Simulation and Society

Simulated Worlds

Some technological developments can appear near totalistic in the way they remake how we think—they permeate everything, including deeply rooted perspectives about knowledge, politics, society, and even reality. Simulation is one such set of technologies. Simulation here refers to a broad range of settings: the temporary virtual reality and gaming environments into which we voluntarily enter; the app-based or online experiences which we increasingly favor over real-world interactions; the artificial, AI-media and bot-dominated online spaces into which we may soon find ourselves; and the fully simulated world in which we may unknowingly live.

This course will provide students with the opportunity to use the technologies of extended reality (XR) and AI-powered simulation as a lens through which to explore the shifting nature of human values, interactions, and attitudes in the early 21st century. In doing so, the course will engage students in a comprehensive, interdisciplinary study of virtual worlds, preparing them to engage with our increasingly simulated digital spaces in critical and informed ways.

Students will also have the chance to explore and use XR technologies, generative AI, and bot systems, gaining knowledge and hands-on experience while building digital class projects. These group projects will take advantage of technologies available at the Ahmanson Lab and will be supported by the professor and dedicated Lab staff. They will constitute students’ final assignment and will demonstrate their critical engagement with the themes of the course, reflecting the complex ways in which the technologies used in the project reshape our perceptions of knowledge, society, and reality.

Through readings, discussions, and the thoughtful, hands-on application/exploration of relevant technologies, students will examine the evolution of virtual worlds, from their origins in early science fiction, mechanical and computer simulations as well as stereoscopic technologies and early film, to present day immersive digital environments; the philosophical questions raised by VR, immersive environments, and in particular, the Simulation Hypothesis; and the social and political implications of virtual worlds, including the capacity to counterfeit people and to simulate human behavior at scale.

Contents of this path:

  1. Section One: Weeks 1-4
  2. Section Two: Weeks 5-7
  3. Section Three: Weeks 8-11
  4. Section Four: Weeks 12-16