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Hyperreality

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628:, but with the presence of hyperreality being used most and embraced as a new technology, there are a couple of issues or consequences of hyperreality. It's difficult enough to hear something on the news and choose not to believe it, but it's quite another to see an image of an event or anything and use your empirical sense to determine whether the news is true or false, which is one of the consequences of hyperrealism. The first is the possibility of various simulations being used to influence the audience, resulting in an inability to differentiate fiction from reality, which affects the overall truth value of a subject at hand. Another implication or disadvantage is the possibility of being manipulated by what we see. The audience can interpret different messages depending on the ideology of the entity behind an image. As a result, power equates to control over the media and the people. Celebrities, for example, have their photographs taken and altered so that the public can see the final result. The public then perceives celebrities based on what they have seen rather than how they truly are. It can progress to the point where celebrities appear completely different. As a result of celebrities' body modifications and editing, there has been an increase in surgeries and a decrease in self-esteem during adolescence. Because the truth is threatened, a similar outcome for hyperreality is possible. 807:
buy this reality. Disneyland works in a system that enables visitors to feel that technology and the created atmosphere "can give us more reality than nature can". The "fake nature" of Disneyland satisfies our imagination and daydream fantasies in real life. The idea is that nothing in this world is real. Nothing is original, but all are endless copies of reality. Since we do not imagine the reality of simulations, both imagined and real are equally hyperreal, for example, the numerous simulated rides, including the submarine ride and the Mississippi boat tour. When entering Disneyland, consumers form into lines to gain access to each attraction. Then they are ordered by people with special uniforms to follow the rules, such as where to stand or where to sit. If the consumers follow each rule correctly, they can enjoy "the real thing" and see things that are not available to them outside of Disneyland's doors.
702: 351:," by suggesting that information devours its own content. He also suggested that there is a difference between the media and reality and what they represent. Hyperreality is the inability of consciousness to distinguish reality from a simulation of reality, especially in technologically advanced societies. However, Baudrillard's hyperreality theory goes a step further than McLuhan's medium theory: "There is not only an implosion of the message in the medium, there is, in the same movement, the implosion of the medium itself in the real, the implosion of the medium and of the real in a sort of hyperreal nebula, in which even the definition and distinct action of the medium can no longer be determined". 717:, explained that these impacts have a direct effect on younger generations who idolize the heroes, characters or influencers found on these platforms. As media is a social institution that shapes and develops its members within society, the exposure to hyperreality found within these platforms presents an everlasting effect. Baudrillard concludes that exposure to hyperreality over time will lead, from the conservative perspective of the institutions themselves, to confusion and chaos, in turning leading to the destruction of identity, originality and character while ironically still being the mainstay of the institutions. 694: 428:). This is attributed to the way it effectively captured the postmodern condition, particularly how people in the postmodern world seek stimulation by creating unreal worlds of spectacle and seduction and nothing more. There are dangers to the use of hyperreality within our culture; individuals may observe and accept hyperreal images as role models when the images don't necessarily represent real physical people. This can result in a desire to strive for an unobtainable ideal, or it may lead to a lack of unimpaired role models. 816:, Baudrillard argues the "imaginary world" of Disneyland magnetizes people inside and has been presented as "imaginary" to make people believe that all its surroundings are "real". But he believes that the Los Angeles area is not real; thus it is hyperreal. Disneyland is a set of apparatuses which tries to bring imagination and fiction to what is called "real". This concerns the American values and way of life in a sense and "concealing the fact that the real is no longer real, and thus of saving the reality principle." 820:"The Disneyland imaginary is neither true or false: it is a deterrence machine set up in order to rejuvenate in reverse the fiction of the real. Whence the debility, the infantile degeneration of this imaginary. It's meant to be an infantile world, in order to make us believe that the adults are elsewhere, in the "real" world, and to conceal the fact that real childishness is everywhere, particularly among those adults who go there to act the child in order to foster illusions of their real childishness." 405:, because of its reliance on sign exchange value (e.g. brand X shows that one is fashionable, car Y indicates one's wealth), could be seen as a contributing factor in the creation of hyperreality or the hyperreal condition. Hyperreality tricks consciousness into detaching from any real emotional engagement, instead opting for artificial simulation, and endless reproductions of fundamentally empty appearance. Essentially (although Baudrillard himself may balk at the use of this word), fulfillment or 81: 183: 40: 481:(PR) agencies to construct hyperreal images of themselves. The dangers of hyperreality are also facilitated by information technologies, which provide tools to dominant powers that seek to encourage it to drive consumption and materialism. The danger in the pursuit of stimulation and seduction emerge not in the lack of meaning but, as Baudrillard maintained, "we are gorged with meaning and it is killing us." 713:
reality from a simulation of reality, common media outlets such as news, social media platforms, radio and television contribute to this misconception of true reality. Descriptions of the impact of hyperreality can be found in popular media. They present themselves as becoming blended with reality, which influences the experience of life and truth for its viewers. Baudrillard, similar to
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unique Korean cultural aspects but only giving credit to the show and not the country; individuals believed the show created these games. This is hugely significant because it illustrates Baudrillard's notion of models of reality without reality; a fictional TV show produced real events and practices and completely removed the real cultural significance. The
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four-dimensional simulation as described by Baudrillard. With the incentive for viewership and notoriety, social media influencers/creators have little incentive to produce meaningful and actual news and instead lean toward these storytelling methods that produce large reactions that blur the lines of reality and false online narratives.
