Author: Tristan Hash
Signals -> carriers -> transducers -> perception.
What if visual technology is best understood as a chain of transformations: encoded information moving through carriers, conversion layers, biological interfaces, and learned perception?
The map spans visual transduction technology: display physics, signal encoding, carriers, transducers, eye optics, retinal and cortical interfaces, sensory substitution, semantic cues, and memory-adjacent frontier concepts. CRTs are included where their engineering helps clarify signal, carrier, addressing, conversion, and perception, but no single display type defines the project.
Current focus: test how intermediate media can be removed, compressed, rerouted, or newly introduced. Instead of assuming that a full image must pass through every layer, the path also includes systems where trained perception becomes part of the medium: pixels become features, features become cues, and cues become usable experience through attention, motion, learning, and memory.
This is a documentation-only project. There is no Python program, no build system, and no app runtime. The repository is meant to become a structured knowledge base.
Visual technologies can be read as transformation chains:
information source
-> encoding
-> carrier
-> transducer
-> visual or sensory interface
-> neural representation
-> learned perception
-> action, interpretation, or memory
Core question:
How can visual information be encoded, carried, converted, and learned across different physical and biological interfaces, from ordinary displays to screenless and prosthetic perception systems?
Once visual experience is understood as a chain of transformations instead of only a rectangle on glass, every stage becomes a possible invention point: change the carrier, move the transducer, compress the signal, bypass a damaged layer, or invent a new perceptual language.
The path stays close to known science and engineering, then moves outward into stranger but explicit hypotheses.
| Label | Meaning |
|---|---|
| Established | Standard display, optics, or visual-system science. |
| Research | Demonstrated or actively studied in scientific or clinical research. |
| Prototype | Plausible engineering direction with major current limitations. |
| Speculative | Conceptual architecture with unsolved gaps, included because it may suggest useful experiments or analogies. |
| Frontier | Far-future, fiction-forward, or not-yet-demonstrated idea kept because it can generate hypotheses and new research questions. |
Speculative entries should expose the hidden design space around signals, carriers, transducers, sensory interfaces, perception, and memory.
The rule is:
keep the wild version visible
keep the evidence level visible
A good speculative entry should be bold, but explicit. It should say:
In other words, speculative labels are not stop signs. They are invitations to map the gap between idea, model, experiment, prototype, and reality.
The broad chain is:
information
-> encoding
-> carrier
-> transducer
-> spatial or temporal addressing
-> biological interface
-> neural representation
-> perception
-> cognition
-> memory
Every arrow can be studied as its own module. Every module may have multiple possible routes.
The strongest “screenless” route may be the compressed route:
world or signal
-> feature/event/meaning extraction
-> minimal cue
-> active sensorimotor loop
-> learned perception
-> action
Here, perception is not only the endpoint. It is the medium that completes the display.
The ladder moves from least speculative to most speculative.
| Level | Name | Description |
|---|---|---|
| 1 | Conventional display systems | CRT, plasma, LCD, OLED, and MicroLED systems that create visible images outside the body. |
| 2 | Near-eye optics | Headsets, waveguides, retinal projection, and scanned-light systems that still use normal vision. |
| 3 | Assisted retinal input | Systems that enhance or replace part of the optical input while still relying on retinal processing. |
| 4 | Retinal neural prosthesis | Electrical or optogenetic interfaces that stimulate retinal cells directly. |
| 5 | Visual-pathway bypass | Optic nerve, LGN, or visual cortex interfaces that skip damaged earlier stages. |
| 6 | Noninvasive neuromodulation | Magnetic or ultrasound approaches that may evoke percepts, but with coarse control compared with implants. |
| 7 | Learned perceptual code | Systems that stop chasing natural pixels and instead teach the user a useful artificial visual language. |
| 8 | Semantic scene interface | Systems that transmit labels, hazards, motion, depth, or navigation cues instead of images. |
| 9 | Cognitive cueing | Systems that guide attention, recognition, or recall through ordinary perception and assistive cues. |
| 10 | Memory interface frontier | Direct memory writing is not established, but the concept can be decomposed into perception, imagery, cueing, recall, and consolidation questions. |
The most realistic path upward is not “build a better brain TV.” It is to reduce the amount of information that must be delivered, match the code to the biology, and let the user learn a stable interface.
