Redalyc.BAUDRILLARD: WORK and HYPERREALITY
Total Page:16
File Type:pdf, Size:1020Kb
Load more
Recommended publications
-
Immersive Realities for Learning and Performance “VR, AR, Mixed Reality & More in 2018"
Immersive Realities for Learning and Performance “VR, AR, Mixed Reality & More in 2018" An Updated Report from The MASIE Center Author: Bobby Carlton | Foreword: Elliott Masie May 23, 2018 Learning CONSORTIUM masie.com NOVEMBER 4 – 7, 2018 | ORLANDO, FL Lea “VR, AR, Mixed Reality & More in 2018" & More Reality AR, Mixed “VR, Immersive Realities Immersive masie.com for Learning and Performance Learning for r Author: Bobby Carlton | Foreword: Elliott Masie ning Foreword: An Updated Report from The MASIE Center CONSO “Boldly Go... Where the Learner Has Not Gone Before” R TIUM My good friend, actor George Takei, shared with me the excitement that the cast and crew felt when shooting Star Trek back in 1966. They were all excited by the possibility of a virtual and immersive reality. They imagined that they could scan a planet, a person, or an NOVEMBER 4 – 7, 2018 | ORLANDO, FL 2018 | ORLANDO, 4 – 7, NOVEMBER object and simulate, play with, or even destroy it (virtually) while May 23, 2018 being deeply immersed in the experience. And, they knew that someday this fiction would become reality. Ever since, I have been tracking, using, experimenting with, and researching the ever-changing and emerging worlds of virtual reality, augmented reality, mixed reality, and other immersive reality technologies and software. They keep getting better, though they still aren’t totally "there" yet. The challenge is to bridge the gap between their promise and actual use in workplaces to drive learning and performance. The good news is that in the past three years we have made major jumps forward. -
Jean Baudrillard
The Mirror of Production by Jean Baudrillard Translated with "Introduction" by Mark Poster TELOS PRESS • ST'. LOUIS Published originally as Le Miroir de la Production. English translation copyright © 1975 by Telos Press. All rights reserved. ISBN : 0- 914386-06-9 Library of Congress : 74- 82994 Manufactured in the United States of America. TABLE OF CONTENTS Translator's Introduction 1 Preface 17 Chapter I: The' Concept of Labor 21 . Critique of Use Value and Labor Power 22 The Concrete Aspect of Labor : The "Dialectic" of Qu ality and Qu antity 25 Man's Double "Generic" Face 30 Ethic of Labor ; Esthetic of Play 33 Marx and the Hieroglyph of Value 41 Epistemology I : In the Shadow of Marxist Concepts 47 The Critique of Political Economy Is Basically Completed 50 Chapter II: Marxist Anthropology 53 and the Domination of Nature The Moral Philosophy of the Enlightenment 56 Lycurgus and Castration 60 Judaeo-Christian Anti-Physis 63 Epistemology II : Structural Limits of the Marxist Critique 65 Chapter III: Historical Materialism 69 and Primitive Societies Structural Causality and the Primitives 70 Surplus and Anti-Production 74 Magic and Labor 81 Epistemology III: Materialism and Ethnocentrism 84 Chapter IV: On the Archaic and Feudal Mode 93 The Slave 93 The Artisan 96 Epistemology IV : Marxism and Miscomprehension 106 Chapter V: Marxism and the System of Political Economy Ill A Euclidean Geometry of His tory? Ill The Third Phase of Political Economy 119 Contradiction and Subversion : The Displacement of the Political 129 The Economic as Ideology and Simulation Model 14 7 Marxist Theory and the Workers' Movement: The Concept of Class 15 2 Revolution as Finality : History in Suspense 160 The Radicality of Utopia 163 TRANS LA TOR'S INTRODUCTION For some time now many of us have harbored the knowledge or at least the Euspicion that Marxism is an inadequate perspective for the critical analysis of advanced society. -
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. -
Qualitative Freedom
Claus Dierksmeier Qualitative Freedom - Autonomy in Cosmopolitan Responsibility Translated by Richard Fincham Qualitative Freedom - Autonomy in Cosmopolitan Responsibility Claus Dierksmeier Qualitative Freedom - Autonomy in Cosmopolitan Responsibility Claus Dierksmeier Institute of Political Science University of Tübingen Tübingen, Baden-Württemberg, Germany Translated by Richard Fincham American University in Cairo New Cairo, Egypt Published in German by Published by Transcript Qualitative Freiheit – Selbstbestimmung in weltbürgerlicher Verantwortung, 2016. ISBN 978-3-030-04722-1 ISBN 978-3-030-04723-8 (eBook) https://doi.org/10.1007/978-3-030-04723-8 Library of Congress Control Number: 2018964905 © The Editor(s) (if applicable) and The Author(s) 2019. This book is an open access publication. Open Access This book is licensed under the terms of the Creative Commons Attribution 4.0 International License (http://creativecommons.org/licenses/by/4.0/), which permits use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons licence and indicate if changes were made. The images or other third party material in this book are included in the book’s Creative Commons licence, unless indicated otherwise in a credit line to the material. If material is not included in the book’s Creative Commons licence and your intended use is not permitted by statutory regulation or exceeds the permitted use, you will need to obtain permission directly from the copyright holder. The use of general descriptive names, registered names, trademarks, service marks, etc. in this publication does not imply, even in the absence of a specific statement, that such names are exempt from the relevant protective laws and regulations and therefore free for general use. -