262:. Hyperreality is seen as a condition in which, because of the compression of perceptions of reality in culture and media, what is generally regarded as real and what is understood as fiction are seamlessly blended together in experiences so that there is no longer any clear distinction between where one ends and the other begins. 756:
numerous sectors despite having any factual basis or tangible information. As social media becomes more ingrained into the daily lives of countless individuals, the distinction between stories on the internet and truth in real life are becoming more blurred as it descends into the core of hyperreality.
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as an example of hyperreality. Eco believes that Disneyland with its settings such as Main Street and full sized houses has been created to look "absolutely realistic", taking visitors' imagination to a "fantastic past". This false reality creates an illusion and makes it more desirable for people to
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economy and the advancements found within media and communication technologies have influenced this development towards a hyperreality. Through the emergence of new media technologies and the ever-growing role of media found within the modern day, a growing link is displayed between the incorporation
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is characterized by a blending of 'reality' and representation, where there is no clear indication of where the former stops and the latter begins. Simulation is no longer that of a territory, a referential being, or a substance; "It is the generation by models of a real without origin or reality: a
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has given rise to a popular "storytelling" trend, where creators recount past experiences, often exaggerating and dramatizing the experience for perceived importance and relevance. The trend mixes reality with the virtual world as viewers often feel part of the creators' life and identify with this
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cautions against confusing celebrity worship with hero worship, "we come dangerously close to depriving ourselves of all real models. We lose sight of the men and women who do not simply seem great because they are famous but who are famous because they are great". He bemoans the loss of old heroes
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work contributed to a scholarly tradition in the field of communication studies that speaks directly to larger social concerns. Postmodernism was established through the social turmoil of the 1960s, spurred by social movements that questioned preexisting conventions and social institutions. Through
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is highly proficient at confidently generating answers which can be either right or wrong, even blending both truth and falsities. For example, it has argued with all seriousness that the word cat starts with the letter S, but can employ many different formats, from essays to casual conversations.
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in 2021. The hyperreality created on social media platforms has been regarded as strong and influential enough for its quality and emotion to be translated into social reality, where value is lost and careers are damaged. Emotions expressed on social media are directly having real-life effects on
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There is a strong link between media and the impact that the presence of hyperreality has on its viewers. This has shown to blur the lines between artificial realities and reality, influencing the day to day experiences of those exposed to it. As hyperreality captures the inability to distinguish
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created hyperreal conditions on the internet where millions were sharing their own feelings and opinions about the show, even going as far as to play the games and practice the activities portrayed in the show. The hyperreal conditions were created so effectively that individuals were picking up
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accounts that present themselves as human-like animated beings with unique personalities, artificial social circles and personal likes and interests. Once designed by humans, now completely independent of any influence, these AI creations have mass followings that present conditions of perfect
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intentionally emphasized familiar signs and images which did not in fact faithfully reveal true reality. Instead, he coalesced these alternate perceptions of realities into subliminal depictions of contemporary cultures and boldly launched them into his body of work as hyperreality. No longer
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given image the creator produces for their audience. Social media currently offers what news and other sources of media could not forty years ago: the chance to not only share news but to also create news. To exaggerate this even further, TikTok has seen the nuance of
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can often tell us more about an individual than their real lives. This is because people's behaviors can change dramatically on the internet with virtually no repercussions or laws telling them to do so; the internet has become the anarchist's safe haven. The role of
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American author Micah Dunham explores the notion of hyperreality further by suggesting that the action of hyperreality is to desire reality and in the attempt to achieve that desire, to fabricate a false reality that is to be consumed as real. Linked to contemporary
308:. He believes hyperreality goes further than confusing or blending the 'real' with the symbol which represents it; it involves creating a symbol or set of signifiers which represent something that does not actually exist, like Santa Claus. Baudrillard borrows, from 372:
satisfied with an art-for-art's sake approach to realist cityscapes and the like, Peterson saw hyperreality as a vehicle for social change, oftentimes conjuring themes of corruption, decadence, and genocide in his subject matter. Temenuga Trifonova from
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summarized, it is the forsaking of "moral existence in order to enter into aesthetic existence". However, Baudrillard argues that a simulacrum is not a copy of the real, but becomes—through sociocultural compression—truth in its own right.
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Zompetti, J. P., & Moffitt, M. A. (2008). Revisiting Concepts of Public Relations Audience Through Postmodern Concepts of Metanarrative, Decentered Subject, and Reality/Hyperreality. Journal of Promotion Management, 14(3/4), 275–291.
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has been studied as a process of transitioning towards hyperreality. On the basic level of hyperreality, Web 1.0 was designed for freely downloading and reading information, with readers being able to search for topics;
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hyperreal." Baudrillard suggests that simulation no longer takes place in a physical realm; it takes place within a space not categorized by physical limits i.e., within ourselves, technological simulations, etc.
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in which the life of the main character Caden Cotard is lived in the confines of a warehouse made to be the set of a play which is about his life, blurring all distinction between what is real and the simulation.
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has become a main source for public figures to express themselves and for corporations to inform the public. The hyperreality environment on the internet has shifted dramatically over the course of the
347:, infinite and infinitesimal, that cluster about assumedly fixed or real numbers and factor through transference differentials." Baudrillard, however, challenges McLuhan's famous statement that " 278:
that constitute consensus reality are constantly produced and reproduced, changing through the extended use of signs and symbols which hence contribute to the creation of a greater hyperreality.