| Module | Topic | Main Question |
|---|---|---|
| 00 | Display Transduction Foundations | How do display systems make signal-to-perception engineering concrete? |
| 01 | Display Physics | What physical systems make or modulate light? |
| 02 | Signal Encoding | How is image information represented before display? |
| 03 | Carriers | What carries the signal: electrons, photons, fields, sound, or tissue states? |
| 04 | Transducers | What converts one physical form into another? |
| 05 | Eye Optics | What happens before light reaches the retina? |
| 06 | Retina | How does the retina convert and preprocess visual input? |
| 07 | Visual Pathway | How do optic nerve, LGN, V1, and higher cortex transform vision? |
| 08 | Neural Interfaces | Where can artificial signals enter the visual system? |
| 09 | Perceptual Rendering | Can a system encode features or meaning instead of pixels? |
| 10 | Memory Branch | Why is perception different from memory writing? |
| 11 | Safety And Ethics | What boundaries must stay explicit? |
| 12 | Gallery | What diagrams best explain each route? |
| 13 | Creative Engineering Concepts | What workarounds make speculative ideas more concrete? |
| 14 | Knowledge Representation And Provenance | How can claims remain readable, traceable, and consistently represented? |
| 15 | Evaluation And Model Methods | How can ideas be modeled and compared without confusing metrics with perception? |
| 16 | Air Loom, Schizophrenia, And Influence Machines | How did revolutionary politics, early psychiatry, and machine-influence narratives become entangled? |
A useful visual technology can be treated as a chain: signal, carrier, conversion layer, receiver, and learned interpretation. A CRT gives one concrete route through that chain.
| Stage | Function |
|---|---|
| Signal input | The incoming video signal encodes brightness and timing. |
| Electron gun | A heated cathode emits electrons into a vacuum tube. |
| Acceleration | High voltage accelerates electrons toward the screen. |
| Deflection | Electric or magnetic fields steer the beam. |
| Raster scan | The beam draws the image line by line. |
| Phosphor | The screen coating glows when struck by electrons. |
| Persistence | The phosphor glow and the eye’s temporal integration smooth the scan into an image. |
| Color CRT | Separate red, green, and blue phosphors are addressed through beam control and mask geometry. |
Key insight: the useful object is not just a screen. It is a coordinated signal-to-perception chain. A small controlled event can be addressed over time and integrated by the visual system into a stable experience.
| Technology | Signal Route | Lesson |
|---|---|---|
| CRT | Electrical signal -> electron beam -> phosphor -> light | A scanned beam can become a full image. |
| Plasma display | Electrical signal -> gas discharge -> ultraviolet -> phosphor -> light | Display chains can include gas and UV stages before visible light. |
| LCD | Electrical signal -> liquid-crystal orientation -> polarization control -> filtered backlight | Some displays modulate existing light rather than emit it. |
| OLED | Electrical current -> organic emissive material -> light | Each pixel can be a self-emitting source. |
| MicroLED | Electrical current -> microscopic LED emitters -> light | Dense direct emitters can replace scanned beams and backlights. |
Visual information can be represented as:
The deeper question is whether a screenless interface must reproduce pixels, or whether it can transmit a more compact representation that the visual system can learn to interpret.
