An Overview of Jean Baudrillard's Simulacra and Simulation
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Virtual Worlds: Relationship Between Real Life and Experience in Second Life Worlds: Relation Between Real Life and Experience in Second Life
Virtual Worlds: Relationship Between Real Life and Experience in Second Life Worlds: Relation Between Real Life and Experience in Second Life (SNA) in OnlineCourses Scott P. Anstadt, Shannon Bradley, Ashley Burnette, and Lesley L. Medley Florida Gulf Coast University, USA Abstract Due to the unique applications of virtual reality in many modern contexts, Second Life (SL) offers inimitable opportunities for research and exploration and experiential learning as part of a distance learning curriculum assignment. A review of current research regarding SL examined real world social influences in online interactions and what the effects on users may be. This aids students in understanding the social constructionist perceptions and worldview of those persons they may serve in social services. This suggests the importance of developing an understanding of the relationship between users’ real life (RL) and their SL. Some research has begun to reveal the effectiveness of telecommunication and computer simulation with certain clients in the fields of mental health and social work, yet there is a lack of sufficient research done within the context of virtual worlds. The current study surveyed users of several educationally and health focused SIMS (simulations) as to what motivates their SL and RL interactions. The data explores associations between users’ RL and their SL in several areas,potentially addressing the future role of educating social work students regarding research methodology in online virtual reality interactions. Implications for social work are discussed including engaging clients using incentives for social participation built into the SL milieu. Keywords: Social work; virtual world; Second Life Virtual Worlds : Relationship Between Real Life and Experience in Second Life Anstadt, Bradley, Burnette, and Medley Introduction Multi-user virtual environments (MUVEs) are perceptual and interactive simulated worlds in which persons might discover lifestyles, traditions, and engagement in interactive conversations in a role-playing medium. -
A Literature Review Abstract Using the Alternate Reality Game (ARG)
Alternate Reality Game in Education: A Literature Review Xiao Hu1 Hongzhi Zhang Zane Ma Rhea Faculty of Education, Monash University, Melbourne Abstract Using the Alternate Reality Game (ARG) game type to improve non-game products is more and more popular in the 21st century. However, as an important field of ARG implementation, the usage of ARG in education area is still at its early stage. This paper seeks to provide an overview of current research about the implementation of ARG in the educational field, as well as make a general conclusion of how ARG techniques can benefit the education context. The authors undertook a literature review that systematically examined the general development trend of educational ARG implementation from the perspectives of timeline and by field of education. By bringing together previously separate and disparate literature, this paper contributes to providing new understanding of this emergent area of gamification research. In the final section, we discuss our findings and propose some challenges to be faced in the future for gamificatiojn in general and for the AGR game type in particular. Key words Alternate Reality Game (ARG), educational ARG, gamification Introduction Gamification is a newly emerging area of academic research. The term first appears in 2008, and then shows a widespread adoption after 2012 (Dicheva et al., 2015). As a newly emerging research topic, the development of gamification theories are still occurring. In fields such as business, education, and public service, gamification is being regarded as an effective tool to reinforce participants’ motivation, and to improve productivity. However, as the development of gamification is still in its infancy, it is necessary for researchers to have an awareness of the larger picture of the evolution of gamification. -
Hyperreality and Virtual Worlds: When the Virtual Is Real
