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.
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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.
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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.
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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
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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."
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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.
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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
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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 "
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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.
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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
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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.
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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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1822:"All my online-friends are better than me – three studies about ability-based comparative social media use, self-esteem, and depressive tendencies"
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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.
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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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2147:"Emotions, moods and hyperreality: social media and the stock market during the first phase of COVID-19 pandemic"
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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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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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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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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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1684:"'Hyperstition: An Introduction' Delphi Carstens Interviews Nick Land"
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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
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1255:. Newcastle upon Tyne: Cambridge Scholars Publishing. p. 35.
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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
2057:Payne *, James E.; Waters, George A. (March 2005).
1918:"Comparative Study of Web 1.0, Web 2.0 and Web 3.0"
1873:"Social Media and Xenophobia: Evidence from Russia"
105:. Unsourced material may be challenged and removed.
2382:Jean Baudrillard, "Simulacra and Simulations," in
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641:and effects of hyperreality. The transition from
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2697:Lazaroiu, George. "Cybernews and hyperreality."
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1511:Knowledge and Critical Pedagogy: An Introduction
1307:Taylor, Victor E.; Winquist, Charles E. (2003).
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1964:. (0 ed.). Routledge. pp. 118–139.
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27:. For hyperreal numbers in mathematics, see
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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
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1451:
1450:
1445:, archived from
1434:
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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:
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185:
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177:
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42:
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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
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2014:
2012:
2002:
2001:
1992:
1991:
1984:
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1940:
1931:
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1781:10.1038/nri3388
1760:
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1615:
1613:
1612:on May 21, 2013
1609:
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1594:
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1583:
1575:. p. 183.
1565:
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1546:. p. 241.
1536:
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1517:. p. 206.
1507:
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1315:. p. 183.
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1201:
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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
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3554:Pervasive game
3551:
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3424:PlayStation VR
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3163:VR photography
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3084:3D interaction
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2717:External links
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2458:(2): 201–219.
2440:
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2410:. p. 239.
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2157:(1): 199–215.
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2003:|journal=
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1410:. Maidenhead:
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1372:. p. 19.
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857:The 2014 film
855:
848:The 2008 film
846:
839:The 1999 film
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830:The 1999 film
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767:Hollywood sign
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715:Roland Barthes
633:
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610:'s 1984 novel
608:William Gibson
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369:Denis Peterson
304:as defined by
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114:"Hyperreality"
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3101:Pose tracking
3099:
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3013:Virtual world
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1499:, p. 49.
1498:
1497:Boorstin 1992
1493:
1487:, p. 48.
1486:
1485:Boorstin 1992
1481:
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1471:9781412978200
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1024:musical genre
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680:virtual world
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451:Julius Caesar
448:
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333:phenomenology
329:
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322:cartographers
319:
318:Lewis Carroll
315:
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218:November 2022
211:
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199:
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190:This article
188:
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147:
144:
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137:
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126:
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119:
116: –
115:
111:
110:Find sources:
104:
100:
94:
93:
88:This article
86:
82:
77:
76:
71:
69:
62:
61:
56:
55:
50:
45:
36:
35:
30:
26:
22:
3642:Hyperreality
3485:Project Iris
3402:Oculus Quest
3392:Liquid Image
3387:Google Glass
3299:Meta Quest 3
3287:Meta Quest 2
3244:Wizdish ROVR
3234:Virtuix Omni
3219:Oculus Touch
3091:Eye tracking
3058:Smartglasses
3022:Technologies
2998:Telepresence
2850:Hyperreality
2849:
2830:
2822:
2814:
2806:
2798:
2790:
2709:
2705:
2698:
2691:
2675:
2665:
2655:
2638:
2597:. Retrieved
2590:the original
2581:
2577:Eco, Umberto
2559:Random House
2554:
2534:the original
2527:
2517:
2505:. Retrieved
2501:the original
2490:
2455:
2449:
2443:
2431:. Retrieved
2426:
2416:
2406:
2400:
2391:
2383:
2378:
2366:
2354:
2342:
2314:
2307:
2274:
2270:
2260:
2217:
2213:
2207:
2199:
2154:
2150:
2140:
2118:(1): 71–82.
