Hi, welcome to part eleven of the picture
relativity video series.
In the last video we finished stating
the rules that
create the playing field, reality.
We still need to have a starting
configuration to
jump off, and as we mentioned that is
what the
big bang theory is all about,
and in the next video we will set this
big bang theory
in the context of our model.
In this video I want to sharpen our
understanding of how this
model that we created connects to our
real world
experiences. We already mentioned
how we experience the playing field that
we have
our reality that is different to reality,
and in this video we'll see how
this reality in the playing field, our
reality in the playing field,
connects to our real world experiences.
Here we have part of our complete
playing field
with a few players in it, and
for convenience I emitted the warping
of the playing field, and marked one of
the players
in green and this would be the player
that we
imagine we are, in this playing field.
So this playing field is a given.
It does not matter how we got to this
situation but this is the situation. We
have
points that are placed in four different
ways in relation to one another,
and each one of these points holds
numbers. And we also say that what is
given
is that we, the green player line over
here,
experience this playing field
in a specific way. We say that we
feel that we are just at one
point of our player line,
and we feel this one point
is advancing from change
to change along our player line.
So this is also a given. This is how we
experience
this playing field. Notice that the
rules that created this playing field
are not
rules that use the two concepts of
time and space. They are rules
that are set in this
four-dimensional structure
and do not use the concepts
of time and space that we
use in our physics rules.
But now if we go back to our starting
point,
and as we said this is already a given
this situation and how we experience
this situation, and this
may look strange to us because even
though
I specified how we experience
this four-dimensional playing field, it
contains no meaning. There are just
numbers, and we follow a specific
line of points and how the numbers
change in this
specific line of points.
But it's just a change in numbers.
There is no story over here no
concepts no ideas just
changes in numbers. This means
that there is no meaning in what we
described so far. We have to
add the meaning, and in order to add
meaning we are forced
to do it in a certain way.
To have a meaning means that we have to
have a
consistent way of interpreting
these changes in numbers
and interpreting the numbers themselves.
Again this may look strange to us like
we're not really explaining
anything. We're just kind of waving our
hands in order to
get to the situation that we experience.
But if you think about it, there is
nothing that
is falling from the sky over here. We
have to give meaning to any
concept that we have in our
real world experiences, and
the situation of the playing field and
how we
experience it limits the way we can do
it.
And here i want to explain
the way we do it, and i'm saying that the
way we do it
is bounded by
the way we experience the playing field.
So if we want to have
a meaning to things, we have to
do it in a certain way.
Now we already touched on this subject
in earlier videos. We
for example said that we have to
interpret the information that we have
in order to place all the other players
in our space. And
if you remember, we also talked about
what does it mean to have a meaningful
definition of time of one second.
We said that time is about change,
and for us to have a meaningful
definition
of time, to calibrate it, we have to
do it in a consistent way, so
the changes that happen in one second
for me will be the same
type of changes that can happen for
any other player in
one second. In this way a second will
have
a meaning because it will
convey the same thing for all players.
In one second this is the
amount of change that can happen.
So we can understand each other.
Different players can understand each
other because of the consistency
of the definition of one second.
Now i'm using people to describe this, so
it may seem
a little bit forced, but if you think
about it this is the same
once we look at these
player lines as elementary particles,
which
they are. In order for
one second of an elementary particle to
have a meaning,
it has to be similar for all the players.
If not, if this elementary particle
will experience a certain amount of
change in one second
but this elementary particle will
experience a different amount of change
in this same unit that we called a
second,
then it is useless to use
this thing that we called one second. But
once
it's the same for both of them, then it
is useful. It's a useful thing to use
because the consistency builds
a meaning into it. And as we said
at the time in order to do this we have
to
keep our eye out for something that is
the same
for all players.
Now in our model the agents
of change are information lines,
and that means that they are connected
to time, because time is all about
the changes. And the second thing that
we said is that information lines all
behave
in the same way. They always have the
same
angle between them and the player line
at the point that they originate from,
and this is
for every point on the player line
and for all the players in the playing
field.
This means that an information line
is the tool to use in order to
calibrate time. It has two things that
qualifies it to do that: it is the agent
of change, and it behaves in the same way
for all points on the player line
for all players in the playing field.
A few remarks to notice
is when i say an agent of change,
I mean that the field values change
along the information line
in a predicted way, according to a rule.
