simulacra

[sim-yuh-lak-ruh]

simulacra Definition

  • 1an image or representation of someone or something
  • 2an unsatisfactory imitation or substitute

Using simulacra: Examples

Take a moment to familiarize yourself with how "simulacra" can be used in various situations through the following examples!

  • Example

    The museum had a simulacrum of the Mona Lisa.

  • Example

    The robot was a poor simulacrum of a human being.

  • Example

    The company's new product was merely a simulacrum of their competitor's successful design.

simulacra Synonyms and Antonyms

Antonyms for simulacra

Phrases with simulacra

  • a philosophical treatise by Jean Baudrillard that explores the relationship between reality, symbols, and society

    Example

    Simulacra and Simulation is a challenging but thought-provoking read for anyone interested in postmodern philosophy.

  • hyperreality

    a condition where reality and its representation are blurred, often used in the context of media and consumer culture

    Example

    The proliferation of social media has created a hyperreality where people's lives are curated and presented as idealized versions of themselves.

  • a hypothesis in robotics and computer animation that suggests that as a robot or avatar becomes more human-like in appearance and motion, the emotional response of a human observer to the robot will become increasingly positive and empathic, until a point is reached beyond which the response quickly becomes strongly negative

    Example

    The uncanny valley effect can be seen in the discomfort people feel when interacting with robots that look almost, but not quite, like humans.

Origins of simulacra

from Latin 'simulacrum', meaning 'likeness, image, or statue'

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Summary: simulacra in Brief

Simulacra [sim-yuh-lak-ruh] refers to an image or representation of someone or something, often an unsatisfactory imitation or substitute. It can be used in phrases like 'simulacra and simulation,' exploring the relationship between reality and symbols, and 'hyperreality,' where reality and its representation are blurred. The term also relates to the 'uncanny valley' hypothesis in robotics and computer animation.