Authors: Jack Wenger
Abstract: Try another way of looking at the universe. Consider spatial dimensions as measurements of interfaces. These interfaces can have two or more sides. We can see this if we think of thick oil spreading on water. We have three 3D substances, water, oil, and air. There is a water/oil 2D interface, an oil/air 2D interface and ahead of the oil intrusion a water/air 2D interface. Furthermore there is a linear or 1D interface at the front where the oil is advancing and all 3D substances touch. This interface has three sides. This relationship could also be described this way: Where two 3D substances meet they form a (3-1)D interface and where three or more 3D substances meet they form a (3-2)D interface. This allows the speculation that all higher dimensional systems may form interfaces in this fashion when substances within those systems interact in a manner similar to that described above. The pattern suggested is: When N (as in ND) is a whole number greater than 1, two adjacent ND substances can form an (N-1)D interface between them and three or more ND substances can meet at a (N-2)D interface. This interface has three or more sides. This in turn allows the suggestion that there could be an infinite 5D sphere made up of infinitely small 5D units that have settled into concentric fluidic layers according to some analogs to gravity and density, and that a higher (or lower) layer, having undergone a change in density, is in the process of reestablishing itself in the layer hierarchy. This could entail its intrusion between two layers having only slightly different densities. If this were the case and the 5D substances followed the pattern described above, it would have two 4D (5-1) interfaces where it contacted the fluids on either side and a 3D (5-2) interface where all three fluids met, at the front of intrusion. Infinitely small 5D substance units (5D molecules, 5D atoms) would allow the layers to be extremely thin, thinner than any observable 3D object at the 3D interface but still the size of these units could have ratios to the layer's thickness similar to the ratio of a water molecule's size to the depth of the deepest ocean. Much would be allowed under these conditions. When considering a great circle along the 3D interface, the speed of its expansion would be 2pi times the rate of intrusion. That is the change in the radius will always equal 1/2pi the change in circumference size. If the circumferential expansion of the 3D interface was equal to the expansion rate of our cosmic horizon, the intrusion rate would be 1.007 times our light speed. If its circumference was greater, maybe many times the size of our cosmic horizon, the rate of intrusion would be many times light speed. We suggests that the speed of intrusion within the Shear Dependant Universe (SDU) would probably be many times light speed. These speeds would not need to be constant. They would be affected by the rate of fluid entry at the source. The high speed of intrusion and perhaps other characteristic of the fluids could create shear. This shear could be expressed as vortices at all interfaces, if all fluids were similar in "density". If the 5D sphere were rotating, vortices at the upper 4D interface would rotate opposite those at the lower, when moving in the same direction along the 3D interface, therefore the 3D interface would contact vortices of both rotations. The picture here is of dense chaotic vortex fields on all sides of all interfaces. In addition, vortices can merge or concentrate to form structures at the 3D interface as described below. Vortices create wakes by applying torque to the 3D interface as they move over it. Those at the upper 4D interface create torque wakes that are opposite those at the lower. Vortices tend to draw closer together or concentrate with others having similar torque wakes and move way from those with incompatible wakes when traveling in the same 3D direction. However vortices having opposite rotation can concentrate if they are traveling in opposite 3D directions. Vortices with incompatible wakes move away from each other. Combined torque wakes of sufficient intensity can capture "swarms of vortices" on any or all sides of the 3D interface. These swarms can result in fields with various shapes. The shape of some of these fields is cyclonic with tubular centers or eyes, their bases attached to the 3D interface via compatible torque. Others have an anti cyclonic form with oppositely rotating eyes that are also attached to the 3D interface through appropriate torque contours. A single torque pattern at the 3D interface can accommodate several cyclonic or anti cyclonic swarms on any of its sides, these swarms will simply rotate in appropriate directions. Opposite rotation is allowed because these swarms are on opposing sides of the 3D interface and cannot conflict with each other. These are diffuse columnar swarms with highly concentrated centers where there is maximum torque or deformation of the 3D interface. If a swarm conglomerate is set in motion, torque is increased on the side of motion direction by an increased encountering and accumulation