sphera.ucam.edu ISSNe: 2695-5725 ● Número 19 ● Vol.II ● Año 2019 ● pp. 36-58 Hyperreality and virtual worlds: when the virtual is real Paulo M. Barroso, Polytechnic Institute of Viseu (Portugal) [email protected] Received: 12/11/19 ● Accepted: 10/12/19 ● Published: 19/12/19 How to reference this paper: Barroso, Paulo M. (2019). Hyperreality and virtual worlds: when the virtual is real, Sphera Publica, 2(19), 36‐58. Abstract This article questions what is hyperreality and underlines the role of the signs/images fostering the perception of a virtual world. It argues the potentiality of signs as artefacts. Starting from Agamben’s perspective regarding contemporary, the hyperreality is understood as a modern, visual and mass manifestation of the need for simulacra in a non-referential virtual world. How hyperreality, spectacle, simulation, and appearance emerge out of reality? What is authentic or real are issues raised using images and technological devices. The images are popular and amplify the effects of distraction and social alienation. The image is immediately absorbed, spectacular, attractive, a peculiar ready-to-think that eliminates or dilutes the concepts and produces a fast culture. Through a reflexive strategy, this article is conceptual (it has no case study or empirical work) and has the purpose of problematize the experience of hyperreality, which is reshaping and restructuring patterns of social life and social interdependence, and the ways we see, think, feel, act or just mean and interpret the reality. Keywords Hyperreality, image, real, virtual worlds, technology Barroso Hiperrealidad y mundos virtuales Hiperrealidad y mundos virtuales: cuando lo virtual es real Paulo M. -
The Significance of Anime As a Novel Animation Form, Referencing Selected Works by Hayao Miyazaki, Satoshi Kon and Mamoru Oshii
The significance of anime as a novel animation form, referencing selected works by Hayao Miyazaki, Satoshi Kon and Mamoru Oshii Ywain Tomos submitted for the degree of Doctor of Philosophy Aberystwyth University Department of Theatre, Film and Television Studies, September 2013 DECLARATION This work has not previously been accepted in substance for any degree and is not being concurrently submitted in candidature for any degree. Signed………………………………………………………(candidate) Date …………………………………………………. STATEMENT 1 This dissertation is the result of my own independent work/investigation, except where otherwise stated. Other sources are acknowledged explicit references. A bibliography is appended. Signed………………………………………………………(candidate) Date …………………………………………………. STATEMENT 2 I hereby give consent for my dissertation, if accepted, to be available for photocopying and for inter-library loan, and for the title and summary to be made available to outside organisations. Signed………………………………………………………(candidate) Date …………………………………………………. 2 Acknowledgements I would to take this opportunity to sincerely thank my supervisors, Elin Haf Gruffydd Jones and Dr Dafydd Sills-Jones for all their help and support during this research study. Thanks are also due to my colleagues in the Department of Theatre, Film and Television Studies, Aberystwyth University for their friendship during my time at Aberystwyth. I would also like to thank Prof Josephine Berndt and Dr Sheuo Gan, Kyoto Seiko University, Kyoto for their valuable insights during my visit in 2011. In addition, I would like to express my thanks to the Coleg Cenedlaethol for the scholarship and the opportunity to develop research skills in the Welsh language. Finally I would like to thank my wife Tomoko for her support, patience and tolerance over the last four years – diolch o’r galon Tomoko, ありがとう 智子. -
Correlating the Effects of Flow and Telepresence in Virtual Worlds: Enhancing Our Understanding of User Behavior in Game-Based Learning
CITATION: Faiola, A., Newlon, C., Pfaff, M., & Smysolva, O. (2013) Correlating the effects of flow and telepresence in virtual worlds: Enhancing our understanding of user behavior in game-based learning. Computers in Human Behavior, 29, 1113-1121. (Elsevier) Correlating the effects of flow and telepresence in virtual worlds: Enhancing our understanding of user behavior in game-based learning Anthony Faiola a , Christine Newlon a, Mark Pfaff a, Olga Smyslova b a Indiana University, School of Informatics (IUPUI), Indianapolis, IN, USA b Kaiser Permanente, USA ABSTRACT Article history: Recent research on online learning suggests that virtual worlds are becoming an important environment Available online xxxx to observe the experience of flow. From these simulated spaces, researchers may gather a deeper under- standing of cognition in the context of game-based learning. Csikszentmihalyi (1997) describes flow as a Keywords: feeling of