The Simulation of Reality
Even at a first glance, Cameron Stewart’s webcomic Sin Titulo seems to be fraught with mystery, uncertainty and a certain sense of foreboding. It’s fast-paced and pulls the reader in immediately with its questions of existentialism as it blurs the line between dream spaces and reality. There is anxiety, paranoia and the text is full of philosophical paradoxes and references. Above all, however, the text grapples with the question of what reality is, how human beings perceive it, and if it is possible to simulate it. This is directly in line with Jean Baudrillard’s philosophical treatise of Simulacra and Simulation, which examines the link between reality, society, and symbols. With this concept in mind, Cameron Stewart’s Sin Titulo can be read as a postmodern expression of paranoia about life being reduced to a simulation of reality where the original is lost and where there is a precession of simulacra.
The best way to explain the simulation of reality in v is through an allegory used to explain Baudrillard’s philosophy, which is derived from Jorge Luis Borges’ “On Exactitude in Science” in which the latter explains the relation between an empire and its representation. The cartographers of this empire, “struck a map of the Empire whose size was that of the Empire, and which coincided point for point with it” (Borges and Hurley 325).When this empire finally meets its downfall, all that is left of it is the map. In Baudrillard’s version of this
How has technology affected mankind over time? How has it affected the youth of our country? How has it affected the adults? We rely on the internet for almost everything, do we still have the power to detach ourselves from it? The article, “The Virtues of Reality” written by Ross Douthat caught my attention with a thesis that is quite realistic. Douthat theorizes that the main cause of both the youth becoming safer over time along with the adults growing more immature is the virtual reality that the internet provides us with. Douthat then leaves the readers with a thought to ponder about. He questions if we as human beings have become so reliant on technology, that we can’t take a step back. What I wish to know is why should we need to take a step back when the world that we live in has infused technology along with the internet into everything that we do in life?
The starving hunger for artificial portrayal of aliveness, from cave paintings at Lascaux, magnificent marble statue, through Renaissance chiaroscuro to digital 3D, now to lifelike automaton. We highly regard the labors and innovations of those who are able to capture “reality” accurately and convincingly. Although through numerous artistic revolutions of movements, this persistent human passion does not seem to
At what values should a seemingly pointless description or detail be taken at? When writers so often put so much labor into their works, it is a naive assumption to think a detail is just a part of moving the novel along. Roland Barthes, an esteemed literary critic, elaborates on this conclusion in his essay “The Reality Effect”, arguing the most superfluous details have a significant impact on the analysis of a piece of literature and that these small details are essential to a modern work of literature .The seemingly insignificant details could be overlooked, however, it is what makes the setting and actions within a work of literature appear to be reality. Among several works of literature, this proves
Automatically, the reader knows that serious issues are about to be discussed and that the outcome may not be positive. This novel challenges the material ideology discussed above. It does this by bringing the issues to the forefront and reporting on them in a fictitious yet realistic manner. The reader is not led to believe that the ending will be happy, he is supposed to expect the consider the harsh realities of the world throughout the piece.
Descartes provides us with a great example of him sitting by the fire and holding a sheet of paper, only to tell us that this is a dream. He argues that if we have been so deceived by our dreams in the past whose to say we are not being deceived at the moment. Though it may seem as Descartes has no intention of believing in the reality and existence handed to us, he begins to define what truly is a definitive constant of reality. Realities, no matter the foundational structures they were built upon or senses that perceive it, Descartes quickly turns the table by proving that what we dream may be a fallacy, but it is not entirely imaginary as the eyes, heads, hands, and the whole body within the dream surely must exist. The standards and nature of animate objects that are dreamt must be drawn from the corporeal world we live in. Thus, we may be able to doubt the world, we cannot doubt that the corporeal objects exist that take up some form of shape and
The Relationship between Visual and Reality in Virtuosity by Gary Lucchesi The film ‘Virtuosity’ by Gary Lucchesi, allows us to see the
In the excerpt of “Imagine”, Jonah Lehrer asserts the importance of the critique and rebukes the effectiveness of Brainstorming, a popular creativity technique where there are no dissenting opinions given. Throughout the passage, Lehrer uses Pixar as an effective example of the creative process, noting features of their environment that cause group productivity. In general, I agree with Lehrer’s assertions, and even think that some of Pixar’s techniques could be productive in non-arts environments. One topic that Lehrer discusses is the importance of a dissenting opinion. Brainstorming and association games, he says, often lead to cliché ideas.