"Physics Considerations for a Simulated Reality"
Physics considerations for a simulated reality Max Hodak 1 Why build a simulated reality? ined, but that of defining a suitable physics system. We conjecture that there is a relationship between Video games have a powerful natural appeal. Our the depth of a virtual world and the sophistication of physical world imposes harsh constraints: atoms are its underlying physics. difficult to work with compared to bits, and the Any non-trivial universe must contain informa- scarcity of both materials and the capacity to trans- tion, and we can phrase the central problem in world form them leads to a tough environment. By con- design as one of writing down the information that trast, video games can be anything we want them defines a universe; informally, we can state that a to be: players can fly, use magic, or even have their universe without information has zero depth. We can own planet, all the while exercising mental faculties start from a premise that information in any universe in just as satisfying a way as they would in our base is found in two forms: matter and its interactions. reality. As computer processing power continues to improve and the space of games we can build expands, a natural opportunity arises to build simulated real- 2 Naturalness ities that are as engaging and emotionally immersive as our base reality, but with fewer constraints and a Before we think about physics as it is usually under- greater capacity for easier creative expression. stood, let's briefly look at video game \physics" as Video game design is challenging on multiple lev- it exists today. -
Masses, Turbo-Capitalism and Power in Jean Baudrillard's Social
International Journal of Theology, Philosophy and Science No. 3, Year 2/2018 MASSES, TURBO-CAPITALISM AND POWER IN JEAN BAUDRILLARD’S SOCIAL AND POLITICAL ONTOTHEOLOGY PhD. Prof. Spiros MAKRIS Assistant Professor in Political Theory University of Macedonia, Thessaloniki, GREECE Email: [email protected] ABSTRACT If postmodern Jean Baudrillard (1929-2007) could be defined as a theorist of power - to the extent that for some this is a contradiction by definition, although something very similar takes place in the case of Michel Foucault, he could be defined as a theorist of meta-power in the globalized era of turbo-capitalism. In his late texts (2005), which were published in 2010, the eminent French philosopher builds a provocative theory about power by using the classic concepts of domination and hegemony within the contemporary social, economic, political and ideological context of neoliberal globalization. In these papers, he analyzes in-depth the meta- power of hegemony in comparison with the power of domination. Actually, by signifying the critical passage of postwar capitalism from the phase of production to the phase of consumption, as Zygmunt Bauman does in his relevant work, Baudrillard formulates a meta-power theory as the equivalent of what he defines as turbo-capitalism. What is at stake is no longer the conventional issues of state sovereignty, Marx-inspired concept of alienation and Critical Theory-like negative dialectics but the crucial questions of hegemony, hostage and evilness. In short, Jean Baudrillard builds a new ontological and by extension disciplinary and theoretical field concerning global power, where the ‘Empire of Good’, or turbo-capitalism in his own terminology, is reborn in a totally catastrophic way (see simulation in the sense of a capitalist hypocrisy) either as an ‘Axis of Evil’ or as the ‘problem of terror’ (see simulacrum in the sense of a Lacanian stage of image within which turbo-capitalism represses, through a Freudian process of repelling, its unfamiliar self/i.e. -
Toward Interconnected Virtual Reality: Opportunities, Challenges, and Enablers Ejder Bastug, Mehdi Bennis, Muriel Médard, Merouane Debbah
