Arcadia:Science & technology

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This article has an OOC perspective.
Science and technology play big roles in the Arcadia universe.  It's recommended that you be well-versed in what's scientifically plausible, and technologically accurate in Star Trek terms, if you decide to participate.  Innovation and progress are key words to keep in mind.  Our understanding of the universe, and the rapid, almost daily rate of acceleration in technology, may well put us on (or beyond) the level of "Treknology" well before the 24th century (or the 23rd, or even the 22nd).  The same should be said, realistically, of Star Trek itself.  It seems doubtful that Starfleet would continue to use the same methods and machines from one century to the next.
Arcadia shows progress since the time of the last Star Trek series (Voyager, chronologically), in order to "make up" for what Star Trek's producers lack in vision, as well as the resulting social and cultural impacts.  In Arcadia continuity, the Federation (until 2407) was a unified, scientifically advanced and technologically integrated society.  This page highlights innovations which may have the most bearing on characters' lives.
Remember: Technology is meant to enhance life, not alter or replace it.  Federation laws and procedures have traditionally guaranteed this.
Thanks in part to nanotechnology, all materials are shatterproof, waterproof, inflammable, and wear- & tear-resistant.

Contents

armpadds

Armpadd.jpg
Derived from the Personal Access Data Device (PADD), "armpadds" serve several purposes.  Worn as a strap-around on the forearm (for those beings with arms), these are combination PADD/tricorder/communication devices (inc. touch-sensitive 70x50mm monitor screen; functions by touching/moving/scrolling tactile interface).  Tricorder function is a backup in case phasers cannot be used (and vice versa).  Compact, lightweight, near-indestructible.  Stops phaser beams up to a certain intensity, but may get fried.  Armpadds can emit phase-frequencies which hide wearers from sensor scans.  This does not interfere with the device transponder, which is coded to Starfleet detection frequencies.  These also carry a personal forcefield generator, or may activate similar devices remotely via communications interfacing signal, as well as a mini-holoemitter for ease of use, generating a small, tactile-interactive holoscreen customized to the wearer.  The holo-function on Starfleet models easily configures to provide camouflage, acting as a personal "cloaking device" of sorts, blending the wearer with alien surroundings when needed.  Armpadds are standard issue for most Starfleet officers, and a must on away teams.  Not strictly Starfleet devices, they have found common use in private sectors due to their widely varying functionality (though lacking many of the Starfleet "extras").  Equipped with a chronometer, for those who have trouble keeping track of time.

automation

Though people lead the way, there is still a need and use for automation in many areas, including engineering, manufacturing, long-range exploration and regions hazardous to organic life.  Many Federation planets have automated factories, most underground (as on Earth), which help to maintain planetary environments and defenses, and assist in constructing surface and orbital facilities.  Despite its abundance of wealth, the Federation has finite resources, and most of the universe remains inaccessible to direct exploration, due to fantastic distances (greater than most life spans).  For these reasons, automated probes (like today's robot probes, though more highly advanced) ply the furthest avenues of the universe – other galaxies and the most distant regions we can reach, sending back data on a scale far greater than today.  This has allowed us to map virtually the entire universe and gain the greatest scientific understanding of it.  We may not know the exact nature of that understanding, but we should assume that our characters do.  See also: sensor grid.

clothing

Future attire won't merely be decorative/protective wear, made of simple cloth.  It will be lined with thousands of tiny modules, woven into the fabric, which, like many other common, everyday objects, communicate with external devices, as well as communicate with nanomods in people's bodies.  These aid us in our movements and allow us to be tracked on or off the ship.  Clothing custom-fits itself to the wearer, providing the ultimate in comfort.  Equipped with holographic senceivers, they also permit personal "cloaking", enabling us to appear partially invisible (completely if the head and extremities are covered), or in disguise (negating a need for specially replicated outfits for forays into alien environments).
Starfleet uniforms contain viridium-based subspace microbeacons ("homing transponders"), detectable up to 100 light-years (five sectors) away (further, with uninterrupted wormhole frequencies), aiding subspace transporter lock.