| Carrier | Role | Notes |
|---|---|---|
| Electron beam | Scanned display and vacuum-tube carrier | Precise in a tube, not a practical free-space biological carrier. |
| Visible light | Normal vision and projection | The safest familiar route when sent through the eye. |
| Infrared | Optical carrier outside visible range | Requires conversion or a biological/technical detector. |
| Ultraviolet | Can excite phosphors | Hazardous to tissue and not a normal vision route. |
| Electric current | Electrode-based stimulation | Requires contact or implanted interfaces for precision. |
| Magnetic field | Can induce neural effects | Noninvasive but spatially coarse compared with implants. |
| RF/microwave | Field-based energy carrier | Not a magic visual channel; would need a plausible transducer. |
| Ultrasound | Acoustic pressure carrier | Can be focused, but neural effects and safety remain research topics. |
| Chemical/molecular state | Biological transduction route | Slow compared with display refresh; relevant to optogenetics and biology. |
| Neural spikes | Native nervous-system carrier | The brain’s own signaling format, not a simple pixel bus. |
A phosphor screen is one familiar example of a transducer.
| Transducer | Converts | Example |
|---|---|---|
| Phosphor | Electron or UV excitation -> visible light | CRT and plasma-style display logic. |
| Liquid crystal | Electric field -> optical polarization change | LCD. |
| Organic semiconductor | Electric current -> photons | OLED. |
| LED junction | Electric current -> photons | LED and MicroLED. |
| Retina | Photons -> neural signals | Natural vision. |
| Electrode | Circuit signal -> local tissue stimulation | Retinal or cortical prostheses. |
| Optogenetic cell | Light -> neural activity | Research and experimental prosthetic concepts. |
| Focused ultrasound | Acoustic energy -> neural modulation | Noninvasive neuromodulation research. |
| Magnetic coil | Changing magnetic field -> induced electric field | TMS and phosphene research. |
Before any retinal or neural interface, normal vision passes through optical preprocessing:
Screenless optical systems can still use the eye, for example by projecting light onto the retina, using near-eye displays, or scanning controlled light through optics. These do not remove biology; they move the display closer to the biological receiver.
The retina is not just a passive camera sensor. It performs early computation.
| Layer | Role |
|---|---|
| Rods and cones | Convert light into biological signals. |
| Bipolar cells | Relay and shape signals from photoreceptors. |
| Horizontal cells | Support lateral interactions and contrast effects. |
| Amacrine cells | Contribute temporal and motion-related processing. |
| Ganglion cells | Send spike trains into the optic nerve. |
Retinal prostheses try to use surviving retinal circuitry when photoreceptors or other parts of the retina have degenerated. The challenge is that stimulating one physical point does not necessarily create one clean visual pixel.
The standard visual route is:
retina
-> ganglion cell axons
-> optic nerve
-> optic chiasm
-> optic tract
-> lateral geniculate nucleus
-> optic radiations
-> primary visual cortex
-> higher visual areas
Each stage changes the representation. By the time visual information reaches conscious perception, it has been filtered, routed, compared, interpreted, and combined with attention and memory.
| Interface | Status | Description | Main Limitation |
|---|---|---|---|
| Retinal projection | Research | Send controlled light to the retina without a wall screen. | Eye tracking, safety, focus, field of view. |
| Retinal prosthesis | Research | Electrically stimulate retinal neurons. | Low resolution and complex retinal coding. |
| Optogenetic retina | Research | Make cells light responsive and stimulate them optically. | Gene delivery, brightness, safety, latency. |
| Optic-nerve interface | Research/speculative | Stimulate the visual signal cable after the retina. | Fibers are densely mixed and hard to address. |
| LGN interface | Speculative | Target the thalamic visual relay. | Deep target, complex relay function. |
| Cortical visual prosthesis | Research | Stimulate visual cortex to create phosphenes or patterns. | Phosphenes are not clean pixels; surgery and coding are hard. |
| TMS phosphene interface | Research | Use magnetic stimulation to evoke visual percepts. | Coarse targeting, variability, not image-level control. |
| Focused ultrasound interface | Research | Use acoustic energy to modulate visual cortex. | Safety, precision, repeatability, and interpretation. |
| Sensory substitution | Research | Translate visual information into sound or touch. | Requires learning and does not directly create normal sight. |
These concepts are intentionally framed as research directions or design patterns, not build instructions. Their value is that they show ways around the naive “make neural pixels” problem.
