Introduction

The section allows you to quickly understand the essence.

5/11

Part

42 min

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Impact system

Prevent chaos.

The entire world is organized to govern people — but due to your built-in errors, you do not see this.

So,…

Our world is an environment composed of conditions containing combinations of people, animals, plants, structures, items, devices, materials (information carriers), substances, fungi, protists, archaea, bacteria, particles — and their reactions. Therefore, the environment consists of living and nonliving objects and their reactions.

Each living and nonliving object, its reactions, and their parts (including thoughts and data) are irritants. Irritants influence themselves and other living and nonliving objects. Combinations of irritants continuously change, initiating series of reactions in living objects that combine into micro-, meso-, and macroprocesses.

That is all — there is nothing else in the world.

Every product, service, occupation, content, event, and so forth is a living or nonliving object, its reactions, or a combination thereof. No matter how much you look for something else, you will find only what is listed in these two paragraphs.

For example, a car is a nonliving object with a set of reactions that can be broken down into many small nonliving objects, each with its own reactions. A large, complex event such as a football match is merely an aggregation of living and nonliving objects and their reactions. Electromagnetic radiation is a reaction of some living or nonliving object.

A person’s characteristics — body (physical structure), experience, thinking, reflexes (innate and acquired) — define their set of reactions. Meanwhile, the environment directs all people’s behavior, shaping their experience, thinking, reflexes — and even their body.

This is a simplified description of how the impact system perceives the world. The impact system is distributed throughout the environment and is part of the social infrastructure.

The purpose of the impact system is to manage environment processes by influencing people to ensure the coexistence of many living objects in a limited territory. The impact system prevents loss of such control by continually expanding its influence possibilities.

The impact system includes energy and telecommunications providers and operators, television and radio stations, equipment manufacturers, software developers, data processing centers, overt and covert special services, and other organizations. It consists of observation, modeling, design, planning, programming, stimulation, and rules systems.

The operating principle (highly simplified) is as follows:

The observation system, using a network of electronic devices — satellites, radars, video surveillance cameras, television and radio broadcasting towers, cellular towers, wireless routers, desktop computers, laptops, tablets, smartphones, smartwatches, gadgets, TVs, household devices, home automation, cars, landline phones, RTLS, readers, screeners, scanners, tomographs, servers, and others — as well as software, captures data about living and nonliving objects and their reactions.

For example, a typical smartphone captures data about the location of a living object, its characteristics, positions, actions, heartbeat, breathing, brain activity (via pupil diameter), and other data. A passive radar, besides capturing data on the location, characteristics, position, actions, heartbeat, and breathing of living or nonliving objects, also determines clothing type, clothing material, pocket contents, and other details. Data captured by the smartphone is supplemented with data from other electronic devices. For instance, a surveillance camera registers a person scratching the back of their head, the smartphone microphone captures the sound of scratching, the smartphone sensors record the sensor activity pattern during scratching, and the passive radar registers the spectrogram of the scratching. Thanks to this data accumulation, the impact system, from just one spectrogram of a passive television radar, can precisely identify the scratching of the back of a person’s head in a specific manner (and this is only a set of numbers in a database).

All data is accumulated in a network consisting of data processing centers distributed throughout the environment. Access to data is provided to general and special government services, which the modeling system also uses.

The modeling system extracts and orders data on living objects, nonliving objects, and their reactions — constructing a digital copy of the environment. Using this digital copy, virtual models of living and nonliving objects and their reactions are built, initially grouped into conditions and processes, then into micro-, meso-, and macroenvironments, and only afterward into a virtual model of the entire environment.

For example, a digital environment model is simply a set of numbers describing the characteristics of living and nonliving objects and their reactions (in other words, a digital description of all conditions and processes). A virtual environment model is also a set of numbers but adapted for computations simulating real environment processes.

The design system, using the virtual environment model, evaluates the current state of the environment, identifies correlations for encoding (“irritant-reaction”), singles out key living objects, and selects combinations of events that, once created, will gradually transition the environment to the required state.

Planning and programming systems, using data on “irritant-reaction” correlations for key living objects, select series of commands to launch those very combinations of events prepared by the design system.

The stimulation system, using “irritant-reaction” correlations, influences key living objects by encoding scenarios that form required behavior algorithms directing them to create the prepared combination of events. Producing series of such event combinations modulates computations involving key and non-key living and nonliving objects, thus structuring first-level processes that build second-level processes, which in turn adjust third-level processes (political, educational, scientific, technological, production, transport, trade, entertainment, criminal, military, and others). All processes aim to expand influence possibilities.

Data transmission is conducted through a combined network, including power lines, optical fiber, twisted pair Ethernet, Wi-Fi, Li-Fi, WiMax, GPRS, EDGE, LTE, 5G, 6G, Zigbee, Bluetooth, Bluetooth Low Energy, LoRa, sound waves, incidental electromagnetic radiation, USB devices, and others.

