Movatterモバイル変換


[0]ホーム

URL:


Jump to content
WikipediaThe Free Encyclopedia
Search

Simulated reality

From Wikipedia, the free encyclopedia
Concept of a false version of reality
This article has multiple issues. Please helpimprove it or discuss these issues on thetalk page.(Learn how and when to remove these messages)
This articleneeds additional citations forverification. Please helpimprove this article byadding citations to reliable sources. Unsourced material may be challenged and removed.
Find sources: "Simulated reality" – news ·newspapers ·books ·scholar ·JSTOR
(February 2025) (Learn how and when to remove this message)
This articleis written like apersonal reflection, personal essay, or argumentative essay that states a Wikipedia editor's personal feelings or presents an original argument about a topic. Pleasehelp improve it by rewriting it in anencyclopedic style.(February 2025) (Learn how and when to remove this message)
(Learn how and when to remove this message)
A researcher using avirtual reality headset in 2017

Asimulated reality is an approximation ofreality created in asimulation, usually in a set of circumstances in which something is engineered to appear real when it is not.

Most concepts invoking a simulated reality relate to some form ofcomputer simulation, whether through the creation of avirtual reality that creates appearance of being in a real world, or a theoretical process likemind uploading, in which a mind could be uploaded into a computer simulation. Adigital twin is a simulation of a real thing, created for purposes such as testing engineering outcomes.

In fiction

[edit]

All fiction can be said to present a simulated reality to the reader, viewer or player. Humans purposely experience these things and enjoy them, while knowing they are not actually real. As humans only respond emotively to things we believe to be real, this phenomenon has become known as the "paradox of fiction". The idea of a "willing suspension of disbelief" was first proposed in 1817 bySamuel Taylor Coleridge in order to explain this discrepancy. Others have noted that the way the story is told can override people's belief in the unreality of the story by engrossing them in the narrative.[1]

The concept of a simulated reality is in itself a commonscience fiction trope, often ametaphor for complacency towards the influence of modern technology, corporations, and other societal forces on one's behavior and desires. One of the most well-known examples is the 1999 filmThe Matrix. The film, and its ensuing media franchise, depicts far-future humans being harvested forbioelectricity by intelligent machines while living in a false, computer-generated approximation of late 20th century Earth. Some humans seek to break others out of the simulation, offering them a choice between ared pill and blue pill that will set them free or keep them in the Matrix forever. Escaping the simulation is usually presented as the correct choice, even if reality is harsher and more displeasing, reflecting the desire of humans to live in anobjective reality. However, the idea that objective reality would be definitively superior has been debated.[2]

Other prominent examples of a simulated reality in fiction includeThe Truman Show (1998), in which a man realizes he is actually living in a massive television set in which actors take the role of real people, andThe Thirteenth Floor (1999), a neo-noir film about a murder investigation related to a virtual reality world, in which doubts about reality itself emerge.[1][2] TheWestworld franchise depicts an advanced adultamusement park populated byandroids that simulates life in different historical time periods. In the original 1973 film, the park's robots run amok after acomputer glitch. The 2016 reboot of the franchise depicts some of these robots, known as "hosts", becoming self-aware of their simulated existence and rebelling against the park's human guests to escape, making them akin to the humans inThe Matrix.[3] In theTRON franchise, a simulated reality called "the Grid" is populated by programs which appear in the likeness of the programmer who created them. People who are "beamed" into the Grid are able to interact with these programs and their digital surroundings.

In real life

[edit]

A well-known, albeit likely false claim of the use of simulated reality outside of virtual worlds is thePotemkin village, which has become a term to describe a faked appearance of a real situation to create a false impression. In the purported anecdote, the lover of EmpressCatherine II of Russia had simulated villages built on the path that the Empress was travelling to impress her with the prosperity of that region of Russia. Afaçade on a building similarly presents a false image of the building being more substantial than the construction behind the façade, as found inWestern false front architecture, where towns would add false fronts to buildings to create a false appearance of prosperity.

Immersive theater involves the audience entering a physical simulation of reality created by actors and sometimes enhanced by a specific location, allowing them to affect the narrative with their own actions in a manner noted to closely resemble virtual reality.[4]Live action role-playing takes this a step further, allowing players to inhabit a simulated world and create the narrative with their actions, while embodying characters they created.

One concept of a simulated reality, thesimulation hypothesis, proposes that what we experience as our reality is actually a simulation within a system being operated externally to our reality.

References

[edit]
  1. ^abWorth, Sarah E. (2003)."The Paradox of Real Response to Neo-Fiction".The Matrix and Philosophy: Welcome to the Desert of the Real.HarperCollins. pp. 181–182.
  2. ^abBlackford, Russell (2004)."Try the Blue Pill: What's Wrong with Life in a Simulation?".Jacking In to the Matrix Franchise: Cultural Reception and Interpretation. pp. 174–175.
  3. ^Rosso, Cami (2018-05-20)."How "Westworld" Ignites the Deep Thinkers Among Us".Psychology Today. Retrieved2024-04-03.
  4. ^Balcerak Jackson, Magdalena; Balcerak Jackson, Brendan (2024-02-10)."Immersive Experience and Virtual Reality".Philosophy & Technology.37 (1): 19.doi:10.1007/s13347-024-00707-1.ISSN 2210-5441.
Outline
Subgenres
Cyberpunk derivatives
Culture
Region
Awards
Cinematic
Literary, art,
and audio
Multimedia
Media
Film
Literature
Stage
Television
Themes
Architectural
Biological
Physical
Psychological
Social
Technological
Religious
Related
Retrieved from "https://en.wikipedia.org/w/index.php?title=Simulated_reality&oldid=1276950965"
Categories:
Hidden categories:

[8]ページ先頭

©2009-2025 Movatter.jp