Toward Interconnected Virtual Reality: Opportunities, Challenges, and Enablers Ejder Bastug, Mehdi Bennis, Muriel Médard, Merouane Debbah To cite this version: Ejder Bastug, Mehdi Bennis, Muriel Médard, Merouane Debbah. Toward Interconnected Virtual Reality: Opportunities, Challenges, and Enablers. IEEE Communications Magazine, Institute of Electrical and Electronics Engineers, 2017, 55 (6), pp.110 - 117. 10.1109/MCOM.2017.1601089. hal-01781856 HAL Id: hal-01781856 https://hal-centralesupelec.archives-ouvertes.fr/hal-01781856 Submitted on 18 Jun 2020 HAL is a multi-disciplinary open access L’archive ouverte pluridisciplinaire HAL, est archive for the deposit and dissemination of sci- destinée au dépôt et à la diffusion de documents entific research documents, whether they are pub- scientifiques de niveau recherche, publiés ou non, lished or not. The documents may come from émanant des établissements d’enseignement et de teaching and research institutions in France or recherche français ou étrangers, des laboratoires abroad, or from public or private research centers. publics ou privés. Towards Interconnected Virtual Reality: Opportunities, Challenges and Enablers Ejder Ba¸stug˘;⊗, Mehdi Bennisy, Muriel Médard, and Mérouane Debbah⊗;◦ Research Laboratory of Electronics, Massachusetts Institute of Technology, 77 Massachusetts Avenue, Cambridge, MA 02139, USA ⊗Large Networks and Systems Group (LANEAS), CentraleSupélec, Université Paris-Saclay, 3 rue Joliot-Curie, 91192 Gif-sur-Yvette, France yCentre for Wireless Communications, University of Oulu, Finland ◦Mathematical and Algorithmic Sciences Lab, Huawei France R&D, Paris, France {ejder, medard}@mit.edu, [email protected].fi, [email protected] Abstract Just recently, the concept of augmented and virtual reality (AR/VR) over wireless has taken the entire 5G ecosystem by storm spurring an unprecedented interest from both academia, industry and others. -
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. -
Virtual and Augmented Reality in Marketing
Virtual and Augmented Reality in Marketing Laura Håkansson Thesis Tietojenkäsittelyn Koulutusohjelma 2018 Authors Group Laura Håkansson HETI15KIM The title of your thesis Number of Virtual and Augmented Reality in Marketing pages and appendices 56 Supervisors Heikki Hietala This thesis serves as an introduction to Virtual and Augmented Reality and explains how these two different technologies can be used in marketing. I work in marketing and have been following the evolvement of both VR and AR for a few years now. I was personally very curious to learn about how these have been implemented in marketing in the past, and what they will look like in the future, and if there are any reoccurring themes, for both VR and AR, that work best with a specific product or service. I spent a year reading the latest news and articles about various VR/AR marketing campaigns, and about the updates on these technologies that kept coming almost monthly. I also participated in different VR/AR-themed events in Helsinki to try out headsets and new AR apps, and to listen to the experts view on the potential of VR and AR. I wanted to create clear guidelines on which technology to use and how, depending on the product or service being marketed, but realized during my research that this was not possible. VR and AR are still in development, but evolving at a very fast pace, and right now it’s important to just bravely test them out without worrying about failing. I give plenty of examples in this thesis that will hopefully encourage marketers to start experimenting now, because we will see some really advanced VR and AR/MR in a few years, and those with the most experience will have great advantage in the marketing field. -
Jean Baudrillard's Encounter with Anthropology
Journalism and Mass Communication, July 2016, Vol. 6, No. 7, 420-425 doi: 10.17265/2160-6579/2016.07.006 D DAVID PUBLISHING Jean Baudrillard’s Encounter With Anthropology: Toward A Radical Understanding of Marxism and Terrorism Gerry Coulter Bishop’s University, Sherbrooke, Canada Jean Baudrillard (1929-2007), a leading contemporary theorist from the 1970s to the present, was deeply influenced by anthropological thought. As an outcome of his prolonged encounter with anthropology he was able to devise a unique approach to the world. This approach enabled him to play a leading role in surpassing Marxist thought and in explaining contemporary terrorist attacks such as those of September 11, 2001 in the United States. Baudrillard, who is often correctly seen as making a contribution to contemporary anthropology, is also someone who is deeply indebted to anthropology. This aspect of Baudrillard is less well understood. Keywords: Baudrillard, anthropology, symbolic exchange, reversibility, terrorism, Marxism Introduction Jean Baudrillard is widely known to have developed a unique and radical approach to contemporary theory. For example, following the attacks on the United States of September 11, 2001, Baudrillard hypothesized that the attacks were one event in what he called the Fourth World War (the Cold War being the Third World War). According to his view, terrorism can be viewed as a symbolic exchange wherein a group of people long humiliated may return the humiliation by way of a terrorist attack. This view was not intended to support terror but rather, to offer a new way of understanding it beyond traditional journalism and foreign policy analysis. -
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.