616:—which is a concept for the convergence between virtualities and actualities. By the mid-1990s, the realization of this concept had begun to emerge on a mass scale in the form of the internet. 420:
While hyperreality is not a new concept, its effects are more relevant in modern society, incorporating technological advancements like artificial intelligence, virtual reality and
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are examples of Web 2.0 platforms that transformed what was once a reading platform into an interaction platform. Web3 is a newer platform that allows users to fully integrate the
296:. Hyperreality is a representation, a sign, without an original referent. According to Baudrillard, the commodities in this theoretical state do not have use-value as defined by 955:), due to its creation of a world of fantasy and its dependence that the viewer will engage with these fantasy worlds. The current trend is to glamorize the mundane using 1597: 1277: 998:, where the distinction becomes blurred when it becomes the platform for RL (real life) courses and conferences or leads to real world interactions behind the scenes. 885:, when Alex says, "It's funny how the colors of the real world only seem really real when you viddy them on the screen" (sic.) when he undergoes Ludovico's Technique. 328:. When the empire declines, the map fades into the landscape. He says that, in such a case, neither the representation nor the real remains, just the hyperreal. 274:
the postmodern lens, reality is viewed as a fragmented, complimentary and polysemic system with components that are produced by social and cultural activity.
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A newly made building or item designed to look old, or to recreate or reproduce an older artifact, by simulating the feel of age or aging. Such as
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With the introduction of the smartphone in the early 2000s, online presence and presence in the real world have become synonymous. An individual's
580:. Superstitions are merely false beliefs, but hyperstitions – by their very existence as ideas –function causally to bring about their own reality. 3558: 568:
generalizes the notion of hyperreality to encompass the concept of "fictional entities that make themselves real." In Nick Land's own words:
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follows Allegra Geller, a game designer who finds herself targeted by assassins while playing a virtual reality game of her own creation.
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speculate on actual reality and engage with concepts for potentialities and virtualities. An oft-cited example of such a concept is
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Hyperreality, some sources point out, may provide insights into the postmodern movement by analyzing how simulations disrupt the
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Baudrillard and Hyperreality; Simulacro y régimen de mortandad en el Sistema de los objetos (Disney World and Hyperreality)
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This article is about the concept of hyperreality as it applies to philosophy and sociology. For hyperreality in art, see
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that refers to the process of the evolution of notions of reality, leading to a cultural state of confusion between
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Many world cities and places which did not evolve as functional places with some basis in reality, as if they were
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The concepts most fundamental to hyperreality are those of simulation and the simulacrum, first conceptualized by
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portrays a theater director haunted by making his show as authentic as possible, leading to people getting hurt.
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The concept of hyperstition is also related to the concept of "theory-fiction", in which philosophy,
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of a facet of hyperreality—the creation of a city with its main target being media production.
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Films in which characters and settings are either digitally enhanced or created entirely from
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including culture as a component. It can be defined as the experimental (techno-)science of
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would argue that in current cultures, fundamental ideals are built on desire and particular
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Paper presented at the annual meeting of the NCA 94th Annual Convention, TBA, San Diego, CA
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The postmodern semiotic concept of hyperreality was contentiously coined by Baudrillard in
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Telling Stories Differently: Engaging 21st Century Students Through Digital Storytelling
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Lazzini, Arianna; Lazzini, Simone; Balluchi, Federica; Mazza, Marco (August 10, 2021).
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Lisewski, Andreas Martin (2006). "The concept of strong and weak virtual reality".
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Tiffin, John; Terashima, Nobuyoshi (2005). "Paradigm for the third millennium".
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but it does not address or resolve the contradictions inherent in this tension.
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Pasco, M. O. D. (2008). Contemporary Media Society in the Age of Hyperreality.
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As society has transitioned toward a consumer culture, the combination of the
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Liberalism and the Problem of Knowledge: A New Rhetoric for Modern Democracy.
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Deleuze, Gilles (1990). "Appendix 1: The Simulacrum and Ancient Philosophy".
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The truth was already being called into question with the rise of media and
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in Los Angeles, California, itself produces similar notions, but is more a
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The concept of "hyperstition" as expounded upon by the English collective
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Any massively promoted versions of historical or present "facts" (e.g., "
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and symbols invented to stand in for reality, and direct perceptions of
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in society has dramatically increased in recent decades and creating a
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Contemporary Social and Sociological Theory: Visualizing Social Worlds
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Bursztyn, Leonardo; Rao, Aakaash; B. Y., George (September 8, 2018).
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into decentralized and autonomously controlled environments, such as
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it is important to consider Baudrillard's texts as articulating an
1343:. Newcastle upon Tyne: Cambridge Scholars Publishing. p. 17. 1255:. Newcastle upon Tyne: Cambridge Scholars Publishing. p. 35. 966:, creating an illusion of more merchandise than there actually is. 3489: 3286: 1067: 1060: 987: 956: 743: 646: 642: 414: 2267:"The future(s) of risk: Barthes and Baudrillard go to Hollywood" 962:
A retail store that looks completely stocked and perfect due to
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Simulacrum, which "bears no relation to any reality whatsoever"
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create a map so detailed that it covers the very things it was
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Sound in Motion: Cinema, Videogames, Technology and Audiences
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Baudrillard's idea of hyperreality was heavily influenced by
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Crang, Mike; Crang, Phil; May, Jon, eds. (April 15, 2013).
