REF. TRANSDUCER 1 REF.
TRANSDUCER

SUBJECT MATTER
FIG. . VISUALIZING ENVIROMENTAL IMPACT OF
INDUSTRIAL NOISE AND MECHANICAL DISTURBANCE
Figure 76. Various tools, such as "jackhammer" pneumatic impact drills TOOL 1 and TOOL 2 affect SUBJECT MATTER
including surrounding buildings, such as an AFFECTED PROPERTY. Using EyeTap Digital Eye Glass, the effects on the AFFECTED PROPERTY due to each tool can be visualized. A multiplexer, MUX
sequentially selects to be responsive to each of the tools. While switching to TOOL 1 the AFFECTED PROPERTY is visualized through a lock-in camera in the EyeTap. Upon the EyeTap's display screen is displayed a video magnified view of the vibrations in the AFFECTED
PROPERTY that are caused by TOOL 1. The AFFECTED PROPERTY is vibrated by many things including some of the tools, but what we want to see is the vibrations due specifically to TOOL 1, as made visible by selecting TOOL
l's pickup REF. TRANSDUCER 1 for the reference input REF IN to the LOCK-IN
AMPLIFIER that is the basis of the lock-in camera of the EYETAP. Subsequently we select through the multiplexer MUX, TOOL 2, specifically, through connecting REF. TRANSDUCER 2, to the lock-in amplifier REF. IN. This forms the basis of the lock-in camera in the EyeTap to display the vibrations in the AFFECTED PROPERTY that are due to TOOL
2. Thus we can see selectively or superimposed the affects of individual tools on the surrounding landscape and environment.
In other situations, where there is significant nonlinearity, a different response is measured and computed for a variety of different amplitude and frequency reference waveforms, waveshapes, and wave spectra. Additionally, the capabilities of the Mannlab/SYSU amplifier can be fully put to use here, in characterizing harmonic responses arising from nonlinearities and distoritions of waveforms, such as when stimulating subject matter at higher ampli-tudes where objects that "buzz", can be distinguished from those that don't.
In this way, we can see loose objects as distinct from firm but still easily vibrated objects. Harmonic imaging using the Mannlab/SYSU amplifier makes visible, for example, loose fence boards, when looking out across the fence in our back yard.
Moreover, we can selectively image responses due to different inputs, as illusrated in Fig. 76.
12.2. Metaveillance Users can also observe metawaves, i.e. T-SWIM can sense sensors and sense their capacity to sense (Figure 77). By recording the response of a surveillance device to a known signal, the metawavefunction of the device is rendered. In this way, TSWIM becomes a form of augmented reality overlay, allowing users to see and feel sur/sous/veillance fields/flux around them.
12.3. Technical Implementation Embodiments of the early T-SWIM prototypes used various X-Y recorders, X-Y pen plotters, or the like. In one embodiment, an HP (Hewlett Packard) X-Y plotter has the X-axis disconnected so that the pen or another device in its place (a haptic/tactile handle or grip) can move freely and effortlessly back-and forth in the X direction, while the Y-axis was driven. In this way, a user can grab the pen or grip of the X-Y plotter and move it back and forth left-to-right to freely explore a tactile or haptic augmented reality.
To the left of the X-Y plotter is mounted the SIGNAL ACTOR, SIG. GEN., or the like of Fig 39, or the BUG of Fig 44. The output of the LIA, as marked "X" on the LIA of Fig. 39 or Fig. 44 is connected to the "Y" input of the X-Y
plotter, causing the plotter to move the grip up-and-down or to apply a force to the grip of the user stalls it or graps it firmly enough to slow or prevent its movement. In this way the user can grasp and hold and feel and touch and explore radio waves, sound waves, etc., and especially sitting waves.
T-SWIM uses a "feedback linear actuator" such as the DC servo mechanism salvaged from or adapted from a Hewlett Packard XY plotter, XY recorder, stripchart recorder, or the like.
A more modern satisfactory linear actuator is the Progressive Automations PA-14P that comes in stroke sizes from 2 to 40 inches, with forces ranging from 35 to 150 pounds, and speeds ranging from about 0.6 ips to 2 ips (inches per second).
A faster-responding, and gentler (e.g. in terms of user comfort) feedback linear actuator is the "montorized potentiometers" such as the Sparkfun COM-10976 (https://www.sparkfun.com/products/10976), or the original "ALPS Fader motorized RSAON11M9 touch sensitive 10K linear slide potentiometer " which many others have immitated.
In an alternative embodiment, a hobby servo is used as the linear actuator (or substituted as a rotary actuator with a long arm). The hobby servo is driven by a converter that converts analog voltage to pulses of pulse width varying in proportion to the analog voltage. Alternatively, an Arduino with analog input can be used with a PWM/Servo Shield, thus converting analog input to linear or rotary actuation that can be touched, felt, grasped, etc., plus also move an LED attached to it for visuals. Alternatively the linear actuator of Sean Follman's inForm system [38] (based on the Soundwell clone of the ALPS fader) can be used.
A receive antenna is attached to the linear actuator and picks up the target signal and feeds the signal to the lock-in amplifier (see Figure ??. An ATMEGA2560 microcontroller provides PID
[11] control using the actuator's built-in linear slide potentiometer.The actuator is fitted with adjustable loops for the user's thumb and index finger, as shown in Figure 68.
There are two fundamental operational modes of T-SWIM:
= touching and grasping electromagnetic radio waves, i.e. a haptic/tactile version of the embodiment shown in Figs 39 and 44;
= feeling veillance flux, e.g. feeling the effects of a surveillance camera, i.e. a haptic/tactile version of the embodiment shown in Fig 57.
The lock-in amplifier is the same design as described by Mann in the original SWIM device (see [81] for technical details). It amplifies a target signal with a moving time scale equal to the wave's speed, resulting in a stationary frame of reference with respect to the wave. In the case of rendering waves from a transmitting source, the amplifier is connected to the actuator's receive antenna, while performing phase-coherent detection of the signal.
The amplifier typically has a gain that is adjustable from one to 109 with a dynamic reserve on the order of 105 (e.g. capable of picking up signals buried in noise that is about 100,000 times stronger than the signal of interest).
In the case of metaveillance, the amplifier receives input from a sensor while stimulating the surveillance device with a known probing signal (the "reference" signal of a specialized lock-in amplifier as described in [81]).
12.4. T-SWIM Discussion Various users were recruited to try TSWIM and learn differences between purely visual and visuo-haptic feed-back. Users explored radio waves from a 10.525 GHz radio transmitter and the veillance flux of a CCTV camera.
In the metaveillance case (seeing the capacity of a CCTV camera to see), users remarked that in contrast to simply observing visual changes in the LED brightness, being physically acted on by the surveillance of the device caused an innately emotional response in them. Interestingly, while some interpreted the effect as being intrusive, one user remarked that he felt comforted and protected by the tug while in the camera's field of view. Another found that the haptic sensation allowed her to detect the surveillance in a discreet way, such that others were not notified of the awareness. She liked the idea of knowing that she was being watched, without others knowing that she knew that she was being watched.
T-SWIM allows the user to move their finger through electromagetic radio waves in their environment. It is possible with the T-SWIM invention to feel and grasp wave representation, signals, etc., experiencing:
1. motion of the finger along a wave;
2. forces applied to the finger as a servomotor acts even if it is stalled (when a user deliberately resists movement);
3. inertial feel of the actuator and its LED or other load, as it flutters up and down quickly or more slowly.
The invention alows a user's finger to be moved or influenced (in a tactile or haptic sense) by a wave. This makes otherwise invisible waves graspable (tangible). For observation of transmitted waves, the user is physically pushed and pulled by various wireless devices around them (i.e. devices that emit radio waves), and in the case of metaveillance, users can literally feel surveillance cameras pressing against their bodies. This effect grows with proximity, so that users can locate the source of a transmission or a reception (surveillance) by feeling the point or regions of greatest tactility.
ti1/4<
t sisi::4 ili i t..)oi , , ,=
, = .
i , , ' ...
Figure 77. Measuring veillance flux of a CCTV surveillance camera, and rendering that veillance flux as tactile interaction in a realtime feedback loop. A black cloth was placed behind the camera at the left side of the frame, to make the green LED on the tactile actuator more visible, and show its degree of exertion.
Zooming into this picture you can see the faint trails the LED makes on either side of the central sightlines, as faint dotted lines formed by the pulsating (oscillating) of the electrically modulated LED.
12.5. Going further with T-SWIM
While the TSWIM device was designed to displace the finger along wave, other tactile/haptic representations of phenomenological augmented reality are possible. In general, vibrotactile stimuli can be modulated by the amplitude (real or imaginary), frequency, or phase of the observed wave, as applied as forces to a static finger, or to provide movement to the finger, proportional to the wave amplitude, frequency, phase, or the like.. Alternatively, the force or movement can be proportional to the amplitude of a wave (e.g. to the square root of the sum of the squares of an in-phase and a quadrature component).

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Figure 78. Study of lens aberrations using Veillance Waves. Left: Cartesian Veillance Waves; Right: Polar Veillance Waves.
Lens aberration visible near lower left of Veillance Wave. Mann's apparatus (invention) attached to robot built by Marc de Niverville.
Multiple TSWIM tactuators can be used together, so that a user can simultaneously experience various locations along a wave by running all of their fingers over it.
In some embodiments, the SWIM or T-SWIM are wireless devices that allow a user to walk around untethered, while grasping and holding electromagnetic waves or other signals.
TSWIM is a system which allows for unique visuo-haptic exploration of waVes and metawaves in the real world.
As a natural augmented tactile reality system, it bridges the gap between the virtual and the phenomenological, and allows us to explore signals with continuous (i.e. non-discrete or "undigital") feedback.
13. Sparsity in the Spacetime Continuum In conclusion, Metaveillance and Veillance Wavefunctions show great promise as new tools for understanding the complex world where surveillance meets moving cameras (wearables, drones, etc.). Further research is required in the area of Compressed Sensing [16, 33] to fully utilize this work, e.g. to build completely filled-in high-dimensional spacetime maps of Veillance ("Compressed Metasensing").
Moreover, just as oscillography was the predecessor to modern television, the alethioscope and robotic SWIM
("ARbotics") could be the future that replaces television, VR, and AR.
Finally, surveillance, AT, and security are half-truths without sousveillance, HI, and suicurity (self care). To write the veillance/cyborg code-of-ethics we need to fully understand all veillances and how they interplay. Metaveillance gives us the tools to accomplish this understanding, in a multi,cross,inter/intra,trans,meta-disciplinary/passionary mix of design, art, science, technology, engineering, and mathematics.
14. CorepointTM
One embodiment of the invention involves wrestling with a robot to achieve a high degree of simultaneous dexterity and strength. With this "Wrobot" (wrestling robot), the body can become a joystick or pointing device.
Other examples of such Corepointmtechnology include a planking board in which the user's core muscles become a joystick, pointing device, or the like. The board's shape is a circle, or alternatively, a point shape, such as like a cursor or directional element, such as the front of a surfboard. A
satisfactory shape is designed using SWIM as a haptic augmented reality computer aided design tool, as shown in Fig. 79 This shape is suggestive of a cursor or pointer.
The plankpoint board is mounted on a pivot so it can tilt and turn. There are up to 4 degrees of freedom which operate a gaming console in the following manner:
= tilt left-right (port-starboard), which moves the cursor left-right;
= tilt fore-aft, i.e. tilting the board forward so the front goes down and the back goes up, results in the cursor going down, and tilting back (stern down and bow up) results in the cursor going up;

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This process of computer-aided design gives a shape that resembles a cursor, but with nice smooth edges.
TARGET
POINTER
ERROR AREA
Figure 80. Corepoint uses a typically time-varying target function, and the core muscles control a cursor. The accumulated area between the two curves forms the time integral that the user tries to minimize. When the target is not moving, this area is the absement.
= rotate, while keeping the board level or at the same overall tilt angle results in an advanced game function;
= push-pull, i.e. putting more or less weight on the board results in another advanced game function.
A smartphone is placed on the plankpoint and its accelerometer senses tilt angle, for the cursor left-right and up-down functions. A game is written that works in this way, so a player goes into a planking position to control the game.
In this embodiment, the invention comprises a planking board with a tilt sensor that moves a cursor. A score is provided that is proportional to the absement or absangle (integrated absolute angle) of the board, as computed by the square root of the sum of the squares of the two cursor dimensions away from a target point. The target point moves throughout the game to create a gaming environment for core fitness training. The objective of the game is to get the lowest absement or absangle. A score can be presented as a reciprocal of this, so that the goal becomes highest score. Alternatively score can be based on presement, i.e.
integral of reciprocal displacement or reciprocal tilt angle. Typically a target moves and the user tries to follow it. See Fig. 80. When the target sits still, the invention is also still useful, as the integral is the absement, and we can score by minimum absement or maximum presement.
There are various forms of the corepoint technology which include:
= plankpointTM;
= pullpointTM;
= JUMPointTm.
Pullpoint is a pullup bar similiary equipped, but in typical embodiments with only one degree of freedom counting in the score. See Fig. 81. The bar may also be robotically actuated, as shown rightmost in Fig. 82.

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, tt Figure 81. CorepointTmtechnologies include Plankpoint planking board that allows a user's core muscles to function as a pointing device. The concept of integral kinesiology is also applied to ankle exercises (center picture). Another embodiment is PullpointTm(rightmost). In this embodiment, a pullup bar is suspended from a pivot or swivel, or the like, and the angle of the swivel is sensed by a tilt sensor that forms the input device (pointing device) for a video game. Here in this example shown, the bar is the steering mechanism. In some embodiments, rings are attached to opposite ends of the pullup bar to engage the steering mechanism with the user's core muscle groups in a combined requirement of strength and dexterity.
15. More on Integral Kinesiology for physical fitness Further thoughts and inventions on Integral Kinesiology:
Existing physical fitness systems are often based on kinesiology (physical kinematics) which considers distance and its derivatives which form an ordered list: distance, velocity, acceleration, jerk, jounce, etc.. In this embodi-ment of the invention, integral kinematics is used to evaluate performance of exercises that combine strength and dexterity. Integral kinematics is based on distance and its time integrals (absement, absity, abseleration, etc.).
A new framework is presented for the development of fitness as well as for the assessment (evaluation, mea-surement, etc.) of fitness using new conceptual frameworks based on the time-integrals of displacement. The new framework is called "integral kinesiology". The word "integral" has multiple meanings, e.g. in addition to meaning the reciprocal of derivative, it also derives from the same Latin language root as the word "integrity", and thus integral means "of or pertaining to integrity".
This connects to our broader aim to bring a new form of integrity to three important areas of human endevour:
= Integral Veillance: Surveillance tends toward the veillance of hypocrisy (sensing people while forbidding people form sensing), and the opposite of hypocrisy is integrity, thus we must evolve from a surveillance society to a veillance (sur/sous/meta/veillance) society;
= Integral Intelligence: Al (Artificial Intelligence) involves machine sensing which often happens without hu-mans understanding what's happening around them. In this sense AT is a form of surveillance. Thus we must evolve from surveillance intelligence to veillance (integral) intelligence.
= Integral Kinesiology, the topic of this paper.
15.1. Background Physical fitness has traditionally been measured and improved through the use of kinesiology. Kinesiology derives from the Greek words "ntvnita" ("kinema") which means "motion" and "Ao-yoc" ("logos") which means "reason" or "study". Thus kinesiology is the study of motion, and in particular, the application of kinematics to physical fitness. Kinematics itself also derives from the Greek word "nivnita"
("kinema"), and traditionally is the study of distance and its derivatives:

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Absement first arose in the context of the hydraulophone (underwater pipe organ), and flow-based sensing (hydralics) [102].

