Tuesday, 17 January 2017

hyperreality research


Hyperreality doesn't have an exact clear definition as the signs and symbols it generates from is completely subjective due to individual perceptions of these semiotics. Generally it is explained as when fiction and real life are infused and blended together with the boundaries between each not being easily defined.  This sociological theory is a postmodern approach, which is true to the cultural and economical state the western world (particularly) displays as a progression from modernity.

A way to illustrate the value semiotics have over our perception of reality, links to the sociological perspective of phenomenology. An item has connotations surrounding itself which hold how it is seen and interpreted by individuals. So an object such suit, on its own is meaningless, but when worn it has the representation of professionalism and business so therefore has its own meaning. The reality of the suit and the hyperreality of what is stands for become interwoven.  In hyperreality the copy becomes more valuable than the real thing, and it's symbolism is more important than the actual thing is.

Jean Baudrillard explains how humans have started to engage with simulations of reality, with the new experiences that can be bought, and the technology people can be submerged in in the age of mass media.
Firstly the experiences that have been created within this postmodern society should be demonstrated.   The large scale experience parks such as Disneyland, or casinos like those seen in Las Vegas are examples of these hyper realities. Inside either of these places, there is no real world as seen on the outside, but a constructed reality designed to escape temporarily from what is real on the outside. The experience can be so vivid and well rounded that it encompass all a person needs in reality. Such as disney themed food, or oxygen being pumped in to casinos.
Another example of experiences triggering a hyper reality is in the new VR technology. These virtual reality headsets transport an individual in to an alternative world and location by playing with their senses. The virtual games and realities that are depicted, fully emerge the individual to behaving out of character, as the hyper reality becomes an strong influence over reality.
A film representation of this is Nerve (2016). When a continually progressive 'dare' app gradually controls the users/consumers behaviour as the fiction slowly becomes reality.
A new Netflix film called IBoy (2017) may also be similar. In which iPhone components implant inside the brain of a teen and gradually make him succumb to the phones needs, not his own.



These examples draw upon the influence technology has significantly had. Arguably TV can be responsible for much of this, as a screen is key for information and entertainment in most households. (TV provides a hyperreality we can observe, such as Gogglebox.) By being engrossed in television on a daily basis, hyperreality can also take the form of reality by 'proxy'. This is particularly evident of those who are absorbed in to the drama of soaps and serial programming. In regularly watching the lives of others, some people begin to see the extreme situations and relationships as being real due to the interpersonal relationship between the viewer and the soap opera writers. E.g. the "Free Deirdre Barlow" campaign after she was imprisoned within the fictional Coronation Street.



Secondly hyper reality is formulated through advertisements. The objects that are presented to the viewer are shown to provide a service or provide an element of enrichment to the buyers life. The images promote the product as though it is highly desirable, and there for the symbolism takes over. The meaning the clothing or perfume accumulates is the reason it is purchased, and this is further heightened by the celebrity endorsements as a means of promotion. If an individual wants to be a glamorous actress, if a glamorous actress is advertising a perfume type, they feel compelled to buy it in hope that can be just like said celebrity.
Social media plays a key part in this too. People become detached from the real world by being exposed to a hyper reality for a long period of time, the boundaries between fiction and reality become blurred, when this happened it may become more important to take on the symbols than to achieve the reality. Some may believe that they can be celebrities just by acting as if they are. (e.g. youtube vloggers who assume people will be interested in their mundane life because it is presented in a way in which celebrity information is shown.) Similarly the Kardashians can be an example of this. The way the family act projects them in to th limelight without actually really being famous for any particular reason. Connected to this is the product ranges these 'so-called' celebrities launch, the Kylie Jenner lip ranges and Zoella toiletries gain in popularity through the constant exposure on all platforms of these products as something which should be highly desirable.


http://www.wisegeek.org/what-is-hyperreality.htm
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http://images.gr-assets.com/books/1328033161l/7807446.jpg
http://news.bbc.co.uk/olmedia/70000/images/_71934_deirdre300.jpg
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http://i.dailymail.co.uk/i/pix/2015/07/07/09/2A4B488300000578-3151855-image-a-5_1436257045933.jpg