2115:
2111:
2099:
2069:(2): 65–69.
2066:
2062:
2052:
2040:. Retrieved
2036:
2027:
2015:|title=
1983:. Retrieved
1955:
1934:cite journal
1896:. Retrieved
1876:
1830:
1826:
1814:
1771:
1767:
1757:
1746:, retrieved
1716:
1707:
1692:
1677:
1665:. Retrieved
1661:
1656:Mann, Doug.
1651:
1632:
1626:
1614:. Retrieved
1607:the original
1598:
1591:
1568:
1562:
1539:
1533:
1513:. New York:
1510:
1504:
1492:
1480:
1461:
1455:
1447:the original
1442:
1432:
1420:
1407:
1388:
1368:. New York:
1365:
1359:
1340:
1308:
1302:
1291:the original
1278:
1271:
1252:
1246:
1238:Hyperreality
1237:
1231:
1212:
1206:
1192:The Symbolic
1157:Sandbox game
1059:
993:
978:Reborn Dolls
953:"reality" TV
927:Disney World
915:
909:human beings
896:
880:
871:
859:
849:
840:
831:
819:
811:
810:In his work
809:
793:
775:
770:
759:
758:
736:public image
732:social media
724:
711:
635:
623:
611:
601:
591:
571:
563:
560:Hyperstition
541:
529:
517:
505:
504:in his book
499:
483:
419:
396:
393:Significance
386:epistemology
379:
365:sign-systems
353:
330:
293:
287:
285:
264:
248:Hyperreality
247:
246:
231:
215:
202:unverifiable
194:weasel words
191:
161:
152:
142:
135:
128:
121:
109:
97:Please help
92:verification
89:
65:
58:
52:
51:Please help
48:
3454:Virtual Boy
3407:Oculus Rift
3341:Vuzix Blade
3336:Valve Index
3239:Wired glove
3229:Razer Hydra
3214:Leap Motion
3202:Peripherals
3179:Haptic suit
3141:Photography
2617:|work=
2277:(1): 7–26.
1058:video game
995:Second Life
969:A high end
957:histrionics
796:Umberto Eco
638:free market
620:Consequence
613:Neuromancer
459:Joan of Arc
403:Consumerism
204:information
3636:Categories
3478:Unreleased
3464:Virtuality
3439:SixthSense
3282:Magic Leap
2978:Room-scale
2855:Sign value
2465:cs/0312001
2208:Squid Game
2042:August 30,
1582:0415152941
1571:. London:
1553:0415102251
1542:. London:
1322:0415152941
1311:. London:
1199:References
1162:Simulacrum
1137:Post-irony
1042:artificial
804:Disneyland
790:Disneyland
761:Squid Game
632:In culture
626:technology
603:cyberspace
532:simulacrum
526:Simulacrum
519:Simulation
514:Simulation
411:simulacrum
271:postmodern
125:newspapers
54:improve it
3522:ARToolKit
3434:Sensorama
3397:Oculus Go
2973:Real life
2953:Metaverse
2948:Immersion
2652:D.M. Boje
2619:ignored (
2609:cite book
2599:March 16,
2299:145639692
2291:1741-6590
2252:240074791
2236:1756-1833
2220:: n2640.
2191:238654072
2183:0951-3574
2132:1077-1999
2091:153682988
2083:1744-6546
2005:ignored (
1995:cite book
1893:240204013
1855:199008994
1847:0144-929X
1790:1474-1733
1774:(2): 71.