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Mapping the Subject: Geographies of Cultural Transformation
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Ozimek, Phillip; Bierhoff, Hans-Werner (October 2, 2020).
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Basic reflection of reality, i.e. in immediate perception
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is found through simulation and imitation of a transient
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Reality/Hyperreality, The Chicago School of Media Theory
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of reality, rather than any interaction with any "real"
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Term for cultural process of shifting ideas of reality
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Baudrillard, "Simulacra and Simulations," pp. 166–184
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(2003). 973:used as a simulacrum of an unattainable partner. 720: 542:There are four steps of hyperreal reproduction: 1418: 1396: 1235: 1026:often encompass themes of hyperreality through 2555:The Image: A Guide to Pseudo-Events in America 1964:. (0 ed.). Routledge. pp. 118–139. 1818: 1566: 1306: 888:A well-manicured garden (nature as hyperreal). 2881: 2761: 2056: 1959: 1250: 751:, so much so that it has an influence on the 549:Perversion of reality, i.e. in representation 2723:International Journal of Baudrillard Studies 1210: 552:Pretense of reality, where there is no model 265:The term was proposed by French philosopher 27:. For hyperreal numbers in mathematics, see 2699:Economics, Management and Financial Markets 2420: 1866: 1864: 1595: 1275: 68:Learn how and when to remove these messages 2888: 2874: 2768: 2754: 2639:Media and Cultural Studies : Keyworks 2103: 1635:. Columbia University Press. p. 257. 1567:Taylor, Victor; Winquist, Charles (2001). 1537: 907:athletes as super, invincible versions of 345:"hyperreal" number or "non-standard reals" 2895: 2463: 2225: 2172: 2162: 1779: 1508: 1436: 235:Learn how and when to remove this message 165:Learn how and when to remove this message 2549: 2447: 2264: 1861: 1681: 1496: 1484: 1464:. Thousand Oaks, CA: SAGE. p. 311. 700: 692: 495: 401:to explain current cultural conditions. 196:: vague phrasing that often accompanies 1630: 1405: 1363: 1073:Hallucination (artificial intelligence) 921:(literally 'creation out of nothing'): 3634: 3259: 2808:In the Shadow of the Silent Majorities 2494: 1911: 1909: 1827:Behaviour & Information Technology 1761: 1338: 1229: 990:) or "reconstructed" extinct dialects. 534:is "an image without resemblance"; as 3559:Software related to augmented reality 3106:Simultaneous localization and mapping 2869: 2749: 2521: 2311: 1916:Umesha Naik; D Shivalingaiah (2009). 1569:Encyclopedia of Postmodernism, Page 2 1459: 1439:"Is There a Subject in Hyperreality?" 2832:The Singular Objects of Architecture 2775: 2637:, "The Precession of Simulacra", in 2112:Philosophy in the Contemporary World 1713:"11 The Gulf War Did Not Take Place" 1696: 1334: 1332: 281: 176: 103:adding citations to reliable sources 74: 33: 3158:Omnidirectional (360-degree) camera 2575: 2370: 2358: 2346: 2203: 2063:Applied Financial Economics Letters 1906: 1762:Bordon, Yvonne (January 21, 2013). 1717:Jean Baudrillard: Selected Writings 1538:Pile, Steve; Thrift, Nigel (1995). 1424: 1366:Cormac McCarthy: American Canticles 1211:Lawson, Tony; Garrod, Joan (2001). 374:University of California, San Diego 13: 3132:Image-based modeling and rendering 2694:University of Chicago Press. 1996. 2628: 2421:Burr-Miller, Allison; Aoki, Eric. 320:), the example of a society whose 14: 3683: 2716: 2495:Harper, Adam (December 7, 2012). 1329: 1215:. Fitzroy Dearborn. p. 114. 1019:Works within the spectrum of the 397:Hyperreality is significant as a 49:This article has multiple issues. 23:. For hyperreality in music, see 2522:Pearl, Mike (December 3, 2022). 