Kinematics has traditionally been the study of distance and its derivatives, but we proffer the concept of "Integral Kinesiology" which is the study of distance and its derivatives AND integrals.
In this way integral kinesiology gives us a more complete picture.
It is interesting to also note that the word "integrity" comes from the same Latin root as the word "integral": in-tegritas ("wholeness", "soundness", "completeness", "correctness", from "integer" ("whole") [www.etymonline.com/word/integri In this way, Integral Kinematics brings completeness and correctness to the otherwise "half truth" of considering only the postive half of the spectrum of derivatives.
Likewise Integral Kinesiology brings integrity to physical fitness in new and significant ways.
15.2. Buzzwire Let us begin with a well-known game of the prior art, "buzzwire", which comprises a serpentine wire, along which participants attempt to move a conductive loop without touching the loop to the wire. See for example, Kovakos, U.S. Patent 3208747, 1965.
This game requires a steady hand, i.e. a certain degree of dexterity.
The game is digital in the sense that the electric circuit is binary, i.e.
either open (zero) or closed (one). In this sense, the penalty for almost, but not quite touching the wire, is zero.
Mann et al. undigitalized this game, by making a virtual undigital buzzwire game in which the serpentine path was drawn abakographically in a virtual space by moving a light bulb through the space to generate a long-exposure light trail, and then attempting to move along the light trail with a virtual ring, while not touching the light trail [96]. Being undigital is the concept of using digital computers to achieve continuous (analog) results.
Examples of undigitalization include PWM (Pulse Width Modulation) which uses a binary (digital) output to achieve a continuous voltage, and HDR (High Dynamic Range) imaging, which uses digital cameras to produce undigital images [104].
The Mann et al. version of buzzwire provides an undigital game in which the score is in proportion to the reciprocal of the absement along the virtual wire. A first particpant draws a serpentine path with a light bulb in a long-exposure photograph, and then challenges subsequent participants to "ring" the wire, following along the same path. The nearest distance from the path is calculated for each time period, and the integral of this distance (i.e. area under time time-distance curve) is calculated. This integral is the absement, so the goal is to minimize the absement (integrated error in position).
In a physical embodiment of this invention, a proximity sensor senses the distance between the wire and the ring, by way of a capacitance meter, so that it measures how close the ring is to the wire. In this way, rather than a binary continuity tester, the feedback is continuous (analog) rather than binary digital.
Fig. 83 shows an early prototype invented and built by Mann, using refrigeration tubing (easy to bend into nearly any desired shape) for the wire, and an open-ended wrench for the ring.
A capacitance meter is used to sense the proximity of the wrench ring to the wire, to obtain a distance estimate which is then integrated to obtain absement.
15.3. Deadheading Another activity that involves integrized fitness is deadheading. Deadheading is the complete obstruction of hydraulic flow to the point of zero flow, at which point the resulting hydraulic head is referred to as the "dead head".
The proper technique for deadheading an upwards-facing hydrualic jet is to approach it from a sufficient height above the jet so as to easily cover the water, and then gradually lower down upon it. For example, a downward-facing palm is placed in the jet, and the hand is lowered until the jet is completely obstructed, but without touching the jet itself until it is completely obstructed (e.g. not bracing the hand against the solid matter from which the jet is made). Proper deadheading technique is illustrated in Fig. 84.
Hydraulic systems form the basis of multimedia games for a variety of experiences, in some embodiments facilitated by VR games in sensory deprivation tanks.
People tend to perceive any information as reality (even hallucinations) when put in a sensory deprivation tank, for example [88]. Accordingly, we propose VR games in which each player is in a sensory deprivation tank.

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Figure 83. Left: Undigital buzzwire game. A serpentine length of wire (copper refrigeration tubing) is connected to one terminal of a capacitance meter (proximity sensor), and the other terminal is connected to an open-ended wrench. Distance between the wrench and the wire is sensed, and the distance from the center of the wrench is calculated. This calculated center-distance is then integrated to obtain absement. Score is based on the reciprocal of the absement. This game tests dexterity. Right: By adding weights, we turn this game into a physical fitness activity that measures and developes "dex-trength", i.e. a combined simultaneous exertion of dexterity and strength. The MannFitTmsystem [98] is a commercialization of this technology in which absement is integral to building combined simultaneous strength and fine-motor control. Bottom:
Extreme strength combined with fine-motor control, by adding massive quantities of weight.

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lv ', ., Figure 84. Demonstration of proper deadheading technique by deadheading the tallest jet of Stanford's Tanner fountain with just one hand. Novice deadheaders begin by deadheading the smallest jet with both hands, and eventually work up to single-handed deadheads on larger jets as a higher degree of physical fitness is attained. Stanford University has a tradition called "fountain hopping" in which students and professors frolic in the fountains. In this sense Stanford is perhaps the world's epicenter of fountain hopping culture. From July 2016 to January 2018, Tanner fountain formed the venue for a series of lectures, experiments, and teachings on principles related to hydraulic head.
15.4. Games, Entertainment, and Media We propose the use of this new medium of artistic expression as the basis for a number of games we call "veillance games" and "metaveillance games". In one example game, we have a microphone displaying its metaveillance wave function, and invite people to sing into the microphone and see the effect on its wavefunction. In particular, this game gets interesting when we use multiple microphones nearby or remotely, so that when one person sings, others are invited to match the exact phase of that person's voice. Each new player that joins is invited to exactly match the phase of all the other players already on the network. Using the power of phase-coherent detection (i.e. the lock-in amplifier), we created a shared virtual reality environment in which a number of participants can sing together in one or more locations, and try to match the phase of a steady tone (e.g. match each other, or match a recording of past participants if there is only one player), and see who can produce the most pure tone.
Additionally, we can set the tone quite high, and, using the SYSUxMannLab Lock-in-Amplifier (the world's only lock-in amplifier that can aggregate multiple harmonics [68]) we created a competition game for throat singers to hit multiple harmonics (while deliberately missing the fundamental) simultaneously.
Singing a little too high, the phase advances forward, and the waves radiate inwards toward the sound source, in the virtual world.
Singing a little too low, participants see the waves retreat outwards from the source.
The goal of the game is to stabilize and lock-on to the wave and make it "sit"
still. The visuals for the game build on what has been referred to as a "sitting wave" [81] and is distinct from the concept of a standing wave [108].
So in summary, the object of the game is to generate "sitting waves" by singing.
We found this process to be very meditative, and as a form of meditation, to be quite engaging. To take it a step further, we created a series of sensory deprivation chambers (soundproof anechoic chambers in darkrooms).
Each chamber was fitted with a sensory deprivation tank, thus allowing for a fully immersive VR experience.
Each player is isolated from external sensation, other than the game, which itself is collaborative. Thus we have communal sensory deprivation as a new form of immersive VR.
To visualize the soundwaves, we have above each sensory deprivation tank, suspended a robotic mechanism to trace out the sound waves. The sound waves are traced in a sound-evolving Argand plane, i.e. in the 2 dimensions the Argand plane (one dimension for real, and another for imaginary), and in the third dimension is time. Thus a pure tone appears as a helix in the 3D space.
See Fig. 85 for experimental setup. Various nodes were setup around the world, over the Internet, so that participants in Toronto, Silicon Valley, and Shenzhen, China, could link together and mediate using biofeedback from within sensory reprivation tanks. See Fig. 87, Fig. 86, and Fig. 88.
15.4.1 Mersion¨ and Mersive¨ User-Interfaces The concept of underwater or in-water interactive multimedia experiences and virtual reality was first explored by Mann et al. as "Immersive Multimedia", "(Im/Sub)mersive Reality" and "Immersive (direct) Experience" [71, 73, 75, 76, 97, 101, 95, 88], and further developed as a form of underwater meditation using other forms of underwater multimedia including 3D graphics, vision, and underwater brain-computer interfaces [75, 88], as illustrated in Fig. 89.
15.4.2 Indirectly Immersive Reality The Mannfloat¨ fitness game is an example of an indirectly immersive reality game. In an indirectly immersive reality, the user is not directly immersed, but is inside something that is immersed. Examples include an underwater submarine experience in which the user is inside a dry submarine which itself is immersed in water. Another embodiment is a hydraulophone played in a glovebox to keep the user dry. In one embodiment, for example, a piano keyboard layout is used in which the keys are tubes or hoses of water.
The instrument is played by pressing down on the water tubes to restrict the water flow or change properties of its flow. This form of hydraulophone can be played completely dry with no water getting on the user's fingers. This also allows other hydralic fluids such as oil to be used to produce the sound and the nerve stimulation.
Hydraulophones typically operate in the 110 CPS (Cycles Per Second) to 330 CPS range. This is from the musical note "A" to the musical note "e" (one octave above "E"). Nerve stimulators and tactile actuators often operate around 200 CPS, so the hydraulophone is directly in the range in which the water vibrations can be felt most readily.
15.5. Sub/Im/Mersive VR Singing + Meditation Game Singing a steady tone ("OM") is a popular meditation technique, and often groups of people do this together.
Frequency differences between various participants are captured by the brain, and this can occur in a spatial pattern (e.g. such that the left and right ears hear nearby but slightly different frequencies). This is called a binaural beat frequency [138]. When this frequency falls around 8 Hz, it is reported to have an entrainment effect on the brain, which can be a meditation aid [7]. Accordingly, we created a game based on meditative vocal collaboration across isolation tanks.
The game is played by one or more players, each wearing a VR headset and floating in their own tank. One player (or a computer) initiates a note or slow chirp and players try to sing the same note or follow (track) the chirp.
Scorekeeping is by ratio of rabsement (strong voice) to phabsement (integrated phase error): f Rdt I f lboldt [81].
The sound wave interference between the speaker and each player is phase-coherently captured by a special lock-in III 4..
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Each tank serves to isolate the players from their sensations of any other reality, while allowing for a surreal communal bathing experience linked by their sound waves (seen and heard), allowing the game to exercise deeper control over the players' experiences. Microphones and speakers allow players to interact with (hear and watch, and contribute to) a game's audio soundfield generated by other players. Players engage with an audio-visual feedback system, while meditating in the sensory reprivation tanks. Above each tank there is a robotic sound visualizer similar to that shown in Fig. ?? (right). A
number of sensory deprivation tanks are networked so that multiple players can compete worldwide. Each player interacts with a SWIM based on the Delta configuration of 3D positioning device.

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amplifier, as shown in Fig. ?? (right) [132]. Each player sees the interference pattern in their VR headset and can control their pitch according to this feedback. Phenomenological Augmented Reality technology [132] is used along with a robotic arm to plot the wave pattern (a pure tone is a perfect helix, extruded in the Argand plane) in the room for them to see prior to donning the VR headset. The 3D plotting device is suspended above each tub, so the user can accustom to it prior to donning the VR glasses, and thus strengthen the reality of being inside the soundfield.
We also have a single-player mode in which the player competes against their own voice as previously recorded, or against other recorded voices. The score in the game is the reciprocal time-integral of absolute phase.
15.6. Mersivity TM
We proffer the new field of Submersive Reality in which we fully immerse ourselves. By immersing ourselves physically and fiuidically, we attain a much stronger coupling between our bodies and the immserive experience around us. With one's feet on the ground, one can still believe the things we see in our eyeglass are not real. But 1,14 /
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when floating, we attain a new height of connection to the synthetic reality.
One example simulation we created as an app to swim with sharks and avoid being eaten. We were able to, in a small wading pool, create an illusion of vastness and total immersion. See Fig. 90 We also created a virtualization of the MannFit (Integral Kinesiology) system.
The concept of IK (Int. Kin.) was originally based on stopping water leaks, either directly, or with a ball valve or other valve that requires being held at a certain angle to stop water flow. By simulating this in a virtual environment, we were able to create similar physical fitness benefits without the need to use water or wear bathing suits or provide a place for people to change and dry off, etc.. However, in the presence of original (wet) IK, we can add also the virtual elements as well. For example, we used a wobbleboard in a pool, where participants stand on the board in the pool while wearing a VR headset with their head above water. The virtual world is one of a room filing up with water due to the leak that most be stopped by keeping the board level.
Other experiences include interacting with water jets, as shown in Fig. 91 (see also our co-pending paper "Effectiveness of Integral Kinesiology...").
We also created another concept, "Liveheading,." akin to deadheading, but with a tee fitting so that when the jet is blocked, water is diverted through a side discharge across at Karman vortex shedder bar and Nessonator-- [100], doe' rot:
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i ___________________________________________________________________ õ---Figure 88. MersivityTmtank in MannLab Shenzhen. Here a linear 2D SWIM (visible in red, in the background, with SWIMwave in green on the TV screen at left) is used instead of the 3D SWIM at MannLab Toronto (compare with Toronto setup in Fig. 87).
as shown in Fig. 92.
15.7. Submersive Reality Some embodiments use a fully submersive reality headset developed for audiovisual mediation and interaction, as shown in Fig. 93. It consists of a headset similar to standard VR headsets but with the lenses changes to shorter focal length to focus underwater at the right distance, where a submersible waterproof smart phone is used as the display. The lenses in the headset are replaced with lenses having a shorter focal length, typically about 3/4 of their original focal length.
15.8. "Head Games" for teaching concepts of Hydraulic Head A series of outdoor research, teaching, and lab events were created at Stanford University (See Fig. 94) to leverage Stanford's "fountain hopping" culture (Fig. 95) toward our idea of a "teach beach" [93]. Nearly every day, Stanford students and professors gather around (and some jump into) Stanford's glorious fountains, such as Tanner fountain. Some of the professors even hold their classes in the fountain. For example, during one of our "Head Games" lectures/labs, another professor was using the fountain for teaching a drama class.
Thus I envision in the future, a more fully equipped "teach beach" that embodies elements of waterpark, spa, research lab, (outdoor) classroom, and "beach culture".
One exhibit/teaching feature we envision in this environment is a waterfall that teaches concepts of hydraulic head, by way of a circular staircase surrounding it, with every step a known height such as 20cm, and a landing every 5 steps, so that there are landings every metre of elevation.
Conversely, one embodiment of the invention exhibits head from ground level, as well as head from jet mouth exit, and thus mark the height increasing and decreasing from top-to-bottom as well as from bottom-to-top.
Another embodment is is a "teach beach" climbing wall, with water jets, for deadheading while climbing. See Fig. 99.
The apparatus of the app-based version, in a very simple form, is shown in Fig. 100, and further advanced embodiments, like the absement-based climbing wall, build on this concept.
16. Fitness Game Design and Data Collection A goal of a game-based embodiment of the invention is to allow a user to strengthen their core muscles and improve their body balance [136] and other physical fitness skills. An integral kinesiology board prototype (a smart wobble board manufactured by Mannlab Shenzhen) was built to allow a subject to use their body as a joystick to tilt towards a destination goal while maintaining high stability. The goal starts at the center of the board, then moves around like a driving game. An accelerometer was created using a smartphone app from which is computed Cartesian coordinates of each axis.
An "application" (computer program running on a smartphone) was developed to provide feedback and moti-vation to a subject using real-time audiovisual displacemnet and absement feedback. As the subject moves away from the goal, the background music is distorted by changing its pitch, and a ball in the center of the screen moves away from the center proportionally. It functions like a level or bubble level, or simulation of a real ball on a board that rolls away from the center when you tilt it.
Absement training improves stability. When a user of the apparatus of the invention is more stable (i.e.
exhibiting a lower relative displacement from the desired position), the absement will be less. When the user shakes more, the absement will be greater.
Absement provides a good way to quantify and measure dextrength (combined simultaneious dexterity and strength).
17. Conclusion regarding Integral Kinesiology Integral Kinesiology arises from the concept of absement, a new quantity which itself arises from hydraulics (hydraulophones, water flow, etc.). Integral Kinesiology is based on activities that test and develop a combination of strength and dexterity. Activities such as deadheading, are ideally suited to developing this skill. We created an interactive virtual deadheading studio environment for immersive/submersive aquatic play experiences. Addition-ally, we developed a game with absement scoring that has proven its effectiveness in motivating people to improve their exercise results. For exercises that do not only rely on speed and strength, integral kinematics provides an alternative way to evaluate the performance.
18. Big Data is a Big Lie without little data: Humanistic Intelligence as a Human Right I now introduce an important concept: Transparency by way of Humanistic Intelligence (HI) as a human right, and in particular, Big/Little Data and Sur/Sous Veillance, where "Little Data"
is to sousveillance (undersight) as "Big Data" is to surveillance (oversight).
Veillance (Sur- and Sous-veillance) is a core concept not just in human-human interaction (e.g. people watching other people) but also in terms of HCI (Human-Computer Interaction). In this sense, veillance is the core of HI, leading us to the concept of "Sousveillant Systems" which are forms of HCI in which internal computational states are made visible to end users, when and if they wish.
An important special case of Sousveillant Systems is that of scientific exploration: not only is (big/little) data considered, but also due consideration must be given to how data is captured, understood, explored, and discovered, and in particular, to the use of scientific instruments to collect data and to make important new discoveries, and learn about the world. Science is a domain where bottom-up transparency is of the utmost importance, and scientists have the right and responsibility to be able to understand the instruments that they use to make their discoveries. Such instruments must be sousveillant systems!
A simple example is a ShowGlowTmor FlowGlowTmelectrical outlet which has built in LED (Light Emitting Diode) indicators showing how much voltage is present, as well as how much amperage is flowing. The outlet glows to indicate what's happening, namely the current flowing through devices plugged into it, not just the open-circuit voltage. Color indicates phase angle, so one can see at-a-glance not just the load, but also the power factor (e.g.
how inductive or capacitive the load is). The simple concept of phase-coherent colormapping is useful for electrical power, as well as for the output of a lock-in amplifier in augmented reality wave visualization, such as back-to-back red and green LEDs on the in-phase output of a lock-in amplifier and back-to-back yellow and blue LEDs on the quadrature output of the lock-in amplifier, thus indicating phase as color.
19. Surveillance, Sousveillance, and just plain Veillance Surveillance2 (oversight, i.e. being watched) and sousveillance3 (undersight, i.e. doing the watching) can both be thought of in the context of control theory and feedback loops'.
In particular, McStay considers surveillance in this way, i.e. in regards to the form of privacy that is inherently violated by profiling, and related closed-loop feedback systems that manipulate us while monitoring us [106].
Ruppert considers the interplay between surveillance and public space, through a case study of Toronto's Dundas Square [131], where security guards prohibit the use of cameras while keeping the space under heavy camera surveillance. This surveillance without sousveillance [?] creates a lack of integrity, i.e. surveillance is a half-truth without sousveillance [99].
The intersection of Sousveillance and Media was pioneered by Bakir, i.e.
sousveillance as not merely a capture or memory right, but also sousveillance as a disseminational (free-speech) right. This gave rise to two important concepts: sousveillance cultures and sousveillant assemblage [9], analogous to the "surveillant assemblage" of [49].
Surveillance has strong connections to big data, where states and other large organizations, especially in law enforcement, collect data secretly, or at least maintain some degree of exclusivity in their access to the data [117].
Two important concepts have been proposed to help mitigate this one-sided nature of big data: (1) "giving Big Data a social intelligence"[130] and (2) the concept of "Personal Big Data"[48] which might more properly be called "little data". Both of these concepts embody Big Data's sensory counterpart that corresponds more to sousveillance than surveillance [81].
19.1. The Veillance Divide is Justice Denied A good number of recent neologisms like: "Big Data", "IoT" ("Internet of Things"), "Al" ("Artificial Intelli-gence"), etc., describe technologies that aim to grant the gift of sight, or other sensory intelligence, to inanimate objects. But at the same time these inanimate objects are being bestowed with sight, that very same sight (abil-ity to see, understand, remember, and share what we see) is being taken away from humans. People are being forbidden from having the same sensory intelligence bestowed upon the things around them.
Indeed, we're surrounded by a rapidly increasing number of sensors [22]
feeding often closed and secretive "Big Data" repositories [121]. Entire cities are built with cameras in every streetlight [133, 109]. Automatic doors, handwash faucets, and flush toilets that once used "single-pixel" sensors now use higher-resolution cameras and computer vision [52].
Surveillance is also widely used without regard to genuine privacy, i.e. with only regard to Panoptic-privacy. In Alberta, for example, the Privacy Commissioner condones the use of sureillance cameras in the men's locker rooms of Calgary's Talisman Centre where people are naked [29] as long as only the police (or other "good people") can see the video. Westside receration Centre also in Calgary, Alberta, also uses surveillance cameras in their men's (but not women's) locker rooms [41].
While surveillance (oversight) is increasing at an alarming rate, we're also seeing a prohibition on sousveillance (undersight).
Martha Payne, a 9-year old student at a school in Scotland, was served disgusting school lunches that lacked nutritional value. So in 2012 she began photographing the food she was served [122]. When she began sharing these photographs with others, she generated a tremendous amount of online discussion on the importance of good school nutrition. And she brought about massive improvements in the nutritional value of school lunches around the world. She also raised considerable money for charity, as a result of her documentary photography. But, in part due to the notoriety of her photo essays, she was suddenly banned from bringing a camera to school, and barred from photographing the lunches she was served by her school.
2[118, 64]
3 [72, 103, 37, 127, 9, 8, 35, 126, 21, 6, 4, 142, 115, 124, 65, 137, 43]
4 [86, 81]