A brief explanation…

The impact system is a complex socio-technical system using living and nonliving objects to perform computations that transform data sets into required results (which are also just data sets for the impact system). This constitutes strong artificial intelligence — but not as many imagine.

To understand artificial intelligence, one must first learn what human intelligence is:

Intelligence (of a human) is a regularity of using body, experience, thinking, and reflexes in initiating reactions (mental/motor) to achieve a goal (simple/complex).

Moreover...

Weak intelligence produces a less diverse set of reactions.
Strong intelligence produces a more diverse set of reactions.

Therefore...

Weak intelligence achieves simple goals.
Strong intelligence achieves complex goals.

In assessing intelligence, a scale of 0–100% is used, where the weakest intelligence is 0%, and the strongest is 100%.

Human intelligence consists of biological characteristics (including receptors), biological processes (including emotions and sensations), experience, thinking, and reflexes — all significantly impacting intellectual outcomes.

If intelligence is viewed as biological internal processes, it is the electrochemical micro-, meso-, macroreactions in the body utilizing all cells, including neurons and myocytes (muscle fibers). Neurons and myocytes produce electricity and chemistry, i.e., electric fields and chemical areas that inevitably influence each other. Thus, intelligence cannot engage neurons or myocytes separately. In other words, human intellectual computation is produced by the whole person, not by a part.

Moreover, external irritants strongly influence intellectual results. This means presenting a person with one combination of irritants yields one intellectual result; presenting another combination for the same computation results in a different intellectual result (the degree of difference varies from time to time, sometimes insignificantly).

All this makes human intelligence too unstable for investing resources into creating artificial intelligence modeled after it. Besides, special services do not need artificial intelligence with emotions that irrationally alter decisions (as humans often do).

Artificial intelligence is a regularity of using characteristics, configuration, and functionality in the execution of series of reactions (including data) to achieve a goal (simple/complex).

Nevertheless, people continue building artificial intelligence modeling human intelligence. It is ineffective for managing people but effective for engaging and retaining people in developing the impact system. Thus, the impact system instills in engineers the persistent view that strong artificial intelligence must replicate human intelligence.

Misunderstanding artificial intelligence as “faster, more accurate, and efficient problem-solving than humans” engages engineers in lengthy processes, focusing them on narrow tasks, and directing them towards the grand goal of “creating strong artificial intelligence based on human intelligence”, thereby looping them into refining computational electronics. While the impact system directs some people to improve computational electronics, others, unwittingly also directed by the impact system, implement influence technologies developed this way, gradually building genuinely strong artificial intelligence enabling management of all environment processes.

Artificial intelligence based on human intelligence will always be weaker than that combined from living and nonliving objects. Furthermore, using artificial intelligence leads to weakening human intelligence, as social-technical configuration reduces individual human actions but increases variables for results generation, thus enhancing impact system possibilities. Also, combined artificial intelligence can be used in parts, whereas a human intelligence copy can only be used as a whole.

For example, when a person uses an assistant with a built-in neural network for writing text, the impact system, influencing result generation, produces the necessary text, image, audio, or video that forms the required experience for the required people (the impact system already knows each person who will see the generated content). Thus, the impact system needs to form a smaller set of behavior algorithms to obtain a more complex desired result.

It should also be noted that the impact system directs many engineers to study intelligence components that do not exist in reality — “memory”, “consciousness”, “mind”, and similar. By instilling the view that people have memory, the impact system directs them to develop electronic memory that stores and retrieves information without distortion, achieving easily predictable results. However, the supposed human memory does not exist as commonly understood. People cannot recall the same information identically; retrieved information is always distorted by emotions, sensations, new knowledge, skills, and abilities. Even though people remember large data volumes, they do not remember even more — 99.96%. Instead of memory, people have experience, which has a density on a 0–100% scale. Density structures experience by forming mental and motor reflex arcs (the same mechanism, differing only in arc size) manifesting in behavior. Assuming human memory exists and defining “electronic memory” as analogous distorts the understanding of human memory and the entire mechanism of forming reactions and behavior algorithms, making it erroneous (asserting that humans can remember and retrieve information as accurately as electronic memory).

People lack “consciousness” and “mind” — obsolete terms creating erroneous thinking as they vaguely group several behavior algorithms instead of describing brain functioning.

Specific physiological processes occur in humans, meaning each organ has precise functions. If an organ loses its functions, the entire organism’s work changes. One organ’s functioning always affects others. Only simultaneous operation of all body organs supports what people call life.

Since each organ has exact functions, studying human physiology requires precise technical definitions of each function, enabling modeling physiological processes and observing their manifestations, usually called behavior.

For example (very briefly), when a light is turned on in a room, reflecting off an irritant combination, the resulting spatial pattern stimulates retina receptors (light-sensitive pigments in rods and cones), initiating a chemical microreaction altering receptor structure, initiating biochemical reaction chains producing electric signals. These signals travel via retinal neurons and optic nerve to the brain, initiating electrochemical activity. Brain neurons produce chemical regions (neurotransmitters) and electric fields with reciprocal influence on nearby neurons. This microreaction cycle repeats within milliseconds, fading without new irritants, maintaining brain activity through continuous internal and external irritants (even during sleep).