1877:AEA Randomized Controlled Trials 1764:"T cells take a break from IL-7" 1655: 951:and film in general (especially 566:Cybernetic Culture Research Unit 181: 79: 38: 2824:The Gulf War Did Not Take Place 2515: 2488: 2441: 2414: 2398: 2389: 2376: 2305: 2265:Campbell, Elaine (April 2010). 2258: 2197: 2138: 2097: 2050: 2025: 1962:"From city space to cyberspace" 1953: 1812: 1755: 1705: 1699:"Hyperstitional Theory-Fiction" 1690: 1675: 1649: 1624: 1589: 1560: 1531: 1515:Springer Science+Business Media 1502: 1453: 1430: 1285:. The Precession of Simulacra: 1049:Dove's Campaign for Real Beauty 742:has become an online standard. 559: 392: 90:needs additional citations for 57:or discuss these issues on the 2676:The McDonaldization of Society 2666:Crossing the Postmodern Divide 2033:"Museo del Metaverso homepage" 1393:doi:10.1080/10496490802623762. 1386: 1357: 1300: 1269: 1244: 1204: 619: 1: 3574:Vuforia Augmented Reality SDK 2656:Academy of Management Journal 2641:, Durham & Kellner, eds. 2312:Condy, Janet (July 1, 2015). 2204:Lok, Pat (October 29, 2021). 2104:Marchenkov, Vladimir (2002). 1839:10.1080/0144929X.2019.1642385 1309:Encyclopedia of Postmodernism 1198: 789: 721:Social media and public image 631: 525: 513: 3610:List of PlayStation VR games 3003:Virtual reality applications 1437:Trifonova, Temenuga (2003), 1287:University of Michigan Press 1251:Pavlik-Malone, Lisa (2018). 708:, an example of hyperreality 7: 2658:, 38(4), pp. 997–1035. 1289:. p. 1. Archived from 1127:Marx's theory of alienation 1117:Immersion (virtual reality) 1079: 824: 572:Hyperstition is a positive 367:. The hyperrealist painter 294:Symbolic Exchange and Death 10: 3688: 2968:Projection augmented model 2543: 1599:Simulacra & Simulation 1596:Baudrillard, Jean (1994). 1408:Key themes in media theory 1279:Simulacra & Simulation 1276:Baudrillard, Jean (1994). 1044:" in the syntax of beauty. 578:self-fulfilling prophecies 208:Such statements should be 21:Hyperrealism (visual arts) 18: 3605:List of Oculus Rift games 3587: 3509: 3502: 3477: 3354: 3252: 3201: 3184:Omnidirectional treadmill 3171: 3153:Free viewpoint television 3140: 3122:Asynchronous reprojection 3114: 3083: 3028: 3021: 2958:On-set virtual production 2943:Computer-mediated reality 2938:Cinematic virtual reality 2930: 2904: 2842: 2783: 2474:10.1007/s11023-006-9037-z 2164:10.1108/aaaj-08-2020-4786 2075:10.1080/17446540500047403 1768:Nature Reviews Immunology 1725:10.1515/9781503619630-014 1682:Carstens, Delphi (2009). 1662:A Very Short Introduction 1092:Authenticity (philosophy) 666:are examples of Web 1.0. 349:the medium is the message 316:" (already borrowed from 300:but can be understood as 3657:Philosophy of technology 3600:List of Meta Quest games 3008:Virtual reality sickness 2816:Simulacra and Simulation 2800:The Mirror of Production 2283:10.1177/1741659010363039 2206:"Sixty seconds on . . . 1970:10.4324/9780203169421-16 1339:Encabo, Enrique (2018). 813:Simulacra and Simulation 778:social media influencers 507:Simulacra and Simulation 314:On Exactitude in Science 289:Simulacra and Simulation 3075:Virtual retinal display 3063:Virtual reality headset 2737:by Adolfo Vasquez Rocca 2582:Travels In Hyperreality 2499:. Dummy. Archived from 1509:Kincheloe, Joe (2008). 1460:Allan, Kenneth (2010). 1213:Dictionary of Sociology 1182:Suspension of disbelief 3595:List of HTC Vive games 2988:Six degrees of freedom 2689:Charles Arthur Willard 2324:10.18820/9781920689865 1941:Cite journal requires 1926:10.13140/2.1.2287.2961 1032:information revolution 822: 753:Italian Stock Exchange 709: 698: 590: 390: 3444:The Sword of Damocles 3346:Windows Mixed Reality 2983:Simulation hypothesis 2792:The System of Objects 2271:Crime, Media, Culture 1412:Open University Press 1406:Laughey, Dan (2010). 984:Constructed languages 818: 704: 696: 598:postmodern literature 570: 496:Key relational themes 378: 326:designed to represent 306:Ferdinand de Saussure 3564:Virtual reality game 3209:Cyberith Virtualizer 3041:Head-mounted display 2701:3, no. 2 (2008): 69. 2536:on December 5, 2022. 