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Mathematically, they're identical to any other dimension. You can move a little bit into a fourth dimension just like moving a little bit left-to-right. Or you can rotate things around the fourth axis just like turning something clockwise. In the case of this game, he only shows a 2D projection of a 3D cross-section of a 4D world, so that might be adding to the confusion. What you see in the video is only 3D "slices" of a 4D object rotating.


One of the axes introduced by the fourth dimension. There are 3 in 3D, 6 in 4D. XYZ space has axes perpenicular to the planes xy, xz, yz. WXYZ space has axes perpendicular to the planes xy, xz, xw, yz, yw, zw.


No. There are only 4 axes in 4-dimensional space - every point is described as a 4d vector, i.e scalar positions along each axis: (x,y,z,w).

xy, xz, etc. are not planes in 4d space - they are 3d-hyperplanes, and perpendicular to them are planes, not axes. Imagine this: you have a 4d vector and you hold x and y constant. You still have 2 degrees of freedom: a plane, not a line.


Would something like an Oculus Rift VR help reduce the number of projections from being "4D->2D" to be "4D->3D"?


No, Oculus Rift's screens are still 2D surfaces.


Sure, but at least you get stereo vision and headtracking that makes it less obvious you're just looking at a flat screen showing a mono projection?


It might help mentally, but it won't reduce the number of projections. You'd have to be able to see every point in the whole 3D volume, not just the surface.




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