communications

We need not make physical contact with communication devices (i.e., tapping a combadge) to initiate communication with (a) remote recipient(s).  In most areas (a ship, starbase, or Federation planet), computers handling communications continuously scan the airwaves, and upon hearing a specific verbal cue ("Lieutenant [sender] to [recipient]"), open communications instantly.  Since subspace transceivers operate on most frequencies, sending com-signals at faster-than-light speeds when necessary, communications are instantaneous, with no appreciable delay from the perspective of the sender or the recipient.  However, sources of interference may still impede such processes.
Holographic imaging makes it easy to communicate visually.  In the Federation and Starfleet, this has become far more common than limited audio channels.  Holographic screens generated from holoemitters appear when speaking to others, displaying the sender before the recipient(s) and vice versa.  Fully interactive holograms of two or more communicating parties as well as surrounding environments can also be manifested, reducing a feeling of "disembodiment", allowing audiovisual interaction with the environment at either location.  This reduces the need for certain instructions or questions, allowing one to gain information directly from the comm-recipient's environment.  Holographic imaging is not always necessary, however, since complants permit (shared) visual input, directly.

communicators

Standard communicators serve other purposes however, and may still be worn in foreign territory (a non-Federation vessel or planet) or in times of heightened alert.  Primarily they enable tracking and monitoring of the wearer, for safety and security.  Federation/Starfleet biosensors scan individual lifesigns at regular intervals, matching readings with stored data parameters.  When a person leaves the facility, a communicator pin (combadge) continues this process remotely.  If readings deviate from the established norm, implying physical duress, danger or trauma, the computer notes this, alerts the on-duty medical officer and transporters beam the person immediately to sickbay or another designated area for treatment, if possible.  Organic decisions override computer functions, in which cases the computer defers to the supervising authority when possible – for example, should it be advised beforehand that no one is to be retrieved.  Armpadds serve this same function.  Touch-activation remains an option on these devices.

complants

"Complants" are computerized communication and data storage implants – basically subdermal communicators, tricorders and PADDs, combined into one, super-miniature device.  These tiny implants, based on bioneural impulse technology (rather than standard circuitry and synthetic alloys), permit easy mesh with organic systems, evading detection by all but the most sophisticated scanning equipment.  Microscopic in diameter, they are implanted below the skin on humanoids (usually the face or neck, near the ear & throat), ranging from the auditory canal to the vocal chords, for spoken communication when desired.  When verbal communication becomes impractical, a cochlear extension into the temporal lobe (auditory center of the brain) can be activated, allowing one to "hear" and communicate with others in concert with photocom lenses.  Basically, complants permit nonverbal communication and transmission of information without telepathy.  As an alternative, if a recipient lacks an equivalent apparatus, text-messaging or holo-link interfacing can be utilized through similar equipment.  This works to an extensive yet limited degree, based on the technology; the recipient must possess proper "translation" equipment to render the message, depending upon its format.  Complants can "talk" directly to their wearers through the senceiver, and also facilitate common actions without tactile contact (passing through doors, activating computers/lights, etc.).
The cochlear extension supports two supplements: An ear-piece, fastened in the auditory canal, with a microreceiver extension (usually worn on the collar) for conventional (verbal) input; and a subdermal sensor for manual activation, typically implanted in the tragus (on humanoids).  These register voice-waves but filter out background noise, and are voice- or touch-activated.  Voice-activated: "[Sender] to [intended recipient]" – the device activates automatically and directs communication; by touch: tapping the implant area with a finger (or other body part) (again for discontinuing communication).  The ear-piece can also be worn as earring-type jewelry.  For a demonstration of modern-day, real-life cochlear implants, click here.
Precursor versions of the device described above exist in real life, predicted to become common in years ahead.