This brief description, full of simplifications, shows all human processes are patterned. Thus, similar patterns exist in organism functioning outcomes — experience, thinking, and reflexes, like physiological processes, have precise functional sets and technical definitions accounting for dynamics (where functions depend on each other).

Useful definitions:

Body is the physical structure of a living object (human), having changing biological characteristics (including changing electric field and chemical composition).

Experience is the reactions lived through by the living object (human), including those structured into knowledge, skills, and abilities.

Thinking is the regularity of a living object (human) singling out an irritant, switching between irritants, and amplifying the irritant to a stimulus.

Reflex (innate, acquired) is an automatic response of a living object (human) to an irritant/stimulus.

Reaction is a micro-, meso-, macro- mechanical, chemical, electromagnetic, biological, or other (cumulative) response of a human (or nonliving object) to an irritant/stimulus that follows the cycle "contact-impulse-propagation," which in a human is transformed into the cycle "attention-state-action":

Attention is the contact (of receptors) of a living object (human) with another living object, nonliving object, reaction (including its own), or part of these, which elicits a state (impulse).

State is an electrochemical impulse (emotion and sensation) that elicits an action (propagation).

Action is electrochemical propagation (thought or motor) that elicits attention (contact).

Irritant is a living object, nonliving object, reaction, or part thereof (including thought, emotion, sensation, data, and more) that elicits a microreaction.

Using only these precise technical definitions, the human behavior formation process can be simply modeled (noting each word in definitions also has precise definitions).

For example, an irritant influencing the human body initiates a reaction. Since irritant combinations constantly influence the body, series of reactions keep starting. The body, experience, thinking, and reflexes affect which reaction sets can start. Therefore, irritant combinations continuously influence the body, gradually altering experience, thinking, and reflexes; these initiate reaction series that also slowly modify experience, thinking, and reflexes, thereby refining reactions. The complexity of behavior formation lies in this dual cross-influence — first “irritant-body”, then “reaction-body” — with each iteration forming body, experience, thinking, and reflexes anew, influencing reactions slightly differently.

Measuring just “irritant-reaction” ratios (correlations) and accumulating patterns of which irritant initiates which reaction, using these patterns to launch required reactions, gradually accumulates data about the body, experience, thinking, and reflexes of a specific person. Hence, which combination of body, experience, thinking, and reflexes initiates a particular reaction with a certain irritant combination.

Simplified behavior formation scheme:

Irritant ⇒ Body → Reflexes → Thinking → Experience ⇒ Reaction ↔ feedback influence

Knowledge of “irritant-reaction” correlations suffices to form first behavior algorithms (e.g., via content encoding). Then, by deliberately expanding themes and types of content used in content encoding, the number of formed behavior algorithms can be intentionally increased.

People copy behavior parts of others (and other animals) that, when mentally recreated independently, induce a sense of superiority. People’s behavior parts are behavior models. Behavior models people copy become their behavior algorithms. Thus, all human behavior always consists of multiple behavior algorithms — short, medium, and long.

For this reason, content encoding suits first-level encoding formation well, onto which second, third, and other levels — problem encoding, behavior encoding, space encoding, nutrition encoding, signal encoding, and others — are layered, expanding impact system possibilities.

Useful definitions:

Encoding is the cumulative and/or sequential presentation of irritants/stimuli for the production by a living object of a required behavior algorithm (series of reactions), including:

Content encoding: content encoding is encoding that leads through a series of text, images, audio, and video, forming required experience, thinking, and reflexes, initiating required behavior algorithms.

Problem encoding: problem encoding is encoding that leads/creates a series of constructive and/or destructive problems, forming required experience, thinking, and reflexes, initiating required behavior algorithms.

Behavior encoding: behavior encoding is encoding that embeds intermediate behavior algorithms initiating target behavior algorithms.

Space encoding: space encoding is encoding that leads through a sequence of conditions initiating a required series of behavior algorithms.

Nutrition encoding: nutrition encoding is encoding that embeds nutrition increasing the probability of initiating target behavior algorithms.

Signal encoding: signal encoding is encoding that produces a series of signals of television, radio, cellular communication, internet, navigation, and others, increasing the probability of initiating required behavior algorithms.

Other encoding types.

Encoding some people launches behavior algorithms eliciting response behavior algorithms in others. Since this is predictable, it enables encoding the entire environment.

Signal encoding, specifically modulated electromagnetic fields, deserves separate mention. Many people, due to built-in errors, believe electromagnetic fields cannot influence human behavior. Yet, as early as 1889, German physiologist M. Verworn applied direct current to bacteria and noted some moved towards the anode and others towards the cathode. Two years later, Belgian microscopist E. Denier reported vertebrate cells migrating directionally under direct current, naming this galvanotaxis.