of background shear. This increased vortex concentration and torque, ahead of the eye causes the whole swarm to shift in this direction which in turn reestablishes the higher vortex concentration and maintains the off center torque, constantly reinforcing the direction of travel. This feedback loop with background shear becomes the basis for inertial mass. Those solo swarms that occupy only the outside of one the 4D interfaces (one quark) are swept away by the backflow immediately. Swarm pairs that occupy both sides of a single 4D interface (two quarks) and have some attachment with the 3D interface remain in contact a little longer but are also swept away. Swarm trios or quartets, that occupy all sides of the 3D interface (three quarks) and are anchored by a common torque pattern at the 3D interface, remain attached. They are still occupying only three fluid sectors so they could appear as only three objects (three quarks) from the 3D point of view. These would be matter and anti matter. Torque energy is never gained or lost. It is always recaptured by background shear forming photonic structures, other transient swarms or it transforms complex swarms or alters their motion. Vortices also cause indentations to form on the 3D interface via drag. Large swarms of vortices have considerable drag and tend to allow collections within the indentations. The indentations do not need to be very deep to be highly "attractive" because the 3D interface at the indentations is no longer perpendicular to the direction of intrusion, so they acquire a tiny fraction of the intense back flow from the interface advancement, forming "virtual wells" which when present in accumulations are the foundation of SDU gravity. These shear vortices contribute both to mass and "virtual wells" (gravity and become the grounds for an SDU Equivalence principle Photonic structures follow the same rules stated above but form perpendicular sheets in response to waves of passing torque (which are a winding and then unwinding of the 3D interface). Shear vortices become oriented in one direction as the interface winds up. They also tend to coalesce to a point in response to their tendency to merge. As the wave meets its maximum and begins to unwind, vortices in the first orientation escape up the connecting 4D interface and shear immediately provides a second generation of vortices in the new orientation which again coalesce and so the action is continuously repeated until all cycles of torque have passed. Thus the wave is maintained and confined to the 3D interface by background shear. This involvement with the background shear also limits the speed of passing torque waves. The action of coalescing is never completed in any of these structures. In light, background shear continues to move in the direction of the highest torque during the whole cycle, so there is a field of vortex motion extending for quite a distance on either side of the coalescing point. In matter there are also merging fields of vortex motion all around the cylindrical swarms. All of these structures can interfere with themselves under the right conditions. In this setting, vortex swarms become the currency between matter and energy. If each fluid is viewed as a 5D compartment around the 3D interface, the system is compatible with either 16D or 18D spacetime scenarios depending on whether time is the extra dimension of the whole or of each compartment. 5D+5D+5D+1D of time=16D 5D+1D of time+5D+1D of time+5D+1D of time=18D However the collision debris characteristics of each compartment could seem to come from different 5D (or 6D spacetime) systems if compartmentalization is not considered. Thus the properties of the least dense fluid in the upper compartment are consistent with those of a "bottom quark" in that the collision debris would contain many more "particles" and therefore have greater mass than the other two quarks. These particles would also have shorter life spans then those of the intruder compartment because of the upper fluid's backwash. The lower compartment debris would also have shorter life spans because of the lower fluid's backwash but fewer particles because of its greater density and be viewed as a "top quark". The intruder compartment would have properties of "strange quarks" in that its collision debris would be comprised of varying percentages of "positive and negative" charged particles depending on the nature of the colliding matter. It is relatively easy to describe many physical phenomena in these terms such as the four known forces (gravitational, strong, weak, and electromagnetic) and the many quantum phenomena. Light speed is dependent upon the rate of shear creation. The universal expansion rate varies with fluid input at the source. Dark matter simply becomes a variant swarm configuration. Faster than light, waveforms are allowed within the fluids between the interfaces. The above description becomes the scenario for a universe very similar to ours.
Comments: 126 Pages. The symbol for pi may not translate from pdf to this program.
[v1] 2018-02-21 08:20:25
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