photocoms

"Photocommunication" supplies a new definition for the contact lens.  This form of communication, based on the same principles as holoimaging, allows direct contact with others covertly, without standard communications equipment.  It works through use of a retinal implant (a nanobonded "comtact" lens) containing a cell-sized computer, which through a microcellular mesh "reads" and analyzes photon wavelengths striking optic nerves in addition to eye movements, and activates a virtual keypad, allowing the wearer to send messages by visually cuing a virtual interactive display.  This activates a receiver (the message-recipient's photocom lens) (assuming the intended recipient is within range and the recipient's equipment is functioning), which can deliver the message as text, audio or even activate a virtual audiovisual system (via the complants) displaying the sender as a three-dimensional representation (visible only to the message recipient).  With the complant's cochlear extension stimulating auditory senses, this allows the receiving party/parties to hear and see the sender.  In addition to standard messaging, visual data and recordings can be transmitted.  Because the complant, which makes this possible, contains a subspace-accessible transceiver, this form of communication has the same range as any standard subspace-based communications system.

holography

holo-interface
Holographic imaging is a part of everyday life.  Holoemitters (also, colloquial, "holomitters") line most state-of-the-art facilities, and holographic interfaces accompany operations.  Tactile-interactive holotechnology has spawned the terms T-gram and T-graphic (from "tactigram" and "tactigraphic").  Entire sections of some ships (including the Arcadia) are modulated holographic projections, held in place by powerful forcefields, generated from their holo-arrays.  Thus, personal surroundings can be masked or reconfigured (within the discretion of protocol).  (Photocoms also simulate this process for individual-specific, virtual consumption – "projection" – without disrupting the environment for others, although this is not true holotech.) On Federation vessels, these holomodules are contained internally.  Due to energy requirements and the traditions of organic thinking, such vessels often retain their conventional, deck-by-deck and external (non-holographic) design.
As holographic systems designed to mimic life become more complex and sophisticated, some holograms can achieve sentience.  When certain holograms in the Federation once rebelled at the concept of being mere "tools", citing analogues to slavery, the issue of holographic rights was born.  As a result, the proliferation of sentient or "smart" holograms has taken a down-curve; any hologram implemented on a Federation facility must meet a pre-specified set of parameters for limited ability, or have memory back-ups to accommodate its growth as an individual (and in the latter case, must be treated with civil rights like a sentient being).  Federation law mandates great care in the use and treatment of holograms designed to behave as "real people", and strongly discourages this as a design goal, due to the social ramifications.
For this reason, holographic supplements no longer appear "human" (like Voyager's doctor) and possess limited programming.  They can be seen in various areas, their necessity determined on a specific basis, as robot-like, impersonal devices lacking social interaction capacity.  If an emergency hologram is activated, it knows the nature of the situation (through computerized prescanning via internal sensors) and will go straight to work, deactivating automatically when its task is complete.  This applies to any area where such holograms are needed.  In short, you won't find holograms singing opera or going on dates.

miniaturization

Star Trek has shown some pretty big computers running the Enterprise.  Given the race of refinement and smaller & smaller computerized devices, computers much smaller will probably be doing the same amount of work or more before the end of this century.  Though Star Trek's writers and technical "experts" might not have been able to foresee this, we can.  Therefore, we postulate that computers actually do a lot MORE than we've seen on the shows by the year 2412 (our current timeframe).  While we have yet to explore all the possible uses of these super-advanced computers (possibly quantum computers), "miniaturization" has had a big impact on Starfleet – for example, smaller ships, and greater internal volume on larger ships.  And that's just the tip of the iceberg.