While schools begin the process of installing surveillance cameras, students are increasingly being forbidden from having their own cameras. And for many people on special diets, or with special health needs, using photography to monitor their dietary intake is a medical necessity. I proposed the use of wearable sensors (including wearable cameras) for automated dietary intake measurement in 2002 (US Pat. App.
20020198685 [105]). This concept is now gaining widespread use for self-sensing and health monitoring [32, 31].
So when people suffer from acute effects like food poisoning or allergic reactions, or from longer-term chronic effects of poor nutrition, like obesity, being forbidden from keeping an accurate diary of what they have eaten is not just an affront to their free speach. It is also a direct attack on their health and safety.
Neil Harbisson, a colorblind artist and musician, has a wearable computer vision system that allows him to hear colors as musical tones. And he wears his camera and computer constantly.
Wearable computing and Personal Imaging (wearable cameras) are established fields of research [Mann 1997], dating back to my augmented reality vision systems of the 1970s. I also wear a computer vision system and visual memory aid. Harbisson and Mann both have cameras attached in such a way as to be regarded as part of their bodies, and thus their passports both include the apparatus, as it is a part of their true selves and likenesses.
And we are not alone: many people now are beginning to use technology to assist them in their daily lives, and in some ways, the transition from a surveillance society to a veillance society (i.e. one that includes both surveillance and sousveillance) is inevitable [5].
Referring back to Martha Payne, discussed earlier in this chapter, there was a hypocrisy of the school officials wanting to collect more and more data about us, while forbidding us from collecting data about them or about ourselves (like monitoring our own dietary intake, monitoring our exercise, or helping us see and remember what we see). We need to be critical of this hypocrisy because (1) it is a direct threat to our health, wellness, and personal safety, and (2) data obtained in this manner lacks integrity (integrity is the opposite of hypocrisy). Thus it is with great relief that recently Martha Payne fought back and won the right to continue using photography to monitor her dietary intake, not only for the journalistic freedom (in the Bakir sense), but also for the personal safety that such self-monitoring systems can provide.
19.2. Surveillance is a half-truth, without sousveillance Surveillance is the veillance of hypocrisy, in the sense that, as often practiced by security guards, closely monitoring surveillance cameras, these guards tend to observe and object to individuals taking pictures in the surveilled spaces. The opposite of hypocrisy is integrity. [?]
Surveillance typically tells a story from the side of the security forces.
When stories told from other points-of-view are prohibited from capturing evidence to support these other points-of-view, what we have is something less than the full truth [?]. In this sense, surveillance often gives rise to a half-truth.
19.3. Justeveillance (fair sight) in AI and Machine Learning Much has been written about equiveillance, i.e. the right to record while being recorded [140, 141, 65, 87], and Martha's case is like so many others.
In the context of human-human interaction, the transition from surveillance to veillance represents a "fair"
(French "Juste") sight and, more generally, fair and balanced sensing.
But our society is embracing a new kind of entity, brought on by AT
(Artificial Intelligence) and machine learning.
Whether we consider an "Al" as a social entity, e.g. through Actor Network Theory [116, 60, 14, 145], or simply as a device to interact with, there arises the question "Are smart things making us stupid?"[114].
Past technologies were transparent, e.g. electronic valves ("vacuum tubes") were typically housed in transparent glass envelopes, into which we could look to see all of their internals revealed. And early devices included schematic diagrams ¨ an effort by the manufacturer to help people undertand how things worked.
In the present day of computer chips and closed-source software, manufacturers take extra effort not to help people undertand how things work, but to conceal functionality: (1) for secrecy; and (2) because they (sometimes incorrectly) assume that their users do not want to be bothered by detail, i.e. that their users are looking for an abstraction and actually want "bothersome" details hidden [80, 13].
At the same time these technologies are being more concealing and secretive, they are also being equipped with sensory capacity, so that (in the ANT sense) these devices are evolving toward knowing more about us while revealing less about themselves (i.e. toward surveillance).
Our inability to understand our technological world, in part through secrecy actions taken by manufacturers, and in part through a general apathy, leads to the use of modern devices through magic, witchcraft-like rituals rather than science [63]. This technopaganism [134] leads people to strange rituals rather than trying to understand how things work. General wisdom from our experts tell us to "reboot" and try again, rather than understand what went wrong when something failed [128]. But this very act of doing the same thing (e.g. rebooting) over and over again, expecting a different result is the very definition of insanity:
"Insanity is doing the same thing, over and over again, but expecting different results." ¨ Narcotics Anonymous, 1981.
In this sense, not only do modern technologies drive us insane, they actually require us to be insane in order to function properly in the technopagan world that is being forced upon us by manufacturers who conceal its workings.
I propose5 as a solution, a prosthetic apparatus that embodies the insanity for us, so that we don't have to.
All call this app "LUNATIC". LUNATIC is a virtual personal assistant. The user places a request to LUNATIC
and it then "tries the same thing over and over again..." on behalf of the user so that the user does not need to himself or herself become insane. For example, when downloading files, LUNATIC
starts multiple downloads of the same file, repeatedly, and notifies the user when the result is obtained.
LUNATIC determines the optimum number of simultaneous downloads. Typically this number works out to 2 or 3. A
single download often stalls, and the second one often completes before the first. If too many downloads of the same file are initiated, the system slows down. So LUNATIC uses machine learning to detect slowed connections and makes a best guess as to the optimum number of times to repeat the same tasks over and over again. This number is called the "optimum insanity", and is the level of insanity (number of repetitions) that leads to the most likely successful outcome.
At times the optimum insanity increases without bound, typically when websites or servers are unreliable or erratic. LUNATIC is not performing a denial of service attack, but, rather, a "demand for service". A side effect is that when large numbers of people use LUNATIC, erratic websites will experience massive download traffic, such that LUNATIC disincentivises insanity.
In this sense, LUNATIC is a temporary solution to technopagan insanity, and ultimately will hopefully become unnecessary, as we transition to the age of Sousveillant Systems.
19.4. Combatting the "Design-for-stupidity" trend In the same way that more people are being driven insane by technology, and also that insanity is becoming a requirement for using technology, we also have the trend that technology is being "dumbed down" so that it appeals to people of lesser intellect. In this way, the technology begins to require a lesser intellect to operate it. In some cases, technology is incomprehensible to all but those of lesser intellect, and so a reduced intellect becomes a mandatory requirement in order to relate to the modern "smart" technologies.
Thus we have "smart technology for stupid people", i.e. a kind of feedback loop that favours and rewards stupidity. Those trying to ask questions or those trying to more deeply understand technology are punished by merely getting less out of the technology.
Additionally, science is becoming marginalized and even criminalized, i.e. by stupid laws that make it illegal to try and understand how things work. [See for example, The Law and Economics of Reverse Engineering, by Pamela Samuelson and Suzanne Scotchmer, 111 Yale L.J. 1575 (2002)]
19.5. Sousveillant Systems Humanistic Intelligence is defined as intelligence that arises by having the human being in the feedback loop of a computational process [112].
Sousveillant Systems are systems that are designed to facilitate Humanistic Intelligence by making their state variables observable. In this way machines are "watching" us while allowing us to also "watch" them. See Fig 14 (a detailed description is provided in [81]).
19.6. Undigital Cyborg Craft Sousveillant Systems give rise to a new form of Human-Computer interaction in which a machine can function as a true extension of the human mind and body. Manfred Clynes coined the term "cyborg" to denote such an interaction [24], his favorite example being a person riding a bicycle [23]. A
bicycle is a machine that responds 5This began as an interventionist/awareness-raising effort, but could evolve into a useful field of research.

to us, and we respond to it in an immediate way. Unlike modern computers where feedback is delayed, a bicycle provides immediate feedback of its state variables all which can be sensed by the user.
Consider the CNC (Computer Numerical Control) milling machine that extends our capacity to make things. We begin with CAD (Computer Aided Design) and draw something, then send it to the machine, and let the machine work at it. There's not much real feedback happening here between the human and machine. The feedback is delayed by several minutes or several hours.
David Pye defines "craft" ("workmanship") as that which constantly puts the work at risk [123]. As such, modern CNC machine work is not craft in the Pye sense. Nor is anything designed on a computer in which there is an "undo" or "edit revision history" functionality.
Imagine a CNC machine that gave the kind of feedback a bicycle does. Could we take an intimate experience in craft, like a potter's wheel, and make a CNC machine that works at that kind of continous ("undigital") feedback timescale?
HARCAD (Haptic Augmented Reality Computer Aided Design) is a system to explore "Cyborg Craft", a new kind of undigital craft: being undigital with digital computers. One such embodiment is the T-SWIM (Fig 105) as a haptic augmented reality interaction device and system. In this system, one or more users can grasp and touch and feel virtual objects in cyborgspace, and share the resulting haptic augmented reality experience, as a way of designing and making things like cars, buildings, furniture, etc., through a collaborative design and realization process.
Let's consider a simple example. We wish to make a table with a nice curvy shape to it. A good place to begin is with waves. As a basis for synthesis, we have a shape synthesizer. In some embodiments the shape synthesizer is made in software, from simple shapes like rectangles, circles, ellipses, etc., as one might find in a computer program like Interviews idraw, Inkscape, or Autodesk Fusion 360. In other embodiments the shape synthesizer exists as a piece of hardware, as illusrated in Fig 102. Here is a multiple exposure, showing three exposures while moving back-and-forth, which align, approximately, with each other, while admitting a small variation. The shape is sculpted by press-pull operations. Additionally, harmonic variations are made to the shapes, to design furniture.
Here a wavetable is designed in which the table is the fundamental of the waveform from a musical note, and the shelf above it is the fundamental and first overtone (i.e. the first two harmonics). Here the amplitude of the waveforms decreases from left-to-right as we move further from the sound source.
Another embodiment comprises a robot that a user can wrestle with. One embodiment of the wrestling robot involves a core-strenght development system, based on integral kinesiology.
The user exercises their core by playing a video game or a real game or an interaction in which there is an error signal that must be overcome. One version of this uses an interactive spray jet that takes evasive action while a user tries to deadhead the jet from some distance. Deadheading a water jet is a good form of fitness exercise that is inherently absement based, or stability based, because it requires covering the jet from some distance, and then coming close to the base of the jet to block it completely. The jet is preferably too strong to be blocked at the base, except by gradual approach. Coming straight toward the jet, a user can carefully cover it, but a little wandering off-course causes the user's fingers or hand to be thrown wildly off course. Thus the exercise requires combined simultaneous dexterity and strength.
To make this more challenging and more fun, a game is made of it. The robot or a mobile phone app, or the process in general, has a moving cursor or pointer, and the user's objective is to exert a combination of strength and dexterity to track or follow the moving pointer. An example with a water jet on a robot is shown in Fig. 103.
Moreover, by attaching grip handles to the robot, a new form of interaction arises. In one embodiment, the grip handles are made from laser cut wood (See Fig 104). See 106 for the finished wrestling robot.
This gives rise to:
= WrescillatoryTmUser Interfaces;
= The WrescillographTM;
= The WrescilloscopeTm...; and = MAPathrm(e.g. like a GPS says "recalculating" but instead of a map this os for a toolpath. Tools like CNC
have grab handles so you can wrestle with them and then have them go ...
"recalculating" the tool path.
Here we have a synergy between human and machine in which the feedback loop is essentially instantaneous.

