Monday, 27 January 2014

Reality v. Representation...

Jean Baurdillard puts it pretty simply...
In our postmodern society, we have developed such reliance on 'virtual reality', we have actually lost touch with our true reality that preceded these technologies, platforms, models, applications and maps (cited in Felluga 2011b).
 
Simulacra is referred to as something that replaces reality with its representation.  The theory behind simulacrum (plural: simulacra), as Baudrillard asserts; is that it is not merely a copy of what is classified as 'real' but rather it becomes 'real' in its own right.  Hence, representations of the truth turn into truth in one's mind, often referred to as hyperreal.
 
Hyperreality is defined as simulations or images that "distort the reality it purports to depict or does not in fact depict anything with a real existence at all, but which nonetheless comes to constitute reality" (Collins English Dictionary, 2013).  Take a look at Jean Baudrillard's 'hierarchy of simulation' which consists of 4 levels (orders).
 

EXAMPLES OF SIMULACRA...
a life simulation game that depicts life as we know it.  "....lets you play with life like never before.  Create and control new Sims with mind, body and heart.  Build their unique worlds" (The Sims Official Site, 2013)
modern role-playing fantasy game
a representation (generally graphical) of a online user and their characters/ego's etc.  These may be employed in virtual games or as an icon in online communities, forums, video clips
mechanical machines controlled by computers or electronics, which enable replacement of humans!
 
 
 
CHECK OUT THIS YOUTUBE CLIP  - very interesting!
 
 
 
Baudrillard, asserts that there are 5 main causes of simulacra evolving:
1. MEDIA CULTURE... contemporary media (internet, TV, film, magazines) controls us as consumers by playing on our desires, needs and wants, encouraging us through virtual and fictional concepts and images, to move from reality to hyperreality.  Encourages us to remove ourselves from reality (Felluga 2011b).
2. EXCHANGE-VALUE... the capitalist culture converted citizens from purchasing goods in terms of use-value, to instead terms of 'what can it be exchanged for, how much is it worth'; hence exchange-value.  This has created a loss of material value and appreciation of 'real' goods, instead a culture based around money and personal gain (Felluga 2011b).
3. MULTINATIONAL CAPITALISM... As industrialisation develops more complex processes, we are losing touch with the basics and the underlying reality of the production of goods/services including the material labourers.  For example, how many could 'identify the actual plant from which the coffee bean is derived from?' (Felluga 2011b).
4. URBANISATION... through its expansion & development of geographical boundaries, it creates a larger space and hence citizens get lost in a large world; losing touch with the natural world (Felluga 2011b).
5. LANGUAGE & IDEOLGOY... Baudrillard asserts that we rely so heavily on language to 'structure our perceptions' and language in modernity today is constructed by simulacra.  Therefore, this is another avenue that allows simulacra to overcome true reality (Felluga 2011b).
 
 
Jean Baudrillard argues that through simulacrum, we have lost the ability to distinguish between reality and representations (Felluga 2011b).  Baudrillard posits that through modernity, real life and virtual fiction are being blended together so that there is no clear distinction, lulling humans into a false world.  Humans are becoming absorbed into an online world where you can control interactions, feelings and emotions...
 
Sherry Turkle's (2009) research suggests that the online virtual world; communities, games and interactions are numbing individuals, especially adolescents.  The virtual world allows our youth to escape and short circuit tough face to face conversations and uncomfortable situations, that are not controllable through a device.
 
My thoughts...
It encourages adolescents especially, to step out of reality and lose touch with 'real' emotions, feeling and empathy for one another; desensitising the generations that are forming our future!  Connecting and somewhat escaping online is disadvantaging kids by diverting them from learning and gaining experience in basic social tools that enable 'real' personal growth and self-esteem.  


References



Anon., 2013. [Online]
Available at: http://www.collinsdictionary.com/dictionary/english/hyperreality

Felluga, D., 2011. "General Introduction to Postmodernism". [Online]
Available at: http://www.cla.purdue.edu/english/theory/postmodernism/modules/baudrillardsimulation.html

Hedges, W., 2010. Art & Technology 8.2 Baudrillard & Simulacra. [Online]
Available at: http://www.youtube.com/watch?v=8MmSPo5gg2E

Swinburne, 2013. [Online]
Available at: https://ilearn.swin.edu.au/webapps/portal/frameset.jsp?tab_group=courses&url=%2Fwebapps%2Fblackboard%2Fexecute%2FdisplayLearningUnit%3Fcourse_id%3D_149973_1%26content_id%3D_3796657_1%26framesetWrapped%3Dtrue

Turkle, S., 2009. Interview Sherry Turkle [Interview] (22 September 2009).

Vaughan, R., 2013. Introducing the Sims 4. [Online]
Available at: http://www.thesims.com/en-au/the-sims-4#/what-is-the-sims

 

 

 


 



 
 
 
 


 


 

 

 




 

 

 

 


 
 

3 comments:

  1. Hi Jennifer,
    What a great video choice. It is so true that nowadays it doesn't really matter if reality is faithfully reproduced, but rather if the experience feels real. For example, horror movies are now so effective because they use such an enriched variety of digital effects – “The Last Exorcism” comes to mind.
    Cheers,
    Elisabetta

    ReplyDelete
  2. Great post. Full of information and a really great summary of Baudrillard and simulacra. I like your work.

    Cheers,

    B.

    ReplyDelete
  3. Love your first image. If there was ever just one image shown to me to describe these concepts it would be it!

    ReplyDelete