The New Jerusalem/El-HEJERA Project     .

Appendix J:

Designing El-HEJERA in tested Environments: MUD and iPEX.

In searching proven technologies to build and maintain a multi-user interface for pilgrimage to the Heavenly/New Jerusalem, we found that the MUD technology, used in over 1,000 active multi-user Role-Playing /Adventure Games on the Internet, is proven and inexpensive. (MUD denotes the “Multi User Domains” or “Multi User Dialogues” technology)

Not only can we produce fairly readily with it the following two foci, but also the entire map of the Old City as special domain for meaningful (multi-level) interaction between humans, reaching to the divine domains. The map can be comprehensive, even if many places will at the first stage be empty or under construction. It is very likely that players in the game would proceed themselves to design and add modules of these loci as their acknowledged contribution to the evolving game. Such modules might exist or desired places of study and worship available at/for various denominations within the Old City of Jerusalem.

Characteristically, a most common hero figure in such MUD games is that of The Knight. With the endemic association of the Knight Templars (“The Poor Knights of the Temple Of Solomon”) and Jerusalem, a scheme of “New Jerusalem/Templar Knights” is a natural choice. The characteristic labyrinth of the knight’s journey translates her well to the real maze of the alleys of the Old City.

There can be introductory maps – (a) “The Pilgrim’s Map to the Heavenly Jerusalem Temple”, using our “Orientation” picture of “The Quest for the Heavenly Jerusalem”; (b) a map of the Old City, a veritable labyrinth, with many points linked to scanned photographs of the places – with a button to highlight the places where the HEJERA already operates (or might well do – leave your request that you’d rather enter through this place if it were available); (c) Clicking on the Academy of Jerusalem locus, you’d find yourself at the Reception Gate at the Academy of Jerusalem Chambers in the Old City; (d) clicking at the Dome of the Rock marker, you could enter the virtual model of it under certain different regimes. (Apart from current and envisioned settings, an apt setting is a reconstruction of the Knight Templars’ rituals. It could also be depicted as reconstructed Temple of Hera, the Goddess of Wisdom, at Hadrian’s temple).

At the Reception, you will fill a questionnaire about your goals and preferences. These will be processed to assign you an individualized A-to-M (13 stage) course – the “New Jerusalem Pilgrims’ Progress” subset of Course Cards. The first of these stages could be obtained at the Academy of Jerusalem Chambers, whereas others may include other sites at the Old City, virtual and actual, and the performance of certain procedures (such as sacred rites and/or social/divine services) in them. The finals would take place, at this stage of the project anyway, at the Dome of the Rock, acting as a Door to Heaven.

The Journey of All Souls - Creating, forming and reforming Soul-maps and Profiles.  

It is customary in MUD RPG (Role Playing Games) that the entering player creates a personal profile that characterizes him/her in the game. The profile may remain fixed or change in the course of the game. In the Pilgrim’s Progress Games, the intrinsic objective would be to change and improve one’s character-profile, even to reconstruct it.

Underlying all the particular profiles, we’ll provide an integrated “Yeru-Shalem All-Souls-Map” (an elaborate “Cyber-Map of the soul”) modeled on the Dome of the Rock Pattern. We envision the legend of the map will be based largely on teachings and constructs of the Hebrew Kabbalah. (A system of “Visual Cyber-Kabbalah”, that can form such maps, is being developed by hi-Or Ltd and will be available for the project).

As fitting for the Jerusalem context, the soul maps themselves contain walls and gates nodes. The souls want to enter these gates. But they would pass the gate if and when their own pattern matches the design on the partitions of the gate. They will have to affect and modify specific nodes in their own profile to enter the relevant gate.

 

Utilization of iPIX technology. This is one available inexpensive technology that allows the insertion of 3600 spherical photographs or pictures in any marked point in a hypertext. Special cameras capture the spherical scene, which are converted to 100-500 KB .ipx picture files. These pictures give a realistic virtual tour of that scene. A simple free download plug in one’s browser allows viewing these scenes in any desired order, making a virtual tour between these scenes. (There are still simpler and faster systems).

We can readily photograph any number of scenes of the old city – in street junctions, cafes, squares, and church/mosque/synagogue interiors – and create instant realistic pilgrimage routes and places of procurements, of meeting, and of devotions. The photos can be treated, parts of them replaced by fitted important images. This way, imaginary, even “heavenly”, pictures can be placed amidst the realistic Old City scenes, to give a sense of some invisible presence beyond the everyday scene.

Indicative prices: (by Max Richardson, well seasoned architectural photographer) 1-3 iPIX images $500.00;  4-10 iPIX images $1500.00;  11-20 iPIX images $2700.00;  120 iPIX images $15,000.00.

E-Learning ware: We are versed with much simple and/or integrated software to produce and conduct any of the learning experiences, fixed or interactive, even with a live teacher.

 

 

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