This brings us full circle back to the topic of Sousveillant Systems. If we're going to be able to do things like wrestle with machines, we need machines to be more vulnerable, more expressive, and in many ways, more human.
To make machines more expressive, let us equip them with premonitional user interfaces, an example of which is the concept of a PhotoolpathTM, i.e. a photographic representation of a toolpath, as shown in Fig. ??.
A set of special Photoolbits are provided for use with a CNC machine like for example, the DMS (Diversified Machine Systems) 5-Axis Enclosed Router. It has an existing tool library in which 12 items can be loaded. In an embodiment of the invention, some of the 12 tool items loaded are Photoolbits. One or more Photoolbits are included in the library. In one embodiment there is simply an LED light source in a housing with the same dimensions as typical tools used in the DMS tool library. Part of the tooling sequence can include selection of a Photoolbit to trace out with during a long exposure photograph which can then be re-rendered from any viewpoint and fed to DEG (Digital Eye Glass) such as the EyeTap AR (Augmented Reality) system.
Photoolbits include small batteries that charge wirelessly when in proximity to their tool crib storage location, and turn on automatically when grasped by the toolbit holder.
In another embodiment, the light source is modulated phase coherently with a phase coherent detector array so it can ignore other light sources other than the Photoolbit.
Alternatively a photographic toolbit (Photoolbit) subsitute is intergrated right into the print head. In this way, the overlay can happen during printing.
In another embodiment, a laser cutter is fitted with a photographic print head that prints on photographic material at the same time as it (cuts or etches) a workpiece. In this way we can continuously view the toolpath as it is evolving. A photodetector is aimed at the laser so as to pick up its light and amplify its light and then pass that along to one or more LEDs borne by the head. Preferably a simple attachment is provided. Preferably the simple attachment takes a form similar to the focus piece of an Epilog Legend EXT36, so it can simply be inserted and stuck on with the magnets already present. The insert has a small lightweight battery and just snaps in place, being of lightweight construction to minimize payload. A small ferrous piece is for being held by the Epilog's magnets, and the rest of it is made of aluminium or lightweight plastic, and houses a batter holder, photodiode, amplifier, and LED. A small microprocessor or microcontroller is used in some embodiments and it distinguishes between etching and cutting modes of the laser cutter. It thus drives one or more LEDs or at least one multicolor LED with a unique color for etching, different than the color for cutting. A
third color indicates traverses or movement of the head in which no cutting or etching takes place. This is all done with no requirement that there by any communication or sensing between the Epilog and the sousveillant print head attachment. This allows sousveillance to be added to a laser cuttor or other computer controlled tool, without requiring collaboration with the manufacturer. See Fig. 109 19.7. Feedback delayed is feedback denied Let us conclude with a hypothetical anecdote set in the future of musical instruments, which parallels the author's personal experience with scientific instruments. This points to a possible dystopia not so much of government surveillance, but of machine inequiveillance.
The year is 2067. Ken is the world's foremost concert pianist, bringing his own Steinway grand piano to each concert he performs in, now that concert halls no longer have real pianos.
Software synthesis has advanced to the point where none of the audience members can hear the difference. Steinway stopped making real pianos in 2020.
Yamaha and others also switched to digital-only production the following year.
Even Ken has trouble telling the difference, when someone else is playing, but when he plays a real piano himself, he can feel the difference in the vibrations. In essence, the performance of the Steinway Digital is as good as the original, but the vibrotactile user-interface is delayed. The tactuators installed in each key simulate the player's feeling of a real piano, but there is a slight but noticeable delay that only the musician can feel. And user-interface is everything to a great musical performance.
Ken no longer has access to a real piano now that his Steinway grand piano was water-damaged by a roof leak while he was away last March. He tried to buy a new piano but could not find one. Tucker Music had one in their catalog, for $6,000,000, but when Ken called Jim Tucker, Jim said there were no more left. Jim sold about 50 of them at that price, over the past few years, as he collects and restores the world's last remaining real pianos, but no more are coming up for sale.
Ken has felt that his musical performances have declined now that he no longer has access to a real piano.
Software, AT, and machine learning make better music anyway, so there's no longer a need for human musicians, anyway.
But there has been no great advancement in music in recent years, now that there are no longer any great musicians still passionate about music for music's sake. Today's musician spends most of the time writing grant proposals and configuring software license servers rather than playing music.
19.8. The need for antiques to obtain truth in science The above story depicts a true event, except for a few small changes. My (not Ken's) instrument that was damaged was not a musical instrument, but, rather, a scientific instrument called a Lock-In Amplifier[107, 111, 135, 27] made by Princeton Applied Research in the early 1960s. It was easy to understand and modify. I
actually did some modifications and parts-swapping among several amplifiers to get some special capabilities for AR (augmented reality) veillance visualizations, such as bug-sweeping and being able to see sound waves, radio waves, and sense sensors and their capacity to sense [84].
The roof leak occurred in March 2016, while the amplifier was running (it takes a few hours to warm up, and since it uses very little electricity it is best to leave it running continuously).
The PAR124A is no longer available, and large organizations like research universities and government labs are hanging on to the few that remain in operation.
It should be a simple matter of purchasing a new amplifier, but none of the manufacturers are willing to make the modifications I require, nor are they willing to disclose their principles of operation to allow me to do so. Neither Princeton Applied Research, nor Stanford Research Systems (nor any other modern maker of lock-in amplifiers) is able to supply me with an instrument I can understand.
One company claims to have equalled the performance of the PAR124A, at a selling price of $17,000:
Since the invention of the lock-in amplifier, none has been more revered and trusted than the PAR124A
by Princeton Applied Research. With over 50 years of experience, Signal Recovery (formerly Princeton Applied Research) introduces the 7124. The only lock-in amplifier that has an all analog front end separated, via fiber, from the DSP main unit.
Recent research findings, however, show that the PAR124A from the early 1960s still outperforms any scientific instrument currently manufactured [139].
And performance alone is not the only criterion. With a scientific instrument we must know the truth about the world around us. The instrument must function as a true extension of our mind and body, and hide nothing from us. Modern instruments conceal certain aspects of their functionality, thus requiring a certain degree of technopaganism [134] to operate.
Thus we currently live in a world where we can't do good science without access to antiques.
Imagine a world in which there are no Steinway grand painos anymore, a world bereft of quality, excpet old ones in need of restoration. A musician would have to be or hire a restorer and repair technician, and hope for access to one of the few working specimens that remain.
Is this the world we want to live in?
Science demands integrity.
Only through Sousveillant Systems and "little data" can we preserve the tradition of science, in the face of technopaganism, surveillance, and "Big-only Data". A goal of our research is to produce devices that embody sousveillance-by-design, starting with scientific test instruments like lock-in amplifiers, and progressing toward concepts like "little data". To that end, let us hope that we can build sousveillance into our networked world, starting with instruments.
20. Detailed description of the drawings Fig. 1 illustrates an embodiment of a sousveillant system in the form of a haptic/tactile augmented reality computer-aided design (CAD) and computer-aided manufacture (CAM) system, i.e.
a system that allows a person to design and build something, by using a haptic wand 120 to sculpt and shape something. A shape generator 110 generates initial shape information. This initial shape information comes from another user or collaborator, or it is pulled from a shape library or it is drawn by other means, such as by traditional CAD, for being entered as data, into the shape generator 110. Alternatively, input comes from nature, such as from a phenomenological process, or from some visual or other element found in nature itself, and forms a basis upon which shape generator 110 derives its input.

Shape generator 110 exists as software within a processing system, or as hardware, either separate from, or as part of a general processing system. A multisensory processor 111 receives input from the shape generator 110 by way of a shape information reference signal 112. Reference signal 112 functions as an initial starting point for a user to work with.
A user of the system grasps a device such as wand 120 and moves it through 3D
(3-dimensional) space. The wand 120 includes a position sensor 122. A satisfactory position sensor 122 is a transducer connected through a signal amplifier 116, producing spatial sensory signal 113 to a lock-in amplifier also fed by a stationary transducer as reference. A location sensor 140 is either disposed in the environment around the user (e.g. a stationary transducer) or is computed from the environment. In some embodiments sensor 140 is merely virtual, comprising the natural unprepared environment, as first encountered by a user. Thus no advance preparation is required, and the user can enter any space. In this case location sensor 140 comprises simply objects already present in the environment. For example, radio waves or sound waves (or computer vision) emitted from a transducer of position sensor 122 bounce off things in the environment, are reflected, and then received by sensor 122, thus enabling the determination of the 3D position of wand 120. A location sensing field 150 comprises a sound field, electromagnetic field, lightfield, or the like. For example, if sensor 122 is a 40,000cps (cycles per second) sonar, the sensing field is the sound waves bouncing around in a pool or room or other space. Location sensing is relative to other fixed or moving objects such as desks, floor, ceiling, the walls or bottom of a pool, the bottom of the sea or a lake, fish swimming in the sea or lake, or the like.
The wand optionally includes one or more visual elements, real or virtual, such as LEDs 121 or virtual LEDs synthesized in an eyeglass display as if emenating from the wand 120. The LEDs (real or virtual) are sequenced by a SWIM (Sequential Wave Imprinting Machine) computer 115, by an output signal, X, from the multisensory processor.
Signal X may be real or complex, or multidimensional in nature. Computer 115 drives LEDs 121 to make visible a CAD (Computer Aided Design) shape 130. Wand 120 includes a bidirectional tactor 123 which both senses and affects tactility. Tactor 123 creates a vibrotactile sensation in wand 120 so that when grasped by the hand of a user, the user can feel shape 130.
Moreover, tactor 123 is also a sensor, e.g. a transducer that can operate both ways (transmit and receive).
During a refractory period (i.e. during which it is unresponsive to stimulus) it emits tactile signals. In between emissions it senses how it is being squeezed. A pressure sensor function in processor 111 records this squeeze force, and modifies a pertion of shape 130 at which wand 120 is located. So a user reshapes shape 130 by waving the wand 120 back and forth while squeezing the wand, to alter shape 130. A shape table in processor 111 is indexed by a position of wand 120, while the value at the index corresponding to the position of wand 120 is adjusted in proportion to the squeeze force on tactor 123.
The updated shape table in processor 111 is continuously played out on the LEDs and output (during refractory period) phase of tactor 123, so the user can touch and feel and see the updated shape 130, in a continuously fluid manner.
In some embodiments tactor 123 is a pressure sensor and hydrophone and wand 120 is waved back and forth underwater while a small jet of water conveys shape 130 information to a hand of a user, and also senses, hydraulo-phonically, force given by the hand of the user. In air, this can also work, with simply a change in fluid for water to air, thus providing a fluid user interface for use in air, where the tactor 123 is a fluid (air or water) sensor and transmit transducer in one, or contains separate send and receive transducers.
Fig. 2 illustrates an embodiment of a collaborative cloud-based Haptic Augmented Reality Computer-Aided Design system based on the embodiment of Fig. 1.
Here wand 120 is held by user U201 running a cloud-based CAD software instance 201. A wide variety of cloud-based CAD software packages will work with this system. A good choice of cloud-based CAD software is Fusion 360 by Autodesk. Another user U202, or the same user at a different point-in-time (e.g. with U202 being a user-present, and U201 being the same user at a past point in time) is running the same cloud-based CAD sofware, such as, but not limited to, Autodesk Fusion 360, e.g. different users (or the same users at different points-in-time) can use different software as long as all the software follows the same HARCAD (Haptic Augmented Reality Computer Aided Design) protocol.
User U202 is running instance 202 of CAD software such as Autodesk Fusion 360.
In situations where user U202 is the same user at a different (future) point-in-time, user U202 is running the same or a different instance 202 as instance 201.

Within the instances 201 and 202 of CAD software, a shared object S200 exists within the cloud software instance 200, and resides on cloud storage 290 by way of network 280. Storage 290 may be a disk, solid state drive, magnetic core, punched paper tape, or any past, present, or future, e.g. newly yet-to-be discovered form of computer memory storage device.
Users U201 and U202 interact by manipulating various shared objects in a virtual or augmented reality space, such as shared object S200.
Shared object S200 exists as a 3D spatial object in 3D space, but objects in higher dimensional spaces are also edited and manipulated, since virtual objects are not limited by dimensions.
Some of the shared objects are four dimensional spimes (spacetimes), visible in the axes of x,y,z,t (time), whereas others are of higher dimensions. Some objects are real whereas others are complex, e.g. the users share and manipulate complex objects like functions in complex space, such as waveforms made of a spatiotemporal complex-valued Fourier series.
Thus shared objects S200 range from simple things like circles, rectangles, cubes, spheres, cylinders, cones, and the like, to more complex things like multidimensional complex-valued manifolds in the spacetime continuum of quantum gravity waves, as users U201 and U202 collaborate on preparing online course materials.
Shared objects S200 are not limited to CAD/CAM but also include the making of virtual content that is never physically realized, such as course material for teaching quantum field theory or other abstract concepts.
User U201 grasps wand 120 and moves it along object S200 to select a neighbourhood of points around point P221, and feels that part of S200, while seeing all of S200.
User U202 grasps wand 220 and moves it along object S200 to select a neighbourhood of points around point P222, and feels that part of S200, while seeing all of S200.
Within instance 200, P201 and P202 are updated so that both users U201 and U202 see and touch and feel and grasp the same shared object S200 and observe (see and feel) each others' edits.
In this simple example, the shared object is an essentially one-dimensional manifold in multdimensional (3D or 4D or higher dimensional) space, so that it exists simply as a list of numbers, preferably as a list of double precision floating point numbers as thus an "undigital" (essentially continuous) representation of the object S200.
User U201 is trying to pull up on a portion of the ojbect a bit toward the right of center, whereas user U202 is trying to pull down on a portion of the object near the left side of the object S200.
The object representation in this case comprises a table of numbers, with enough sampling to losslessly describe it. There are several cycles (about seven cycles) of waveform of which the first several harmonics are relevant, so by Nyquist's theorem, we need maybe 7*7=49 cycles per second, times two is about 98 samples, i.e. about 100 or so samples would suffice for the specific object shown in Fig. 2, but to allow for further edits, let's say there's 1000 samples in object S200, i.e. tht S200 is represented by 1000 floating point numbers, thus having 1000 undigital degrees of freedom.
More generally, more complicated objects like an automobile or jet engine, will include even more degrees of freedom or data points. For example, the curve of an automobile's body is represented by a Fourier expansion of the surface in 3D space, and is manipulated by grasping the surface, using the "press pull" function of Fusion 360.
Therefore we require a simple way to manipulate the shared objects in multidimensional spaces. In our simple example, user U201 grabs point P221 by hovering wand 120 over point P221 and squeezing the tactor of the wand, so as to select this point. A software interface reads this squeeze and requests a block of object S200 from the cloud server instance 200 and updates the numerical values, in this case by increasing the numbers in the neighbourhood of P221 region, i.e. as indicated on scale S1000, with finer scale divisions just before index i200 and i600. Index markers i0, i200, i400, i600, and i1000 are shown on scale S1000, and indicate 1001 indices running from 0 to 1000.
Under this programming, point P201 falls at sample 587 of the sample array indicated by scale S1000, thus the 587th sampe of object S200 is increased, as well as the sample points in its neighbourhood.
This is done by adjusting an object representation, such as a spline or a series representation such as a Fourier series representation, resulting in a general upward shift of the portion of object S200 in the high five hundreds area of indices, e.g. samples at indices 580 all the way up to 600 also increase substantially.
Likewise user U202 is tugging down on the left side of object S200 in a similar fashion, around sample 117 of the list of numbers that represent object S200. Our algorithm thus needs to decrease the 117th number in the list of numbers that represent object S200. For smoothness and continuity, we filter this movement similarly, e.g. by modifying the represetnation of the data, e.g. by taking a Fourier transform of the desired change, selecting only the first several principal components, (typically the lowest frequency coefficients), zeroing out the higher (less principal) coefficients, and then performing the inverse Fourier tranform to get the new modified object S200.

In this way user U202 can tug down on the left side of object S200 while user U201 tugs up on another part of the object just right of center, and the two changes are made and experienced by both users who can each see the whole object and feel the part of the object they are exploring.
When the two users run on top of each other (e.g. if both try to edit the same part of the object) they are essentially "wrestling" with each other, and the action and general feel of the apparatus is much like the Wrobot (wrestling robot) in which they feel each others' tugging and know that they are both trying to edit the same piece of object S200. In this way it feels a bit like a ouija board, when multiple people try to move a shared planchette, but these multiple people here are in separate geographic locations.
Wands 120 and 220 are ideally lightweight and easy to carry around or put in a pocket, or wear as a necklace, or even exist as virtual objects of zero mass or exist as small things like rings worn on a finger.
But wands 120 and 220, in some embodiments are also large objects and even have deliberately added mass. A
nice weighted wand feels good in the hand, and especially in pursuit of physical fitness, the wands may be weighted and used also in a competitive kind of sport.
This sets forth a way to revolutionize the workplace, and rather than being fat and lazy sitting on a chair all day, we can be fit while desinging things.
Thus there is a new method of fitness, using the MannFitTmSystem in which players or competitors, or workers, collaboratively design objects like furniture, or other objects for sale, by playing fitness games that develop a combination of strength and dexterity. I call this "dexstrength", i.e. the capacity to act with precision+accuracy while at the same time exerting one's self.
Abakography (computational lightpainting) itself can be made into a game or sport, as outlined in "Intelligent Image Processing", author Steve Mann, publisher John Wiley and Sons, year 2001.
Fig. 3 illustrates an embodiment of a collaborative cloud-based fitness game designed to create strength and stability in a user's core muscles. Such a game is aimed at providing strength, dexterity, endurance, stability, and control over the following muscle groups generally known as the "core":
= rectus abdominis;
= transverse abdominals = oblique musicles (internal and external "obliques");
= pelvic floor muscles;
= multifidus;
= lumbar spine stabilizers;
= sacrospinalis;
= diaphragm;
= latissimus dorsi;
= gluteus maximus; and = trapezius.
Fitness rings 310 hang in pairs each at the end of a destabilizer bar 311 which hangs from its center by cable 312 from ceiling 313. Cable 312 connects to a swivel 316 which forms a pivot point about which the bar can rotate.
Each player hangs from a pair of rings hanging from a destabilizer bar hanging by a single cord. The cord may be a rope, chain, cable, wire, or swivel bar, or pivot point affixed without a cord.
Each pivot point is connected to a rotary potentiometer. The counterclockwise most side of the potentiometer is connected to +15 volts from a power supply and the clockwise most side is connected to -15 volts from the power supply. This causes a voltage change proportional to the angle of the bar. When the bar is horizontal straight across, the voltage is zero. A standard 270 degree rotary potentiometer is used with a +/- 15 volt (i.e. 30 volt center-tapped) DC (Direct Current) power supply. Thus there is about 1 volt increase or decrease for each 9 degrees of tilt. When the bar tilts to the left the voltage goes up, and vice versa. So if the bar tilts 9 degrees left of horizontal, the voltage is +1 volts. When the bar tilts 9 degrees to the right, the voltage is -1 volts. In Fig. 3 the bar is shown at about a +15 degree angle (positive angles are counter clockwise), so the voltage present at the wiper terminal of the potentiometer is about plus one and two thirds of a volt.
This system forms the basis for the CorePointTmsystem in which the user's core muscles form a pointing device.
The pointing device is, in this example, one-dimensional in the sense that there is just one degree of freedom which is the voltage at the center arm of the potentiometer.
The Corepoint system functions as a simple game starting with level 0 of the game to warmup, and then advancing.
In level 0, the objective is simply to hold the bar horizontal. For each player, there is a separate output of the central arm of the potentiometer which is a voltage. For user U301, the voltage is v1 and for user U302 the voltage is v2. For each player, this voltage goes through an absolute value circuit or absolute value taker, absval 350, the output of which is fed to integrator 351. A satisfactory integrator is formed by an op amp such as a Fairchild 741 or Signetics 5532, with capacitor 353, in its feedback loop, and resistor 352, in series with its negative input, the positive input being grounded. Note that signal 355 is the negative of the integral, so it requires further inversion, this being part of the absement tracker 360's job. The integration is implemented in hardware or software or firmware. Preferably the integration is performed computationally rather than requiring a separate op amp, since there are other computations to also be performed.
The integral of the absolute value of the voltage from potentiometer 322 is referred to as the absement, and exists as signal 355 which is fed to the absement tracker 360. The absement tracker displays continuously the absement on a shared cloud SCOREboard / CoreboardTmso both players can see a time-varying graph of their absement overlaid upon each other, and this provides motivation to hold out for longer.
For simplicity on the drawing, only the circuit for player 2 is shown, but in reality both players have such circuits or software running, and, more generally, more than 2 players are involved in many embodiments of the invention.
Typically any number of players can logon and join the game over the cloud-based server on network 280.
Players achieve "Corepoints" by getting minimum absement. A Corepoint is defined as a thousand times the reciprocal of the absement, i.e. 1000 divided by the time-integral of the absolute value of the deviation from horizontal of the bar. Corepoints are displayed on the Coreboard, for both players to see.
Players next advance to level 1 of the game. In level 1 of the game the additional feat of raising the feet is provided, i.e. leg-raises, into L-seat position while also minimizing absement. Additional corepoints are computed based on height of legs, and good form, as determined by a 3D vision system.
Players then advance to level 2 of the game. Level 2 of the game involves generalized absement in which a target function is defined and displayed as object S200 to both players. This object is a surface, typically on one-dimensional manifold in two or three-dimensional space.
The gaol of the game is to move a cursor along the curve of the object S200 from left-to-right. The target curve of object S200 will have two instances, instance 301 traced out by user U201 ("player 1"), and instance 302 traced out by user U202 ("player 2"). Instances 301 and 302 shows level 2 of the game, where we see rough jagged traces corresponding to the actual angles as a function of time, and the smooth trace of instance 5200 as the desired angle as a function of time.
The curves resemble traces on a CRO (Cathode Ray Oscillograph), and are virtualized as such in the game.
Players both see an accurate rendition of a 1935 RCA Cathode Ray Oscillograph, Type TMV-122, displayed on the screen. With its round screen, it is reminiscent of a radar scope and provides a nice retro aesthetic for the game. The characteristic green glow of object S200 has a cursor that sweeps from left-to-right as a function of time. Instead of keeping the bar horizontal, players must tilt the bar left to increase the voltage on the TMV-122 plot (i.e. move its cursor up), or right to drop the cursor down. For this action, the waveform of object S200 is added to the operational amplifier of integrator 351, or, in the software embodiment, the 1000 or 1001 samples of object S200 are sequentially subtracted from a sampled voltage of v1 for player 1 and v2 for player 2. This is done as follows:
= An initial input voltage, v(t) (either v1 or v2 depending on which player) is received, and used to update instance 301 for v1 and instance 302 for v2 as traces evolving along with time (e.g. getting traced from left to right. Thus initially all that will exist of instance 301 and 302 is the leftmost point. A difference is computed between the input voltage and the first element of the list of 1000 or 1001 numbers corresponding to object S200. This difference is called e0 and corresponds to the error signal between the desired and actual position of the bar 311 or 321;

