Documente Academic
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Keline Jacquet
Assignment: Virtual reality should never be as real as the real world; it should never become a
true simulacrum.
Total word:
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In the past decade, the way people perceive the world is ever changing. The images for
example from film, television, and advertising has evolved to where there is close to no
distinguish between the real world and the imagination. Jean Baudrillard explains that the
cartographers mad projects of the ideal coextensively of map and territory (Keller, 2015). Due to
computer-based virtual reality it gives people the assumption that one could be living in a
simulation.
The term simulacra and hyper-reality terms has been widely used by Jean Baudrillard. He
brought the term into circulation among theorist discussing the relation with society, technology
and art (Heyd, 2000). He explains the term simulation by comparing it with dissimulation in
terms of various modes of feigning (Heyd, 2000). Meaning, reality is what a person makes of it.
Baudrillard clarifies the meaning to simulate is not simply to feign is for someone who feigns an
illness can simply for to bed and fake an illness (Heyd, 2000). Simulating an illness and
symptom that merely does not exist. The illusion or the idea that the body is sick.
The Real and the Hyperreal: Dance and Simulacra described that the notion of
simulacra stem from the Plato’s in which two type of imitation has. They are likenesses or
similitudes and semblances or simulacra (Heyd, 2000). Plato states that “likeness consists in
creating a copy (of a statue) that confirms to the proportion of the original in all three
dimensional and giving moreover the proper color to every part” (Heyd, 2000). On the other
hand, simulacra are imitation that seem to likeness but are not (Heyd, 2000)
One of the example from The Real and the Hyperreal: Dance and Simulacra of likeness
is sculptures that are located on the roof of temples, the upper part of which was exaggerated in
size for the sake of enjoyment (Heyd, 2000). People have imitation that can only appear to be a
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likeness of a well*made figured because it is not seen from a ssatisfactory standpoint, but with
eyes that is not seen fully in a large object (Heyd, 2000) Studies argue that the appearance
produced in likeness is a sent justified because of its internal structure, however, in the case of
2000). Making simulacrum into the belief that it is dishonest. Simulacrum is known has a
dishonest copy, one that hides the knowledge the nature about the original faithful copy of
transmit (Heyd, 2000). This create the precession of simulacra which is hyperreal.
The word hyperreal is the realm of appearance that correlates which are dishonest in
failing to faithfully copy their rginals in structural terms in the failing to copy at all (Heyd,
2000). To further elaborate, the realm of the simulacra that function in the absence of
corresponding real things in which could serve as models for misrepresentation of likeness
(Heyd, 2000). The Real and the Hyperreal: Dance and Simulacra explains that simulacra is the
opinion of what the individual perceive it to be. For example Disneyland. A well-known fictional
character that provide people an illusion of a fantasy world. Disneyland, is a set of simulacra of
places past, future, or far away generated by hidden gadgetry (Heyd, 2000). Jean Baudrillard
compared simulacra to hyper reality because it alleged the real world, to which they supposed to
simulacrum. Providing children with the possibility of believing that what they see in the
television can be real. Just because something is a simulacrum is not always dissimulated or
hidden (Heyd, 2000). To illustrate, the term hyper reality which was used in Baudrillard uses it
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in a way that modified to designate artificial reality which surpasses tradition analogy of natural
Albert Bergmann mention that hyper reality can be found in various devices such as,
telephone, facsimile machines which create the phenomenological reality (Heyd, 2000). He uses
to create what is known as the legal financial world (Heyd, 2000). Furthermore, he explained that
the ultimate in hyperreality are simulacra desired for their own sake and not just instrumentally
(Heyd, 2000). One of the example that was provided is running simulator that lets people
experience apparent road gradient, nature vistas, and sunset (Heyd, 2000). This in turn, would
result these devices to be significant because eventually they would stimulate all senses (Heyd,
2000).