And the second thing is that in this
depiction I did not forget to
put the warp of the playing field.
In order to define one second,
we have to take a situation
that will be the same for everybody
warping wise, and because a player
does not see the warping of the playing
field itself, it does not see the playing
field itself,
we take the default playing field
to be flat for everybody
for all the players. And this is
forced on us because we cannot
see the playing field itself.
We have to find a situation
that is the same for everybody
in order to have a meaningful definition
to one second and
for that matter for the definition of
one meter. So to calibrate
time and space we have to use
the same background, and because we
cannot
adjust for the background, we do not have
this
information, we take the background
to be the same thing: a flat playing
field.
So we say that the four-dimensional
structure
is flat, it's not warped, and this is how
we define things,
and later on we'll see what effects the
warping has
on our definition. So now let's remember
our definition of time and space. We said
time
is parallel to the player line,
and space is perpendicular to the player
line at each point.
Ok, so here I added player's
one time, this red
line over here, and we placed it a little
bit to the left of player one so we can
see it.
And player's one space at this
point when he is present at this point
on his player line. And this is the blue
line
over here. So blue is space
and red is time. That's
our definition they are perpendicular to
each other.
And as a reminder, in the real world
this blue line is a three-dimensional
structure.
So it's a three-dimensional structure
that is perpendicular
to this line over here the time line.
Now as we can see over here the
information line
is advancing both in space
and in time. So if we start
at the point on the player line, the
information along the information line
changes in space and in time.
This means that we can use it to
calibrate
both of them. And if you remember
once we have two players that have an
angle between them
that means they are moving
one in relation to the other. They have
a speed between them .One is moving in
relation to
the other. And once we look at the
information line in this respect, we
can say it has a speed
in relation to player one.
And because this angle is the same for
everybody,
the speed of information is the same
for everybody. And here again we can see
why we use this information line to
calibrate
both time and space. Speed
is the amount of space
covered in a certain amount of time,
so it's space over time, which means we
can use the information line to
calibrate
both. So if we look at this
point over here on the information line,
it is
a certain distance from the player,
and it's in this distance after
a certain amount of time.
So if we say this interval between
this point where the source is, where the
property source is
and this point on the information line
is one second, we can define that
for all players. We go the same way
on an information line and this interval
will be the same
for all players. This is again because
the angle is the same
and the way the information behaves
along the information line
is also the same it is determined by a
rule.
So once we identify this point,
it will be the same interval of
time, and at the same time
it will also cover the same distance
for all players in each player's
space. And the scale over here
is important to notice that if this
is one second, then this
interval in space is about
300 million meters.
So with the information line as a tool
we can talk about time
and space in a general way,
but there are some consequences
that are a result of this
only way we can pour meaning
into time and space
that are not obvious at first glance.
Remember we only have the information
along our player line, so we cannot
just say this point over here, which is
not
on our player line, is one second
and 300 million meters away from us.
We have to use another player
to send this information back
to us. And in order to calibrate
space and time, we need this player
not to change in relation to us,
so we can know it's always 300
million meters away from us.
So in a practical manner
this will be one second, this interval
over here,
once we get the information back, and
we have to remember that this is taking
into consideration
that the information that we are getting
back is from
a player that does not change
its position in relation to us.
If there would be a change, we could not do
a calibration because
the calibration will be of something
that is changing.
So this is a very important thing to
notice
that in a practical way we have to get
the information back to our player line.
This way we have two points of
information on our player line that
account for one second, and
for this to have a meaning we have to
get this information back from a player
that is not changing in relation
to us. And this is where we
run into unexpected consequences
of the way we are able to
calibrate in a meaningful way time and
space.
Ok, so the first consequence we'll look
at
is of two players that
are moving one in relation to the other,
and we emit the
effects of gravity, so there is no
warping in the playing field.
And what we are doing over here we will
look at
two things: first of all two examples of
how
our definition of one second
will look to a player that
is moving in relation to
us, and then using two such
instances to see how a player will see
our one second interval if
it is moving in relation to us.
So here we have two players,
and we say that they
intersect at this point over here.
So at this point over here they
can both say let's define this point
as our zero time
and our zero place
in our coordinate system.
And now after a while on our player line
we will see a point that is
t equals one, so this is one second
on our player line. And
if we go the same distance along the
other player's line,
it will also be his
t' equals one.