= At the next point in time, a new voltage sample is taken, and this sample of voltage v(t) at this later time, for each player, is used to update instance 301 and 302, and is used to compute a new difference voltage against the next sample of object S200, for each player, and this difference is called el (each player has a growing list of error terms, i.e. there's an e0 for each player and an el for each player, and so on);
= Continuing, at eacah next point in time, a new voltage sample is taken, and this sample of voltage v(t) at each later point in time, is used to compute new difference voltages against each next sample of object S200, and these difference are called e2, e3 e4, and so on, all the way up to e1000;
= At each point in time, error voltages and their corresponding error angles (i.e. as calcualted at 9 degrees per volt) are displayed on the Coreboard for the two or more players, along with the running total error, thus far, as well as the Corepoints calculated as 1000 divided by the total error;
= At each iteration, the winning player thus far, is identified, based on the player with minimum error (maximum Corepoints).
At the conclusion of the game, the player with the lowest error (maximum number of Corepoints) is identified as the winner, and the result is entered into a permanent record in cloud storage 290. This record is made for every sample so that a player in the future can play against a player from the past.
Players can compete against each other in real time, or they can compete against other players from the past, or against themselves from the past, e.g. each shape S200 defines a "course"
that can be played, and any player can compete against someone who did, in the past, that same course of shape S200.
The TMV-122 Cathod Ray Oscillograph emulation is just one example of a game that can be played with this invention. It is a good game for the novice, because there is very little distraction, and the game is very simple and easy to understand.
Level 3 of the game advances to a driving game.
Level 3 uses a video game, for steering a car, for example. In level 3, the bar functions as the steering mechanism for racing the car.
The next level, level 4, is the same driving game but using the leg-raise function for control of the speed of the vehicle. To go faster, players raise their legs higher, in an L-seat position.
In addition to the angle sensor formed by potentiometers 321 and 322, another sensor senses leg level, and the object of the game is to do an L-seat position on the rings, raising the legs, as indicated in Fig. 82 (left), keeping the legs as high as possible. A suitable sensor is a 3D camera such as a Kinect camera, aimed at the body, namely the legs, of each user U201 and U202. Users may be together facing each other, in which case one vision system can monitor both users, or they can be in different places, such as in different countries, connected by network 280, over a cloud server, where each user is monitored by a separate 3D camera based vision system.
In the video game, steering is by the angle of potentiometer 321 and 322, which function as steering wheels for the players such as users U201 and U202 respectively, and the accelerator of the virtual car (one for each player) is controlled by the leg raise height.
The result is to develop solid core muscles by using fitness and fun, pointing with the core muscles, as core function and stability and control maps directly to performance in the game.
Fig. 4 illustrates an embodiment of the invention using the tilt sensor 421 (gyroscopic sensor) built into a smartphone 471 rather than that the separate potentiometer 321 as a tilt or angle sensor.
The display of smartphone 471 shows an initial "splash screen" screen display that has wavy water-like lines on it, along with also some branding and a corporate product slogan or aphorism such as "Abs of cement with absement" or the like. Upon the screen is also the HORIZONETmindication, i.e.
the zone of the horizon, as indicated by waves 481 symbolizing water waves as seen on an ocean view that indicate horizon. The waves are synthetic in some embodiments whereas in others there is provided a view of a nice beach, rotated to indicate either the horizon as target position or reference position.
Coordinates are selectable as "Normal" (Forward) mode or "Corrective"
(Backward) mode, i.e. as either showing the horizon as it should be, or as it currently is.
The waves 481 are modulated as per their degree of correspondence with the correct angle of tilt.
In level 0 of the game, the waves simply show where the horizon should be, and the player keeps level, and the waves indicate tilt, e.g. as going "stormy" when upset, or "calm" when closer to target.

In level 2 of the game, the target angle is built into a pre-tilt or pre-rotation of the waves 481 as displayed, and this is the means for showing the target angle. Instance 401 shows level 2 of the game, where we see a rough jagged trace corresponding to the actual angle as a function of time, and the smooth trace of instance S200 as the desired angle as a function of time.
In one embodiment, the waves 481 swing around to various angles, and the player must counteract this tendency.
In one embodiment, the absement is presented as a seasickness, and the goal is to minimize seasickness.
This is done with a seasickness metaphor which is how the whole system works to present absement as something comprehensible to the user, since teaching of principles of absement is usually based on water accumulated in a bucket, for example (as a metaphor for the process of integration).
Fig. 5 illustrates an embodiment of the invention for planking or pushups, upon a surface that is shaped like a foreshortened surfboard or "boogie board". The board is about 18 inches wide, and about 28 inches long, and there is a ball joint or swivel on the bottom of it, about 13 inches back from the front. This point forms a pivot 562, around which the board can rock side-to-side, fore and aft, rotate clockwise or counterclockwise with respect to the ground, or push a little bit closer to the ground or a little further away (i.e. to sense total weight upon the apparatus). Thus there are 4 degrees of freedom, of which three are motion based and the fourth is pressure or force based.
Pivot 562 defines centerline 565 which is about where the center-of-gravity for the upper body contact region of user U201 falls along. Thus for doing pushups or doing planks in pushup position, user U201 places the palms along centerline 565, whereas for doing planks in forearm position, user U201 places his or her elbows approximately along centerline 565, with forearms 570 resting on the board surface 567.
Pivot 562 is a ball or partial ball, such as a rounded end of a pipe end cap, or other rounded shape, in the range of 1.5 to 6 inches in diameter, or so (can be smaller or larger depending on desired degree-of-difficulty when it sits directly on a flat floor or flat base surface 560).
It either rocks around on the floor directly, or rocks on a surface 560, or mates with a socket attached to surface 560 to keep it from slipping side-to-side or fore-to-aft.
Near the bow of surface 567 is a display region 571 comprised of an array of addressable picture elements, or simply a place for putting an external display such as an external smartphone or other computing display device, i.e. region 571 may simply be a rubber mat or a recess or indentation or framing.
For a better neck position, the display region 571 is, in some embodiments of the invention, on the ground in front of the apparatus, or the surface 567 is extended outward more, just for display 571, or in some embodiments there is a small wireframe extension attached to the front of surface 567 that slides in and out, to extend forward (adjustable) and hold display 571.
Alternatively an eyeglass 509 is used to display the material as instance 501 of a game scenario. The material of instance 501 is displayed on display 571 or eyeglass 509 or both or a mixture of these (e.g. some content as an augmented reality overlay).
Alternative embodiments use full-body version where a user does pushups on a board that requires balancing of the whole body, as shown in Fig /110.
A typical game is a game of buzzwire or buzzwave in which the user U201 needs to follow along a complex-valued waveform, such as wave 540, with pointer 539. Wave 540 is a function of spime (space or time) on a stime (space or time) axis 541, and in particular, its real part as plotted on a real axis 542, and its imaginary part as plotted on an imaginary axis 543. Wave 540 may be generated by any of a wide range of methods. A satisfactory method is to slide a microphone along a rail, at one end of which there is a loudspeaker connected to an oscillator output of a lock-in amplifier, wherein the microphone is connected to the signal input of the lock-in amplifier, and the "X" and "Y" outputs of the lock-in amplifier are recorded while doing this.
The result is an object that can be visualized in 3D space, resembling a corkscrew kind of shape, with some irregularities due to sound reflections off walls, etc., and this is shown here for level 2 of the game.
The game is a 3D maze of sorts which must be navigated by keeping the pointer 539 as close to wave 540 as possible. The distance between pointer 539 and wave 540 is captured as a function of space or time, along the wave 540. The time integral of this distance is the absement, and is displayed dynamically on a scoreboard 551, e.g. here shown as 3.25 degree seconds (degrees times seconds). (For small angles, absement and absangle are approximately equivalent.) The score of 1000 / absement is also displayed. The absement increases or stays the same during the following of the wave, while the user U201 tilts surface 567 left-to-right to move along the real axis and fore-to-aft to move along the imaginary axis. Holding surface 567 level keeps the pointer 539 on the spime axis 541, whereas the more tilted surface 567 is, the further from the spime axis the pointer 539 goes. A tilt sensor senses the left-right tilt of surface 567 and converts that tilt to a position along the real axis 542, and senses the fore-aft tilt of surface 567 and converts tht to a position along the imaginary axis 543.
In level 0 of the game, the wave 540 is just the spime axis itself, and the goal is simply to keep surface 567 as level as possible at all times, to stay on this axis. The absement is a record of how unlevel surface 567 is over time. Tilting 1 degree for 10 seconds costs the same against one's performance record as tilting 10 degrees for 1 second. The goal here is simply to get the smallest area under that curve. The absement is computed in Euclidian geometry or in other embodiments it is computed in any other metric space or even in spaces that are not metric spaces. Thus more generally an accumulated deviation from straight is computed, as desired.
In level 2 of the game (what's shown in the figure), the goal is to navigate the path as close as possible. Again the absement is computed in Euclidian geometry or in other embodiments it is computed in any other metric space or even in spaces that are not metric spaces. Thus more generally an accumulated deviation from the course is computed, as desired.
To up the ante, the user U201 places the feet on a fitness ball or other unstable surface such as surface 575, which is part of the game. Surface 575 includes a gas pedal 576 and brake pedal 577 allowing the user U201 some control over navigating the course of wave 540.
In level 2 of the game, surface 575 is grounded and simply serves as a pedal interface.
In level 3 of the game, surface 575 becomes unstable and rocks or swivels to make it harder for the user U201 to keep level and stable. This more quicly develops core muscles.
Fig. 6 illustrates an embodiment of the invention that does not require the use of a separate smartphone or other external device. Surface 667 rests upon a joystick type controller 600, that supports surface 667 and allows it to swivel as a whole. Controller 600 is a game controller. A satisfactory game controller is the Logitech Extreme 3D Pro, cut off shorter so that the handle part is essentially replaced by the board of surface 667. However, in a preferred embodiment, a game controller 600 is built directly from first principles, as part of the device of the invention. The controller 600 sits on base 660.
Surface 667 is fashioned after a surfboard in style of design, with a water themed pattern 640. The water themed pattern 640 is made of LEDs (light emitting diodes) that are addressed or sequenced with waves that either create the game experience, or augment it. Preferably surface 667 is translucent and carries light throughout it, so that a relatively small number of picture elements ("pixels") can be used to create an interesting set of wave patterns for gaming experience design.
Surface 667 has a port side that faces to the user's left when the user is facing forward toward the bow, and a starboard side that faces to the right when the user is facing forward toward the bow. The bow is a pointed end intended to indicate a user's forward-facing direction in the game. There is a stern side opposite the bow side.
Base 660 is radially symmetric and the controller 600 is preferably designed so that the whole board surface 667 can pivot and point in any heading. The heading in which the board 667 is facing, within the game, is indicated by a compass 620 displayed as a virtual compass display on a screen display 671, in some embodiments that have the display 671. In embodiments without display 671, the heading is indicated in a simpler (lower cost) fashion by way of a small number of pixels of wave patterns in pattern 640. Display 671, when present, exists in a housing that also houses a processor 602 that runs the score keeping or gaming functions of the apparatus.
As such there are three degrees of freedom in the orientation of the board of surface 667. A player or user:
1. tilts the board along the port-starbord axis;
2. tilts the board along the bow-stern axis; and 3. changes its compass heading, i.e. the way that it is pointing.
The controller 600 outputs three signals for each of these three axes, and these three signals are read by processor 602. Processor 602 generates a course and displays it on screen display 671. The course is, in one embodiment, a complex-valued waveform displayed as looking down the spime axis, with the real axis aimed toward STARBOARD side, and the imaginary axis aimed toward BOW end of surface 667. The real axis 642 runs from PORT to STARBOARD side and passes through the center of rotation of surface 667 afforded by controller 600. The imaginary axis 643 runs from STERN to BOW and also passes through the center of rotation of surface 667 afforded by controller 600.