Another way to define simulacra is by taking not of the notion of the virtual that is often
associated with them (Heyd, 2000). The appearance of the simulacra is the result of some
special that is not naturally present power or strength (Heyd, 2000). An example that way
provided by The Real and the Hyperreal: Dance and Simulacra is if a simulacrum of a roman
temple executed in contrive and is covered in plaster (Heyd, 2000). This would results as a
continuum and if the terrain for a jog through a mountains cape is executed by vitality devices,
Virtual reality is an interactive 3D graphics, user interfaces, and visual simulations for
people (Zyda, M, 2005). The term VR can be used in three ways which is: virtual environment
on a flat screen, a room-based system, or a head mounted display (Wilson & Soranzo, 2018). In
the past decade, the technological concept of virtual reality has changed over time. A research
In many ways, advantages of VR comes from the ability to create recognizable, three
dimensional facsimiles of real object space (Wilson & Soranzo, 2018). The most apparent
advantage of VR is its ability to create a three dimension. Which can offer specific benefit in
“ the ultimate skinner box” which is able to present a range of complex stimulus situation that
would easily controlled in the real world and enabling the examination of both the cognitive
Studies shows that VR will have a large impact in the teaching and learning environment
in a form of a second life (Jarmon, Traphagan, Mayrath, & Avani, 2009. The article further
explains how learning occurs in the second life. For example, A student describes second life as
a playground to put what has been learned into practice (Jarmon, Traphagan, Mayrath, & Avani,
2009). VR allow student to use what they learn in their text book and use it as a real-world
experience. In addition, it put their learning such as theoretical knowledge into practice in a safe
environment.
When it comes to learning style, there is no one way fit all approach. Due to the
technological aspect of VR, it allows individuals to customize their personal learning style. A
study was done by (Jarmon, Traphagan, Mayrath, & Avani, 2009) which a student noted that the
use of the virtual world allowed students to engage in multiple skills in a highly concrete and
engaging manner (Jarmon, Traphagan, Mayrath, & Avani, 2009). The fundamental concept of
learning is being able to see the possibility and the connection of what is being taught. VR
enhance the education system which allow students to have the ability to use their imagination
In the past, VR was known solely for video games. Started has a big bulky coin arcade
that was limited to personal smaller at home consol. Virtual world is a platform which allow
people the ability to interact simultaneously within a same three-dimensional environment realm
(Messinger, et al., 2009). As time passes by, VR is starting to become more than just a video
game. Virtual worlds are emerging as a novel form of social computing (Messinger, et al.,
2009). As the personal computer growing, so did the gaming industry. Early games for instance,
Pong and Super Mario Brothers are giving players the choices of creating their own avatar to
Another beneficial benefit of VR is that it gives people the ability to use their creativity
and create a new world. A study by Frank Biocca explains that virtual reality is a “relief from
man’s burden” (Biocca, 1996). The virtual world gives people the feeling of being there. Many
times, VR is so close to reality, which people cannot distinguish between the concept of VR
world and the real world. Furthermore, VR able people to do things that is not possible to do in
People can now, due to the help of an avatar, escape the real world and enter a virtual
representation of themselves which people can use in the virtual world (Messinger, et al., 2009).
By having an avatar, people have the power to change, remove, or improve their system in a VR
world. The avatar that people create on the VR world provide people the opportunity to
formulate an identity. A world where all human dreams come true and which is based on the
From the beginning of times, the way mankind travel has evolved. People were once
using horses has a means of traveling. Thankfully, the use of technology has progressed and
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allowed mankind to travel globally. For example, using boats and airplanes which allow people
to travel to various countries. However, although they are accessible, it can be costly traveling
with boats and airplanes. Technology such has VR, is providing individuals the ability to travel
without having to leave the comfort of their own home. Thus, allowing people the ability to see
the world. One of the companies that use VR is Oculus, which allows people to travel to places
such as, international Space Station, to the moon on board Apollo 11, and to Mars (Gross, 2017).
As the world of virtual reality is advancing, there is opportunity for the tourism industry
to grow. For example, marketing department. Using VR in the marketing department have the
potential to revolutionize the promotion and selling (Guttentag, 2010). In the past, markets must
find graphical design to lure customers into booking. With the help VR, customer can
experiment before buying. For instance, a person interested in exploring an island destination.
The person can use enter a virtual world and explain various types of island before making the
When it comes to natural disaster, having proper team training is essential. For example,
emergency services must find ways to train their team members if natural disaster were to occur.
Providing training in a real situation is costly and complex and provide limited of real life
disastrous scenarios (Bertram, Moskaliuk, & Cress, 2015). VR training is an option for
emergency services that emergency services can adopt to help better equip their team members.