1885:10.1257/rct.3066-1.0 1697:Holt, Macon (2020). 1364:Lincoln, K. (2009). 1097:Database consumption 1087:Allegory of the cave 935:Celebration, Florida 851:Synecdoche, New York 842:The Thirteenth Floor 488:between reality and 210:clarified or removed 99:improve this article 25:Hyperrealism (music) 2551:Boorstin, Daniel J. 2037:Museo del Metaverso 1449:on December 4, 2021 1414:. pp. 148–149. 1142:Post-truth politics 905:Professional sports 477:, who did not have 463:William Shakespeare 361:post-structuralists 3304:Microsoft HoloLens 3127:Foveated rendering 2733:2016-09-16 at the 2451:Minds and Machines 2407:A Clockwork Orange 2124:10.5840/pcw2002918 1658:"Jean Baudrillard" 1633:The Logic of Sense 1443:Postmodern Culture 1370:Palgrave Macmillan 1122:Life imitating art 882:A Clockwork Orange 710: 699: 430:Daniel J. Boorstin 359:, Umberto Eco and 252:post-structuralism 3662:Postmodern theory 3647:Consensus reality 3629: 3628: 3625: 3624: 3498: 3497: 3272:Golden-i headsets 3197: 3196: 3189:Wearable computer 2993:Spatial computing 2909:Augmented reality 2863: 2862: 2684:978-0-7619-8812-0 2568:978-0-679-74180-0 2429:. Allacademic.com 2384:Selected Writings 2227:10.1136/bmj.n2640 2013:Missing or empty 1979:978-0-203-16942-1 1833:(10): 1110–1123. 1296:on March 9, 2012. 1172:Social simulation 1167:Simulated reality 893:General Ignorance 749:COVID-19 pandemic 727:digital footprint 486:binary opposition 467:George Washington 426:simulated reality 310:Jorge Luis Borges 282:Origins and usage 260:consensus reality 245: 244: 237: 227: 226: 175: 174: 167: 149: 72: 3679: 3532:virtual graffiti 3507: 3506: 3377:Google Cardboard 3267:Apple Vision Pro 3257: 3256: 3224:PlayStation Move 3148:360-degree video 3026: 3025: 2963:Persistent world 2897:Extended reality 2890: 2883: 2876: 2867: 2866: 2777:Jean Baudrillard 2770: 2763: 2756: 2747: 2746: 2635:Jean Baudrillard 2624: 2618: 2614: 2612: 2604: 2602: 2600: 2594: 2587: 2572: 2557:. New York, NY: 2538: 2537: 2532:. Archived from 2519: 2513: 2512: 2510: 2508: 2503:on April 1, 2015 2492: 2486: 2485: 2467: 2445: 2439: 2438: 2436: 2434: 2418: 2412: 2411: 2402: 2396: 2393: 2387: 2380: 2374: 2368: 2362: 2356: 2350: 2344: 2338: 2337: 2309: 2303: 2302: 2262: 2256: 2255: 2229: 2201: 2195: 2194: 2176: 2166: 2142: 2136: 2135: 2109: 2101: 2095: 2094: 2054: 2048: 2047: 2045: 2043: 2029: 2023: 2022: 2016: 2010: 2004: 2000: 1998: 1990: 1988: 1986: 1957: 1951: 1950: 1944: 1939: 1937: 1929: 1913: 1904: 1903: 1901: 1899: 1868: 1859: 1858: 1824: 1816: 1810: 1809: 1783: 1759: 1753: 1752: 1751: 1749: 1709: 1703: 1702: 1694: 1688: 1687: 1679: 1673: 1672: 1670: 1668: 1653: 1647: 1646: 1628: 1622: 1621: 1619: 1617: 1611: 1604: 1593: 1587: 1586: 1564: 1558: 1557: 1535: 1529: 1528: 1506: 1500: 1494: 1488: 1482: 1476: 1475: 1457: 1451: 1450: 1445:, archived from 1434: 1428: 1422: 1416: 1415: 1403: 1394: 1390: 1384: 1383: 1361: 1355: 1354: 1336: 1327: 1326: 1304: 1298: 1297: 1295: 1284: 1273: 1267: 1266: 1248: 1242: 1241: 1233: 1227: 1226: 1208: 1112:Hypersociability 1107:Extended reality 1012:airline company 800:Jean Baudrillard 776:The increase in 697:Metaverse museum 606:—originating in 588: 574:feedback circuit 502:Jean Baudrillard 479:public relations 341:Marshall McLuhan 276:Social realities 267:Jean Baudrillard 250:is a concept in 240: 233: 222: 219: 213: 185: 184: 177: 170: 163: 159: 156: 150: 148: 107: 83: 75: 64: 42: 41: 34: 29:Hyperreal number 3687: 3686: 3682: 3681: 3680: 3678: 3677: 3676: 3672:Social networks 3667:Reality by type 3652:Information Age 3632: 3631: 3630: 3621: 3583: 3539:Meta Horizon OS 3527:Interactive art 3494: 3473: 3459:Virtual fixture 3429:Samsung Gear VR 3382:Google Daydream 3350: 3331:PlayStation VR2 3248: 3193: 3167: 3136: 3110: 3096:Finger tracking 3079: 3053:Head-up display 3017: 2926: 2915:Virtual reality 2900: 2894: 2864: 2859: 2838: 2779: 2774: 2735:Wayback Machine 2719: 2662:Albert Borgmann 2631: 2629:Further reading 2616: 2615: 2606: 2605: 2598: 2596: 2595:on May 21, 2013 2592: 2585: 2569: 