A player must navigate in a somewhat circular motion to follow the waveform.
In a simple embodiment the waveform is of the form ei27f`t where i = VT ¨ 1) and f, is a carrier frequency of oscillation, and t is time.
This circular motion develops abdominal muscles while resulting in a fun game.
As the player progresses to higher levels of the game, higher harmonics are introduced into the waveform, resulting in greater challenges.
Additionally, a fourth degree of freedom is provided in some embodiments, and this fourth degree of freedom is the total weight pressing down on surface 667, allowing a user to "bump", press, thrust, etc., with floorward and ceilingward (or groundward and skyward) forces. For example, when there is no gravityward (floorward or groundward) force, a process in processor 602 goes into a standby mode, until there is some such force that "wakes up" processor 602 and begins the game or training session.
A heavy player is also sensed and distinguished from a player weighing less, and also the apparatus tracks and monitors weight gain and loss over time.
Thumb control 601 is for being pressed by a thumb of a user, and it faces upward on surface 667. Index finger control 602 faces downward and is thus shown as a dotted (hidden) line in the drawing of Fig. 6. Finger controls 602, 603, 604, and 605 face downwards so a user can grasp them together and controls 601 to 605 form a left-hand port-side control. A right handed starbord side control is also provided as a mirror image, mirrored along the imaginary axis 643. Additionally elbow controllers such as control 606 for the left elbow and another controller for the right elbow, allow the user to control some functions with the elbows while reseting the elbows near the real axis 642.
In another embodiment, surface 667 is a semitransparent mirror, and another surface mirror is below it, and together the two mirrors form an infinity mirror.
In level 0 of the game, base 660 can be the bottom mirror, and LEDs around the space between the infinity mirrors provide an image of an infinity tunnel. The player simply attempts to steer straight down the infinity tunnel.
For level 2 of the game, an actuated bottom mirror moves in a certain pattern and the user attempts to follow that pattern.
Fig. 7 shows an alternate embodiment of the invention in which surface 767 is a wheel that comprises, includes, or is a disk 768 or a ring 769 with spokes 797. The ring 769 with spokes 797 is constructed like a steering wheel, i.e. with the spokes below (behind) the ring, angled down toward the floor, so as not to obstruct its topside. The spokes meet at hub 700. A player grasps the wheel like one might grasp the steering wheel of a car or boat or airplane or other vehicle or conveyance or craft, but with outstretched arms in pushup position, or the user planks upon the wheel in forearm position. A hub 700 for the wheel sits on the bottom of the wheel facing down (hence leftmost, shown as a dotted or hidden line because it is under the solid disk and we can't normally see it from above). The hub 700 is a round end or ball or half ball or fraction of a ball that faces a floor or ground or tarmac or the like, or in other embodiments, faces a socketplate that sits on the ground or earth or tarmac or floor, or the like. In other embodiments the socketplate is just a piece of material to protect the floor or other surface. The ball of hub 700 and the socketplate together form a ball and socket joint in some embodiments whereas in other embodiments the ball of hub 700 sits directly on the ground, making the unit more compact and easier to carry around. In some embodiments the hub 700 detaches and stows at the edge of the disk or ring, so that it is easier to carry the disk or ring under the arm while walking or jogging.
In another embodiment, a portion of the hub detaches while the rest of it remains. The portion that detaches is hemispherical in shape, and there are provided a variety of different hemispheres (i.e. different ball diameters) that a user can use in order to adjust the degree of difficulty of keeping the apparatus level or at the desired or required angle during a fitness training session such as planking or doing pushups on the board or wheel 767. The detachable and/or split hub works also with surface 667 of Fig. 6 (surfboard shape) or other embodiments of the invention.
Preferably the split hub embodiment has an upper part attached to the wheel that has a transparent window facing up, and a lower part that has a cavity or recess into which a smartphone can be placed. In this embodiment the user can look through the window and see the screen of a smartphone inside the hollow or partially hollow lower portion of hub 700. The two halves are held together by magnets, and the magnetic clip opens and closes to accept the smartphone. The smartphone typically displays a heading indicator that shows North, and runs a driving game that is played with an additional degree of freedom, namely the position of the hands upon the wheel of surface 767. Now the user can:
1. tilt along a port-starboard axis;

2. tilt along a bow-stern axis;
3. turn the wheel clockwise or counterclockwise with respect to his or her body and the ground;
4. and also change his or her body heading with respect to the ground, e.g.
with the user's head facing North, then change a little bit to the head (heading) facing a different compass direction heading.
The apparatus, embodied within a smartphone app, senses these four degrees of freedom through the smartphone's compass, tilt sensors, and the like, or, alternatively, in other embodiments, by an electronic compass, tilt sensors, and the like. In addition to the smartphone sensors, the wheel 767 also has sensors to sense contact with the player's hands, to obtain the points-of-contact, which form a fourth degree-of-freedom of the input device, i.e. position of hands on the wheel, from which can be derived body heading. So there is provided separate body-heading and wheel-heading inputs.
In another embodiment, a separate heading indicator compass 720 shows the user where a real or virtual North is, as this is part of a driving or boating or flight simulator game. For example, in some embodiments the apparatus is a flight simulator that simulates planking as a thrilling flying experience to "Take fitness to new heights"Tm.
In other embodiments heading is indicated by a compass 720L that comprises a ring of LEDs in which the LED
that's Northmost will glow or change colour or otherwise indicate a difference in heading. Preferably rather than just one light change, a group of lights change to (1) make the heading more visible, and (2) get subpixel accuracy.
So for example, if we change course 15 degrees from North, we're heading between two LEDs and instead of pick just one, they both come on full brightness and even the lights further left and right come on a little bit, so what we essentially have is a fuzzy blob of light generally North, and there is a blob generator which is an antialiaser to antialias the heading information, i.e. to endow it with subpixel precision and possible also subplixel accuracy (the indicated North need not be true and accurate to make an exciting game, but precision is still required to make the game seem real).
The entire apparatus, in some embodiments, is made compact and portable, e.g.
spokes 797 can detach from ring 769 and hub 700. Base 760 also has radial arms 761 that attach to it, so that instead of being a big object, folds up small.
In another embodiment the components are used separately for a variety of fitness exercises. Ring 769 is used as a hula hoop exerciser, or separate hand-held ring, used in free-space, where the objective of the game is to keep the ring at a specific tilt angle as prescribed by the pattern of LEDs on the ring. In some embodiments the ring 769 is weighted to make it challenging to move it around in space. Weighting is adjustable, in some embodiments by filling the ring (hollow) with more or less water. A waterproof version of the ring is also useable underwater or in a pool for further forms of fitness training.
An abakography game is created in a virtual environment with the lights on the ring modulated while the ring is moved through 3D space by players, with a game engine displaying its output by persistence-of-exposure to the retina of human vision, or to photographic film or video or other sensors and displays.
The invention of Fig. 7, in some embodiments, is also combined with the infinity mirror effect, where disk 768 is a partially silvered mirror, and LEDs 720L are behind it, but in front of a lower mirror underneath disk 768.
Fig. 8 shows a grainboard for the surface 767. The grainboard is made of layers such as layer 810, layer 850, and layer 860. Layers have circuit traces in them such as trace 820 to form a circuit board similar to a printed circuit board. It includes things like vias or condutors 830 that carry electricity from one layer to another. In other embodiments, the traces 820 simply connect to one another. In a top layer such as layer 810 the traces run predominantly in the bow-stern direction. This is layer number 1. The next layer 850, i.e. layer number 2, has traces that run mostly in a port-starboard direction. The third layer, layer 860 has traces that run mostly bow-stern. And a fourth layer (not shown) has traces that run mostly port-starboard, and so on.
Each layer forms a play of a multilayer board, wherein the traces run in predominatly alternating directions in each layer.
Active elements like element 840 form transistors and other components on the layers.
In one embodiment the layers are made of fiberglass, and form a printed circuit board.
In another embodiment the layers are made of wood and form plywood. Such GrainboardTM" has layers with grain running alternately in alternating directions. Since it is easier to embed circuit traces along the grain of natural wood fibers, this produces a natural way to make a circuit board is plys of plywood.
Thus surface 767 can be made in a natural way using natural materials.

Fig. 9 shows a robotic embodiment of the invention. One or more touch surfaces 910 are disposed on a play surface 920 which has also a device surface 930 for touch pad or smart telephone tablet computer or the like, or for a built in device that performs similar function. The device has or contains a processor for processing and control of motors like motor 950 that turns roller 970, in a closed feedback loop with sensor 960. The rollers 972 may comprise wheels with spokes 971, or they may be partial circles, e.g.
semicircular supports, or tracks, or sliders, or other actuable or passive pivots that allow surface 920 to pivot or tilt.
This pivot or tilt is sensed by a sensor in the device on surface 930 or by sensor 960 or both. The apparatus can balance itself like a self-balancing robot, by way of roller 970 supported by support 940. In an initial ("easy") mode of operation the device balances itself so the user can just start doing pushups on it.
In one embodiment there's a game scenario. As the game advances to higher levels, the self-balancing is reduced, so that the user needs to keep balance while doing pushups or planking or the like.
Eventually there is no self-balancing and the user does all the balancing.
This the robotic function that began to assist the user now has turned off that assistance. At even more advanced levels, the robotic function fights against the user. This it evolved from helping the user, to being no help, to actually hindering the user, thus challenging the user.
In another embodiment there is provided a VR (Virtual Reality) game that involves navigating through a space in which there is a road the user sees, and there are bumps on the road. The processor reads a bump map (texture map) and applies the texture to both the display in the VR game as well as to the rollers to make a disturbance the user can see and feel in synchronism, so the experience is total.
Fig. 10 shows a gaming variation of the robotic embodiment of the invention.
The surface 920 of Fig. 9 is a first surface, for a first player. A second surface 1020 is provided for a second player. The second surface 1020 has a touch surface 1010, device surface 1030. It also has a support 1040 to support motor 1050, having sensor 1060 to actuate and control roller 1070. A second roller, in some embodiments, is provided so that there are a plurality of rollers 1072. In some embodiments the rollers are wheels with spokes 1071, and in other embodiments the rollers are simply pivots of some kind that the second surface 1020 can pivot on.
A first processor 1001 receives input from sensor 1060 and controls motor 950.
A second processor 1002 receives input from sensor 960 and controls motor 1050. In some embodiments the processors interact and the motors are each responsive to both sensors 960 and 1060 associated with both surfaces 920 and 1020.
There are two modes of operational orientation. In a first mode, surfaces 920 and 1020 are facing each other in the same space, and two players face each other so that one surface mirrors the other. Thus there is an orientation reverser in processor 1001 or 1002.
In a second mode of operation, the two players are side-by side, and the surfaces are not mirrored with respect to one another. Thus there is not an orientation reverser in processor 1001 or 1002.
Fig. 10a shows a possibly robotic fitness game in which the robotic embodiment of Fig. 10 has instead of, or in addition to, device surfaces 930 and 1030, an upwards-facing television display 1002 sitting upon four legs 1090 so that it is at approximately the same playing level as play surfaces 920 and 1020. Upon television display 1002 is a video game such as the game of Pong, having virtual paddles 973 and 1073, and a virtual ball 1003. Ball 1003 is animated on television display 1002, while the position of paddle 973 is controlled by the tilt of surface 920, and the position of paddle 1073 is controlled by the tilt of surface 1020. In game play, two persons each do pushups or planking, while playing Pong. A first player planks on surface 920 while a second player planks on surface 1020.
Touch surface 910 and device surface 930, as well as touch surface 1010 and device surface 1030, are optional, because both can clearly see display 1002.
The system can operate roboticially or non-robotically, and it can switch back and forth between these modes, as well as transition smoothly therebetween. For example, rollers 972 for surface 920 as well as rollers 1072 for surface 1020 can enable continuosly adjustable degree of difficulty. Gameplay is more challenging when the rollers are free spinning than when locked. Motors 950 and 1050 have dynamic braking. A degree of difficulty is controlled by transitioning toward locked-rotor condition to make the game play easier. This is done dynamically, by a processor 1091 that accepts game input from tilt sensors 960 and 1060, and runs game play for the video game such as Pong, and monitors score. In situtations where one player is much more advanced than the other, the game is kept interesting through balance of difficulty. For example, an advanced player on surface 920 against a novice player on surface 1020 is run as follows: as game play progresses, processor 1091 senses an extreme score difference in the game, and subsequently locks the rotor of 1050 and partially unlocks the rotor of motor 950. As gameplay continues to progress with a continued high disparity, motor 950 is fully freewheeled. As gameplay continues with high disparity, despite total freewheeling, motor 950 is set to extreme difficulty mode and thrashes about, to throw the surface 920 player off-course.
Fig. 10b shows the Mannfit Pong system from a top view, simplified. Processor 1091 receives input from two Mannfit boards as surfaces 920 and 1020, which have sensors 960 and 1060.
Processor 1091 drives display 1002 upon which are drawn ball 1003 and paddles 973 and 1073. Paddle 973 is rendered at a position responsive to sensor 920 and paddle 1073 is rendered at a position responsive to sensor 1020. A satisfactory processor 1091 is a video processor that outputs an NTSC RS-170 television signal over a 1-wire connection (plus ground) to display 1002, in the form of a cathode ray screen at the front of a cathode ray tube, in which an electron beam draws patterns on the tube to form spots of light, one for the ball 1003, and one for each of the game paddles 973 and 1073. Such game principles are well documented as for example in the The Magnavox Odyssey game which connects to a television receiver through its antenna input terminals, and has game controllers with potentiometers as input. In one embodiment, such a game is setup but with external potentiometers each with a weight hanging down from it, so as to sense the tilt of surfaces 920 and 1020. Sensor 960 is a potentiometer with a weight hanging from it so that as surface 920 tilts, a weight hanging from the potentiometer shaft turns the shaft in proportion to the tilt. Sensor 1060 is a potentiometer with a weight hanging from it so that as surface 1020 tilts, a weight hanging from the potentiometer shaft turns the shaft in proportion to the tilt. In this embodiment, the processor 1091 is the Magnavox Odyssey game console device, together with its control boxes, less their potentiometers.
Fig. 10c shows an embodiment of the Mannfit system a round surface 920 for a first player, and a round surface 1020 for a second player, in which the players do integral kinesiology exercises in a multidimensional virtual reality, each wearing a VR (Virtual Reality) or RRTm(Real RealityTM) headset to render a 3D world or multidimensional world display, showing objects such as a 3D or multidimensional pipe 1004 and paddles such as a paddle for the first player (hidden in this view) and a paddle 1073 for the second player, and a virtual spherical ball 1005. Tilting surface 1020 left-to-right moves paddle 1073 left-to-right in the virtual game. Tilting surface 1020 fore and aft, moves paddle 1073 up and down in the virtual game.
Ball 1005 bounces off the insides of pipe 1004, to create a game scenario in which the objective is goalkeeping much like Pong, but in higher dimensions. Moving the paddle left-to-right and up-down, the objective is to block the ball and cause it to bounce back to the opponent.
Fig. 11 shows a fitness ball 1110 inside of which a user 1120 exercises. There is a rotation sensor 1130. A
satisfactory rotation sensor is a camera that sees patterns or indicia marked on the ball. Preferably the indicia are infrared-visible markers that can be visible to an infrared camera for tracking purposes without detracting from the aesthetics of the experience in visible light visible to user 1020. A
processor 1190 computes tracking information and renders it to display 1140. A satisfactory display is a data projector that projects patterns onto the ball.
Preferably the ball is white or translucent rather than totally transparent.
Processor 1190 performs a spherical transormation that renders a view as it would appear from where the user is positioned. A signaller 1150 allows the user to signal when he or she wishes to be let out of the ride, should he or she not wish to remain to the end.
Typical rides in a waterball are on the order of 10 minutes, but if a user is in need of exiting prior to that time, the signaller 1150 may be used. A wearable sensor 1160 monitors the health of the user, and allows an attendant outside the ball 1110 to make sure the user is OK. The processor 1190 is also responsive to a water sensor 1180, installed in pool 1170, in which the ball 1110 floats.
Waterballs like ball 1110 are well known in the art, and are commonly found at amuseument parks and the like.
Safety is ensured by a ride operator familiar with waterball safety procedures.
Fig. 12 shows a deadheading studio setup, suitable for exercise, fitness, recreation, play, or competition such as deadheading championships. A pool 1250 is at least partially filled with water 1260 to submerge the intake portions of pump 1240 which has a water jet aimed upwards. A user 1230 performs fitness or recreational or play activity by obstructing the water jet. Sensors in the jet sense both pressure and flow. The characteristic curve of pump 1240 is displayed upon display 1210. Characteristic curves of pumps are generally plots of head as a function of flow. Head is usually expressed in feet or inches of water column, whereas flow is usually presented in GPM
(Gallons Per Minute) or GPH (Gallons Per Hour). Other suitable units such as S.I. units, may also be used.
The sensed pressure and sensed flow are displayed as coordinates on the graph on display 1210. As shown in Fig. 12, the flow is zero and the pressure is almost maximal, indicating a deadhead condition. This is the game objective of the HeadgamesTmcompetition, to be the first to totally "deadhead"
the pump, i.e. to cause the flow to go to and remain at exactly zero for a sustained time period of at least 5 or 10 seconds.
A second player is shown unable to deadhead the jet from a second identical pump.