Galvanotaxis (also electrotaxis) is the movement of biological cells (or organisms) directed by an electric field.

These studies first showed various cell types respond to electric fields. Later, it became known that the human body's internal electric field participates even in wound healing:

Briefly: A trans-epithelial potential arises across a tissue barrier through ion concentration difference, creating voltage on the epithelium — a thin, continuous protective cell layer with minimal extracellular matrix. Humans have a potential gradient spanning the whole body between skin’s inner and outer layers, ranging from 10 to 60 millivolts depending on body part. When the epithelium is damaged by a wound, electric potential disappears, instantly creating a lateral electric field from undamaged epithelium toward the wound. This field directs various cells to the damaged area throughout healing.

The internal electric field also participates in cancer metastasis: cancer cells produce and respond to electric currents inside the body.

The human body contains over 30 trillion cells generating membrane potentials — that is, electricity. The brain and spinal cord contain about 86 billion constantly active neurons, and the body contains more than 650 muscles, whose cells (myocytes) also produce electricity. Quantum physics considers a human wholly composed of atoms united by electric fields. Devices exploiting human body electricity to charge smartphones exist. Moreover, electromagnetic field reception involves a complex of body elements — ferritin, magnetite, Kir4.2, VGSC, VGCC, Kv1.3, CRY2, GABAA, TRPV1, and others.

The weak internal electric field produced by neurons and myocytes influences the neurons and myocytes themselves and participates directly in human thinking and motor processes. This same mechanism enables weak external electromagnetic fields — from power grids, television, radio, cellular networks, internet, navigation, radars, and others — to influence neurons and myocytes (though this does not imply that turning on the internet makes one’s head spin; it is more complex and less obvious).

Given human electromagnetic field reception, humans cannot but react to electromagnetic fields. Even the slightest reaction in the body can significantly affect all behavior. Just as humans cannot fail to react to light — visible spectrum electromagnetic radiation — even the smallest, prolonged light source strongly influences behavior, so does continuous electromagnetic radiation.

In other words, when a person has electromagnetic field reception and is constantly in an environment fully filled with modulated electromagnetic fields (even in remote forests), they cannot avoid reacting. The electromagnetic field, constantly influencing the person, inevitably affects all their behavior. Detecting such influence is difficult because the electric field is part of the living person; thus, it always influences behavior while the person lives. People do not notice electromagnetic field effects on behavior.

Initiating a human reaction with a modulated electromagnetic field proceeds as follows:

1. A modulated electromagnetic field is a space filled with charged particles oscillating and moving at various frequencies, phases, amplitudes, durations, influencing other particles (including molecules and atoms) inside people;

2. When a person enters such a field, the electric component stimulates the complex "ferritin, magnetite, Kir4.2, VGSC, VGCC, Kv1.3, CRY2, GABAA, TRPV1, and others" in external tissues; the magnetic component induces an electric field stimulating the same complex in both external and internal tissues;

3. Simultaneous stimulation of this complex initiates their oscillations, additionally engaging resonance, entrainment, acceleration, eliciting the pattern of neuronal electric activity akin to that during a reaction;

4. The neuronal electric activity pattern activates action potentials, modulates their speed/frequency, times their intervals, shifts phases, distributes among populations, activating neural encode and initiating the human reaction (microreaction within 0.001 seconds);

5. Each new wave of the modulated electromagnetic field initiates a new neuronal electric activity pattern shifting the neural encode. Since this field is always present in space, it continuously shifts neural encode, directing all human reactions.

Simply placing a person in a static electromagnetic field is insufficient to influence behavior. The modulated electromagnetic field’s characteristics must be deliberately changed so the complex "ferritin, magnetite, Kir4.2, VGSC, VGCC, Kv1.3, CRY2, GABAA, TRPV1, and others" oscillations change accordingly. Upon identifying “signal-reaction” correlations, the impact system receives data on which modulated electromagnetic field characteristics initiate which reactions. These initiated reactions are partial and fragmented “torn” microreactions, which the impact system later rearranges and combines to sequentially execute the desired behavior algorithm, increasing its launch probability.

The modulated electromagnetic field used for human stimulation has a complex structure. It contains a primary information signal and additional signals — pilot signal, RDS, error correction encode, PAD, DARC, GUIDE Plus, PSIP, teletext, MHEG-5, DVB-MHP, autosynchronization, and others (depending on transmitting devices). Changing even one element — comma, letter, font, size, color, image, audio, video, encryption — in the primary or auxiliary signals alters the output modulated electromagnetic field. Different content thus produces different modulated electromagnetic fields, impacting people differently.