| Concept | Plausibility | Workaround | Main Limit |
|---|---|---|---|
| Foveated Prosthetic Vision | Prototype | Put the highest information density where gaze or attention is directed and use lower-detail cues in the periphery. | Requires eye tracking, fast adaptation, and careful user calibration. |
| Event-Camera Encoder | Prototype | Send only changes, motion, flashes, and edges instead of full video frames. | Static scenes may lose detail unless paired with scanning or semantic cues. |
| Phosphene Font | Research/speculative | Design a small alphabet of stimulation patterns that users can reliably recognize, rather than trying to create natural images. | It becomes an artificial language, not normal vision. |
| Personal Retinotopic Map | Research | Build a user-specific map from stimulation sites to perceived locations and shapes. | Maps can drift over time and may change with attention, fatigue, or tissue response. |
| Closed-Loop Percept Calibrator | Prototype | The user reports what they perceive, and the system adjusts encoding until percepts become stable. | Requires feedback, training, and long-term recalibration. |
| Hybrid Optical-Neural Overlay | Speculative | Use normal or remaining vision for what still works, then add artificial cues only where information is missing. | Needs reliable detection of missing or degraded visual regions. |
| Semantic Safety Overlay | Prototype | Prioritize useful labels like obstacle, stairs, face, text, vehicle, door, or motion direction over photorealistic detail. | Less immersive, but potentially more useful for navigation. |
| Depth-First Vision | Prototype | Encode depth, collision risk, edges, and motion before color or texture. | Sacrifices visual richness for practical spatial awareness. |
| Attention-Guided Display | Speculative | Use gaze, task, or context to decide what information deserves bandwidth. | Wrong attention estimates could hide important details. |
| Multi-Sense Redundancy | Prototype | Pair weak visual percepts with audio or tactile confirmation so the user does not depend on one fragile channel. | Training burden and sensory overload. |
| Learned Visual Language | Prototype | Treat the interface like learning Braille or a new instrument: consistent symbols become useful through practice. | It may never feel like natural sight. |
| Cortical Shape Tracing | Research | Trace shapes dynamically across cortical stimulation sites instead of flashing isolated dots. | Requires stable percept mapping and invasive hardware. |
| Retinal Preprocessor | Speculative | Convert camera data into signals that mimic retinal contrast, motion, and edge processing before stimulation. | Retinal codes differ by cell type and disease state. |
| AI Scene Compressor | Prototype | Use computer vision to reduce a scene into the few cues most relevant to the task. | Model errors become perceptual errors. |
| Virtual Cane Display | Prototype | Encode near-field obstacles and surface changes as simple visual, audio, or tactile cues. | Useful for mobility, not a replacement for full vision. |
| Peripheral Motion Radar | Speculative | Give the user coarse motion awareness around the visual field while central detail comes from another channel. | Peripheral cue placement and false alarms are hard. |
| RF-Powered Local Transducer | Speculative | RF is used only to power or communicate with a local transducer; the local device performs the actual stimulation. | Still requires a safe, implanted, addressable transducer. |
| Ultrasound-Gated Neural Pixel | Speculative | Ultrasound selects a region while another mechanism provides the effective stimulation signal. | Coupling, targeting, safety, and coding are unresolved. |
| Magnetic-To-Local Conversion | Speculative | External magnetic fields influence a local implanted converter rather than trying to write images remotely. | Requires an implant and strong safety validation. |
| Memory Cue Companion | Prototype | Use ordinary sensory prompts, labels, images, or spatial cues to support recall without pretending to write memories. | Supports memory retrieval; does not create memories directly. |
| Bottleneck | Workaround Direction |
|---|---|
| Low resolution | Use symbols, edges, motion, depth, or scene labels instead of full images. |
| Poor targeting | Calibrate each user’s percept map and avoid assuming anatomy is a clean grid. |
| Limited bandwidth | Use event-based sensing, foveation, compression, and task-aware filtering. |
| Unstable percepts | Keep a closed feedback loop and update the map over time. |
| Slow adaptation | Build a learnable visual language with consistent cues. |
| Safety risk | Prefer external, reversible, low-power, clinically supervised designs. |
| Ambiguous perception | Pair artificial visual cues with audio, tactile, or text feedback. |
| Memory interface frontier | Split memory ideas into cueing, imagery, recall support, and direct-write hypotheses. |
These are deliberately creative and should be treated as prompts for research notes, fiction, or future scenario pages.
