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19 results for "walking simulator"

U_5_09 Verified Art, Music & Culture

U_5_09 — Video Games as Art and Culture

Video games — interactive digital experiences combining computation, visual art, sound design, narrative, and player agency — have evolved from simple electronic experiments to arguably the dominant cultural medium of th

video games game design interactive narrative ludology narratology pixel art
Y_5_09 Credible Altered States

Y_5_09 — Firewalking: Altered States, Pain Override, and Ritual Confidence

Firewalking — the practice of walking barefoot over a bed of hot embers, coals, or heated stones — is one of the most dramatic and visually arresting ritual practices in world culture, documented across diverse tradition

firewalking fire ritual Anastenaria pain override Leidenfrost effect endorphins
Y_5_04 Altered States

Y_5_04 — Anomalous Human Abilities — Yogic Siddhis, Firewalking, and Extreme Performance

Human cultures have long documented individuals who demonstrate extraordinary physical and mental abilities that challenge conventional understanding of human limits. This document surveys the full spectrum, from well-do

siddhis firewalking Wim Hof tummo breatharianism extreme fasting
Y_3_15 Credible Altered States

Y_3_15 — Pilgrimage as Altered State: Walking, Devotion, and Transformation

Pilgrimage — the deliberate journey to a sacred place as an act of devotion, penance, healing, or spiritual seeking — is one of humanity's most ancient and universal practices for inducing transformative altered states t

pilgrimage Camino de Santiago Hajj Kumbh Mela walking meditation liminality
M_3_15 Credible Forbidden Archaeology

M_3_15 — Construction Replication Experiments: Testing Ancient Building Methods

Construction replication experiments — attempts to reproduce ancient building techniques using only tools and methods available in the relevant period — provide the strongest empirical test of whether "impossible" ancien

construction-replication experimental-archaeology wally-wallington nova-obelisk pyramid-construction megalithic-transport
C_1_12 Global Traditions

C_1_12 — Fire Symbolism, Sacred Flame, and the Theft of Fire

Fire is arguably the most transformative technology in human history — and the most universally sacralized natural phenomenon. The control of fire (~1.5 million years ago, Homo erectus) enabled cooking (which transformed

fire sacred flame Prometheus Agni Zoroastrian fire Atar
C_4_19 Credible Global Traditions

C_4_19 — The Labyrinth as Ritual Pathway: From Knossos to Chartres

The labyrinth — a single-path (unicursal) design leading to a center and back — is one of humanity's most persistent geometric-symbolic forms, appearing across at least 4,000 years and five continents. Distinct from the

labyrinth ritual-pathway knossos chartres minotaur maze
Y_5_03 Altered States

Y_5_03 — Stigmata, Faith Healing, and Psychosomatic Phenomena

The human body can do things under the influence of belief that should not be physically possible according to conventional medical models. The placebo effect — a "sugar pill" producing measurable physiological changes —

stigmata faith healing psychosomatic placebo effect nocebo spontaneous remission
D_3_03 Sites & Artifacts

D_3_03 — Moai of Rapa Nui — Transport, Engineering, and Cultural Context

The moai of Rapa Nui (Easter Island) are among the most recognizable monumental sculptures on Earth: 887 statues carved from compressed volcanic tuff at the Rano Raraku quarry, averaging 4m tall and 12.5 tonnes, with the

moai Rapa Nui Easter Island Rano Raraku pukao ahu
Y_4_17 Verified Altered States

Y_4_17 — Sleep Disorders & Parasomnias

Sleep disorders affect an estimated 50–70 million Americans and up to 45% of the global population, encompassing over 80 distinct conditions classified by the International Classification of Sleep Disorders (ICSD-3, 2014

sleep disorders parasomnias narcolepsy sleepwalking REM behavior disorder sleep terrors
Y_4_14 Verified Altered States

Y_4_14 — Virtual Reality, Immersive Technology, and Altered Perception

Virtual reality (VR) and immersive technologies create genuine altered states of perception — not merely visual illusions but deep modifications of body ownership, spatial awareness, self-identity, and emotional processi

virtual reality VR augmented reality AR embodiment rubber hand illusion
Y_4_18 Verified Altered States

Y_4_18 — Sleep Disorders and Parasomnias: Pathologies of Consciousness in Sleep

Sleep disorders affect an estimated 50–70 million Americans and ~1 billion people globally, causing significant morbidity, mortality, and economic burden. The field was transformed by the discovery of distinct sleep stag

sleep-disorders parasomnia insomnia narcolepsy sleep-apnea rem-behavior-disorder
Y_4_11 Altered States

Y_4_11 — Trance States Across Cultures

Trance — an altered state of consciousness characterized by narrowed or shifted attention, altered sense of self, reduced awareness of external surroundings, and modified responsiveness — is one of the most universal fea

trance ritual trance cross-cultural trance possession trance shamanic trance altered states of consciousness
Y_4_13 Verified Altered States

Y_4_13 — Collective Effervescence and Group Altered States

Collective effervescence — Émile Durkheim's term (The Elementary Forms of Religious Life, 1912) for the heightened emotional energy generated when people gather and act together in coordinated ritual — describes a group

collective effervescence Durkheim group ritual emotional contagion synchrony entrainment
Y_4_19 Credible Altered States

Y_4_19 — Ritual-Induced Ecstasy

Ritual-induced ecstasy — altered states of consciousness produced through collective ceremonial practices including dance, chanting, drumming, fasting, pain ordeal, and rhythmic movement — is one of the oldest and most u

ritual ecstasy trance collective effervescence Durkheim sacred dance
Y_5_07 Verified Altered States

Y_5_07 — Phenomenology of Pain and Pain Modulation

Pain — defined by the International Association for the Study of Pain (IASP, revised 2020) as "an unpleasant sensory and emotional experience associated with, or resembling that associated with, actual or potential tissu

pain nociception pain modulation gate control theory Melzack Wall
R_5_20 Verified Biology & Evolution

R_5_20 — Mass Extinction Recovery: Post-Crisis Adaptive Radiation

Life on Earth has survived at least five major mass extinctions — the "Big Five" — each eliminating 75–96% of species. Yet each catastrophe was followed by a remarkable recovery phase in which surviving lineages radiated

mass extinction recovery adaptive radiation end-permian end-cretaceous K-Pg
R_1_11 Biology & Evolution

R_1_11 — Extinction, Recovery, and Adaptive Radiation

The history of life is punctuated by mass extinction events — catastrophic biodiversity losses that eliminate >75% of species in geologically brief intervals — followed by recovery phases and adaptive radiations during w

mass extinction Big Five adaptive radiation recovery background extinction end-Permian
ZA_5_09 Verified Physics & Quantum

ZA_5_09 — Quantum Simulation: Programming Nature to Model Nature

Quantum simulation — using one controllable quantum system to emulate the behavior of another, less tractable quantum system — was proposed by Richard Feynman in 1982 as a natural solution to the fundamental difficulty o

quantum simulation quantum simulator Feynman cold atoms optical lattice Hubbard model