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Simulacra and Simulation (French: Simulacres et Simulation) is a 1981 philosophical treatise by the philosopher and cultural theorist Jean Baudrillard, in which he seeks to examine the relationships between reality, symbols, and society, in particular the significations and symbolism of culture and media involved in constructing an understanding of shared existence.
A simulacrum (pl.: simulacra or simulacrums, from Latin simulacrum, meaning "likeness, semblance") is a representation or imitation of a person or thing. [1] The word was first recorded in the English language in the late 16th century, used to describe a representation, such as a statue or a painting, especially of a god .
The simulation hypothesis proposes that what we experience as the world is actually a simulated reality, such as a computer simulation in which we ourselves are constructs. [1] [2] There has been much debate over this topic in the philosophical discourse, and regarding practical applications in computing.
A simulacra or simulacrum is a representation or imitation of a thing or person. Simulacra may also refer to: Simulacra (video game), a 2017 horror video game developed by Kaigan Games. Simulacrum (album), an album composed by John Zorn and released in 2015. Simulacra and Simulation, a 1981 philosophical treatise written by Jean Baudrillard.
Modeling and simulation (M&S) is the use of models (e.g., physical, mathematical, behavioral, or logical representation of a system, entity, phenomenon, or process) as a basis for simulations to develop data utilized for managerial or technical decision making.
Hyperreality is significant as a paradigm to explain current cultural conditions. Consumerism, 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.
A live simulation, by definition represents the highest fidelity, since it is reality. But a simulation quickly becomes more difficult when it is created from various live, virtual and constructive elements, or sets of simulations with various network protocols, where each simulation consists of a set of live, virtual and constructive elements.
Simulacron-3 is the story of a virtual city (total environment simulator) for marketing research, developed by a scientist to reduce the need for opinion polls.The computer-generated city simulation is so well-programmed, that, although the inhabitants have their own consciousness, they are almost entirely unaware that they are models in a computer simulation.