| Seed | Idea |
|---|---|
| The Phosphene Typewriter | A minimal cortical or retinal alphabet for letters, arrows, and warnings. |
| The Artificial Fovea | A wearable system that gives high-detail artificial cues only at the user’s current point of interest. |
| The Scene Skeleton | A display that encodes walls, doors, stairs, people, and moving objects as a sparse navigational graph. |
| The Motion-Only Eye | A prosthetic mode that ignores texture and color and reports movement vectors across the field. |
| The Edge Lantern | A system that lights up boundaries and object outlines while leaving detail to residual vision or other senses. |
| The Perceptual Codec | A compression system designed around what the visual system can learn, not what a camera records. |
| The Retinal Interpreter | A front-end model that converts camera images into retina-like contrast and timing signals. |
| The Cross-Modal HUD | A headset that combines tiny visual cues, spatial audio, and touch pulses into one learned interface. |
| The Dream Rehearsal Notebook | A noninvasive memory-support concept that uses images, narration, and repetition to strengthen voluntary recall. |
| The Consent-Locked Interface | Any neural or cognitive interface requires active, continuous user authorization before stimulation or data capture. |
The full scenario index lives in scenarios/README.md.
| ID | Title | Status | Short Description |
|---|---|---|---|
| 01 | Electron-To-Phosphor CRT | Established | A steered electron beam scans a phosphor-coated screen. |
| 02 | Gas-To-Phosphor Plasma Display | Established | Ionized gas and UV excite phosphors to produce visible pixels. |
| 03 | Liquid-Crystal Light Valve | Established | Electric fields rotate liquid crystals to modulate a backlight. |
| 04 | Self-Emissive OLED | Established | Current-driven organic layers emit light directly. |
| 05 | MicroLED Photon Array | Established | Dense microscopic LED emitters form a direct pixel array. |
| ID | Title | Status | Short Description |
|---|---|---|---|
| 06 | Retinal Projection | Research | Image light is projected onto the retina instead of a physical screen. |
| 07 | Retinal Scanner | Research | A controlled beam scans the retina using scanned-display logic. |
| 08 | Retinal Waveguide | Prototype | A wearable or lens routes image light into the eye. |
| 09 | Retinal Holograph | Speculative | Phase-controlled light forms structured retinal patterns. |
| 10 | Virtual Phosphor | Speculative | A temporary or biological-adjacent layer replaces the fixed screen phosphor. |
| ID | Title | Status | Short Description |
|---|---|---|---|
| 11 | Photoreceptor Interface | Research | Input targets rods, cones, or restored light-sensitive cells. |
| 12 | Electronic Retina | Research | Electrode arrays stimulate retinal neurons. |
| 13 | Optogenetic Retina | Research | Engineered cells convert light into neural activity. |
| 14 | Ganglion-Cell Encoder | Speculative | The system targets retinal output cells directly. |
| 15 | Optic-Nerve Interface | Research/speculative | Visual data enters through stimulation of optic nerve fibers. |
| ID | Title | Status | Short Description |
|---|---|---|---|
| 16 | Cortical Phosphor | Research | Visual cortex becomes the target that evokes light-like percepts. |
| 17 | V1 Neural Display | Research | Retinotopic visual cortex is stimulated as a crude display surface. |
| 18 | Cortical Form Tracing | Research | Dynamic stimulation attempts to create coherent shapes from phosphene sequences. |
| 19 | Feature-Space Display | Speculative | The interface encodes edges, colors, motion, or depth rather than pixels. |
| 20 | Object-Space Display | Speculative | The system transmits object-level percepts instead of a full image. |
| 21 | Scene-Space Display | Speculative | The system encodes navigation, layout, and salience. |
| ID | Title | Status | Short Description |
|---|---|---|---|
| 22 | Electrical-To-Neural | Research | Electrodes deliver structured stimulation to target tissue. |
| 23 | Optical-To-Neural | Research | Light becomes the carrier for biological or optogenetic targets. |
| 24 | Magnetic Phosphene System | Research | Time-varying magnetic fields can evoke visual sensations. |
| 25 | Spatial Magnetic Array | Speculative | Multiple magnetic sources attempt more detailed targeting. |