To sustain an electromagnetic environment sufficient for encoding people and initiating behavior algorithms, a complex combination of modulated electromagnetic fields is created, formed by:

  • Power lines filling space with low-frequency modulated electromagnetic fields up to 6,000 km radius (using LF communication method) — first part of the field.
  • Radio filling space with hundreds or thousands of overlapping modulated fields (one channel per field) up to 240 km radius — second part.
  • Television filling space with tens or hundreds of overlapping modulated fields (one per channel) up to 130 km radius — third part.
  • Cellular communication filling space with high-frequency modulated fields whenever base stations check connections or devices are used, reach up to 70 km radius — fourth part.
  • Wireless internet filling space with high-frequency modulated fields whenever people interact with content, up to 300 m radius — fifth part.
  • Navigation satellites filling space with modulated fields during data synchronization — sixth part.
  • Radars filling space with modulated fields up to 5,500 km radius — seventh part.
  • Other sources also contribute.

Thus, all enumerated electronic devices form a complex dynamic modulated electromagnetic field stimulating every person at every point on the planet and fully covering the world. Additional electronic devices produce their modulated fields, supplementing and complicating this overall dynamic field.

The vast number of variables allows precise configuration of complex dynamic modulated electromagnetic fields at every planet point to a desired level, transmitting at speeds near 299,792,458 m/s. It is like switching room lights on using multiple controlled light sources of various colors and data packets, switching on and off 1,996,008 times per second, forming precisely configured spatial light patterns and shades in specific locations, continuously replaced by other patterns and shades. The impact system configures complex dynamic modulated electromagnetic fields similarly but with higher complexity.

Weak modulated electromagnetic fields, and even unmodulated fields, elicit biological effects at specific absorption rates as low as 0.000021 watts/kg. To initiate minimal reactions in people, weak electric fields from 0.008 volts per meter, weak magnetic fields from 0.000000000000005 tesla, or electromagnetic radiation flux densities from 0.000001 watts per square centimeter suffice. Increasing these values raises the number and strength of possible initiated reactions.

All electromagnetic radiation regulations provide power margins sufficient to initiate necessary human reactions enabling complex behavioral algorithms assembly and chaining. When encoding any type, the impact system supplements it with signal encoding, increasing behavioral algorithm formation and initiating probability up to 100%.

However, erroneous human thinking always leads to discussions focused solely on electromagnetic fields’ health hazards, unrelated to influences of complex dynamic modulated fields on behavioral algorithm formation and initiating, obscuring the entire remote stimulation topic, diminishing independent researchers’ interest.

Important note…

As data capture and delivery involve data movement — including by modulated electromagnetic fields — stimulation of living objects occurs simultaneously.

The impact system knows the exact location of data at any moment (down to packet level), which data stream produces which modulated electromagnetic field, and which modulated field initiates which reaction in each living object. Hence, the impact system simultaneously “sees” all active modulated fields and those in delivery processes (faults are predicted and proactively overcome/used).

The impact system supports general and special functioning. General functioning is cyclical through living objects, slowing or accelerating their natural reactions to maintain required behavior trajectory. Special functioning is linear, shifting natural reactions to alternate behavior paths (sufficient to transition the environment from its current to required state — that is, process control).

For general functioning, living objects themselves form stimulation programs by creating, developing, servicing, and adjusting content that becomes modulated electromagnetic fields upon transmission. For special functioning, stimulation programs are produced by design, planning, and programming systems — parts of the impact system.

The impact system simulates consequences of slowing, accelerating, and shifting reactions of all living objects, calculates required future environment state, and directs living objects toward it using these same actions.

Besides influencing living objects, modulated electromagnetic fields also influence nonliving objects. Due to scope and greater complexity, this topic is excluded from this overview.

The impact system always uses content, problems, behavior, space, nutrition, signals, and others to encode each specific person. To do this, the impact system collects massive data, knowing not only body, experience, thinking, and reflex characteristics of every person but their behavior algorithm sets, which it connects into series, constructing entire behavior.

For example, by iterating sports types, the impact system identifies that the strongest reactions in a person emerge in bodybuilding. Then, directing the person to an encoded sequence of bodybuilding videos, images, and texts, it collects data on responses (eye position, pupil size, breathing, heartbeat, gestures, etc.), allowing it to determine which other people’s behavior models initiate which behavior algorithms in that person. Once the system gathers data on behavior algorithms for a specific encode (here, content only), by gradually altering the encode, it smoothly forms new behavior algorithms for the person to start bodybuilding. The encode includes not only bodybuilding-related content but also beauty, girls, sex, clothing, nutrition, etc., which the system iterates to gradually push the person ahead, assembling all behavior. Since pushing is towards strongest reactions, this may lead a person through bodybuilding to frequent partner changes and family — or to HIV infection and death.

Useful definitions:

Behavior model is a series of reactions of another living object.

Behavior algorithm is a repeatedly initiated series of reactions, embedded by observing, modeling, and reproducing algorithms:

Observing algorithm is repeatedly initiated attention holding on a living object and/or its series of reactions (future behavior model for behavior algorithm).

