(To explore the wiki, click on the links, like the quantum page. Most are small pages. This is the only long one!)
The Fatum Project was born as an attempt to research unknown spaces outside predetermined probability-tunnels of the holistic world and has become a fully functional reality-tunnel creating machine that digs rabbit holes to wonderland.
It consists of two separate experiments, that includes technical, causal and memetic parts, that we'll describe in the article below.
Experiment #1. Probability Blind-Spots
Imagine that somewhere near you, perhaps near your house there is a place that you always go around without any reason, you have never been there and probably do not even know that this place exists. We call such places Blind-Spots.
Their existence is mathematically determined, since all our behaviour has a certain share of determinism in it. Imagine that you toss a coin, it can fall heads, tails or stand on the edge, but nothing other than these three outcomes will be taken as result, the set of outcomes is determined by the coin itself. The Dice cannot give you two and a half, cause its sides are whole numbers.
The same is true for our geographical routes, no matter what path we choose, wherever we decide to go, there is a limited number of logical chains that will guide our mind when choosing a route, even if it seems to us that we act by chance, there is always a place where none of these logical chains leads.
Even more convincing example is the so-called "Chaos Game", illustrating the phenomenon, which in Chaos Theory is called attractors:
https://en.wikipedia.org/wiki/Sierpinski triangle#Chaos game
|In short - If we choose three random points and move the fourth point many times half the distance to one of these points, randomly chosen by a dice throw, then despite the fact that all movements were guided by randomness, all the locations of the point during the game form a figure known like a Sierpinski triangle. In other words, the presence of any game rule forms a limited outcomes space. It is interesting that in the center of this triangle there is a space into which points never fall. Such a space in our case would be called a Blind-Spot.|
Now imagine how many rules shape your routes and behaviour: logic, habits, social norms, life experience, cognitive biases, external factors that affect you according to the characteristics of your personality or are in a causal relationship with your behaviour and so on.
All this together creates a causal viscosity, which we call the Stasis Field, the force that holds you in the Reality-Tunnel of your own.
We will use the term "Reality-Tunnel" meaning the very limited set of outcomes of behaviour and perception that formed by the properties of your personality and the history of your interactions with reality. This is something like “Filter Bubbles”, when the deterministic component of your behaviour makes the places, things and information that exists outside such a Reality-Tunnel practically invisible to you, since it simply does not occur to you to think about it.
This means that no matter what choices you make, and no matter how many variations on how your day may pass, there are always some places where you simply cannot be, because none of the chains of your decisions leads there. Such places may be somewhere nearby. On your street there may be a lane in which you will never think to look and you do not even know about its existence. What could be hiding in such blind-spots? And what could be hiding in places where no one looks at all? This is the first question of our experiment.
Luckily, there is a way to go beyond the Reality-Tunnel and find such places. To do this, you only need to search in places chosen independently of the rules of our thinking. In our experiment, we used a random number generator to mark random points on the map and visit them. Since the RNG can choose any place on the map with absolutely equal probability, then by visiting many of these points, we will certainly find the Blind-Spot.
The experiment methodology is simple: As a search area, you should choose a relatively small area that is familiar to you. Using the RNG, you should generate random points on it and visit them regardless of whether they look interesting or convenient to visit. Perhaps the first point will not lead you to the Blind-Spot, but with further attempts, the chance will increase. Many participants reported finding places within a five-minute walk from home that they had never noticed before and probably never would.
The discovery of such places for participants is akin to landing on another planet, so this kind of search was called Randonauting.
Although many Blind-Spots have already been found, for the most part they were such for individual participants. The question of the existence of common Blind-Spots that no one notices, as well as what changes in the lives of participants may occur as a result of interaction with images and objects located in such places, still remains open. After all, every such new opportunity is able to change the structure of the entire Reality Tunnel.
How can you improve the technique, for example, visiting points at random times, or building sequential chains of random routes from them.
The debatable question is whether external determinism can influence the course of the experiment, because of which the theory of Stasis Field often resembles the hypothesis of Simulation, although in this case we do not mean an artificial universe, but only a limited frame of perception and interaction with the real universe.