| 26 | RF-To-Transducer-To-Neural | Speculative | RF powers or controls a local transducer rather than directly “sending images.” |
| 27 | Focused-Ultrasound Vision Interface | Research | Acoustic focus modulates visual regions. |
| 28 | Acoustic Hologram | Speculative | Interference of sound fields creates spatial stimulation patterns. |
| 29 | RF-Powered Local Transducer | Speculative | RF powers or communicates with an implanted local converter rather than directly carrying vision into the brain. |
| 30 | Magnetic-To-Local Conversion | Speculative | A local transducer converts external magnetic influence into a local neural signal under controlled conditions. |
| ID | Title | Status | Short Description |
|---|---|---|---|
| 31 | Perceptual Compression Display | Speculative | Only useful features are transmitted, not every pixel. |
| 32 | Predictive-Coding Display | Speculative | The interface nudges brain predictions and lets perception fill in gaps. |
| 33 | Neural Texture Engine | Speculative | A system evokes surfaces, motion, or scene texture directly. |
| 34 | Semantic Visual Interface | Speculative | The system sends meanings like “person ahead” instead of a picture. |
| 35 | Brain-As-Renderer | Frontier | The brain reconstructs scenes from sparse prompts; the challenge is turning that into a real interface. |
| 36 | AI Scene Compressor | Prototype | Computer vision chooses the few cues most useful for the user’s current task. |
| 37 | Scene Skeleton | Speculative | The environment is encoded as a sparse graph of surfaces, openings, obstacles, and moving agents. |
| 38 | Depth-First Vision | Prototype | Depth and collision risk are prioritized ahead of color and texture. |
| 39 | Phosphene Font | Research/speculative | A small set of learned phosphene symbols carries text, arrows, warnings, or object classes. |
| ID | Title | Status | Short Description |
|---|---|---|---|
| 40 | Audio-Visual Substitution | Research | Visual data is translated into sound patterns. |
| 41 | Tactile-Visual Substitution | Research | Visual data becomes vibration or pressure patterns. |
| 42 | Multisensory Display | Speculative | Sound, touch, vestibular cues, and visual cues combine into a learned scene model. |
| 43 | Cross-Modal HUD | Prototype | A wearable interface splits information across small visual, audio, and tactile cues. |
| 44 | Virtual Cane Display | Prototype | Near-field obstacles and surface changes are translated into simple learned cues. |
| ID | Title | Status | Short Description |
|---|---|---|---|
| 45 | Neural Scanning Interface | Speculative | A scanned neural stimulus updates perception over time like a raster beam. |
| 46 | Temporal Multiplexing | Speculative | One channel addresses many perceptual points at different times. |
| 47 | Spike-Timing Display | Speculative | Fine spike timing carries the representational signal. |
| 48 | Population-Code Display | Speculative | Patterns across many neurons carry the signal. |
| 49 | Oscillatory Display | Speculative | Brain rhythm phase or frequency becomes part of the encoding scheme. |
| 50 | Event-Based Vision Stream | Prototype | The interface updates only where the world changes, similar to event cameras. |
| 51 | Cortical Shape Tracing | Research | Sequential stimulation attempts to trace recognizable forms instead of isolated dots. |
| ID | Title | Status | Short Description |
|---|---|---|---|
| 52 | Percept-To-Memory | Established concept | Real perception can become memory through attention and consolidation. |
| 53 | Memory Cue Interface | Research concept | A partial cue can help reconstruct a remembered image or scene. |
| 54 | Associative Reconstruction | Research concept | Memory recall uses fragments, context, and association rather than stored pixels. |
| 55 | Dream Rehearsal Notebook | Prototype | Ordinary images, narration, and repetition support voluntary recall without neural writing. |
| 56 | Memory-State Interface | Frontier | Direct memory writing is not established, but the idea can be broken into cueing, imagery, recall, and consolidation mechanisms. |
| 57 | Conceptual Injection | Frontier | Remote arbitrary memory insertion is a far-edge scenario for exposing missing carriers, targets, and transducers. |
The memory branch should stay separate from visual prosthetics.