increased psychological immersion and energized focus, with outcomes that evoke disregard Flow for external pressures and the loss of time consciousness, issuing in a sense of pleasure. Past studies sug- Telepresence gest that flow is encountered in an array of activities and places, including those in virtual worlds. The Human–computer interaction authors’ posit that flow in virtual worlds, such as Second Life (SL), can be positively associated with Virtual worlds degrees of the cognitive phenomenon of immersion and telepresence. Flow may also contribute to a bet- Gaming Online learning ter attitude and behavior during virtual game-based learning. This study tested three hypotheses related to flow and telepresence, using SL. Findings suggest that both flow and telepresence are experienced in SL and that there is a significant correlation between them. -
New Realities Risks in the Virtual World 2
Emerging Risk Report 2018 Technology New realities Risks in the virtual world 2 Lloyd’s disclaimer About the author This report has been co-produced by Lloyd's and Amelia Kallman is a leading London futurist, speaker, Amelia Kallman for general information purposes only. and author. As an innovation and technology While care has been taken in gathering the data and communicator, Amelia regularly writes, consults, and preparing the report Lloyd's does not make any speaks on the impact of new technologies on the future representations or warranties as to its accuracy or of business and our lives. She is an expert on the completeness and expressly excludes to the maximum emerging risks of The New Realities (VR-AR-MR), and extent permitted by law all those that might otherwise also specialises in the future of retail. be implied. Coming from a theatrical background, Amelia started Lloyd's accepts no responsibility or liability for any loss her tech career by chance in 2013 at a creative or damage of any nature occasioned to any person as a technology agency where she worked her way up to result of acting or refraining from acting as a result of, or become their Global Head of Innovation. She opened, in reliance on, any statement, fact, figure or expression operated and curated innovation lounges in both of opinion or belief contained in this report. This report London and Dubai, working with start-ups and corporate does not constitute advice of any kind. clients to develop connections and future-proof strategies. Today she continues to discover and bring © Lloyd’s 2018 attention to cutting-edge start-ups, regularly curating All rights reserved events for WIRED UK. -
Art and Hyperreality Alfredo Martin-Perez University of Texas at El Paso, [email protected]
University of Texas at El Paso DigitalCommons@UTEP Open Access Theses & Dissertations 2014-01-01 Art and Hyperreality Alfredo Martin-Perez University of Texas at El Paso, [email protected] Follow this and additional works at: https://digitalcommons.utep.edu/open_etd Part of the Philosophy Commons, and the Theory and Criticism Commons Recommended Citation Martin-Perez, Alfredo, "Art and Hyperreality" (2014). Open Access Theses & Dissertations. 1290. https://digitalcommons.utep.edu/open_etd/1290 This is brought to you for free and open access by DigitalCommons@UTEP. It has been accepted for inclusion in Open Access Theses & Dissertations by an authorized administrator of DigitalCommons@UTEP. For more information, please contact [email protected]. HYPERREALITY & ART A RECONSIDERATION OF THE NOTION OF ART ALFREDO MARTIN-PEREZ Department of Philosophy APPROVED: Jules Simon, Ph.D. Mark A. Moffett, Ph.D. Jose De Pierola, Ph.D. ___________________________________________ Charles Ambler, Ph.D. Dean of the Graduate School Copyright © By Alfredo Martin-Perez 2014 HYPERREALITY & ART A RECONSIDERATION OF THE NOTION OF ART by ALFREDO MARTIN-PEREZ Thesis Presented to the Faculty of the Graduate School of The University of Texas at El Paso in Partial Fulfillment of the Requirements for the Degree of MASTER OF ARTS Department of Philosophy THE UNIVERSITY OF TEXAS AT EL PASO December 2014 ACKNOWLEDGMENTS I would like to thank my daughters, Ruby, Perla, and Esmeralda, for their loving emo- tional support during the stressing times while doing this thesis, and throughout my academic work. This humble work is dedicated to my grandchildren. Kimberly, Angel, Danny, Freddy, Desiray, Alyssa, Noe, and Isabel, and to the soon to be born, great-grand daughter Evelyn. -
Deleuze and the Simulacrum Between the Phantasm and Fantasy (A Genealogical Reading)