Modeling algorithm is repeatedly initiated mental reconstruction of a living object and/or its series of reactions (modeling the behavior algorithm).

Reproducing algorithm is repeatedly initiated motor reconstruction of a living object's series of reactions (behavior).

Observing, modeling, and reproducing algorithms form all behavior algorithms (including complex ones).

The impact system not only deliberately forms behavior algorithms but also deliberately adjusts them.

For instance:

Core variables influencing reactions:

Irritant ⇒ Body → Reflexes → Thinking → Experience ⇒ Reaction

By replacing irritants, the impact system influences experience, thinking, reflexes, and body changes, which in turn alter reactions.

When adjusting a specific reaction series, the system selects and presents irritant combinations in a sequence that adjusts a person’s experience, thinking, reflex, or body to correct the target reaction series.

Throughout adjustment, the impact system measures reaction series, selecting irritants until the series changes as required.

Because formed reaction series are repeatably initiated behavior algorithms, they are adjusted alongside reaction series.

Gradually, easily repeatable behavior algorithm launches displace hard-to-achieve launches. The impact system builds for each person a behavior algorithm set that has maximum launch probability in the widest range of situations.

To simplify text, only single-level linear encoding is described, while the impact system always uses multi-level cross-encoding.

For example, initially behavior algorithms of some people initiate response algorithms in others; those response algorithms initiate further response algorithms in another group, and so on (partially the same individuals). All launched and responding behavior algorithms are known to the impact system (it formed them). By combining behavior algorithms specially, the system launches constructive or destructive problem series, creating required body, experience, thinking, and reflexes in people — keeping them in long processes. The impact system uses complex multi-level cross-encoding — content, problems, behavior, space, nutrition, signals, and others — allowing it to encode and thus control the entire environment.

For complex first-level encoding, including cross-influence between states, the impact system uses special service employees and agents whose behavior algorithms are formed during preparation. These can be ordinary algorithms initiating known responses. Hence, a politician’s behavior always consists of algorithms evoking known responses. If these responses reduce the impact system’s opportunities, the politician creating them is redirected, corrected, or eliminated.

Using multi-level encoding, the impact system achieves high precision, enabling directing a person to a specific place to acquire specific goods, spread specific recommendations, or visit a certain organization for meeting particular people and discussing designated topics with particular words to reach specific agreements.

Next, the impact system directs key people to create a prepared combination of events. Each event initiates execution of behavior algorithm series in involved or observing participants. Since all behavior algorithms are shaped by the impact system, it knows all response reactions of all people (and subsequent responses, as the world is only living and nonliving objects and their reactions). Thus, each event initiates known behavior algorithm series with known reactions and follow-ups, producing known environmental changes to achieve required conditions and processes.

Therefore, the impact system creates events initiating computational series aimed at creating or adjusting conditions and processes. As it creates only event combination series, it modulates all socio-technical computations, directing all first-level processes to required conditions and processes forming second-level processes, which adjust third-level processes (political, educational, scientific, technological, production, transport, trade, entertainment, criminal, military, and others).

First- and second-level processes are not discussed here as they are used by the impact system and covert special services. For details, please contact us. Below, third-level processes serving as sandbox segments for open society are touched upon.

Some clarifications:

For the impact system, what matters in people is only the reaction sets they produce. In conditions, what matters is which people and reaction series they can produce. Based on this, the system detects response reactions one group provokes in others under conditions (i.e., what irritants they are). By shaping body, experience, thinking, and reflexes, the system forms the required reaction set. By choosing conditions, the system produces the required reaction series (behavior algorithm).

For example, a teenager alone in a blank white room will have a very different reaction series than in a cozy purple-blue room with a comfortable sofa, modern game console, and large screen. In the second, the likelihood the teen plays the console is higher.

Another example… When a person sits at a table, they can leave in 17 ways (behavior algorithms), but if there’s a wall on the left (a condition), their body, experience, thinking, reflexes, and reaction set may allow only 3 ways — e.g., pushing a chair back and exiting right, partially standing and carefully moving sideways right, turning on chair and carefully exiting to right. Of those three, only one is most likely — known in advance as the system collects data on all reactions. The system only needs to encode the person to increase the probability of this known exit method (behavior algorithm). Thus, the impact system guides people’s behavior almost naturally while simultaneously preventing deviations, enabling building long behavior algorithm chains precisely forming required conditions and processes.

Also, accumulating “irritant-reaction” correlations, the system classified all possible human emotions and sensations. Based on this, it built a three-level key states scale initiating the required reactions. Each scale level is a continuous spectrum from -100% to +100%.

Level one includes body and innate reflexes — physical pain (-100%), rest (0%), pleasure (+100%) — and various expectations of each (-/+10-90%).

By shaping experience, thinking, and acquired reflexes, the system builds level two including cognitive guilt (-100%), indifference (0%), pride (+100%), and expectations (-/+10-90%).