Both Shelley’s Frankenstein and Nabokov’s The Real Life of Sebastian Knight investigate problems of reality, strongly suggesting that real knowledge of someone cannot exist or is at best inaccessible. However, while Nabokov and Frankenstein suggest that one may never be able to know the “real life” of another person, perhaps one’s failed attempts to perfectly capture that reality—reflections or interpretations of reality, that is—function as the most meaningful “reality” for the would-be knower.
Is what I am seeing real or is it a figment of my imagination? Many people have found themselves asking this question at some point in their life. This has been a subject that has been addressed by many philosophers. In this paper the approach to this topic is centered on Plato’s The Allegory of the Cave and Descartes’s Meditation I of The Things Which We May Doubt as compared to the movie The Matrix.
Though their characteristics coincide with American values, the Simulacrum Father does not merely represent ideals but America’s adoption of simulations. Jean Baudrillard concisely describes his complex idea of simulacra as “the generation by models of a real without origin or reality” in “The Precession of Simulacra.” Mid-Twentieth-century television fathers such as
Approximately 7 million Americans over the age of 20 have had a stroke, remaining one of the major causes of disability in the world (Adams, 2015). Relearning of upper limb movement post acquired brain injuries is essential to improving quality of life and occurs through taking advantage of the neuroplasticity of the brain through rehabilitation. Virtual Reality (VR) simulations can be used as a way to create an environment that motivate patients to work longer, harder, and more frequently in order to solve motor control problems. VR simulations as interventions for upper extremity training create an opportunity for functional task completion, allow for problem solving, and require adaptation to change, following the task-oriented approach.
In our world, there are largely visible trends throughout many facets of our lives. Whether they occur in music, history, literature, or any other areas, these trends are a result of one movement reacting to the previous one. This reactionary movement can be equated to the swinging of a cultural pendulum; a movement which may be examined, and even predicted. In our society today that pendulum has swung from realism in literature to transrealism, and it is about to swing past towards hyperrealism.
According to McGonigle & Mastrian, (2012), educational games, simulation and virtual technologies each have features that can assist an individual in learning and assist educators to choose appropriate tools for learners. The features include, goal orientation, competition, exploratory learning and social interaction. Learning is a skill acquired and uses thought processes that individuals need to respond, such as in gaming. Interactive experiences motivate and engage individuals in the learning process. Game based learning is working toward a goal, choosing actions and experiencing consequences of the actions through each level. In a sense, individuals actively learn and practice the right way to do things, whereas in a traditional setting, individuals are taught through passive approaches and are evaluated on memory. Interactive technologies such as game based education, simulations and virtual applications, the individuals learn the facts, understand the how’s and whys, seek abstract principles to allow them to perform consistently and effectively. Games are competitive, simulations can be goal oriented and virtual learning is through exploratory and social interactions. (Bliemel, & Ali-Hassan, 2014). Functional and factual learning can occur with interactive technology and can assist in problem solving creativity, persistence which are all skills learned.
VR is more than an upgraded version of Cinerama or a theme park ride, as it achieves not only a greater sense of presence, but through the use of computer technology, the capacity to direct one’s gaze and movements so that one can explore and move around inside the illusory flow of images [3]. The main imperfection in simulation at present comes from the difficulties inherent in presenting a sufficiently convincing computer generated image. Presenting a convincing visual input to a human being requires a computer which can handle a vast amount of information. This is both difficult and expensive with existing technology.
I investigate an exceptionally complicated phenomenon – namely, writing performance. The act of writing depends both on an infinite cascade of neuro-physiological causes and effects set in motion years before the writer first strikes a key or lifts a pencil and on the subtle milieu in which the writer finds herself at the moment of