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Virtual reality should never be as real as the real world.

Keline Jacquet

Student ID: 183385

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

imaginary is a representation of which simultaneously culminates in and is engulfed by 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

simulacrum is a mere artifact of some significantly different constitution or structure (Heyd,

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

make reference (Heyd, 2000).

Disneyland objective is to conceal the fact it is real, in an unreal realm. Realism in a

sense of a real country of America. In enhance eyesight, it confirms to Baudrillard theory of

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

reality (Heyd, 2000).

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

the phenomenological space created by conjunction of delicious in contemporary communication

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,

this would cause another end of continuum (Heyd, 2000)

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

done by Dr Haskal described VR as “the natural evolution”” (Davis, 2018).


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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

regards to regards to research. For example, a neuropsychological researcher described VR as

“ 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

process and the functional behavior (Wilson & Soranzo, 2018).

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

and their creative instead of the traditional classroom.


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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

accomplish predetermined objectives (Messinger, et al., 2009).

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

the real word.

People can now, due to the help of an avatar, escape the real world and enter a virtual

world. Meaning, people can create a character. An avatar is an incarnation graphical

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

imagination (Samoylova, 2014).

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

commitment. As a result, increase customer satisfaction.

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

enhances VR enhances medical procedure is through interventional radiology. Interventional

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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patient’s mind at ease and provide information on demystifying complicated medical

terminology (Davis, 2018).

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

producers in terms of exchange value (Denzin, 1986).. Afterwards, it is transformed by users in

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)..

On a Semiotic Approach to Mass Culture: Comment on Gottdiener mention that

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

of its rational idealism (Denzin, 1986)..

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

the lived experience of contemporary mass culture (Denzin, 1986)..

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

distinguished. Jean Baudrillard explains that the imaginary is a representation of which

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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Reference

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in Human Behavior, 284-292.

Davis, J. (2018). Going virtual: How VR is guiding interventional radiology. [online] Elsevier

Connect. Available at:https://www.elsevier.com/connect/going-virtual-how-vr-is-

guiding-interventional-radiology

Denzin, N. (1986). On a Semiotic Approach to Mass Culture: Comment on Gottdiener. American

Journal of Sociology, 92(Messinger, et al., 2009), 678-683. Retrieved from

http://www.jstor.org/stable/2779920

Gross, M. (2017). Exploring virtual worlds. Current Biology, R399-R402.

Guttentag, D. A. (2010). Virtual reality: Applications and implications for tourism. Tourism

Management, 637-651.

Heyd, T. (2000). The Real and the Hyperreal: Dance and Simulacra. Journal of Aesthetic

Education, 34(2), 15-26. doi:10.2307/3333573

Jarmon, L., Traphagan, T., Mayrath, M., & Avani, T. (2009). Virtual world teaching, experiential

learning, and assessment: An interdisciplinary communication course in Second Life.

169-182.

Kellner, Douglas, "Jean Baudrillard", The Stanford Encyclopedia of Philosophy (Winter 2015 Edition),

Edward N. Zalta (ed.), URL = <https://plato.stanford.edu/archives/win2015/entries/baudrillard/>.

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(2009). Virtual worlds — past, present, and future: New directions in social computing.

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