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Mark 0 was a special project, created by Plus Ultra, for developing a system and method for a virtual reality projection system that surrounded the viewer in a simulated environment, via the activation of a small, hand-held device. Based on Walt Disney's Circarama projection technology, the project led to the development of the P.I.N.: the Proximity Inversion Node. 

History[]

Since before 1939, Plus Ultra was interested in developing new ways of advertising and reaching out to its audience. Before, it had done this with simulations, exhibits, and attractions. A precursor to Mark 0 and the P.I.N. was developed in 1939, and demonstrated at the 1939 New York Word's Fair and the 1939 First World Science Fiction Convention: the augmented reality glasses.

Packaged with the sixth issue of "What Lies... Further Beyond" comic; these glasses augmented three-dimensional images of Plus Ultra's vision of the future, onto modern-day buildings. Speakers, mounted on the earpieces, played a recorded narration. Like their successors, they too only worked with those who first contacted them. Unfortunately, these glasses only worked in designated areas, such as New York.

Inspired by the glasses and 1955's Circarama, Plus Ultra decided that, rather than play 3-D images on transparent television screens, they should create a system that fully enclosed and surrounded a user, and completely immersed them in a simulated environment, no matter where they were. Thus, led to the creation of the Mark 0 project. By 1959, a fully working prototype was being tested and demonstrated at Disneyland.

Process[]

Step 1: Filming[]

A P.I.N. presentation is to be filmed using a High-Resolution Concurrent Atmosphere Relay (C.A.R.) with a transport unit. This transport unit can be anything mobile, like an automobile or a robot. The C.A.R. itself is composed of two main features: 11 capture lenses, and the mounting/power/charging base.

Step 2: Configuration[]

The P.I.N. should be one inch across, and eleven Visual Orientation Realignment Projection (V.O.R.P.)-Throwers, are to be spaced evenly around the circumference of the base.

Step 3: Presentation[]

The holographic shell is to be divided into eleven data processing slivers, with eleven points of convergence that are held in place by square-shaped electromagnetic fields. These points are to be connected by ionic stabilization wraps, with the seams smoothed out using Lozenge joints with friction sheaths.

Step 4: Size[]

The area of the holographic shell should be relative to standard human-sized figures, which is roughly forty feet in diameter.

Step 5: Maintenance[]

The whole shell should be surrounded by a static dampener to minimize flare-up. A line bifurcation should divide the holographic shell into dorsal and ventral hemispheres, for ease of cleaning.

A worker may calibrate a point of convergence for holographic optimization. In order to see into the shell, a worker will need to peer through a hover-cone. Both workers and points of convergence must be on dampening plates, in accordance with O.G.R.A. Guidelines.

Gallery[]

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