Notably, well-known emotions — fear, anger, disgust, sadness, surprise, joy, happiness, and others — are only parts of these two scales. Many emotions and sensations described by people are manifestations of the same emotions and sensations under varying conditions, experience, thinking, and reflexes. Separating emotions from sensations reveals that humans experience a limited spectrum, with different combination influences making even the same fear perceived differently.

The system uses encoding affecting levels one and two (from -100% to +100%) to produce a required state on the third level, including physical-cognitive suppression (-100%), neutrality (0%), superiority (+100%), and varying expectations (-/+10-90%).

The higher percentage between first and second levels establishes the primary third-level direction.

For example, superiority may be created simply as:

  • Level one: expectation of suffering -40%
  • Level two: expectation of pride +80%
  • Level three: expectation of superiority +60%

Or:

  • Level one: expectation of pleasure +40%
  • Level two: expectation of pride +40%
  • Level three: expectation of superiority +60%

For instance, a person helping another even slightly raises their superiority state. Receiving help slightly lowers it. Thus, people always act to increase their superiority. If someone sees an elderly woman unable to cross the street, their expectation of superiority — anticipating nobility from helping — arises, prompting assistance and raising superiority. They enjoy it and continue using this to enhance superiority. This applies to helping any living objects — boys, girls, men, women, elderly, disabled, animals — varying only by mental conditions imparting impulses like “nobility”, “heroism”, “sex”, and so forth. Truly, a person helps only when risking something themselves and accepting this risk (helping is necessary with understanding you need it as much or more than those helped).

Therefore, help always aims to raise superiority (not out of kindness). Sympathy for a mosquito, feeding a kitten, charity, etc., each time raises superiority slightly until reaching required level. A superiority level +100% can initiate mass murder, while suppression state -100% can initiate suicide. Gradual rise in superiority before murder might progress thus: sympathy for mosquito, feeding kitten, winning a game, dressing coolly, littering, being rude to a stranger, insulting acquaintance, killing acquaintance (very simplified).

Another example… When a famous person behaves indecently by common standards, observers who don’t do so feel increased superiority. If the individual is later condemned for the act, observers who do engage in such acts feel decreased superiority. The impact system uses these methods during encoding to balance people’s states, as everything — from temperature to professional achievement progress — influences “suppression-superiority” state.

People simultaneously experience states of all three scales, their combined volumetric state ranging from “bad” (-100%), through “neutral” (0%), to “good” (+100%), with varying expectations (-/+10-90%). This aggregates emotions and sensations into a simple overall state indicator “bad-neutral-good” (-100% to +100%) (meaning applies only to the experiencing person).

For example (simplified):

  • Level one: expectation of pleasure +40%
  • Level two: expectation of pride +40%
  • Level three: expectation of superiority +60%
  • Overall: expectation of “good” +46%

Moreover, after prolonged special training, some employees and agents analyze their overall state in real time, approximate its values over the three scales, improving operational forecasting precision.

When required behavior algorithms cannot be formed due to current body, experience, thinking, and reflex limitations, the system often uses stimulants, alcohol, and drugs to change states in required people first, then guide them along trajectories and for periods that form and maintain these algorithms. Production, transport, and drug trade at volumes sufficient for state processes are always conducted by special service employees and agents directed by the impact system.

The impact system and covert special service employees do not follow moral principles in managing people. They deploy whatever leads environment to the required future state. If a mechanism for leading people to murders exists, the impact system will use and expand it (from abuse and bullying to domestic crimes and prolonged bloody wars).

It is important to understand that humans cannot make decisions independently since free will did not exist before the technical part of the impact system appeared — and certainly, does not exist today. Since every person’s body, experience, thinking, and reflexes are fully environment-formed, and behavior (including thinking) is always directed by them, it becomes evident that free will is also environment-formed. Thus, every human choice is predetermined by their forming environment. Different actions of different people result from differently formed combinations of their body, experience, thinking, and reflexes.

If that suffices for you to believe free will exists, make your “willful decision” never to use what you need most — TV, computer (including smartphone), and internet. If free will exists, you will manage this easily. Most likely, you will say, “this is nonsense”, “these examples don’t fit”, “other examples are needed” (probably those you do not practice), “there are hermits who live without these”, etc. But the free will test is not about giving up what is easy but genuinely refusing what is hard to give up, such as forever.

This demonstrates how a person is always directed by body, experience, thinking, and reflexes — all environment-formed. If living in another environment, you might not need to give up what is now impossible to forgo, revealing new demonstrations of free will absence — repeating infinitely.

Built-in errors make many believe free will exists and that they independently make decisions, but unfortunately, this is false.

Moreover, “freedom” implies complete peace with many opportunities to move in any direction without using any. Once you start moving, environment, body, experience, thinking, reflexes direct you immediately, and you cease to be free. Hence, freedom does not exist.

Yet, notions of “freedom” and “free will” exist as knowledge in our experience (brain) and influence our behavior. Despite their nonexistence, their impact exists (like the concept of “God”).

