User:SabriyaP/sandbox

First edit: https://en.wikipedia.org/wiki/Hyperreality

Hyperreality Hyperreality in my understanding is when people are not able to see the difference and clear dived from what is real and what is not real. In other words, they cannot separate what they see in the media and from what they see in real life. However, hyperreality is explained as an inadequacy of awareness to characterise the reality from a simulation of realism. Hyperreality has now become so effective that it is now causing people to be more in tune with the hyperreal world and less with the physical world. This is explained by famous theorist such as Jean Baudrillard and Umberto Eco.

Examples Sociologist Jean Baudrillard and Italian novelist referred to Disney land as a hyperreality. Eco referred to Disney land as a hyperreality because in his eyes everything was "absolutely realistic". For example, at Disney Land you would see everything that you saw on the television, such as the main streets and life sized houses and characters. This took everyone’s imagination to a "fantastic past" and made them feel as though they were living in their favourite Disney show. This then created an illusion for people and made it more desirable for people to feed in to and believe this reality. Disney land has been made to make people feel as though technology "can give us more reality than nature can", this then creates a hyperreality for people as they are now failing to separate technology from real life. Eco believes that the false nature of Disney land fascinates us and in a way gives us satisfaction in thinking that this is actually a real life daydream. When it comes to Jean Baudrillard he believes that there is no longer a clear divide between what is reality and what is seen in the media, we can no longer tell the difference between what is real and what is not real. He believes that it is a obviation apparatus that has been made in order to modernise the outlook of the fictional world. Disneyland is created to be a juvenile world in the order to make grownup believe that they are somewhere else in the real world. However, grown people still go to Disney land with an illusion in their head so that when they are there they can enjoy the experience just as much as the little ones. Baudrillard also speaks about the spectacle and simulation. He stated that this is a visually striking performance or display, once again Disneyland is used as an example for this. Baudrillard believes that the scenery of Disneyland fascinates and excites people inside making them believe that all of their surrounding is legit.

The idea of Hyperreality and Disneyland is that nothing in the world is actually real and nothing is original anymore, and instead everything is small copies of reality that have just been tweaked a little. However, even though Disneyland is a fantasy world people create this illusion in their mind that makes them believe that they are living in a real day dream.

Hyperreality example - Mrwa Al-saedi

Audiences and readers are built by the media to trust to the historical cases they present. That is the power of media today. O.J Simpson trial is a valid strong example of how news reports existing around this story had not truthfully affiliated with the reality causing hyperreality. This was a highlighted news that was constantly aired within 24 hours from different numerous news stations picturing the news in a way that clashes from reality, determined to how each news station saw the best fit. Although there were excessive alterations, facts such as evidence that had been offered in the trial and verdicts where neither distorted nor misrepresented. Examples of how O.J Simpsons trial is a cause of hyperorality due to media coverage is as follows. Capturing the events of the courtroom resulted in camera angels including the cuts and zooms that are seen by the public on television to differ to what the actual experience inside the courtroom had been. Cameras are seen to be powerful important mechanical tools assisting the creation of hyperreality in media news reports and also in films. Audiences of news reports on television had been made distinct to the actual courtroom discussions due to the altered repeating oe3f sound clips, therefore, causing a diverse picture in comparison to the reality of the trial itself. These are usual modifications found in news coverages exceptionally occurring in the news that obtain 24-hour coverages as such coverage delivers more than simple reports, but reasonably forms its own reality of the event being covered.

Second edit: https://en.wikipedia.org/wiki/Simulation#Simulation_in_entertainment

Simulation in entertainment Simulation is the entertainment is used in a way to circle many large and well-known industries such as film, television, video games and rides in theme parks. In other words, simulation is the act of imitation and the pretending of a situation or process.

Early history (1940s and 1950s) The first simulation game was estimated to be created in the early 1947 by two men who went by the name of Thomas T. Goldsmith junior and Estle Ray Mann. The game was pretty straightforward, with the aim to simulate a missile being targeted. In the 1958 the computer game ‘Tennis for two’ created by Willy Higginbotham. This game was made to simulate a tennis game between two players who could both play at the same time, which was done by using hand controls with the game displayed on a oscilloscope. An oscilloscope is a electronic instrument that graphically displays signal voltages. This allowed ‘Tennis for two’ to be one of the first electronic video games with graphic display.

In the 1970s and early 1980s computer generated imagery was used to help express and film simulation and animation. Examples of this was then shown in the movies ‘Futureworld’, ‘Tron’ and ‘Star Wars’, which used a lot of computer-generated animations and CGI’s. The 1980’s then introduced 3D simulations, which then became widely used and was seen in movies such as Atari’s Battlezone and Acornsoft’s Elite.

The very first video game console came in to the industry approximately around 1983 and by 1985 the Nintendo Entertainment system was released and became one of the best-selling consoles in the history of video games. The 1990’s then came along and due to the success of computer games and consoles there was a rise in how much people was buying and using computer games. Games such as ‘The sims’ and ‘command and Conquer’ came out in the 90’s but to this day they are still being played by millions of people across the world.

The first film in the 90’s that became famous for using animation and computer-generated graphics was Jurassic Park. In this film the graphics extensively, integrating the simulated dinosaurs almost seamlessly into live action scenes. Toy story was also another successful movie when it came to computer generated images and due to new computers and technology special effects were used effectively.

In the early 2000’s there was an outburst of movies that would have been close to impossible to film without cinematic animations and computer-generated CGI’s. one of the biggest examples of this is the movie ‘The Matrix’, which is very famous for its use of simulation and hyperreality. Another movie that was able to flourish in using computer generated animations and CGI was ‘The Lord of The Rings’.

3D computer graphics is used for visual effects that allows the viewer to experience high quality in films. Computer generated graphics is mainly used for live action movies and one business that uses computer generated animations, 3D and CGI’s is Marvel. Marvel has been extremely successful in using these features throughout their movies and is seen as a example in all the Avenger movies. Another movie that was exceptionally good at this was the movie ‘Avatar’.

Stimulation in education and training: Mrwa Al-saedi

It has been implicated that stimulation has been used to the best of advantages for educational purposes. This includes the following successful various aspects of education, being used for teaching, training, and testing applications. Understandably, the more development and growth in computer technology will result in simulations becoming more immersive and will regenerate changing purposes in education. The main factors which initiate the use of stimulation are expenses and dangers resulting in a safe working environment whilst having the convincing real experience.

Advantages of using simulations in education:

•	Students are able to have interactive visual content where abstracted concepts are transformed and demonstrated. The benefit of using hands-on training across stimulation tools to highlight theoretical knowledge and understanding will allow students to have a stronger supportive understanding of the resources.

•	Students are provided with regular feedback on their tracked development aiding them with future progress. The content is simply manageable and controlled by educators.

•	Educators are able to provide students with materials that are simply updated, developed and amended.

•	Regardless of time or place, the opportunity to access physical training equipment is always available and accessible without difficulties.

•	Simulation-based technical training is cost-effective in the long run. Skill development grows with physical equipment which results in time efficiency.

Multimedia factors such as text, audio, images, animations, video make the simulation tool more immersive. The effectiveness of a simulation essentially depends on the precision of the simulation. However, effectiveness will differ depending on the form of the task being educated.