SYSTEMS ¥ Matter conversion subsystem creates physical props using replicators. Replicated props are generally created when an object is likely to be touched by the participant. Some props are animated under computer control by precision-guided tractor beams. ¥ Holographic imagery subsystem creates three-dimensional images of simulated environments. Shaped forcebeams give physical substance to foreground objects so they have the illusion of being solid. ¥ Substrate forcefield creates ÒtreadmillÓ effect, permitting participant to remain stationary while the simulated environment ÒscrollsÓ by, within the limits of the simulation program. SUMMARY The Holodeck utilizes two main subsystems, the holographic imagery subsystem and the matter conversion subsystem. The holographic imagery subsection creates the realistic background environments. The matter conversion subsystem creates physical ÒpropsÓ from the starshipÕs central raw matter supplies. Under normal conditions, a participant in a Holodeck simulation should not be able to detect differences between a real object and a simulated one. The Holodeck also generates remarkably lifelike recreations of humanoids or other lifeforms. Such animated characters are composed of solid matter arranged by transporter-based replicators and manipulated by highly articulated computer-driven tractor beams. The results are exceptionally realistic Òpuppets,Ó which exhibit behaviors almost exactly like those of living beings, depending on software limits. Transporter-based matter replication is, of course, incapable of duplicating an actual living being. Objects created on the Holodeck that are pure holographic images cannot be removed from the Holodeck, even if they appear to possess physical reality because of the focused forcebeam imagery. Objects created by replicator matter conversion do have physical reality and can indeed be removed from the Holodeck, even though they will no longer be under computer control. Æ