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What is Virtual Curvature?

"Reality is merely an illusion, albeit a very persistent one."(Albert Einstein)

Perhaps you are familiar with my idea of how an observer sees an infinite world with a redshift at a great distance: "Sinc sphere". Imagine a surface as a 4-dimensional sphere. From the starting point to the opposite point on the sphere, space should continuously contract to zero. The diameter of the sphere is not fixed. Since the spatial contraction is not noticeable in the cone of vision, a (time dilation) factor from one (observer) to infinity arises at the opposite point. This continuous contraction can be modeled with the sinc function. Since the spherical surface has 3 dimensions, the fourth dimension in which the sphere curves does not need to physically exist. To determine the actual distance, one would have to integrate the reciprocal of the sinc function.
A simpler, but less intuitive, explanation is provided by the following reasoning:
The spatial scale reduction is supposed to be represented by the function f = e-a·x, a constant, x parameter. The corresponding redshift is calculated as z = ea·x-1. The actual distance is the integral over the inverse of the reduction from 0 to x: z = 1/a·(ea·x-1). The Hubble constant would therefore be 1/a.
So what is virtual curvature?
I call virtual curvature a curvature in a mathematical, higher-dimensional space that doesn't physically exist. Mathematics doesn't distinguish between real and virtual curvature. In this theory, gravity doesn't distinguish anything—not even a curvature—from ordinary acceleration.*
Example: In a real two-dimensional space, you can't flip a triangle so that its orientation is reversed. However, if you have an additional dimension, this is easily possible.
*Ordinary acceleration is a change in velocity. This change is relative; locally, one only notices inertial forces, such as in a subway. In gravity, the (relative) speed of light changes with spacetime. This relative property is a characteristic of spacetime.

Ludwig Resch