Tijdschrift voor Filosofie, 81/2019, p. 131-149 DELEUZE AND THE SIMULACRUM BETWEEN THE PHANTASM AND FANTASY (A GENEALOGICAL READING) by Daniel Villegas Vélez (Leuven) What is the difference between the phantasm and the simulacrum in Deleuze’s famous reversal of Platonism? At the end of “Plato and the Simulacrum,” Deleuze argues that philosophy must extract from moder- nity “something that Nietzsche designated as the untimely.”1 The his- toricity of the untimely, Deleuze specifies, obtains differently with respect to the past, present, and future: the untimely is attained with respect to the past by the reversal of Platonism and with respect to the present, “by the simulacrum conceived as the edge of critical moder- nity.” In relation to the future, however, it is attained “by the phantasm of the eternal return as belief in the future.” At stake, is a certain dis- tinction between the simulacrum, whose power, as Deleuze tells us in this crucial paragraph, defines modernity, and the phantasm, which is Daniel Villegas Vélez (1984) holds a PhD from the Univ. of Pennsylvania and is postdoctoral researcher at the Institute of Philosophy, KU Leuven, where he forms part of the erc Research Pro- ject Homo Mimeticus (hom). Recent publications include “The Matter of Timbre: Listening, Genea- logy, Sound,” in The Oxford Handbook of Timbre, ed. Emily Dolan and Alexander Rehding (Oxford: Oxford Univ. Press, 2018), doi: 10.1093/oxfordhb/9780190637224.013.20 and “Allegory, Noise, and History: TheArcades Project Looks Back at the Trauerspielbuch,” New Writing Special Issue: Convo- luting the Dialectical Image (2019), doi: 10.1080/14790726.2019.1567795. -
Beneke Simone 2019.Pdf (4.953Mb)
THE HIDDEN WORLD OF GAMING AN EXPLORATION OF PRE-PRODUCTION DESIGN, HYPERREALISM, AND ITS FUNCTION IN ESTABLISHING CONCEPTUAL AND AESTHETIC VISUALISATION, CHARACTERISATION AND NARRATIVE STRUCTURE By Simone Beneke Student No.: 212505903 Submitted in fulfilment of the requirements for the degree of Master of Arts in the School of Humanities, University of KwaZulu-Natal Supervisor: Michelle Stewart 2019 Declaration I, Simone Beneke, declare that: 1. The research reported in this thesis, except where otherwise indicated, is my original research. 2. This thesis has not been submitted for any degree or examination at any other university. 3. This thesis does not contain other persons’ data, pictures, graphs or other information, unless specifically acknowledged as being sourced from other persons. 4. This thesis does not contain other persons' writing, unless specifically acknowledged as being sourced from other researchers. Where other written sources have been quoted, then: a. their words have been re-written, but the general information attributed to them has been referenced b. where their exact words have been used, then their writing has been placed in italics and inside quotation marks and referenced. 5. This thesis does not contain text, graphics or tables copied and pasted from the internet, unless specifically acknowledged, with the source being detailed in the thesis and in the References sections. Simone Beneke Student Name _______________ Signature 8th of August 2019 Date _______________ Name of Supervisor _______________ Signature _____________ Date ii Dedication I would like to dedicate this body of work to my husband Niall for his amazing continual support and belief in me as well as the energy boosting cups of tea he makes and my parents Johann and Chyrine for their love and support throughout my academic journey. -
Selling Nostalgia: Mad Men, Postmodernism and Neoliberalism Deborah Tudor [email protected], [email protected]
Southern Illinois University Carbondale OpenSIUC Neoliberalism and Media Global Media Research Center Spring 2012 Selling Nostalgia: Mad Men, Postmodernism and Neoliberalism Deborah Tudor [email protected], [email protected] Follow this and additional works at: http://opensiuc.lib.siu.edu/gmrc_nm A much earlier version of this project was published in Society, May 2012. This version expands upon the issues of individualism under neoliberalism through an examination of ways that the protagonist portrays a neoliberal subjectivity. Recommended Citation Tudor, Deborah, "Selling Nostalgia: Mad Men, Postmodernism and Neoliberalism" (2012). Neoliberalism and Media. Paper 4. http://opensiuc.lib.siu.edu/gmrc_nm/4 This Article is brought to you for free and open access by the Global Media Research Center at OpenSIUC. It has been accepted for inclusion in Neoliberalism