Simulacrum

The term "simulacrum" might sound academic, but it describes something deeply ingrained in our perception of reality—a copy so convincing it can take on a life of its own. From ancient statues to virtual worlds, these potent illusions have fascinated philosophers and artists for centuries. They challenge us to question what is real, what is an imitation, and what has become a reality unto itself. A simulacrum is more than just a copy; it's a representation that can lose its connection to an original, sometimes becoming a distinct reality. Philosophers like Plato, Nietzsche, and Baudrillard have profoundly debated whether simulacra distort or reveal truth, fundamentally questioning our perception of reality. In our modern world, from immersive theme parks to digital avatars, simulacra are increasingly prevalent, blurring the lines between the authentic and the hyperreal.

Source: Wikipedia

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The term "simulacrum" might sound academic, but it describes something deeply ingrained in our perception of reality—a copy so convincing it can take on a life of its own. From ancient statues to virtual worlds, these potent illusions have fascinated philosophers and artists for centuries. They challenge us to question what is real, what is an imitation, and what has become a reality unto itself.

What is a Simulacrum?

Imagine an apple. Now, picture a perfectly crafted, plastic apple in a display bowl—so lifelike, you almost reach for a bite. That uncanny, almost identical imitation, a copy so convincing it can stand in for the original, is what we call a simulacrum. The word itself comes from the Latin 'simulacrum,' meaning 'likeness' or 'semblance,' first entering English in the late 16th century to describe representations like statues of gods.

Over time, the concept evolved. By the late 19th century, 'simulacrum' began to carry a subtle, critical undertone—implying an image that lacked the true substance or authentic qualities of the original. It was seen as a mere shadow, a surface without depth, less than the genuine article it mimicked.

Artists, ever keen on challenging perception, have long explored this fascinating space. Consider photorealism: a painting so meticulously detailed it looks like a photograph. But what if that painting was carefully copied from a photograph, which itself is a representation of reality? You now have a copy of a copy—twice removed from the actual scene, an artistic simulacrum playing with layers of imitation.

The Philosophical Journey

Plato's Illusions

Simulacra have captivated philosophers for millennia, probing at the very nature of truth and representation. In his dialogue 'Sophist,' Plato distinguished between two kinds of image-making. The first was a faithful, accurate reproduction, aiming to precisely mimic its original.

The second kind, however, was intentionally distorted. Plato used the example of Greek statues, often crafted with disproportionately larger upper parts so that, when viewed from the ground, they would appear perfectly balanced and correct to the human eye. If seen at scale, however, their malformed nature would be undeniable. For Plato, this served as a powerful metaphor for philosophy itself: a warning that some thinkers might distort truth to make it appear accurate, unless viewed from the proper, critical perspective.

Nietzsche's Distortions

Centuries later, Friedrich Nietzsche echoed a similar skepticism, though without using the term 'simulacrum.' In 'Twilight of the Idols,' he argued that many philosophers, by prioritizing abstract language and reason over the raw input of their senses, construct a distorted copy of reality. They create their own versions of truth, removed from the vibrant, chaotic world of lived experience.

Baudrillard and the Hyperreal

Perhaps no philosopher has explored the simulacrum more radically than Jean Baudrillard in his seminal work, 'Simulacra and Simulation.' For Baudrillard, a simulacrum is no longer merely a copy of the real; it becomes truth in its own right—a phenomenon he termed the 'hyperreal.' This is where the representation is so immersive and convincing, it becomes more real than the real thing it purports to represent.

Baudrillard posited that a simulacrum either copies something that never had an original, or its original has been completely lost or superseded. It signifies something it is not, thereby making the 'true' original impossible to locate or even irrelevant. The copy has utterly eclipsed its source.

While Plato saw two types of representation, Baudrillard identified four escalating orders of simulacra, each further divorcing itself from reality: a basic reflection of reality; a perversion of reality; a pretense of reality, where no model ever truly existed; and finally, the pure simulacrum, which 'bears no relation to any reality whatsoever.' It is its own, self-referential reality.

Deleuze's Challenge

Not all philosophical takes on simulacra are negative. Gilles Deleuze, another influential modern philosopher, viewed them as powerful tools for disruption. He believed simulacra could challenge and overturn accepted ideals or 'privileged positions.' For Deleuze, simulacra are systems where 'different relates to different by means of difference itself'—meaning they highlight distinctness without needing a prior, identical original, thus liberating thought from fixed models.

Other thinkers have also engaged with the concept. Alain Badiou, for instance, spoke of 'fidelity to a simulacrum' in the context of political ideologies like Nazism, where adherence to an abstract, constructed ideal (like 'Aryans') could lead to catastrophic breaks with universal human values, rather than genuine, transformative events.