The VR put the services in virtual scenarios and test their ability to handle stressful
situation. Also, a virtual environment offers aid in situation when it is a complex collaborative
task, especially if real-life situation is not possible to create (Bertram, Moskaliuk, & Cress,
2015).
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Emergency services such as the police, firefighter, or the military must undergo a
continuous intensive training. Effective training should be based on knowledge, skills, and
attitudes that are specific to the task (Bertram, Moskaliuk, & Cress, 2015). The reason is that
emergency services must provide civilian protection and security in dire situation. Therefore,
creating a theory-driven program is vital. Companies are looking into creating a virtual reality
environmental
VR also provide the opportunity to enhance the medical procedure. One of the ways it
radiology (IR) improves the power of advanced imagining which allow physicians to see the
inside of the human body and treat complex conditions more precisely and less invasively
(Davis, 2018). Thus, giving the physicians better compatibility to diagnose and detect various
diseases.
Future medical students can benefit from VR. For example, a student may not know what
medical field they want to go into. VR allow them to go into a virtual hospital and perform
specific procedure base on their chosen profession. For established physicians, VR can provide
physician a quick refresher in urgent situation. For example, in an emergency room a doctor can
be train with a VR goggles or watch a video before doing a complex procedure (Davis,
2018). As a result, providing higher success rate and enable physicians to do a quicker and
effective job.
For patients, they have a sense of involvement. Before, patients were clueless in the
procedure that goes in the surgery room. VR can used to explain the medical procedures they
could possibly have. In the past, explaining patients what the procedure was not easy. With the
help of VR, it walks patient with the step by steps procedure. By doing this, it can help put
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For a while, the term semiotics has been remained an underdeveloped and often
misunderstood theory for American social theorist (Denzin, 1986).. Semiotic can be broken
down into a threefold hypotheses which is assumes the principle of trans functionalization
(Denzin, 1986).. This is argue that the meaning of a material object is (1) initially created by
terms of use value (Denzin, 1986).. As a results, in turned treated as raw material by producers
who appropriate the meaning of users in an analogy of new objects with a new exchange value
(Denzin, 1986)..
Gottdiener challenge the symbolic interactionist and the ethno methodologist to develop their
own sense of theory of a culture objective (Denzin, 1986)..Also, he is meticulous of what entails
in regards to the hegemonic theories of mass culture. Gottdiener criticize the meaning behind the
semiotic tradition that comes from Barthes reading (Denzin, 1986).. This also include the signs
of their own function which was explained by Baudrillard's tendency to interpret all material
object in a sign of value (Denzin, 1986).. He believes that the position can be avoided because
Simulacrum can be explains has the object unravels and untangles the denotative,
connotative and mythological means that are woven into the concept of the object and displayed
in multiple ways (Denzin, 1986).. In the current world, the system of these meaning are seen as
operating in the realms of imaginary, the symbolic, and the ideological , too many assume as the
virtual exclusion of the real (Denzin, 1986).. Gottdiener theory of the cultural semiotic does
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develop a phenomenology of the sign (Denzin, 1986).. Neither does it analyze the embedded in
Both Barthes and Baudrillard have used the semiotic theory as far as it could have taken
it. However, although they have taken it far, the modern society has become its own sign in
which other before them see the world system as being in state of crisis that believed cannot be
overcome (Denzin, 1986). Barthes and Baudrillard used semiotics in way of exposing shallow
inner structures of capitalism ((Denzin, 1986). While, Gottdiener’s theory leads itself to the
bureaucratic rational that is required of postcapitalism (12). He was persisting in using the
concept of capitalism and utilizing it. Gottdiener’s revealed that how the system can be better
repair on its own in the face of a possible collapse (Denzin, 1986). Hypothetically, if the limit of
semiotic is at its point, then a new understanding of language is being made (Denzin, 1986).
The world around us is ever changing. The imagines that is since in film, television and
the action of people has evolved. Due to VR, the perception of the real world has a small
simultaneously culminates in and is engulfed by the cartographers mad projects of the ideal
coextensively of map and territory (Keller, 2015). Leaving people to question, what is real and
what is a stimulation.
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169-182.
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Visual Perception.
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