Visual prosthetics ask:
Can a device create useful visual percepts?
Memory implantation asks something much harder:
Can a device create a durable, personally integrated memory with context,
meaning, confidence, emotion, and recall behavior?
A visual percept is a present experience. A memory is a distributed, reconstructive state involving perception, attention, hippocampal systems, association, consolidation, and later recall. Display analogies become weakest here because the brain is not a video recorder.
These remote images were pulled from the shared ChatGPT conversation’s image carousels. For a public repository, replace them with original diagrams or confirmed-license images before redistributing.
Use this template for new encyclopedia pages:
## Scenario: Title
- Status:
- Interface point:
- Carrier:
- Transducer:
- Encoding style:
- Addressing method:
- Expected percept:
- Evidence level:
- Main limitations:
- Safety and ethics:
- Sources:
### Summary
### How It Maps To The Master Model
### What Would Need To Be Solved
.
|-- README.md
|-- HISTORICAL_CONTEXT.md
|-- PROJECT_TRACKS.md
|-- modules/
| |-- 00-display-transduction-foundations.md
| |-- 01-display-physics.md
| |-- 02-signal-encoding.md
| |-- 03-carriers.md
| |-- 04-transducers.md
| |-- 05-eye-optics.md
| |-- 06-retina.md
| |-- 07-visual-pathway.md
| |-- 08-neural-interfaces.md
| |-- 09-perceptual-rendering.md
| |-- 10-memory-branch.md
| |-- 11-safety-and-ethics.md
| |-- 12-gallery.md
| |-- 13-creative-engineering.md
| |-- 14-knowledge-representation.md
| `-- 15-evaluation-and-modeling.md
|-- scenarios/
| |-- 01-electron-to-phosphor-crt.md
| |-- 06-retinal-projection.md
| |-- 12-electronic-retina.md
| |-- 13-optogenetic-retina.md
| |-- 14-ganglion-cell-encoder.md
| |-- 17-v1-neural-display.md
| |-- 18-cortical-form-tracing.md
| |-- 24-magnetic-phosphene-system.md
| |-- 27-focused-ultrasound-vision-interface.md
| |-- 29-rf-powered-local-transducer.md
| |-- 31-perceptual-compression-display.md
| |-- 32-predictive-coding-display.md
| |-- 34-semantic-visual-interface.md
| |-- 35-brain-as-renderer.md
| |-- 37-scene-skeleton.md
| |-- 39-phosphene-font.md
| |-- 40-audio-visual-substitution.md
| |-- 41-tactile-visual-substitution.md
| |-- 45-neural-scanning-interface.md
| |-- 49-oscillatory-display.md
| |-- 50-event-based-vision-stream.md
| |-- 55-dream-rehearsal-notebook.md
| |-- 56-memory-state-interface.md
| `-- 57-conceptual-injection.md
|-- media/
| |-- diagrams/
| `-- chat-reference-gallery.md
|-- sources/
| `-- bibliography.md
`-- LICENSE
Any real interface with the eye, retina, optic nerve, visual cortex, or memory systems belongs under medical, scientific, and ethical oversight. This project should keep consent, safety, reversibility, and evidence quality explicit.
Speculative entries should stay focused on concepts, mechanisms, analogies, research questions, and toy models rather than device construction.
The expanded bibliography lives in sources/bibliography.md.