More recently, Florent Schoumacher suggests that in our 'hypermodern' Western societies, we are almost compelled to engage with simulacra. He attributes this to 'hubris'—a collective wish not to confront reality as it truly is. Yet, he emphasizes our innate human capacity for 'aphairesis,' our ability to represent and understand the world, suggesting we are not entirely lost in the labyrinth of imitation.

Simulacra in Our World

Recreational Realities

Beyond philosophy, simulacra are woven into the fabric of our everyday lives. Think of historical reenactments, where costumed participants bring the past back to life, or landmark replicas like the Eiffel Tower gracing the Las Vegas skyline. These are playful, often convincing, imitations of existing things, allowing us to experience a version of history or geography without being there.

For many, theme parks represent the ultimate recreational simulacra. Baudrillard famously described Walt Disney World as a 'copy of a copy,' a 'simulacrum to the second power.' Umberto Eco observed that at Disney, 'we not only enjoy a perfect imitation, we also enjoy the conviction that imitation has reached its apex and afterwards reality will always be inferior to it.' Here, the artificial isn't just good; it's better than the real thing.

Eco also pointed to the layers of simulacra in something as common as sports commentary. First, there are the actual players (the real event). Then, the onlookers merely witnessing it. And finally, the commentary—an analysis of the act of witnessing the sport. This becomes 'sports cubed,' a complex, mediated experience far removed from the direct action, where the commentary itself becomes a dominant reality.

Sacred Symbols and Perception

In iconography, a simulacrum can refer to a sign or image, whether concrete or abstract, that takes on spiritual significance within a tradition. For instance, in Tantric Buddhist art, a particular cloud formation in nature might be perceived as a simulacrum of an 'auspicious canopy' (Chhatra), one of the Ashtamangala, or eight sacred symbols. This highlights how human psychology naturally finds meaning and representation in the experienced environment, elevating natural phenomena into sacred signs.

The Art of Artificial Life

Perhaps most strikingly, simulacra frequently populate speculative fiction, embodying artificial or supernaturally created life forms. These beings challenge our very definition of what it means to be alive and real, blurring the boundaries between creator and created.

From the terrifying stitched-together creature of Frankenstein to the ancient clay Golem of Jewish folklore, and the wooden puppet Pinocchio brought to life, humanity has long imagined artificial beings. Philip K. Dick's androids, known as 'replicants' in Blade Runner, are so perfectly human that their very existence forces us to question what constitutes consciousness. Even modern virtual idols like Hatsune Miku, digital constructs with millions of fans, operate as potent simulacra, existing without a physical body yet commanding a passionate, real-world following. These fictional entities push the philosophical boundaries of what a 'likeness' can truly become.

Cities of Illusion

Architectural Facades

Architecture offers another compelling landscape for simulacra. Consider the humble false façade, often used during building renovations to hide scaffolding and imitate the real architecture beneath. It's a temporary trick of the eye, a promise of what will be, or a memory of what was, effectively creating an illusion of normalcy on a construction site.

A more elaborate historical example is the 'Potemkin village.' Originally a myth, it describes a deceptive facade meant to fool an observer into believing they're seeing the real thing—a thriving settlement rather than empty fields. This concept, still used today, highlights a profound gap between external appearance and underlying reality, showcasing how entire environments can be constructed as a form of powerful, misleading simulacrum.

Baudrillard often turned to places like Disneyland and Las Vegas as epitomes of architectural simulacra. Disneyland, with its meticulously curated themed lands, is seen as a 'perfect model of all entangled orders of simulacra'—a place built entirely on illusions and phantasms. Las Vegas, especially in its mid-century heyday, was the 'absolute advertising city,' a spectacle of constant display where reality was less important than the convincing performance of it. These cities don't just contain simulacra; they are simulacra, shaping our perceptions of desire, fantasy, and authenticity.

Article

Simulacrum

Image of a real apple (left), and plastic food model apple (right). The fake apple is a simulacrum.

A simulacrum (pl.: simulacra or simulacrums, from Latin simulacrum, meaning "likeness, semblance") is a representation or imitation of a person or thing. 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. By the late 19th century, it had gathered a secondary association of inferiority: an image without the substance or qualities of the original. Literary critic Fredric Jameson offers photorealism as an example of artistic simulacrum, in which a painting is created by copying a photograph that is itself a copy of the real thing. Other art forms that play with simulacra include trompe-l'œil, pop art, Italian neorealism, and French New Wave.

Original philosophy

Simulacrum

Mole & Thomas, Human Statue of Liberty (1919)—12,000 people in the flame of the torch, 6,000 in the rest of the shape. Plato was referring to an optical illusion such as this in his discussion of simulacra.