2546: 2541: 2520: 2516: 2506: 2504: 2493: 2489: 2446: 2442: 2432: 2430: 2419: 2415: 2404: 2403: 2399: 2394: 2390: 2381: 2377: 2369: 2365: 2357: 2353: 2345: 2341: 2334: 2310: 2306: 2263: 2259: 2202: 2198: 2143: 2139: 2102: 2098: 2055: 2051: 2041: 2039: 2031: 2030: 2026: 2014: 2012: 2002: 2001: 1992: 1991: 1984: 1982: 1980: 1958: 1954: 1942: 1940: 1931: 1930: 1914: 1907: 1897: 1895: 1869: 1862: 1817: 1813: 1781:10.1038/nri3388 1760: 1756: 1747: 1745: 1735: 1711: 1710: 1706: 1695: 1691: 1680: 1676: 1666: 1664: 1654: 1650: 1643: 1629: 1625: 1615: 1613: 1612:on May 21, 2013 1609: 1602: 1594: 1590: 1583: 1575:. p. 183. 1565: 1561: 1554: 1546:. p. 241. 1536: 1532: 1525: 1517:. p. 206. 1507: 1503: 1495: 1491: 1483: 1479: 1472: 1458: 1454: 1435: 1431: 1423: 1419: 1404: 1397: 1391: 1387: 1380: 1362: 1358: 1351: 1337: 1330: 1323: 1315:. p. 183. 1305: 1301: 1293: 1282: 1274: 1270: 1263: 1249: 1245: 1234: 1230: 1223: 1209: 1205: 1201: 1196: 1082: 1038:Plastic surgery 1014:Ingold Airlines 1003:virtual reality 923:Black Rock City 827: 792: 740:online presence 723: 634: 622: 594:critical theory 589: 584: 562: 528: 516: 498: 475:Abraham Lincoln 422:neurotechnology 395: 384:rather than an 357:western culture 284: 241: 230: 229: 228: 223: 217: 214: 207: 186: 182: 171: 160: 154: 151: 108: 106: 96: 84: 43: 39: 32: 17: 12: 11: 5: 3685: 3675: 3674: 3669: 3664: 3659: 3654: 3649: 3644: 3627: 3626: 3623: 3622: 3620: 3619: 3618: 3617: 3607: 3602: 3597: 3591: 3589: 3585: 3584: 3582: 3581: 3576: 3571: 3566: 3561: 3556: 3554:Pervasive game 3551: 3546: 3541: 3536: 3535: 3534: 3524: 3519: 3513: 3511: 3504: 3500: 3499: 3496: 3495: 3493: 3492: 3487: 3481: 3479: 3475: 3474: 3472: 3471: 3466: 3461: 3456: 3451: 3446: 3441: 3436: 3431: 3426: 3424:PlayStation VR 3421: 3420: 3419: 3414: 3404: 3399: 3394: 3389: 3384: 3379: 3374: 3369: 3364: 3358: 3356: 3352: 3351: 3349: 3348: 3343: 3338: 3333: 3328: 3323: 3318: 3313: 3312: 3311: 3301: 3296: 3295: 3294: 3284: 3279: 3274: 3269: 3263: 3261: 3254: 3250: 3249: 3247: 3246: 3241: 3236: 3231: 3226: 3221: 3216: 3211: 3205: 3203: 3199: 3198: 3195: 3194: 3192: 3191: 3186: 3181: 3175: 3173: 3169: 3168: 3166: 3165: 3163:VR photography 3160: 3155: 3150: 3144: 3142: 3138: 3137: 3135: 3134: 3129: 3124: 3118: 3116: 3112: 3111: 3109: 3108: 3103: 3098: 3093: 3087: 3085: 3084:3D interaction 3081: 3080: 3078: 3077: 3072: 3071: 3070: 3060: 3055: 3050: 3049: 3048: 3038: 3032: 3030: 3023: 3019: 3018: 3016: 3015: 3010: 3005: 3000: 2995: 2990: 2985: 2980: 2975: 2970: 2965: 2960: 2955: 2950: 2945: 2940: 2934: 2932: 2928: 2927: 2925: 2924: 2918: 2912: 2905: 2902: 2901: 2893: 2892: 2885: 2878: 2870: 2861: 2860: 2858: 2857: 2852: 2846: 2844: 2840: 2839: 2837: 2836: 2828: 2820: 2812: 2804: 2796: 2787: 2785: 2781: 2780: 2773: 2772: 2765: 2758: 2750: 2744: 2743: 2738: 2725: 2718: 2717:External links 2715: 2714: 2713: 2702: 2695: 2686: 2669: 2659: 2649: 2630: 2627: 2626: 2625: 2573: 2567: 2545: 2542: 2540: 2539: 2514: 2487: 2458:(2): 201–219. 2440: 2413: 2410:. p. 239. 2397: 2388: 2375: 2363: 2351: 2339: 2332: 2304: 2257: 2196: 2157:(1): 199–215. 2137: 2096: 2049: 2024: 2003:|journal= 1978: 1952: 1943:|journal= 1905: 1860: 1811: 1754: 1733: 1704: 1689: 1674: 1648: 1642:978-0231059831 1641: 1623: 1588: 1581: 1559: 1552: 1530: 1523: 1501: 1489: 1477: 1470: 1452: 1429: 1417: 1410:. Maidenhead: 1395: 1385: 1378: 1372:. p. 19. 1356: 1350:978-1527508743 1349: 1328: 1321: 1299: 1268: 1261: 1243: 1228: 1221: 1202: 1200: 1197: 1195: 1194: 1189: 1187:Superficiality 1184: 1179: 1174: 1169: 1164: 1159: 1154: 1149: 1144: 1139: 1134: 1129: 1124: 1119: 1114: 1109: 1104: 1099: 1094: 1089: 1083: 1081: 1078: 1077: 1076: 1065: 1056:superfictional 1052: 1045: 1035: 1017: 1010:superfictional 1006: 999: 991: 981: 974: 967: 960: 946: 912: 902: 889: 886: 877: 864: 857:The 2014 film 855: 848:The 2008 film 846: 839:The 1999 film 837: 830:The 1999 film 826: 823: 791: 788: 767:Hollywood sign 722: 719: 715:Roland Barthes 633: 630: 621: 618: 610:'s 1984 novel 608:William Gibson 582: 