Just in case, in order to completely disengage from external determinism, we used a quantum RNG, the randomness of the values of which is confirmed by the uncertainty principle. However, there are other factors that the quantum RNG may be subject to, which will be clear from the description of the experiment #2. In this case, we have provided a pseudorandom RNG as well.
(NOTE: for this experiment you can use following command in fatum software: getpseudo, getquantum, getqtime)
Memetic Factors and Side-effects.
Next was the question of what were long-term consequences of a researcher staying in a place where he should never have been. How much can determinism be broken by butterfly effect? Will the clockwork of the universe fail from changing its gear position? Will the objects found in these places or the images seen generate cascades of events drastically changing everything around?
This is quite possible if we consider that all people exists within their own tunnel of reality, shaped by their qualities, habits and perceptions. Even just a very different person from us can live in a completely different world, because it goes on completely different routes and receives other information. So, getting into random points, you can find yourself in someone else’s tunnel of reality and get new opportunities from there or meet someone who gives us a piece of information that changes everything.
However, we assume that there are also psychological changes that are directly determined by the very setting of the experiment. Observations showed that over time, participants become more attentive to the small details of their environment and more open to new information. However, there are two specific psychological phenomena that were often observed among the participants in the experiment: these are Dopamine Hit and Trespassing-Complex.
The mechanism of both phenomena is related to how our consciousness perceives the uncertainty that we are aware of when we think about the Blind-Spots. Depending on the participant’s disposition, one of two mechanisms may be activated.
The first mechanism we called a Void-meme. This is a positive scenario for understanding the unknown, which is an important component of the Fatum project paradigm.
Void-memes are the open questions. In our case, this is the great unknown laying outside the deterministic world. Being completely indefinite, it, like the Rorschach stains, draws the most daring assumptions from your imagination, trying to fill the void of uncertainty. This creates a release of dopamine and motivates you, and since energy is expended in the search for truth, the mind seeks confirmation of its expectations and pays attention to anything even slightly unusual, which increases your impressionability.
In this way, the ability to notice anomalies is greatly increased, and any anomalies that are noticed form new attention filters, which, due to the Baader-meinhof effect, make it possible to notice new types of things. This changes your very vision of the surrounding world, thus completing the creation of a new reality-tunnel.
However, there is also a negative scenario, when thinking about the unknown, the participant’s imagination does not draw attractive prospects, but frightening threats. In such cases, there may be an obsessive anxious, a feeling that being in this place is dangerous and that reality seems to be looking at you with hostility. Sometimes people generally can abandon the very idea of an experiment, or even become angry about it, as they immediately come up with many potential threats.
This phenomenon is explained by the presence of a pattern that we call Despair-meme.
The principle of Despair-meme is simple, it is transmitted in the form of signals that simultaneously carry a danger and the impossibility of resisting it. For example: an endless stream of bad and terrifying news in public media, aggression from people in a higher position in the social hierarchy, nagging people who cause discomfort at the level of empathy, but not taking advice to solve problems, etc. Since the resulting stress is unsolvable, a closed cycle of self-reflection is created, producing stress and a feeling of helplessness, prompting a person to search for an accessible target for their sublimation and send the same signal to someone else. When the external signal ceases to function, the consciousness continues to paranoidly seek out any signs of a similar danger and inventing threats where there are none. So the Despair-meme auto-stimulates itself. Thus, any new and unusual information will be perceived in the context of a potential threat, that may block void-meme from functioning properly.
To reduce the effect of Despair-meme, it is enough to understand its nature and try not to succumb to it, then over time the brain will learn to filter out groundless fears. There are also techniques, such as facial interpretation bias modification (FIBM), you can google them.
Experiment #2. Mind-Influenced Randomness
This is where the things become a bit complicated. Let's start with the premises:
It all starts with a study known as The Global Consciousness Project, a parapsychology experiment begun in 1998 as an attempt to detect possible interactions of "global consciousness" with physical systems and an extrapolation of two decades of experiments from the Princeton Engineering Anomalies Research Lab (PEAR).
PEAR employed electronic random event generators (REGs) to explore the ability of test subjects to use psychokinesis to influence the random output distribution of these devices to conform to their pre-recorded intentions to produce higher numbers, lower numbers, or nominal baselines.