Simulacra have long been of interest to philosophers. In his Sophist, Plato speaks of two kinds of image-making. The first is a faithful reproduction, attempted to copy precisely the original. The second is intentionally distorted in order to make the copy appear correct to viewers. He gives the example of Greek statuary, which was crafted larger on the top than on the bottom so that viewers on the ground would see it correctly. If they could view it in scale, they would realize it was malformed. This example from the visual arts serves as a metaphor for the philosophical arts and the tendency of some philosophers to distort the truth so that it appears accurate unless viewed from the proper angle. Nietzsche addresses the concept of simulacrum (but does not use the term) in the Twilight of the Idols, suggesting that most philosophers, by ignoring the reliable input of their senses and resorting to the constructs of language and reason, arrive at a distorted copy of reality.

French semiotician and social theorist Jean Baudrillard argues in Simulacra and Simulation that a simulacrum is not a copy of the real, but becomes truth in its own right: the hyperreal. According to Baudrillard, what the simulacrum copies either had no original or no longer has an original, since a simulacrum signifies something it is not, and therefore leaves the original unable to be located. Where Plato saw two types of representation—faithful and intentionally distorted (simulacrum)—Baudrillard sees four: (1) basic reflection of reality; (2) perversion of reality; (3) pretence of reality (where there is no model); and (4) simulacrum, which "bears no relation to any reality whatsoever".

In Baudrillard's concept, like Nietzsche's, simulacra are perceived as negative, but another modern philosopher who addressed the topic, Gilles Deleuze, takes a different view, seeing simulacra as the avenue by which an accepted ideal or "privileged position" could be "challenged and overturned". Deleuze defines simulacra as "those systems in which different relates to different by means of difference itself. What is essential is that we find in these systems no prior identity, no internal resemblance".

Alain Badiou, in speaking with reference to Nazism about Evil, writes, "fidelity to a simulacrum, unlike fidelity to an event, regulates its break with the situation not by the universality of the void, but by the closed particularity of an abstract set ... (the 'Germans' or the 'Aryans')".

According to the philosopher Florent Schoumacher, in societies of hypermodernity, in the West, the social contract states that we are obliged to use “simulacra”. We are carried there by hubris (hubris). However, the contemporary notion of simulacrum assumes that we all have a biased relationship with the reality of the world, not because reality is not accessible, but because we wish not to see things as they appear. The philosopher nevertheless emphasizes that our capacity for aphairesis, our capacity for representing the world, does indeed exist.

Recreation

Simulacrum

Recreational simulacra include reenactments of historical events or replicas of landmarks, such as Colonial Williamsburg and the Eiffel Tower, and constructions of fictional or cultural ideas, such as Fantasyland at The Walt Disney Company's Magic Kingdom. The various Disney parks have been regarded as the ultimate recreational simulacra by some philosophers, with Baudrillard noting that Walt Disney World Resort is a copy of a copy, or "a simulacrum to the second power". In 1975, Italian author Umberto Eco argued that at Disney's parks, "we not only enjoy a perfect imitation, we also enjoy the conviction that imitation has reached its apex and afterwards reality will always be inferior to it". Examining the impact of Disney's simulacrum of national parks, Disney's Wilderness Lodge, environmentalist Jennifer Cypher and anthropologist Eric Higgs expressed worry that "the boundary between artificiality and reality will become so thin that the artificial will become the centre of moral value". Eco also refers to commentary on watching sports as sports to the power of three, or sports cubed. First, there are the players who participate in the sport (the real), then the onlookers merely witnessing it, and finally the commentary on the act of witnessing the sport. Visual artist Paul McCarthy has created entire installations based on Pirates of the Caribbean and theme park simulacra, with videos playing inside the installation.

Iconography

Simulacrum

Beer (1999: p. 11) employs the term "simulacrum" to denote the formation of a sign or iconographic image, whether iconic or aniconic, in the landscape or greater field of Thangka art and Tantric Buddhist iconography. For example, an iconographic representation of a cloud formation sheltering a deity in a thangka or covering the auspice of a sacred mountain in the natural environment may be discerned as a simulacrum of an "auspicious canopy" (Sanskrit: Chhatra) of the Ashtamangala. Perceptions of religious imagery in natural phenomena approach a cultural universal and may be proffered as evidence of the natural creative spiritual engagement of the experienced environment endemic to the human psychology.

