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Hyperreality

Presentation for English class.
by Wojtek Roztocki on 12 December 2012

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Transcript of Hyperreality

Hyperreality hyperreality [haprælt] (Sociology) (Philosophy) an image or simulation, or an aggregate of images and simulations, that either distorts 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 – Complete and Unabridged © HarperCollins Publishers 1991, 1994, 1998, 2000, 2003 Err... but what exactly? It is generally defined as a condition in which what is real and what is fiction are blended together so that there is no clear distinction between where one ends and the other begins. Hyperreality is a way of characterizing what our consciousness defines as "real" in a world where a multitude of media can radically shape and filter an original event or experience. Some famous theorists of hyperreality include Jean Baudrillard, Albert Borgmann, Daniel Boorstin, and Umberto Eco. Maybe more exactly, please? To understand how something real can be blended with that which is imagined, the example of royal crown can be used. The king's crown symbolizes his title and power; the crown itself is meaningless, but it has come to take on the meaning that society has given it as a representation of the monarchy. The reality of the crown and the hyperreality of what it stands for - wealth, power, fame - are inextricably interwoven (inseparably interweaving). Also, J. Baudrillard point of view Baudrillard in particular suggests that the world we live in has been replaced by a copy world, where we seek simulated stimuli and nothing more. Baudrillard borrows, from Jorge Luis Borges' "On Exactitude in Science", the example of society whose cartographers create a map so detailed that it covers the very things it was designed to represent. When the empire declines, the map fades into the landscape and there is neither the representation nor the real remaining - just the hyperreal. Significance Hyperreality is significant as a paradigm to explain current cultural conditions. In the modern world, much of "reality" is mediated in some way. Information is edited and packaged into news programs, so what is real is often processed and shaped to fit a particular narrative structure (e.g. edited war footage). In hyperreality, the copy becomes more valuable than the real thing, and what something symbolizes is more important than what the thing actually is. Examples: Advertising Hyperreality is exploited in advertising for almost everything, using a pseudo-world to enable people to be the characters they wish to be. Advertising sells the public through strong, desirable images, and many consumers buy into the brand's point of view and products. If the consumer wants to be seen as a sex icon, he or she should buy the most expensive jeans as worn or designed by his or her favorite celebrity. Although the clothing itself has limited actual value, they symbolize a state of being that some consumers want. Las Vegas. Just look at it. Some more examples: Historical Displays Baudrillard describes the scene at the caves at Lascaux, a site of famous cave paintings in France. The real caves are closed to visitors, so visitors must look at a reconstruction nearby. Similarly, archaeological materials may be mixed with replicas in museums, blurring the line between the real and the simulated. The replicas give visitors access to historical information they wouldn’t otherwise have. What's even more: a list of examples! Professional sports athletes as super, invincible versions of the human beings
A life which cannot be (e.g. the perfect image of celebrity's invented persona)
TV, especially Reality Shows - as long as the camera is there, one could never live as if it wasn't there, in contrary to what producers of the show say
Many world cities and places which did not evolve as functional places with some basis in reality as if they were created "out of nothing", like Disney World, Dubai, Las Vegas
Virtual Reality: video games like Second Life where you can get married or work like you would be working in a real life company
As a conclusion, exemplary effects of hyperreality: Role models One danger of hyperreality is that people may look to hyperreal images as role models, when the images don’t even represent real people. This can cause people to strive for an unattainable ideal, or lead to a lack of healthy role models. What is happening in modern times is confusing celebrity worship with hero worship, which is bad because people come dangerously close to depriving themselves of all real models. So 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. Effects: Politics The creation of hyperreal images has also changed the way people look at political candidates. For example, there’s no way of knowing whether President Bush is really a ‘good old boy’ from Texas, or if he purposefully created that image before entering politics. Politicians, using PR specialists, often refashion themselves into images the viewers would want them to be. So if hyperreality is changing the way people vote, that’s a profound effect on a society. Effects, last but not least: A Real Effect In one of his books, Baudrillard further explains how the hyperreal can cause real effects, stating that if someone tries to put on a “fake hold-up,” it will still cause real consequences: “a police officer will really shoot on sight; a bank customer will faint and die of a heart attack; they will really turn the phoney ransom over to you”. Some remarkable quotations "A real without origin or reality." - Jean Baudrillard

"The authentic fake." - Umberto Eco

"Life itself is a quotation." Jorge Luis Borges
Example, of how hyperreality may look in the future through AR: And to finish, books on topic I recommend if someone's interested
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