and Media by an authorized administrator of OpenSIUC. For more information, please contact [email protected]. Selling Nostalgia: Mad Men , Postmodernism and Neoliberalism Deborah Tudor Fredric Jameson identified postmodernism as the “cultural logic of late capitalism” in his 1984 essay of the same name. Late capitalism, or neoliberalism, produces a society characterized by return to free market principles of the 19 th century and cultivates a strong return to rugged individualism. (Kapur) Postmodern cultural logic emphasizes visual representations of culture as a dominant cultural determinant. It is this framework that opens a discussion of Mad Men, a series that uses a mid century advertising firm as a filter for a history that is reduced to recirculated images. In Norman Denzin’s discussion of film and postmodernism, he examines how our media culture’s embodies neoliberal, postmodern notions of life and self. -
Baudrillard's Bastards: 'Pataphysics After the Orgy
SEMIOPHAGY: JOURNAL OF PATAPHYSICS VOL. III, WINTER, 2010 AND EXISTENTIAL SEMIOTICS Baudrillard’s Bastards: ’Pataphysics After the Orgy – Some Lessons for Journalists Peter Hulm Most thinkers write badly because they tell us not only their thoughts but also the thinking of the thoughts. – Nietzsche (1878), Human, All Too Human, Aphorism 188. The Invisible Philosopher Let’s start with the ‘pataphysian himself: • The consumer “no more ‘believes' in advertising than the child believes in Father Christmas, but this in no way impedes his capacity to embrace an internalized infantile situation, and to act accordingly” (1968/2005:182). • “Information is directly destructive of meaning and signification” (1981b/1994:79). • “The Gulf War did not take place” (1991/1995). 1 SEMIOPHAGY: JOURNAL OF PATAPHYSICS VOL. III, WINTER, 2010 AND EXISTENTIAL SEMIOTICS From his earliest writings Jean Baudrillard has been a media provocateur of such Nietzschean brilliance that it has blinded many theorists to the depth and originality of his critique of the news business and television in the DisInformation Age. In addition to smarting at his accurate and aphoristic barbs about current affairs production, mainstream media feels even stronger resentment at his dismissal of the industry’s claims to be a major force in shaping public consciousness. For Baudrillard, scientific jargon, Wall Street, disaster movies and pornography have deeper impact on our imaginations than the news industry. Television and written media, he wrote in 1970, have become narcotic and tranquilizing for consumers in their daily servings of scary news and celebrity fantasies. Only 9/11, he later declared with his usual withering acerbity, has been able to break through the non- event barrier erected by media to the world (2001).1 To recognize the accuracy of Baudrillard’s daily observations, therefore, it is no surprise that we need to turn to a financial statistician, Nassim Nicholas Taleb. -
On the Postmodern Condition
1 Journal of Undergraduate Research and Scholarly Works Volume 7 December 2020 On the Postmodern Condition Sean Carroll Abstract University of Texas at San Antonio As a cultural movement, Postmodernism begun to solidify itself since the 1970s. Despite what some may say of its necessarily unstructured nature, coherent reflection about it is useful. While there is a growing literature on this topic, the present study, as suggested by David Harvey, seeks to use an historical, materialist framework, as developed by Karl Marx, to interpret postmodern culture. To do this, I began with the studies of the substructures of postmodern culture (political-economic and material conditions), and then sought to find reflective cohesion among its ‘aesthetic’ superstructures (social, philosophical, cinematic, literary, and musical) and their underlying conditions. As a result, from these studies, I found that the aesthetic sentiments of postmodern culture quite neatly map onto the material conditions, which inform its context. These sentiments imply a complicit disposition towards many aspects of late capitalism (such as consumerism and alienation). These findings are significant because it forces postmodernism to take a more honest look at itself, and become self-aware of its implications. My findings imply that if postmodern sentiments truly want to harbor an activism toward the status quo, it must first realign itself with more unifying attitudes. While a single resolution has yet to be concluded, the present study provides some general directions