As their experiment shows, test subjects intention can cause randomness distribution to significantly deviate from average waited values.
This is particularly interesting in accordance with the experiment conducted by Jacob Jolij ’at the University of Groningen, where participants are encouraged to look for numerical combinations that are meaningful for them in the data stream of ordinary and quantum RNG. (https://rug.eu.qualtrics.com/jfe/form/SV 3ZXOIAG6hdImsbb )
The students were presented with ten randomly generated numbers and asked to say if the numbers meant anything to them.
Jolij wanted to know whether people saw meaning in the quantum-generated numbers more often than they did the software-generated ones. And believe it or not: they did. The p value of the significance was 0.0013. ‘That means that if you were to repeat this experiment a thousand times, you’d get these same results at least once’, Jolij explains. ‘And that’s a lot.’
Now back to Randonauting.
Thus, assuming that the participant’s thoughts can affect the quantum RNG in a way that is meaningful to them, we designed an experiment in the context of Randonauting:
Just as in the previous experiment, a point is generated on the map to be visited, but the principle of generation is completely different now.
For generation, a strictly quantum RNG is used.
We managed to find two available sources of quantum randomness: One of them (QRNG) is an open server https://qrng.anu.edu.au/ which receives random numbers by measuring the magnetic field fluctuations of virtual particles in a vacuum. The second (REG) is a REG-1 Psyleron hardware module purchased from the Internet using tunnel effects in a field-effect transistor (Which is poorly cover the latest requirement of entropy amount).
First, several thousand random points are generated on the map by QRNG, and then the places are searched around which these points gather in dense clusters, deviating from a uniform distribution. Because if the mind will alter randomness in favour of some meaningful place, the distribution of points around it will deviate in density from the entire area.
Places in which the density of random points is much higher than the average, we called attractor-points (since they attract random values to themselves).
Places where the density of points is abnormally low, or there are none at all, we called Voids.
In fact, both of them are statistical anomalies, but with a different direction of deviation so we also call them Intention-Driven Anomalies (IDA).
The force, distorting the quantum probability in favour of the participant’s thoughts was called Genesis Field.
It is worth noting that the IDA concept is fundamentally different from the Blind-Spot search, and although it is possible to discover those during the experiment, you should not expect that the IDA will be unfamiliar or completely random places. In fact, everything is exactly the opposite, since their position is formed by your mind, they should be meaningful. During the experiment, it is recommended to choose a larger search area in order to increase the chances of finding artefacts in it that the algorithm could point to, but within the distance that you are ready to overcome.
At first we assumed that probability-anomalies can appear in these places, or being there can trigger a cascade of events leading to a significant consequence.
Many researchers also noted that at such points they found images and objects that they thought about before the start of the experiment.
The main component of the majority of reports from these experiments are reports of synchronism and meaningful coincidences, sometimes having a personal character, but more often figuratively coinciding with what the participant thought or spoke about before the experiment.
Meaningful signs were also found on the way to the IDA, which suggests that the IDA does not necessarily indicate the position of the artifact, but provides the necessary conditions for its detection. That is, the very existence of an attractor-point can cause a participant to go to a place where he finds an artifact, even if this place does not coincide with the attractor-point. Meaningful signs can take the form of objects, events, or appear as combinations of graffiti encountered along the way, creating the impression that these graffiti refer directly to the participant (this effect was called "talking walls effect").
Quite revealing was the case when a participant who looked at a map of London before the experiment found a map of the London Underground at an attractor-point, even though he himself was in Australia. Also one of the most frequent synchronicities mentioned by project participants is the number 333.
It has also been found that IDAs lead to the discovery of expected artefacts, regardless of who expects them. There were cases when participants found what other participants were talking about at that moment in the chat. The most complete test of this hypothesis was the so-called "OWL-Experiment" in which the system administrator of the server put a certain unnamed object on top of it, and then for two weeks measured the frequency of its mention in the participants' reports. The first such item was an owl figurine, in the period of two weeks after its installation, the number of reports about owl figurines increased sharply. Similar experiments were also carried out with a piece of meteorite, which resulted in at least 4 reports of UFO sightings.