561: 558: 557: 556: 553: 550: 547: 536:Gilles Deleuze 527: 524: 515: 512: 497: 494: 394: 391: 369:Denis Peterson 304:as defined by 283: 280: 243: 242: 225: 224: 189: 187: 180: 173: 172: 114:"Hyperreality" 87: 85: 78: 73: 47: 46: 44: 37: 15: 9: 6: 4: 3: 2: 3684: 3673: 3670: 3668: 3665: 3663: 3660: 3658: 3655: 3653: 3650: 3648: 3645: 3643: 3640: 3639: 3637: 3616: 3613: 3612: 3611: 3608: 3606: 3603: 3601: 3598: 3596: 3593: 3592: 3590: 3586: 3580: 3577: 3575: 3572: 3570: 3567: 3565: 3562: 3560: 3557: 3555: 3552: 3550: 3547: 3545: 3542: 3540: 3537: 3533: 3530: 3529: 3528: 3525: 3523: 3520: 3518: 3515: 3514: 3512: 3508: 3505: 3501: 3491: 3488: 3486: 3483: 3482: 3480: 3476: 3470: 3467: 3465: 3462: 3460: 3457: 3455: 3452: 3450: 3449:VFX1 Headgear 3447: 3445: 3442: 3440: 3437: 3435: 3432: 3430: 3427: 3425: 3422: 3418: 3415: 3413: 3410: 3409: 3408: 3405: 3403: 3400: 3398: 3395: 3393: 3390: 3388: 3385: 3383: 3380: 3378: 3375: 3373: 3370: 3368: 3365: 3363: 3360: 3359: 3357: 3353: 3347: 3344: 3342: 3339: 3337: 3334: 3332: 3329: 3327: 3324: 3322: 3319: 3317: 3314: 3310: 3307: 3306: 3305: 3302: 3300: 3297: 3293: 3290: 3289: 3288: 3285: 3283: 3280: 3278: 3275: 3273: 3270: 3268: 3265: 3264: 3262: 3258: 3255: 3251: 3245: 3242: 3240: 3237: 3235: 3232: 3230: 3227: 3225: 3222: 3220: 3217: 3215: 3212: 3210: 3207: 3206: 3204: 3200: 3190: 3187: 3185: 3182: 3180: 3177: 3176: 3174: 3170: 3164: 3161: 3159: 3156: 3154: 3151: 3149: 3146: 3145: 3143: 3139: 3133: 3130: 3128: 3125: 3123: 3120: 3119: 3117: 3113: 3107: 3104: 3102: 3101:Pose tracking 3099: 3097: 3094: 3092: 3089: 3088: 3086: 3082: 3076: 3073: 3069: 3066: 3065: 3064: 3061: 3059: 3056: 3054: 3051: 3047: 3044: 3043: 3042: 3039: 3037: 3034: 3033: 3031: 3027: 3024: 3020: 3014: 3013:Virtual world 3011: 3009: 3006: 3004: 3001: 2999: 2996: 2994: 2991: 2989: 2986: 2984: 2981: 2979: 2976: 2974: 2971: 2969: 2966: 2964: 2961: 2959: 2956: 2954: 2951: 2949: 2946: 2944: 2941: 2939: 2936: 2935: 2933: 2929: 2922: 2921:Mixed reality 2919: 2916: 2913: 2910: 2907: 2906: 2903: 2898: 2891: 2886: 2884: 2879: 2877: 2872: 2871: 2868: 2856: 2853: 2851: 2848: 2847: 2845: 2841: 2834: 2833: 2829: 2826: 2825: 2821: 2818: 2817: 2813: 2810: 2809: 2805: 2802: 2801: 2797: 2794: 2793: 2789: 2788: 2786: 2782: 2778: 2771: 2766: 2764: 2759: 2757: 2752: 2751: 2748: 2742: 2739: 2736: 2732: 2729: 2726: 2724: 2721: 2720: 2711: 2707: 2703: 2700: 2696: 2693: 2690: 2687: 2685: 2681: 2677: 2673: 2672:George Ritzer 2670: 2667: 2663: 2660: 2657: 2653: 2650: 2648: 2647:0-631-22096-8 2644: 2640: 2636: 2633: 2632: 2622: 2610: 2591: 2584: 2583: 2578: 2574: 2570: 2564: 2560: 2556: 2552: 2548: 2547: 2535: 2531: 2530: 2525: 2518: 2502: 2498: 2491: 2483: 2479: 2475: 2471: 2466: 2461: 2457: 2453: 2452: 2444: 2428: 2424: 2417: 2409: 2408: 2401: 2392: 2385: 2379: 2373:, p. 48. 2372: 2367: 2361:, p. 44. 2360: 2355: 2349:, p. 43. 2348: 2343: 2335: 2333:9781920689865 2329: 2325: 2321: 2317: 2316: 2308: 2300: 2296: 2292: 2288: 2284: 2280: 2276: 2272: 2268: 2261: 2253: 2249: 2245: 2241: 2237: 2233: 2228: 2223: 2219: 2215: 2211: 2209: 2200: 2192: 2188: 2184: 2180: 2175: 2174:11380/1279945 2170: 2165: 2160: 2156: 2152: 2148: 2141: 2133: 2129: 2125: 2121: 2117: 2113: 2108: 2100: 2092: 2088: 2084: 2080: 2076: 2072: 2068: 2064: 2060: 2053: 2038: 2034: 2028: 2020: 2008: 1996: 1981: 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Index

Hyperrealism (visual arts)
Hyperrealism (music)
Hyperreal number
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talk page
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verification
improve this article
adding citations to reliable sources
"Hyperreality"
news
newspapers
books
scholar
JSTOR
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weasel words
biased
unverifiable
clarified or removed
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post-structuralism
signs
consensus reality
Jean Baudrillard
postmodern
Social realities
Simulacra and Simulation
Karl Marx

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