Does Zero Curvature in Space Really Mean a Looping Universe?

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Discussion Overview

The discussion revolves around the implications of zero curvature in space, particularly whether a zero-curvature universe can loop back on itself like a toroidal or spherical universe. Participants explore concepts from differential geometry, topology, and cosmology, examining the nature of curvature and its implications for the structure of the universe.

Discussion Character

  • Debate/contested
  • Technical explanation
  • Conceptual clarification

Main Points Raised

  • Some participants reference Brian Greene's analogy of a video game screen to illustrate how a zero-curvature universe might allow for looping back to the starting point, suggesting a mathematical model known as a "2 dimensional torus".
  • Others argue that a zero-curvature universe should not loop back on itself and would instead extend infinitely, questioning the validity of Greene's analogy.
  • One participant emphasizes the distinction between intrinsic and extrinsic curvature, suggesting that curvature is a local property and that a small piece of a surface can appear flat even if the overall shape is not.
  • Another participant challenges the interpretation of curvature, asserting that while parts of certain surfaces may be flat, their overall topology can still be closed and curved, which conflicts with the notion of a flat universe being topologically distinct from a closed universe.
  • A later reply raises a question about the implications of a closed universe on matter distribution, suggesting that if the universe were spatially closed, one might expect to observe matter returning to the starting point.

Areas of Agreement / Disagreement

Participants express differing views on the relationship between curvature and topology, with no consensus reached on whether a zero-curvature universe can be considered to loop back on itself. The discussion remains unresolved regarding the implications of these concepts.

Contextual Notes

Participants highlight the complexity of curvature definitions, including intrinsic versus extrinsic curvature, and the implications of these definitions on the understanding of the universe's topology. The discussion also touches on the assumptions underlying the analogies used.

DaveC426913
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In Brian Greene's 'Fabric of the Cosmos', he describes three possible curvatures that space may have: positive curvature (like a ball or torus), negative curvature (like a saddle) or zero curvature (like an infinite flat tabletop, or like a Pacman video game screen).

In his analogy to a video game screen, he demonstrates how, as in Pacman, if you exit side of the screen, you reappear at the other side, same with top/bottom, so it is with a flat universe - if you continue in one direction long enough in a zero-curvature universe, you will eventually wrap around, and arrive back where you started. He says that, mathematically, this is called a "2 dimensional torus".

?

Colour me hogtied, but I thought that was the quintessential closed, curved universe (be it spherical or toroidal). i.e.: the way you get 3 dimensional space to loop back on itself is to bend it in the 4th dimension so that it is a 4D sphere or torus.

A zero-curvature universe would very definitely NOT loop around like a video game screen, it would continue on forever.

Am I misunderstanding?
 
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The great thing about differential geometry is it frees you of the notion that "space" has to be embedded in some (possibly higher-dimensional) Euclidean space.


Curvature is a purely local and intrinsic property. Looking at just a small piece of the pac-man gaming surface, it is indistinguishable from an ordinary plane. Thus, flat.

For another example, the surface of a cylinder is also flat!

Incidentally, the surface of a torus in 3-space is not flat -- you need 4 dimensions (more?) to get a torus with zero curvature.
 
Hurkyl said:
The great thing about differential geometry is it frees you of the notion that "space" has to be embedded in some (possibly higher-dimensional) Euclidean space.


Curvature is a purely local and intrinsic property. Looking at just a small piece of the pac-man gaming surface, it is indistinguishable from an ordinary plane. Thus, flat.

For another example, the surface of a cylinder is also flat!

Incidentally, the surface of a torus in 3-space is not flat -- you need 4 dimensions (more?) to get a torus with zero curvature.

I'm not sure how this answers my question.

If the Pacman video game wraps around behind to join up to the other side then, while locally, part of it might be flat, it's overall curvature is curved and closed. It is topologically identical to a sphere.

A cylinder, while is has flat portions, is still a closed, positively curved shape. It is topologically identical to a sphere.

Green is saying that a flat universe with zero curvature is toplogically unlike a curved, closed shape. Yet he claims that, somehow, it wraps around and rejoins without being topo-equivalent.
 
I'm pointing out the difference between your use of the word "curvature" and its actual meaning.


There's something called "extrinsic curvature" that, I believe, coincides with your interpretation of "curvature", but the "intrinsic curvature" is the only thing that matters. (At least as long as you stay within space!)
 
DaveC426913 said:
In his analogy to a video game screen, he demonstrates how, as in Pacman, if you exit side of the screen, you reappear at the other side, same with top/bottom, so it is with a flat universe - if you continue in one direction long enough in a zero-curvature universe, you will eventually wrap around, and arrive back where you started. He says that, mathematically, this is called a "2 dimensional torus".
If the universe were spatially closed, and there was an initial even distribution of matter, then wouldn't we see matter entering the universe since it will have traveled to the point of return? Could this be the ZPE of the cosmological constant?
 

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