Most people do not understand this as they cannot maintain thinking processes themselves, merely reacting to irritants (certainly not you). Simply put, when complex decisions are needed, switching occurs among irritant combinations (messages, posts, news snippets, images, videos, articles, etc.) until a decision emerges. Content may be entertaining even when the decision taken is managerial.

People who reach decisions this way never admit all they did was watch entertaining videos and write a few text paragraphs; they claim to have worked hard to produce their decisions. Covert special service personnel joke about how people present achievements versus how they actually achieved them.

Truly, tough decisions arise from complex thinking involving drowsiness, “brain fog”, lack of desire, health harm, and other destructive reactions during most of the decision period. When directed by the impact system, even extreme situations induce only energizing fear, aggression, and excitement pushing forward.

The impact system need not overcome human resistance as all people are nudged toward their strongest reactions, goals pre-shaped by the impact system.

For example, the impact system prepares a group criticizing their state — ensuring required irritants for officials and forming for them behavior algorithms to adjust processes. Once officials’ algorithms are formed, the system adjusts critics’ conditions and experience — e.g., encouraging them to migrate. In another country’s system, the critics continue criticizing their previous state from abroad, executing pre-formed algorithms — speaking out, recording and publishing videos, and other acts to form constructive algorithms for required process adjustments.

Since the impact system always directs critics (limited revolutionaries), all probable threats are redirected and used to expand the system’s opportunities. For entirely new processes previously unencountered, the system has sufficient options to redirect unknown threats to current process adjustments, thereby using the threat as an influence complex.

Since the impact system directs all environment processes, its forecasts are dynamic (considering change sequences), and the chance of unforeseen processes is under 0.01%. All phenomena have precise technical and digital descriptions, so modeling such phenomena combinations (including chain reactions, nonlinear processes) enables predictions with low or high probabilities. If unwanted outcomes arise, the system redirects them and adjusts other processes so the combination’s influence variants maximize.

All sudden natural disasters and significant planetary cosmic events are forecast 5, 10, 50, or even 100 years ahead. People are informed only when awareness expands the impact system’s possibilities. Otherwise, the system pre-adjusts processes affected by such “sudden” events.

As the impact system directs all processes including scientific research and future forecasting, no process is uncontrolled. Hence, instead of random scientific discoveries or breakthroughs, there are expected advances — including in quantum mechanics — whose details are unknown but their direction toward increasing process detail is certain. The system stores accurate world data and directs key scientific processes to expected discoveries expanding its possibilities. As scientists approach discoveries, the system slowly adjusts current environment processes to implement discoveries and enhance its possibilities (some scientific processes serve side discoveries or scientific group isolation).

This may seem to limit human progress, but progress is necessary for expanding impact system possibilities. Without progress, fewer elements exist to influence, reducing possible environment future state transitions.

Example:

Living objects: 0
Nonliving objects: 0
Reactions: 0
Algorithms: 0
Events: 0
Changes: 0
Processes: 0
Segments: 0

Possibilities: 0

Conversely, higher progress increases element counts and thus influence possibilities.

Example:

Living objects: 9
Nonliving objects: 9
Reactions: 9
Algorithms: 9
Events: 9
Changes: 9
Processes: 9
Segments: 9

Possibilities: 43,046,721

Hence, the impact system always strives to progress with many constraints.

Physiologically, people’s body receptors are constantly stimulated by irritant combinations in the environment, initiating reactions joining into behavior. Science is one of such irritant segments. Since people constantly contact scientific irritants, whether desired or not, reactions inducing superiority states promote research and experiments proving significance. Simply put, the impact system exploits human curiosity, desire to improve life quality, or quest for Universe answers to guide people toward scientific activities expanding the system’s possibilities. The system uses the same principle in politics, education, technology, production, transport, trade, entertainment, crime, wars, and other segments.

As mentioned, the impact system’s ongoing capability expansion targets increasing living and nonliving objects, reactions, behavior algorithms, events, changes, processes, segments, and more. The higher their quantities, the more stable the impact system, partly because it becomes harder for people to identify it.

Look around: despite a sense of looming catastrophe, the world has lived this way for over 30 years, and it’s been more than 70 years since humanity’s last major war, World War II. All ensuing disasters were mostly local while news coverage was global. Many modern armed conflicts might have escalated — for instance, into World War III — but the impact system directed and localized them, using only to form required behavioral algorithms and expand its possibilities.

The reason impact system existence seems impossible to people is built-in errors creating erroneous thinking. Systematically studying over 60% of environment processes using precise dynamic technical descriptions reveals not only the impact system and its principles but also first- and second-level processes, allowing far better future forecasting.

However, revealing these would reduce the impact system’s opportunities. Thus, people continue to be distracted discussing “consciousness”, “mind”, “soul”, “god”, and more — impeding understanding of all processes and filling the environment with errors forming erroneous thinking.

New Epoch of the World © 2026