1748:April 12,
1743:246263911
1667:March 16,
1616:March 16,
1573:Routledge
1544:Routledge
1313:Routledge
1177:Solipsism
1152:Real life
1132:Metaverse
1021:Vaporwave
986:(such as
943:Las Vegas
918:ex nihilo
802:refer to
688:metaverse
676:Messenger
668:Instagram
586:Nick Land
407:happiness
337:semiotics
298:Karl Marx
192:contains
155:July 2014
60:talk page
3569:visionOS
3503:Software
3372:EyePhone
3277:HTC Vive
3115:Software
2931:Concepts
2843:Concepts
2731:Archived
2678:(2004).
2579:(1986).
2553:(1992).
2529:Mashable
2371:Eco 1986
2359:Eco 1986
2347:Eco 1986
2244:34716140
1985:March 1,
1898:March 1,
1798:23334243
1425:Eco 1986
1147:The Real
1102:Escapism
1080:See also
971:sex doll
916:creatio
833:Existenz
825:Examples
686:and the
684:Filecoin
583:—
490:illusion
471:Napoleon
455:Muhammed
439:Odysseus
399:paradigm
382:ontology
269:, whose
3510:General
3490:Sega VR
3260:Current
3253:Devices
3046:optical
3029:Display
2668:(1992).
2544:Sources
2507:July 9,
2433:May 23,
1806:9536781
1068:ChatGPT
1061:Petscop
1030:of the
988:E-Prime
895:" from
870:(e.g.,
860:Birdman
744:Twitter
647:Web 2.0
643:Web 1.0
415:reality
376:notes,
139:scholar
3549:OpenXR
3544:OpenVR
3517:ARCore
3417:Rift S
3367:castAR
3355:Former
3321:PICO 4
3036:EyeTap
2835:(2002)
2827:(1991)
2819:(1981)
2811:(1978)
2803:(1973)
2795:(1968)
2682:
2645:
2565:
2482:513665
2480:
2330:
2297:
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2250:
2242:
2234:
2189:
2181:
2130:
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1319:
1259:
1219:
1028:parody
964:facing
939:Cancun
771:symbol
674:, and
672:TikTok
662:, and
660:Google
473:, and
443:Aeneas
339:, and
198:biased
141:
134:
127:
120:
112:
3588:Games
3579:WebXR
3362:AntVR
3326:Pimax
3172:Other
2784:Books
2593:(PDF)
2586:(PDF)
2478:S2CID
2460:arXiv
2295:S2CID
2248:S2CID
2187:S2CID
2087:S2CID
1889:S2CID
1851:S2CID
1802:S2CID
1739:S2CID
1610:(PDF)
1603:(PDF)
1294:(PDF)
1283:(PDF)
1001:Weak
931:Dubai
794:Both
656:Yahoo
447:Jesus
435:Moses
433:like
302:signs
256:signs
146:JSTOR
132:books
3469:VR-1
3316:OSVR
3068:list
2923:(MR)
2917:(VR)
2911:(AR)
2899:(XR)
2712:(1).
2680:ISBN
2643:ISBN
2621:help
2601:2013
2563:ISBN
2509:2014
2435:2009
2328:ISBN
2287:ISSN
2240:PMID
2232:ISSN
2179:ISSN
2128:ISSN
2079:ISSN
2044:2023
2019:help
2007:help
1987:2022
1974:ISBN
1947:help
1900:2022
1843:ISSN
1794:PMID
1786:ISSN
1750:2022
1729:ISBN
1669:2013
1637:ISBN
1618:2013
1577:ISBN
1548:ISBN
1519:ISBN
1466:ISBN
1374:ISBN
1345:ISBN
1317:ISBN
1257:ISBN
1217:ISBN
1071:See
1054:The
1008:The
941:and
798:and
651:Web3
596:and
530:The
118:news
3615:VR2
3412:CV1
3292:Pro
2470:doi
2320:doi
2279:doi
2222:doi
2218:375
2214:BMJ
2169:hdl
2159:doi
2120:doi
2071:doi
1966:doi
1922:doi
1881:doi
1835:doi
1776:doi
1721:doi
879:In
873:300
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738:or
664:MSN
649:to
645:to
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