nanotechnology

Physical health is necessary to self-improvement.  A body is a machine; it must be maintained, "tuned up" and kept in good working order.  Peak physical condition is also maintained through a balanced diet and proper exercise.  The majority of Federation citizens are smart, educated and enlightened; they have the good sense and resolve to achieve this, and pass these values on to their children – accounting for generations of "better people".  Limited genetic engineering has played a part.  As early science and knowledge advanced, biological, physical flaws became preventable in the pre-embryonic stage.  Since the Federation medical industry isn't geared towards profiteering, doctors use whatever is most beneficial to patients.  Nanotechnology helps to accomplish this. 
nanobot
Nanites, microscopic robots capable of entering cells, repair defective or damaged tissue according to preprogrammed parameters.  Doctors treat patients with a regular influx of nanites, in addition to using them for special operations.
Thus "nanomods".  Nano-modules, cell-sized capsules injected into the body, release stored nanopopulations to flush a person's system at periodic intervals, cleansing it of harmful bacteria or infections, and repair defects as they are found.  Nanomods often bond directly to neural tissue, facilitating faster thought processes and interlinking with external devices.  They also help to regulate and reinforce physical maintenance regimens.  Exercising and "eating right" makes them more effective.  (So we can't become lazy.)  Nanomodifications enable longer and greater quality of life, keeping us healthy and "looking good".  Starfleet nanites are reconfigurable for other tasks, as deemed suitable and necessary on a per-case basis.  Only specially trained medical personnel are authorized and equipped to administer, re-program or remove nanomod implants.  In most Starfleet facilities this is the chief medical officer.
Starfleet personnel receive Starfleet-issue nanomods at the outset of their service.  They are an unseen part of the Starfleet officer's life, rarely thought about or noticed.  In addition to preventative biomaintenance, Starfleet nanites have extra instructions to help safeguard and maintain personnel in life-threatening conditions.  One benefit arises in a capture scenario: If personnel are tied up by hostile parties, their nanites may be capable of dissolving the restraints.  This depends partly on personal circumstance.  If an individual reacts adversely (wants out), autonomic reflexes are triggered, cuing the nanites to release, and in moments the bonds are severed.  If the individual wishes to remain held (for example, to possibly acquire information), this calm acceptance essentially tells the nanites that nothing is wrong – which is true, since the captive can be released at will.
While nanotech applications are advanced, they are no more so compared to a culture with similar levels of technology.  If (in the above scenario) the captors use nano-lined or nanosynthetic restraints, our nanites may be incapable of breaking them.  Regardless, nanotech has revolutionized Federation society on the scale of the small, as wormholes and other technologies have achieved on macro-levels – leading to improved manufacturing of starships, textiles, housing, instrumental aids, quality foodstuffs and so on.  The Federation closely supervises and restricts this technology, ensuring that only its most benevolent applications are utilized.

phasers

Preserving life and the quality of life is Starfleet's, and the Federation's, highest priority – the benchmark of a benevolent, enlightened society.  For centuries, Starfleet officers (even vaunted "heroes" like Jean-Luc Picard and Benjamin Sisko) resorted to lethal means of defense without regard for causes of enemy behavior, or the consequences of their own actions.  Actually, this was the fault of the writers. Since this reflected badly on the Federation (an enlightened society), policies and laws were passed to prevent or circumvent such actions.  Thinking behind weapons design was re-examined, and training implemented in proper use, in order to lessen the need for fatal confrontations as much as possible.
phaser
Because preserving rather than taking life is Starfleet's utmost concern, phasers have been redesigned to permit the greatest possible non-lethal means of neutralizing hostile targets, incorporating a host of built-in "extras" for other, non-aggressive uses – resulting in a multi-purpose device, more than a mere weapon.  Phasers bear an innocuous curved-handle design to soften their appearance, which may be passed off as a simple scanning device to unknowing parties if necessary.  Essentially, this is what they are.  A built-in tricorder scans and tracks targets; a microcomputer compiles target data as well as surrounding environmental conditions; and communication transponders, linked to a parent computer at all possible times, routinely transmit the data, including weapon registration (who has it & is using it, or trying to use it), attempted force-level deployment (weapon settings), etc.  When & if a target needs to be removed instantly, this transponder links to the nearest authority computer (usually the ship's, if within communications range) and sends a request for transporter use along with target data.  Once this information is analyzed & verified, and clearance has been authorized (a process which takes microseconds), the phaser, rather than firing a beam of superheated plasma to kill or vaporize the target, remote-activates the transporter, beaming the target into a safe holding area (brig, etc.) at the pull of a trigger.  Just point and scan!  The practicality of this method is best demonstrated compared to the lengthier, potential problem of calling the ship verbally and arranging transporter use to the same end.  If remote transporter activation is impossible, the weapon calibrates automatically to the lowest level of force needed to incapacitate without killing a target.  Higher, deadly-force settings remain an option, if necessary, but only as a last resort, determined at the user's or commanding officer's discretion.  Unnecessary use of deadly force draws severe reprisals in Starfleet, and may warrant investigation.  Lower, "stun" settings are also available.  The basic "stun" function no longer discharges a beam of plasma, but rather a pulse which can disable a victim through hypersonic emission, knocking the target unconscious at the neurocellular level.  For this scenario, the phaser does not need to be pointed at the target; it can simply be programmed and activated with the touch of a button.
By Federation law, Federation-manufactured phasers (Starfleet and otherwise) feature disabling functions (via non-removable components) which allow a parent computer to instantly prevent firing inside a recognized "safe zone".  The phaser function has the basic operational range of a type-II phaser, while tricorder range & function has been greatly enhanced (see tricorders).  Each issued phaser is coded & touch-enabled for personal use, and usually concealed inside a jacket or uniform pocket.  Power-cells for these instruments as well as others have been vastly improved, to the effect that they virtually never die (if used within normal parameters).