As artificial beings

Simulacrum

Simulacra often appear in speculative fiction. Examples of simulacra in the sense of artificial or supernaturally or scientifically created artificial life forms include:

• Automaton – A self-operating robot. • Androids created to pass for human beings in several of Philip K. Dick's novels (called "simulacra" in We Can Build You, The Simulacra, Now Wait for Last Year, Clans of the Alphane Moon, The Penultimate Truth and Do Androids Dream of Electric Sheep? (called "replicants" in its film adaptation Blade Runner). • Avatar (computing) – A graphical representation of a user. • Experience machine - A thought experiment put forward by Robert Nozick in his book Anarchy, State, and Utopia, in which any desirable experience can be simulated. • Evil Deadpool - A Marvel Comics character created by Deadpool's preserved lost body parts being fused and brought to life by their remaining healing factor. • Feathertop – A scarecrow created and brought to life by a witch. • Frankenstein's Monster from Frankenstein – A creation of Victor Frankenstein made from various body parts. Frankenstein's Monster was also adapted in DC Comics and Marvel Comics. • The Universal Pictures film Bride of Frankenstein featured the titular monster that was made by a collaboration of Henry Frankenstein and Doctor Septimus Pretorius. She even had comic book counterpart from DC Comics. • DC Comics also had another Frankenstein's monster-like character called Young Frankenstein. • Galatea from Metamorphoses – A statue of a female created by Pygmalion and brought to life by Aphrodite. • Gargoyles – Statues sculpted to resemble monsters. • Ham Monster - A monster from The Mr. Potato Head Show who Dr. Fruitcake created from meat and crab claws. • Hatsune Miku and other Vocaloids. • Holograms – Computerized images of anything. • Homunculus – Small miniature humanoids created through alchemy. • Jack Pumpkinhead - Princess Ozma's Tip form created him from a jack-o'-lantern and tree limbs. • "Maria" the Robotrix from Fritz Lang's Metropolis • Neutrinos from Solaris – A race of creatures made from the memories of humans. • Nomu – Creatures from My Hero Academia. Also known as "Artificial Humans", the Nomu are deceased humans who were resurrected and modified to wield multiple powers at once. • Pinocchio – A puppet that comes to life. • Pintosmalto – A statue of a man-made from large amounts of sugar and sweet almonds, scented water, musk and amber, various jewels, gold thread, and above all a trough and a silver trowel who was brought to life by a Goddess of Love. • Realm of the Mad God has several enemies stated to be simulacrums in-universe. Most notably, the incarnation of Oryx the Mad God that the player fights in Oryx's Chamber is explicitly stated by Oryx to not be his real form. In addition, the versions of various bosses fought in the "Mad God Mayhem" dungeon are all stated to be simulacrums, and the version of Dr. Terrible fought in the Mad Lab is stated to be a simulacrum in additional media. • Robots • RUR – Originated the word robot. • Simulacrum Soldier – Robotic soldiers with human minds employed by both the IMC and Frontier Militia in the Titanfall universe. While they bear a superficial resemblance to the commonly-fielded BRD-01 Spectre, Simulacra are instead human minds uploaded into robotic bodies. A simulacrum can be considered a form of transhumanism. • Revenant – An example from its spinoff, Apex Legends, a playable Legend who possesses a mind of a former human hitman. • Ash - Also an example, present in both Titanfall 2 and Apex Legends. • Simulacrum Spell – An illusion spell from Dungeons & Dragons that creates a partially real duplicate of someone, though it only has half the power and abilities of the original. • Snegurochka – A little girl made of snow. • Squadron Supreme of America - In Marvel Comics, the Squadron Supreme of America are revealed to be simulacrums created by Mephisto and programmed by the Power Elite so that Phil Coulson can have them be a United States-sponsored superhero team. • Terracotta Army – Terracotta sculptures of the armies of Qin Shi Huang. • The Gingerbread Man – A gingerbread man that came to life. • The character John Dough was also a gingerbread man that came to life. • The Golem of Jewish folklore – A creation of a rabbi made from clay that was harvested from the banks of the Vltava. • Thumbelina – A small girl created by a witch. • Ushabti – Egyptian figurines. • Vasilisa the Beautiful – A doll that came to life. • Wirehead (science fiction) - A hypothetical futuristic application of brain stimulation reward where pleasure is artificially induced.

Also, the illusions of absent loved ones created by an alien life form in Stanislaw Lem's Solaris can be considered simulacra.

Architecture

Simulacrum

In his book Simulacra and Simulation, Jean Baudrillard describes the Beaubourg effect in which the Pompidou Centre functions as a monument of a mass simulation that absorbs and devours all the cultural energy from its surrounding areas. According to Baudrillard, the Centre Pompidou is "a machine for making emptiness".

An everyday use of the simulacrum are the false facades, used during renovations to hide and imitate the real architecture underneath it.

A Potemkin village is a simulation: a facade meant to fool the viewer into thinking that he or she is seeing the real thing. The concept is used in the Russian-speaking world as well as in English and in other languages. Potemkin village belongs to a genus of phenomena that proliferated in post-Soviet space. Those phenomena describe gaps between external appearances and underlying realities.

Disneyland – Disneyland is a perfect model of all the entangled orders of simulacra. [...] Play of illusions and phantasms.

Las Vegas – the absolute advertising city (of the 1950s, of the crazy years of advertising, which has retained the charm of that era).