The Holodeck(Holographic Environment Simulator) 


Psychologists realized long ago that being locked up in an artificial environment for extended periods of time can be unhealthy.  Starfleet has worked for years to create an energy efficient, virtual reality system that offers a much needed mental vacation.  Holodeck technology becomes practical at about the time Galaxy Class ships are created, and quickly becomes a basic requirement for most starships.  The USS Enterprise 1701D is no exception.  Deck 11 houses four full sized holodecks, whilst decks 12 and 33 host 20 smaller holosuites.


When the holodeck is not in use, it is simply a large, empty black room with yellow grid lines dividing the interior.  Embedded in the walls are countless micro miniature omni-directional holo diodes (OHDs).   The OHDs are the workhorses of the holodeck system.  Each six sided OHD contains an optic section and a force field section.  Orchestrated by a computer, the OHDs create a world that appeals to all five senses.  The more complex the simulation, the more memory and power are required from the ships computers.
The holodeck imagery subsystem adds depth to the simulated environment in two ways.  First, it generated 3D projections of distant objects - city lights, rolling hills, a blazing sun (etc.) - in a sophisticated extension of forced perspective.  This subsystem also uses concentrated force beams to give nearby objects the appearance of substance.
The matter conversion subsystem uses both the transporter and the replicator to create real matter within the holodeck.  The holodeck imaging processor creates distant objects and background scenery.  While the imagery subsystem can generate an image of a telephone on a desk, if a user is about to pick up the receiver and dial, the matter conversion subsystem creates an actual telephone.  Transporter and force field technology is brought to bear to create life like interactive beings.  These characters have physical substance and are controlled by discreet force field and tractor beams.  Unlike holomatter, any matter created purely by the transporter or replicator can be removed from the holodeck.  The object is real.  However, if a character leaves the holodeck, it is no longer controlled by the computers.  Without the force fields generated by the holodeck systems the character will dematerialize.
There are three sets of controls for a holodeck.  A small command console allows users to control the holodeck before entering.  Traditional voice commands can stop, freeze, replay, or adjust any situation.  The final control is via the holodeck arch control. The arch control can appear within an ongoing simulation and provide communications and non holodeck computer functions.
Although a crew member can still break a leg while skiing or get a shiner from a boxing match, safety parameters are built into the holodeck system that prevent serious injury and death.