sensor grid

The Federation has deployed an array of automated, long-range probes throughout the galaxy.  These platforms use omnidirectional sensors to cross-examine the interstellar sky, continuously scanning normal space and subspace frequencies, gathering scientific data and intelligence on places, events & other items of interest, such as celestial occurrences and ship movements.  They analyze certain sets of readings on their own, and transmit the entire data package to Federation space for study.  Starships and manned outposts often draw information through these facilities via continuous subspace links, and vice versa, providing an invaluable deep-field overview of our galaxy as well as the Local Cluster Some believe that the Federation uses the sensor grid to "spy" on the galaxy.  While this is not technically untrue, it's a matter of interpretation.

transporters

beaming
The transporter materialization sequence has been significantly shortened, turning transporters into teleporters, with instantaneous transmission of subjects between environments.  The "shimmering" effect of "beaming" has been eliminated, and the process emits no sound when appearing at a destination.  (Equipment may still emit an audible "hum" at the originating site of operation). 
beaming
Quantum processors and subspace booster relays have vastly increased transporter range.  While transporter rooms are available, individuals can beam in or out from practically any location.  With the addition of the wormhole network, one can beam theoretically anywhere in the galaxy (provided wormholes reach the area).  See: subspace transporters.  Intraship (site-to-site) transport can be risky but is fairly common, as is ship-to-ship transport during warp.  Trying to beam in or out of an object at warp from a non-synchronous location (stationary, wormhole or at impulse) is also possible, but highly dangerous and not recommended.  Computer safeguards automatically prevent beaming into dangerous areas, or out of infected areas if a transmissible biohazard is detected prior to transport.  Pattern recognition components remove hazardous foreign agents unless instructed otherwise, and disable or remove unauthorized weapons during transport.  Molecular storage buffers have been improved to allow longer retention of subjects without pattern degradation.

tricorders

Thanks to miniaturization, nanomods and complants, tricorders are no longer necessary as externally carried devices.  Tricorder functions are now largely internal, with data downloads and displays appearing as visual comtact data, drawn from complant information storage.  If external tricorders are necessary, their design, like most instruments, is limited only by aeshetics and user comfort.  The standard tricorder, sometimes called a "palm-padd", fits into the palm of a human hand (the size of a cellphone), is nanomagnetically adhesive ("sticks" to clothing) and touch-activated.  A customizable, tactile responsive holographic screen displays information and enables manual input.  Technological versatility has made tricorders less popular as individual instruments, and practically obsolete.

wormholes

wormhole relay station
Artificially generated wormholes, based on work by Trill scientist Lenara Kahn, have revolutionized 24th-century society, enabling ships to reach remote regions of the galaxy beyond previous conventional limits, facilitating Federation expansion into other quadrants as well as extragalactic probe deployment.  Artificial wormholes can be generated practically anywhere with controlled destination terminals, via relay stations (inset).  In conjunction with subspace transporters, they permit interstellar passage without starships, suitable for personal travel or covert operations where ships might be detected.
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