Alternatively, separate jets are used from the same water pump. Preferably there are additional internal jets that are not accessible to the players, such that when all visible or accessible jets are deadheaded, fluid flow can continue through one or more internal jets or bypass, so the pump does not overheat.
The water jets emerging from pump 1240 and other pumps in the pool are in a size range of one to one-and-a-half inches in diameter. Processor 1280 senses the flow and pressure associated with multiple users such as user 1230. Processor determines a winner, based on sensing flow and pressure. Upon establishing a winner, the result is displayed on the HeadgamesTmCoreboarem.
In some embodiments, users such as user 1210 wear a VR (Virtual Reality) headset that senses their head location and orientation, etc., and renders an image or images. In one embodiment, users in an indoor pool in a cold climate, experience visual imagery from a nice warm outdoor climate. For example, user 1210 sees imagery from Stanford's Tanner fountain, overlaid on top of the water jet of pump 1240. This is done by recording from a video-based VR headset worn onece in Stanford's Tanner fountain, and the recording is kept and sampled, to result in a fully immersive multimedia.
21. Some further embodiments of the invention Here is a list of some of the various embodiments of the invention.
1. A core fitness training system for planking or pushups, said system including a user-interface surface for the hands or arms of a user of said surface, a pivot for said surface, and a video game for being played with said system, a position on a cursor of said video game varying in proportion to the tilt of said surface.
2. The core fitness training system of embodiment 1, where the horizontal position of said cursor is controlled by a left-right tilt of said surface, or the vertical position of said cursor is controlled by a fore-aft tilt of said surface.
3. The core fitness training system of embodiment 2, where a score of said video game increases in proportion to a decrease in the time-integral of an error signal between a desired cursor position and an actual cursor position.
4. The core fitness training system of embodiment 2, where a score of said video game increases in proportion to the square root of the sum of the squares of a horizontal error and a vertical error, said horizontal error being the difference between an actual left-right tilt of said surface, and a desired left-right tilt, said vertical error being the difference between an actual fore-aft tilt of said surface, and a desired fore-aft tilt.
5. A fitness system for training of a user's core muscles, said fitness system including a board and a game activity, said board having a pivot of sufficient strength to bear downward-facing load of human body weight, and said game having a game controller, said game controller responsive to tilting of said board.
6. A fitness system comprising a tilt controller, said game control incuding a large flat surface for accepting the hands or arms of a player, said tilt controller operable by tilting said surface.
7. A fitness system comprising two flat surfaces, a first surface for placement on a floor or ground, and a second surface for accepting the hands or arms of a user of said fitness system, said surfaces having a pivot or swivel joint, said pivot or swivel joint having one or more degrees-of-freedom.
8. The system of embodiment 7 where the degrees-of-freedom are left-right tilt of the second surface with respect to the first surface, or fore-aft tilt of the second surface with respect to the first surface.
9. The system of embodiment 8 further including a third degree of freedom, the third degree of freedom being a rotation of said second surface with respect to said first surface, along an axis of rotation that passes through both of said surfaces.
10. The system of any of embodiments 7 to 9, further including a sensor for sensing movement along said degrees-of-freedom.
11. The system of embodiment 10, where said sensor is or is coupled to an actuator, said actuator actuating at least one angle between said first surface and said second surface, wherein relative movements of the two surfaces are affected by said actuator, while also being sensed by said sensor.
12. The system of any of embodiments 7 to 10, further including a recessed area in said second surface, said recessed area for receiving a smartphone.
13. The system of any of embodiments 7 to 9, further including a recessed area in said second surface, said recessed area for receiving a smartphone, said smartphone for sensing movement along said degrees-of-freedom.
14. The system of any of embodiments 1 to 14, said system including an audio or visual feedback, said feedback indicating an error between a desired and an actual tilt of said board or surface.
15. A fitness device for holding a planking position on said fitness device comprised of two surfaces that are rotatably disposed, a first surface for being placed on the ground or a floor, and a second surface for bearing human weight from the hands or arms or other body part of a user of said fitness device, said fitness device also including a sensor for sensing tilt of said second surface with respect to said first surface.
15. A fitness device for planking on, said fitness device comprised of two surfaces that are rotatably disposed, one of said surfaces for bearing human weight from the hands or arms of a user of said fitness device and having a receptacle for receiving a tilt-sensing device.
16. The fitness system or device of any of embodiments 1 to 16, further including an apparatus for accepting the feet of said user.
17. The fitness system or device of any of embodiments 1 to 16, further including a pedipulatory input device for accepting input from one or both feet of a user of said fitness system or device.
18. A hands-and-feet planking system, said system including a wobbleboard for the hands, said wobbleboard for controlling a pointing device of a game console or game device, said system also including a separate foot-operated controller to which said game console or device is also responsive.
19. A principally flat game console, said game console including means for sensing tilt of said game console, as well as pivotal support means, said pivotal support means of sufficient strength to bear human body weight.
20. A method of fitness, said method comprising the steps of: providing a surface upon which a particiant can perform a planking operation or pushups, said surface upon a pivot which keeps it from falling down under the load of the user's body weight, but allows the surface to swivel or tilt or rotate; providing a game for the user to play; providing a visual or audible cursor for said game; varying a position or sound of said cursor in response to a tilt of said surface.
21. The method of embodiment 20 where said cursor is a visual cursor, said cursor moving left-to-right in proportion of a left-to-right tilting angle of said surface, and said cursor moving up-to-down in proportion to a fore-aft angle of said surface.
22. The method of embodiment 20 where said cursor is an audible cursor comprised of a musical sound, said musical sound being played at musically accurate or pleasant note pitches when said board is at a desired tilt angle, and said musical sound being played at a musically bent, warped, or unpleasant note pitch when said board is at an undesired tilt angle.
23. The method of embodiment 22 where said musical sound is a song played at normal pitch when said surface is at a desired tilt angle, and at a wavering or warped pitch when said surface is at an undesired tilt angle.
24. The method of embodiment 23 where the degree of wavering or warping of pitch is proportional to the square root of the sum of the squares of the difference between the actual and desired left-right tilt of the surface and the difference between the actual and desired fore-aft tilt of the surface.
25. A means for fitness based on a competitive gaming situation in which one or more players at the same or different points in time compete against each other or themselves, each player putting a substantial portion of his or her body weight upon a pivotable gaming interface, while being presented with a course to navigate, and a navigational cursor that is controlled by tilting said interface.
26. A pointing device for being operated by both hands or both forearms of a user, the pointing device including a surface for facing upward, and a ball or partial ball for facing downward.
27. The pointing device of embodiment 26, further including a socket for said ball.
28. A fitness device or application program for the pointing device of embodiment 26 or 27, said application including a course to be followed by a user of said program by operating the pointing device.
29. A fitness device or application program for the pointing device of embodiment 26 or 27, said application including a cursor made visible to a user of said device or program, said cursor responsive to said pointing device.
30. The fitness device or application of embodiment 29, said device or application providing a course to be followed by a said user.
31. The fitness device or application of embodiment 30 where said course includes one or more virtual pathways that the user must stay within.
32. The fitness device or application of embodiment 30 where said course includes one or more virtual pathways that the user must stay without.
33. The fitness device or application of embodiments 28, 30, 31, or 32, where said course is a path in a virtual maze game.
34. The fitness device or application of embodiments 28, 30, 31, or 32, where said course is a road or path in a virtual driving game.
35. The fitness device or application of embodiments 28, 30, 31, or 32, where said course is a path in a virtual spaceship driving game.
36. The fitness device or application of embodiment 32, where said course is a virtual wire in a buzzwire game.
37. The fitness device or application of embodiment 32, where said course is a glowing one dimensional manifold in a two or more dimensional space.
38. The fitness device or application of embodiment 32, 36, or 37, where said game includes a virtual ring around said virtual pathways, and a sound effect when said virtual ring touches said virtual pathways.
39. The fitness device or application of embodiment 28, or any of claims 30-38, where said game includes music, and where said music plays at a pleasant or normal pitch when said user follows said course, and where said music plays at a wavering or warped pitch when said user deviates from said course.
40. The fitness device or application of embodiment 39, where the degree of wavering or warping of pitch is proportional to the square root of the sum of the squares of the difference in each dimension between a user's position in the course, and the nearest part of the course.
41. The fitness device or application of embodiment 28, or any of claims 30 to 40, where said fitness device or application provides a score to said user, said score derived from a reciprocal of the time integral of a time-varying error function, said error function equal to the difference between the user's navigation of the course and the actual course.
42. A collaborative gaming system, using a plurality of fitness devices or applications of embodiment 28 to 41, said collaborative gaming system computing relative scores of multiple players by integrating a distance of deviation from a course to be followed by said players.
43. The system of embodiment 42 where said course is a complex course having a real part derived from the in-phase component of a lock-in amplifier, and an imaginary part derived from a quadrature component of the lock-in amplifier.
44. A system for generating the course of any of embodiments 1 to 43, said system including a stationary element and a moving element, and a lock-in amplifier device, wave analyzer device, phase-coherent detector device, or homodyne device, said device having a reference input responsive to said statinary element, and a signal input responsive to said moving element, or vice-versa.
45. The system of embodiment 44 where said elements are antennae.
46. The system of embodiment 44 where said elements are transducers.
47. The system of embodiment 46 where one of said elements is a loudspeaker, transmit transducer, transmit hydrophone, or transmit geophone, and the other of said elements is a microphone, receive transducer, receive hydrophone, or receive geophone.
48. A portable or mobile computer application, said application for being used in a portable or mobile computing device, by placing said device on a flat surface that can tilt or pivot at one or more different angles, said device including a tilt sensor, said tilt sensor sensing one or more different different angles, said application providing a course to be navigated by a user of said application, said application for integrating a tilt of said surface and generating a score based on a reciprocal of an absement of said tilt.
49. A fitness device comprising a wobbleboard with a holder for a smart phone, said holder comprising a recessed region in which to place a smartphone while exercising on said wobbleboard.
50. A steering device for operating a virtual game while bearing weight of a human user hanging from or resting a portion of his or her body weight on said steering device, said steering device including a swivel, said steering device for including a computing device, said computing device including a tilt sensor, said computing device displaying a course to be followed by a user of said steering device, said computing device also displaying a cursor varying in proportion to a tilt of said steering device, said computing device providing a score based on a reciprocal of an accumulated deviation between said cursor and said course.
51. A core fitness training system for planking or pushups or pullups or L-seat exercises, or the like, said system including a user-interface for the hands or arms of a user of said user-interface, a pivot for said user-interface, and a video game for being played with said system, a position on a cursor of said video game varying in proportion to the tilt of said user-interface.
52. The system of embodiment 51, where said game includes a course to be followed by a player of said game, and where a score of said game is derived from a reciprocal of an accumulated deviation of said cursor from said course.
53. The system of embodiment 52, where said course is a waveform from a lock-in amplifier.
54. The system of embodiment 52, where said game includes levels, and where a level of said game includes where said course is a straight line path.
55. The system of embodiment 52, where said course is a road.
56. The system of embodiment 52, where said course is a maze.
57. The system of embodiment 52, where said course is a flight path.
58. The system of embodiment 54, where said cursor is audible, and said cursor is the pitch stability of a sound track.
59. The system of any of embodiments 51 to 58, where said system includes a CAD (Computer-Aided Design) tasks, said task being to design a virtual object, said object being constructed by moving said virtual cursor.
60. The system of embodiment 59, where multiple users each have one of the user-interfaces of embodiment 51, where a collaborative CAD task is presented, and where each user of said system is presented with their own cursor and the cursors of other collaborators.
61. A workplace environment based on the system of any of embodiments 51 to 60, where points, cash, or other incentives are provided to users creating the best CAD designs using the system.
101. A modular digital eye glass system for making visible otherwise invisible phenomenology, said system compris-ing: a phenomenalizer; a bufferator for buffering an output of the phenomenalizer; and a phenomenon stabilizer.
102. The system of embodiment 101, where said phenomenalizer includes a lock-in amplifier.
103. The system of embodiment 102, where said lock-in amplifier is a multiharmonic lock-in amplifier.
104. The system of embodiment 103 where said amplifier includes a referator, said referator producing a sum of cosine functions.
105. The system of embodiment 103 where said amplifier includes a referator, said referator producing a stream of short pulses.
106. The system of embodiment 103 where said amplifier includes a complex-valued referator, a real part of said referator producing a sum of cosine functions at a fixed phase angle, and an imaginary part of said referator producing the same sum of cosine functions but at a phase angle approximately 90 degrees shifted from said fixed phase angle.
107. The system of embodiment 103 where said amplifier includes a complex-valued referator, a real part of said referator producing a sum of cosine functions at a time-varying phase angle, and an imaginary part of said referator producing the same sum of cosine functions but at a phase angle approximately staying approximately 90 degrees phase-shifted from said time-varying phase angle.
108. The system of embodiment 101, where said phenomenalizer is a heat-sensing camera.
109. The system of embodiment 108, where said phenomenon stabilizer includes means for superimposing electrical signal information upon a temperture display of said heat-sensing camera.
110. The system of embodiment 109, for visualization of electrical equipment, where said electrical signal infor-mation includes visualization of electrical waves superimposed upon a thermal map of the heat generated by said heat-sensing camera.
111. A modular digital eye glass system for making visible otherwise invisible electrical phenomenology, said system comprising: a phenomenalizer for capturing electrical signal phenomena; a bufferator for buffering an output of the phenomenalizer; and a phenomenon stabilizer for making the buffered output stable in a visual field of view of said digital eyeglass.
112. The system of embodiment 111, further including a thermal map overlay upon the stabilized buffered output.
113. A modular digital eye glass system for making visible otherwise invisible thermal phenomenology, said system comprising:
= a phenomenalizer for capturing thermal signal phenomena;
= a bufferator for buffering an output of the phenomenalizer; and = a phenomenon stabilizer for making the buffered output stable in a visual field of view of said digital eyeglass.
114. A modular digital eye glass system for making visible otherwise invisible neurophysiological phenomenology, said system comprising:
= a phenomenalizer for capturing possibly combined neuron action potentials;
= a bufferator for buffering an output of the phenomenalizer; and = a phenomenon stabilizer for making the buffered output stable in a visual field of view of said digital eyeglass.
115. The system of embodiment 114, further including an ultrasound imaging overlay upon the stabilized buffered output.
116. A modular digital eye glass system for making visible otherwise invisible thermal phenomenology, said system comprising: a thermal phenomenalizer for capture of thermal information; a bufferator for buffering an output of the phenomenalizer; and a phenomenon stabilizer, said stabilizer for providing a coordinate-stabilized thermal map overlay.
201. A modular system for making visible otherwise invisible phenomenology, said system comprising:
= a vibrator, for vibrating subject matter in view of a human eye or imaging system;
= a visualizer for visualizing or imaging the vibration.
202. The system of embodiment 201, where said visualizer is an abakographic visualization system for making vibrations visible to the human eye by illuminating subject matter in proportion to its degree of vibration.
203. The system of embodiment 202, where said abakographic visualization system includes a light source to shine on objects and light up the objects in accordance with their degree of vibration.
204. A police baton or police flashlight in accordance with the system of embodiment 203, where said light source is built into said baton or flashlight, said baton or flashlight also including said vibrator for vibrating a door or wall and shining light on the door or wall in accordance with a degree of vibratability of said door or wall.
205. A stud finder using the system of embodiment 201, said vibrator connected to a signal generator forming the reference signal of a lock-in amplifier or phase-coherent detector, said visualizer a light source connected to an output of said lock-in amplifier or phase-coherent detector.
206. An acoustic visualizer, said acoustic visualizer responsive to an acoustic signal from a sound source, said acoustic visualizer correlating the sounce source with motion of subject matter subjected to vibrations from said acoustic signal.
207. The acoustic visualizer of embodiment 206, said sound source from a signal generator, said acoustic visualizer including a computer vision device having a phase-coherent detector with a reference input from said signal generator.
208. The acoustic visualizer of embodiment 206, said sound source from a signal generator, said acoustic visualizer including a computer vision device having a phase-coherent detector feeding into said signal generator.
209. A sonic visualization feedback system, said system including:
= a sound source;
= a motion sensor;
= a correlator, said correlator for correlating an output of said sound source with said motion sensor;
= a display means, said display means providing a spatialized display of the output of said correlator.
210. The sonic visualization feedback system of embodiment 209, said correlator being a lock-in amplifier.
211. The sonic visualization feedback system of embodiment 209, said motion sensor being a laser vibrometer.
22. CLAIMS
WHAT I CLAIM AS MY INVENTION IS:
1. A core fitness training system for planking or pushups, said system including a user-interface surface for the hands or arms of a user of said surface, a pivot for said surface, a tilt sensor to sense a tilt or orientation of said surface, and a video game for being played with said system, a position on a cursor of said video game varying in proportion to the tilt sensed by said tilt sensor.
2. The core fitness training system of claim 1, where the horizontal position of said cursor is controlled by a left-right tilt of said surface, or the vertical position of said cursor is controlled by a fore-aft tilt of said surface.
3. The core fitness training system of claim 2, where a score of said video game increases in proportion to a decrease in the time-integral of an error signal between a desired cursor position and an actual cursor position.

4. The core fitness training system of claim 2, where a score of said video game increases in proportion to the square root of the sum of the squares of a horizontal error and a vertical error, said horizontal error being the difference between an actual left-right tilt of said surface, and a desired left-right tilt, said vertical error being the difference between an actual fore-aft tilt of said surface, and a desired fore-aft tilt.
5. A fitness system for training of a user's core muscles, said fitness system including a board and a game activity, said board having a pivot of sufficient strength to bear downward-facing load of human body weight, and said game having a game controller, said game controller responsive to tilting of said board.
6. The fitness system of claim 5 where said pivot is a curved surface located approximately in the middle of said board, said pivot concave upward.
7. The fitness system of claim 5 where said pivot is a hemisphere with the flat side of said hemisphere attached to said board, and the curved side of said hemisphere facing down for resting upon a floor or ground.
8. The system of claim 5, incuding an actuator for tilting said board, as well as a sensor for sensing a tilt of said board.
9. The system of claim 5, further including a recessed area in said second surface, said recessed area for receiving a smartphone.
10. The system of claim 5, further including a recessed area in said second surface, said recessed area for receiving a smartphone, said smartphone for sensing tilt, said tilt sensor being a sensor within said smartphone.
11. The system of 5, said system including an audio or visual feedback, said feedback indicating an error between a desired and an actual tilt of said board or surface.
12. A method of fitness, said method comprising the steps of: providing an object upon which a particiant can perform a planking operation or pushups, said object coupled to a pivot which keeps it from falling down under the load of the user's body weight, but allows the object to swivel or tilt or rotate; providing a game for the user to play; providing a visual or audible cursor for said game; varying a position or sound of said cursor in response to a tilt of said object.
13. The method of claim 12 where said cursor is a visual cursor, said cursor moving left-to-right in proportion of a left-to-right tilting angle of said object, and said cursor moving up-to-down in proportion to a fore-aft angle of said object.
14. The method of claim 12 where said cursor is an audible cursor comprised of a musical sound, said musical sound being played at musically accurate or pleasant note pitches when said object is at a desired tilt angle, and said musical sound being played at a musically bent, warped, or unpleasant note pitch when said object is at an undesired tilt angle.
15. The method of claim 12 where said musical sound is a song played at normal pitch when said object is at a desired tilt angle, and at a wavering or warped pitch when said object is at an undesired tilt angle.
16. The method of claim 12 where the degree of wavering or warping of pitch is proportional to the square root of the sum of the squares of the difference between the actual and desired left-right tilt of the object and the difference between the actual and desired fore-aft tilt of the object.
17. The method of fitness of claim 12, further including an actuator for actuating said object.
18. A means for fitness based on a competitive gaming situation in which one or more players at the same or different points in time compete against each other or themselves, each player using an embodiment of the invention of claim 12.
19. A fitness device or application program using the method of claim 12, said application including a course to be followed by a user of said program by operating the pointing device.
20. A fitness device or application program using the method of claim 12, said cursor game providing a score in inverse proportion to a time-integral of a distance between a sensed path of tilt of said object, and a stored path in the game, said game providing visual feedback, said visual feedback synchronized with tactile feedback provided by an actuator coupled to said pivot for tilting said object with respect to a floor or ground under said object.
Additional drawings (in addition to the drawings, diagrams, and illustrations throughout the description), appear at the end, like they should normally appear in a typical patent application (the other drawings should probably also be moved to the end at some point in time).
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. , ....,6 Figure 89. World's first underwater AR/VR/MR/XR/XYR/ZR and interactive underwater multimedia experiences [71, 73, 75, 76, 95, 88]. Top left: world's first underwater AR (Augmented Reality) headset, completed 1998, used for hydraulo-phone (underwater pipe organ) training as a form of physiotherapy. Top right:
World's first VR/AR/MR/XR/XYR/ZR
float tanks, wirelessly networked in a worldwide public exhibit on 2003 May 22nd. Center: ICMC 2007 immersive real/augmented/virtual/multimediated reality music concert. Bottom:
Deadheading as described also in the "Effective-ness of Integral Kinesiology..." paper of this conference proceedings.