It is empirically found that the best results can be achieved if we build chains of anomalies. So, for example, you generate one attractor-point, than from inside of it you change your starting location to the current one and generate a new one from there. The best result in most cases was manifested at the third point.
However, the technology is still being improved and there are still many questions about how the IDAs work, can you control what thoughts affect them, how do attractor-points differ from voids in terms of properties? It is also planned in the future to take the time axis into account when searching for anomalies in the distribution of random points, since true IDAs should be kept within the same location for the time that the participant’s mind affects them. Currently, the "scanattractor" command is used to find long-lived anomalies.
(NOTE: for this experiment you can use following commands in fatum software: getattractor, getvoid, getpair, getida)
(NOTE: for the persistent IDA search you can use following commands in fatum software: /scanida /scanattractor, /scanvoid, /scanpair, but calculation will take up to 10 minutes)
Experiment #3. Blind Experiment
This experiment is a complement to the previous two, since the analysis of their results often raises the question of whether all these amazing observations are a consequence of confirmation bias. Would the participants see the same signs and coincidences in ordinary places if they thought they were anomalies?
To find out, we developed the so-called Mystery Point. This is a point generated by an arbitrary algorithm, it can be either an IDA or just a random point, but the participant will not know about it. All that the participant knows is the code of the point by which developers can subsequently determine its type. Since the participants do not know what to expect at points of this type, confirmation bias should be filtered. However, reliable statistics will require many such reports, and we look forward to the active participation of volunteers in this study.
(NOTE: for this experiment you can use following commands in fatum software: getpoint)
In this chapter, we fantasise about some of the possible aspects of randonauting and how it is interpreted in the context of related ideological concepts.
The project is quite popular among supporters of the Hypothesis of Simulation. It is assumed that if the world is a computer simulation, then going beyond the standard algorithms can provoke it to inappropriate behaviour and glitches. In the original concept, we did not intend to question the reality of the universe, we only doubted the methodological accessibility of all its components, and therefore we will not particularly delve into this topic, in the end what is real and what is unreal, relative concepts. But if you want to hack the matrix, you can try.
The interpretation in the context of Dimension Jumping, or what we call Planeshifting, seemed more interesting to us.
Dimension Jumping is a quantum teleportation into a parallel reality of multiverse, which differs from your own in some small way. Often associated with the phenomena such as the Mandela-effect. Since most Dimension Jumping methods on the Internet suggest an enhanced mental adjustment to the desired version of reality, it can be assumed that if this phenomenon is real, then it is associated with the Genesis Field.
This makes sense if we assume that parallel universes are not separated from each other like bubbles, but represent a single continuum, in which just the causal viscosity, i.e. the Stasis Field, prevents us from moving along the probability axis.
It is the connection with the stasis field that allows the observer effect to collapse the wave functions of quantum superpositions, because of which we can observe only one world line at a time. However, violating the causal relationship with the individual elements of the Stasis field, we can possibly create local holes in it through which we can move a little along the probability axis.
In this context, the assumption looks convincing that the distortion of quantum probability by the Genesis field is caused by the fact that we are moving along the probability axis at this moment and, therefore, the probability spectrum is shifting relative to us. At the same time, this shift itself retrocausally contributes to our movement, taking the form, which corresponds to the timeline, where reality meets our expectations. That could explain, how IDA's work without knowing the actual map or definitions of artefacts, participants are searching for. You just planeshift along the probability axis to the timeline, where reality meets your expectations, because your thoughts are entangled to future observations through QRNG, and randomness looks distorted from your point of view in manner, that leads you directly to the place or actions that are necessary to establish that entanglement.
Then the use of attractor-points related to these fluctuations can be a real creation of a portal to a parallel world and the Fatum project is not just a way to create new probability-tunnels, but a way to travel through the multiverse.
After such a probabilistic shift, something in the reality surrounding us can change retrocausally. Perhaps some small detail or an event of the past will be overwritten, which causes the so-called Mandela effect. It is recommended to avoid the effects of despair-memes during the Planeshifting, as they can cause negative expectations and move you to dangerous timelines.
It is recommended to save all unusual items found at points of the attractor and entangle them to your everyday life. Their very existence in your reality-tunnel can help synchronise with the new timeline. Objects may have unusual causal properties btw.