And as we said because we used a
meaningful way to
define one second, both these intervals
have the same meaning. So the same
amount of change
can happen on this interval and on this
interval.
This is what we got from using the
information lines
to define one second.
We got something that is consistent.
But now let's see how
this player over here sees our
one second. So to see our one second he
has to get
information from this point. This is the
information line over here, as
you can see it is straight, which means
we are
looking at a flat structure.
There is no warping in the structure.
It's a straight line just as we are used
to,
and it is in the angle,
the angle between this information line
and our
player line is our fixed angle. I didn't
depict it over here.
And as we can see the player
receives the information from our
t equals one at this point over here. So
it receives
over here t equals one, at this point
over here.
Now how does he interpret it? He
interprets it
as we defined. The information
came along an information line, and this
means
it took some time to get to us. This is
the big T over here, which is the amount
of time it took
from our perspective, from our player
line.
But player two knows that
information has the same speed, so
it effectively rotates the
big T and R, which is the distance,
to its reference frame, to its
space and time. Its space is
perpendicular to
his player line and his time is
parallel to his player line. So in
his reference this is the distance
that the information traveled from the
time it
was released until it hit me, the player,
and this is
the amount of time that it took to
get to me. So this player
says that the signal that he received
over here, which again is the signal
of t equals one,
was released
at this point over here. This
is when it was released, and as you can
see
it is not at the same point
of this player's t' equals one.
So his coordinate of
t' equals one and the way he sees
our coordinate of t equals one
are not at the same point. The coordinate
of his t' equals one is
shorter. He sees our
t equal one as being
a bigger interval than his own
t' equals one. And as we can see
as the angle between the players
is bigger, which it is bigger in case
A,
this difference is 
more noticeable. And if you will follow
this
and go to the extreme and put the
difference between the two players
close to the information line angle,
we'll see this difference suddenly becomes
very significant.
And the closer you get to the
information line angle
it will go to infinity.
So we will see another player's
t equals one at our infinity time.
So we see another player's t equal one
in a different way
than our t' equals one if
there is a movement between the two
players.
And here we can see how this
translates to an interval. So if this
is one second, this red
is one second in our player line,
it will be the same way in the other
player's
reference, so in his space and in his
time
this interval over here will be one
second. It will have the same
meaning as our one second that's what
we got from
using the information line as a
calibration.
But now, once we do the transformation
over here
twice, once for this point and once for
this point,
we will get that this player
sees our one second as the
orange interval over here.
That's how he sees it. So it seems to him
like our one second takes longer to
pass
compared to his one second.
Now I will not give the diagrams for
the difference in one meter,
but in any way the concept of what we
said over here
is the same for space, for one meter.
One meter will have the same meaning for
this player
and this player, so you could place the
same
amount of things in one meter for this
player and this player.
But once this player
looks at our one meter it will look
to him different than his own meter
if there is a movement, an angle between
these two
players. And finally
again without a depiction
the same will happen once we
warp the playing field. And the idea over
here is that this line
over here will hit this player
in a different way because of the
warping
of the playing field, but this player
interprets this information
as coming along an information
straight line which is a specific
angle between him and the information
line.
And this interpretation of how the
information
got to us creates this
disparity between our time
and our space to how we perceive
another player's time and space.
And this happens because
of the warping of the playing field,
which
changes how this information line
looks. It becomes a geodesic and can hit
us
in a different way than a straight line
of a player that is
in a flat playing field, which
is how we calibrate things.
Ok, so the main idea over here is that
the rules
are set in a four-dimensional playing
field,
and this four-dimensional structure does
not have the concepts
of time and space. On the other hand
we experience things using these
concepts of time and space,
so they have to be constructed.
And they are constructed in this given
four-dimensional playing field and the
fact that we
experience this four-dimensional playing
field in a certain way.
One point at a time along our player
line
and this one point constantly advances
from change to change
along our player line.
A meaningful construct of time and space,
and that means that it conveys, time and
space convey the same things for all
players in the playing field,
has some unexpected consequences.
Consequences that we don't really
see in our day-to-day environment
because they are very small,
but a meaningful construct of time and
space
tells us that in certain situations
we experience other players time and
space
in a different way than we experience
our own
time and space.
Ok, so with that I'll end this video,
and
see you in the next one...