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Figure 90. Underwater virtual reality with the MannLab Mersivitr headset turns a cheap $20 wading pool into a massive and compelling fully immersive and submersive MR/ZR experience.

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Figure 91. Interacting with water jets. Top left: VR fitness game in which the objective is to use the hands and fingers to completely surround the water as close as possible, and run the hands along the curve of the water jet without ever touching it. This is a form of Integral Kinesiologr. (see our paper entitled "Effectiveness of Integral Kinesiology..." in this same conference proceedings) similar to the "buzzwire" game in which a player moves a circular metal ring along a serpentine wire without touching the wire. Upper right and bottom: Deadheading,., as described in the "Effectiveness of Integral Kinesiology..." paper.

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_ Figure 92. Liveheading,. with the "Stanford Tee". System developed by S. Mann, Visiting Full Professor, Stanford University, for use with Stanford's Tanner fountain (the large fountain at the main entrance to Stanford University), in accordance with Stanford's "fountain hopping" tradition. A 1.5 inch Tee fitting is connected to a 2 inch to 1.5 inch reducer that fits over the tallest of the four water jets. Blocking the "Water oulet" diverts water to the "Side-discharge" past a sheddar bar that feeds into a Nessonator¨ (hydraulic resonator). A pair of hydrophones, facing each other, are placed in the water stream of the side-discharge, and a "Receive hydrophone" picks up the sound of the water that hits it. Additionally, a "Transmit hydrophone" transmits a signal into the water, which travels with the water to the "Receive hydrophone". A low-power battery-operated (USB powered) lock-in amplifier is made from a pair of LM567 tone decoders. Pin 3 of each tone decoder is connected through separate coupling capcitors to the "Receive hydrophone". The tone decoder, in normal operation, using a capacitor connected to pin 6 and a resistor connected to pin 5 to set the timing (RC circuit for VCO). Instead, a reference input is suppied to where the capacitor would normally be connected. The reference input is capacitively coupled (separate capactors for real and imaginary tone decoders) to the inputs. The sensitvity of the device can be greatly enhanced by biasing pin 6 to about 46.6 percent of the supply voltage. A voltage divider creates a 46.6 % and 53.4 % split. This can be done with two resistors .11,,, (up) and Rd (down). A resistor Ru in the 1k ohm to 10k ohm range works nice, whereas for Rd a combination from 1k ohm and 12k ohms in paralell, up to about 10k ohms and 120k ohms in parallel works well. If it were possible to redesign the chip or modify it by severing the output of the VCO to disable its effect on the quadrature multiplier, the apparatus could be made from a single LM567 chip. Pin 1 is normally used for the output filter capacitor, but in our use, we take the final output there. Internally there is approximately 4.7k ohm pullup so there needs to be a pulldown to get the output nicely centered. Due to asymmetry, we observed the optimum pulldown resistance to be 9212 ohms, resulting in an output nicely centered at 2.5 volts, so that it can be easily followed by additional amplification. A
capacitor is used as the LPF (Low Pass Filter) element. Since the resistor MUST be 9212 ohms, the capacitor is the freely chosen element to decide on the cutoff frequency, depending on the highest frequency of the water sound vibrations desired to be sensed. The real and imaginary outputs then drive a microcontroller that feeds into the immersive VR game. The hydrophones are Sensortech Canada 5Q34 which we found to load the signal generator strongest at 81kHz and 930kHz, but as a pair, transmit and receive best at 12.5kHz (1%), 23.8kHz (0.9%), 1470kHz (3%), 2120KHz (3.5%), 3084 (7.8%), and about 5000kHz (70% of the input voltage received at output).

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Flow / (gallons per minute) Figure 94. Head Games: measuring flow rate as a function of hydraulic head, to plot the characteristic curve of a water jet. Materials required: water pump, long hose (preferably transparent so students can see the water in it), ruler or tape measure, and measuring cup/jug (i.e. measuring "gallon"). Using a long hose, for each height of the far end of the hose, the time to fill a one-gallon jug is measured. From this measurement is calculated the flow rate (gallons per minute). This may be done by either inserting a small low-voltage submersible pump into the fountain, to supply the hose (here an 1100 GPH Rule ITT pump), or by holding by hand against one of the water jets, as shown in Fig. 97, or by insertion into a water jet by careful choice of hose diamter, as shown in Fig. 98. It is interesting to note, that for many systems, the deadhead is less than the maximum head (i.e. the curve increases and then decreases again.). The deadhead point is the point at which the hose is held so high that no water comes out of it (i.e. the pump is pushing up to the maximum water column it can sustain, as shown in Fig. 96). Often there are two points where this happens, with an even higher amount of head in between them. The "teach beach" concept makes this teaching fun and playful in the context of Stanford University's "fountain hopping" tradition. Pictured here are Prof. Mann's students Cindy and Adnan (who is also the founder of CG
Blockchain and Blockchain Terminal, http://bct.io).

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Figure 97. Head Games played by connecting a hose to one of the water jets in a splash pad aquatic play area. A ruler is used to measure the hydraulic head (height of water column) and a measuring cup is used to measure the amount of water flowing in a given time to determine flow rate. In our final teach beachTM, we envision that the jets would be designed for easy coupling to hoses which would be lent to participants so they don't have to bring their own as we did here. Rightmost:
exploring interference patterns between waves formed by Karman vortex shedding in bluff bodies (in this case, fingers) inserted into moving water. Karman votex shedding is the principle of operation of some hydraulophones. The fingers are roughly cylindrical, and the Strouhal number (St) (dimensionless quantity characterizing oscillating flow mechanisms) of a cylinder is approximately 0.18.
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70,,i,=?, .R,?,-1 1..:; a. i===-- =="- = 4 Figure 98. Head Games played by inserting a hose into an existing water jet in one of Stanford University's fountains.
Here a hose of 3/4 inch outside diameter was found to fit perfectly. This is a nice calm fountain with relatively low head.
Thus Head Gamesmcan be played easily with a modest length of hose. Left:
underwater photograph showing insertion coupling. Right: Virtual Reality with video-see-through allows information to be overlaid on the water jet for teaching and instructional purposes.

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Figure 99. Head GamesTmclimbing wall. Here a participant experiences head by touching the water jet from various heights.
Calculations are rendered in the virtual world, where the eyeglass actually operates in a "multimediated reality" mode, using video see-through and overlay of water jet attributes with actual water.
Left: deadheading the jet results in much higher head, but coming away from it results in much less head. Middle: the head increases again as we move down. Right:
further down the head increases, due to further potential energy transferred to kinetic energy.
,.
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t''!,.: 41"0110.16rc Prese t . , 11 Pduse , 15.6 =
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Figure 100. Plank on a MannFitTmBoard with visual-audio feedback.

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, Figure 101. Harbisson and Mann with passports depicting the physical reality of their bodies as partly computational, both examples of people who are part technological, through the use of camera-based computer vision as a seeing aid. The Veillance Divide (e.g. when surveillance is the only allowable veillance) renders such people under attack as "existential contraband" - contraband by their mere existence.

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Figure 102. Furniture design with Haptic Augmented Reality Computer Aided Design. A shape generator or shape synthesizer, such as a PASCO SCIENTIFIC MODEL WA-9307 FOURIER
SYNTHESIZER, generates shape information which is visualized in alignment with haptic sensation, so that shapes can be seen and felt in perfect alignment.
A 3D (3-dimensional) wireless position sensor comprises transducers with phase-coherent detection. The synthesizer is connected to a fixed transducer (loudspeaker), and the reference input of a NARLIA (Natural Augmented Reality Lock-In Amplifier). A moving transducer (microphone) on a Haptic Augmented Reality CAD
(HARCAD) wand is connected to the signal input of the NARLIA. An output from the NARLIA is connected to a T-SWIM, here, 600 LEDs and a vibrotactile actuator, both part of the HARCAD wand. As the user moves the wand back-and-forth, a multisensory experience results in which the user can see, feel, and hear the virtual shapes (e.g. waves and their harmonics). Arbitrary shapes can be generated by Fourier synthesis, and these shapes can be touched, felt, and manipulated.

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. == ... =
''µ'':*, '....'' 4,7A,..1.÷;e6;41.1 ' Figure 103. "Wrobot", the wrestling robot. A nozzle, designed in Fusion 360, is printed on the Autodesk Ember printer, and then attached to a robot. The robot then takes evasive action as a user tries to deadhead the water jet.

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-=i,E:g41 Figure 104. Laser cutting of grip handles. Each cut is 1/4 inch thick plywood, and there are a total of 3 layers for each handle. The layers are glued together and then attached to the robot.

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Figure 105. Haptics, Augmented Reality, and Computer Aided Design. A Tactile Sequential Wave Imprinting Machine [Mann 1974, 1979, 1991, 2015] is connected to an antenna moved in front of a radio transmitter. The actuator is fed by a signal from a lock-in amplifier connected to the moving antenna plus another stationary antenna. In this way the user can grasp, touch, hold, and feel otherwise invisible electromagnetic radio waves. In an early embodiment (Mann, 1979), radio waves are picked up (or reflected) by the moving metal bar of a pen plotter, and the user grasps the pen to feel the radio waves. A light bulb is also attached to the pen so that the user can also see the radio waves, through PoE (Persistence-of-Exposure) of the human eye, or photographic film. In more modern versions of the apparatus, a linear actuator drives an LED light attached to the finger. By wrestling with this robotic device, the user and the device together trace out the radio wave into the Autodesk Fusion 360 Cloud-Based 3D CAD Platform for instant collaboration with others (e.g. multiple people at different geographical locations remotely wrestling with each other and with nature in order to collaboratively create new artistic designs). Together with the Metavision Augmented Reality glasses, multiple people use aluminium foil brushes to collaboratively sculpt and shape cloud-based waveforms to design buildings, furniture, automobiles, or other curvaceous products.

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= ...,- - , _ : , '", -- = , 1 4 ''''1;, = le ,..... ..,:,',."-!'-....-Figure 106. Wrestling with robots as a means for achieving Cyborg Craft:
Robotic-inspired abakographic lightpainting (top row). Stephanie, age 10, wrestles with the robot while controlling the spinning of a Potterycraft wheel with her left foot.

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, Figure 107. Scott creating an artwork at Pier 9, pictured with Mann's photographic toolpath visualizer. Toolpath previsu-aliztion using Augmented Reality. The PhotoolbitTmis inserted, or alterntively, the Photoolpath technology is built into the device. An exposure is made as the toolpath is run at full speed, allowing the user to see the toolpath overlaid on reality.
Slight changes in perspective are facilitated through simple 3D modeling, while at the same time retaining the photo-realistic rendering. At any time during the work, the cutting may be paused and the portion cut is compared with the Photoolpath.
After the cut is complete it can again be checked against the AR overlay.
Figure 108. fig:scott6 i Figure 109. Example of Sousveillant Systems with Epilog laser cutter. A
special AR head attachment is clipped onto the head of the machine. Here we see an example AR visualization while making a piece entitled "Crowdfunded Justice" (2016 October 31st art installation about justice, based on coin-operated gallows spool for the back of a bubblegum machine).
The shape of the gallows rope spool is clearly visible as an AR overlay, and we can previsualize it, postvisualize it, or see it during evolution of the toolpath.

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Figure 110. SuperMannFit system, VR (Virtual Reality) flying game. Players engage with a flight simulator by doing pushups or planking to simulate flight scenarios where the tilt of the board is sensed by the smartphone set upon it, which is wirelessly linked to the VR headset that has another smartphone in it. The smartphone in the headset tracks head orientation, and the smartphone on the board tracks board orientation.
The game is reponsive to both of these two orientation trackers. The game shown is a game of pushups that guide the flight simulation while developing strong core muscles. The game is played on a board that is substantially "T" shaped, with a wide portion for doing wide-grip pushups if desired. The head is wider than the tail end. The head end is for the hands. The tail end is for the feet. In other embodiments it is hourglass shaped with a fatter end for the hands.

_________________________________________________________ )....*
ls- LEDs 121 1c)CATION SENSOR 140 <(t)) SI SHAP_Eir\in, j\i *

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PROCESSOR
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__________________________________________________________________ II
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= Player 2 10 .1z)reBoarDI
C 1 = 370 ---, FIG. 3 absement = 5.23 sCore PointstTM= 191 - -CorePointTM

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. = , , _ , _ , FIG. 8 Touch Surface 910 Play Surface 920 Device Surface 930 __ Support 940 Motor 950 Sensor 960 Roller Rollers 972 .) Spokes 971 _________________________ Fig. 9: Robotic Fitness Trainer Touch Surface 910 Play Surface 920 Device Surface 930 __ Support 940 Motor 950 Sensor 960 PROCESSOR

Roller NZ._ Rollers 972 -) Spokes 971 ____________ Touch Surface 101 Play Surface 102 Device Surface 103 Support 104 Motor 105 Sensor 10 Roller Rollers 1072) Spokes 1071 ________________________ Fig. 10: Robotic Fitness Trainer Much Surface 910 ________________________ Play Surface 920 Device Surface 930 Support 940 Motor 950 Rollers 972?
Roller./

1003 ________________________ 1073 ________________________ Tbuctf Surface 1010--Play Surface 1020 DevIce Surface 1030 Support 1040.., Motor 1050 Sensor 106171 Roller 00 0 Rollers 107P
Spokes 1071 ___________ Fig. 10a: Possibly Robotic Fitness Gamer == ___________________________________________________________ ____________________ 116 e _ 1 960 ________________________________ 1091 PROC.
___________________________________________________________________________ A

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TM
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Fig. 10b: Mannfit Pong v, 920 Fig. 10c: Integral Kinesiology with Pong-like game in 3D

BUREAU RtGIONAL DE VC 7 TORONTO
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1120 user- __________________ , 1130 rotation sensor 1114500 signaller ________ nalalyler 1160 wearable sensor = 0 I 1100-i 1170 pool ' PROCESSOR /
...
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Fig. 11, Integral Kinesiology ball 4., o 1210 display 2 1220 cursor -a 1230 user,--------as a) 1240 purn.
r.

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Fig /. 12: Deadheading studio PROCESSOR
1280 processor,_/
CA3028749A 2018-12-31 2018-12-31 Health, wellness, and fitness system, means, and appartaus based on integral kinesiology, or the like Abandoned CA3028749A1 (en)

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Cited By (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN113987914A (en) * 2021-09-23 2022-01-28 北京电子工程总体研究所 Space robot tracking control method facing cold air propulsion
CN117289796A (en) * 2023-09-22 2023-12-26 中山大学 High-interaction mixed reality system and method for complex equipment based on haptic glove

Cited By (4)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN113987914A (en) * 2021-09-23 2022-01-28 北京电子工程总体研究所 Space robot tracking control method facing cold air propulsion
CN113987914B (en) * 2021-09-23 2024-05-03 北京电子工程总体研究所 Space robot tracking control method for cold air propulsion
CN117289796A (en) * 2023-09-22 2023-12-26 中山大学 High-interaction mixed reality system and method for complex equipment based on haptic glove
CN117289796B (en) * 2023-09-22 2024-05-07 中山大学 High-interaction mixed reality system and method for complex equipment based on haptic glove

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