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Computer Simulation and Virtual Reality

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  1. John L. Pollock (2008). What Am I? Virtual Machines and the Mind/Body Problem. Philosophy and Phenomenological Research 76 (2):237–309.
    When your word processor or email program is running on your computer, this creates a "virtual machine” that manipulates windows, files, text, etc. What is this virtual machine, and what are the virtual objects it manipulates? Many standard arguments in the philosophy of mind have exact analogues for virtual machines and virtual objects, but we do not want to draw the wild metaphysical conclusions that have sometimes tempted philosophers in the philosophy of mind. A computer file is not made of (...)
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  2. Robert Scott Stewart & Roderick Nicholls (2002). Virtual Worlds, Travel, and the Picturesque Garden. Philosophy and Geography 5 (1):83 – 99.
    Debate concerning virtual reality is often drawn in terms of sharply defined dichotomies--for example, between "real" (or "actual") and "virtual," "authentic" and "inauthentic," and "natural" and "artificial." In this paper we offer an alternative approach by suggesting a conception of a virtual world that highlights a continuity and commonality with our sense of everyday reality. We accomplish this in part by an examination of the English picturesque garden as if it were a virtual world partially constructed out of ideas and (...)
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  3. John Tiffin & Nobuyoshi Terashima (2001). Hyperreality: Paradigm for the Third Millenium. Routledge.
    What comes after the Internet? The world of the virtual, a place where you could be hard pressed to know if the person standing next to you is physically real or virtual or whether they have human or artificial intelligence. The Third Millennium promises to bridge the gap between the natural and artificial in new and powerful ways- namely HyperReality. Here there are new scopes for telemedicine, HyperTranslation (to speak in one language and be heard in another), and virtual reality (...)
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  4. Benjamin Woolley (1992). Virtual Worlds: A Journey in Hype and Hyperreality. Blackwell.
    In Virtual Worlds, Benjamin Woolley examines the reality of virtual reality.
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Simulation and Reality
  1. Andrew A. Fingelkurts, Alexander A. Fingelkurts & Carlos F. H. Neves (2012). “Machine” Consciousness and “Artificial” Thought: An Operational Architectonics Model Guided Approach. Brain Research 1428:80-92.
    Instead of using low-level neurophysiology mimicking and exploratory programming methods commonly used in the machine consciousness field, the hierarchical Operational Architectonics (OA) framework of brain and mind functioning proposes an alternative conceptual-theoretical framework as a new direction in the area of model-driven machine (robot) consciousness engineering. The unified brain-mind theoretical OA model explicitly captures (though in an informal way) the basic essence of brain functional architecture, which indeed constitutes a theory of consciousness. The OA describes the neurophysiological basis of the (...)
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  2. James Franklin (1999). Structure and Domain-Independence in the Formal Sciences. Studies in History and Philosophy of Science 30:721-723.
    Replies to Kevin de Laplante’s ‘Certainty and Domain-Independence in the Sciences of Complexity’ (de Laplante, 1999), defending the thesis of J. Franklin, ‘The formal sciences discover the philosophers’ stone’, Studies in History and Philosophy of Science, 25 (1994), 513-33, that the sciences of complexity can combine certain knowledge with direct applicability to reality.
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  3. James Franklin (1994). The Formal Sciences Discover the Philosophers' Stone. Studies in History and Philosophy of Science 25 (4):513-533.
    The last fifty years have seen the creation of a number of new "formal" or "mathematical" sciences, or "sciences of complexity". Examples are operations research, theoretical computer science, information theory, descriptive statistics, mathematical ecology and control theory. Theorists of science have almost ignored them, despite the remarkable fact that (from the way the practitioners speak) they seem to have come upon the "philosophers' stone": a way of converting knowledge about the real world into certainty, merely by thinking.
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  4. Ulrich Krohs (2008). How Digital Computer Simulations Explain Real-World Processes. International Studies in the Philosophy of Science 22 (3):277 – 292.
    Scientists of many disciplines use theoretical models to explain and predict the dynamics of the world. They often have to rely on digital computer simulations to draw predictions fromthe model. But to deliver phenomenologically adequate results, simulations deviate from the assumptions of the theoretical model. Therefore the role of simulations in scientific explanation demands itself an explanation. This paper analyzes the relation between real-world system, theoretical model, and simulation. It is argued that simulations do not explain processes in the real (...)
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  5. Margaret Morrison (2009). Models, Measurement and Computer Simulation: The Changing Face of Experimentation. Philosophical Studies 143 (1):33 - 57.
    The paper presents an argument for treating certain types of computer simulation as having the same epistemic status as experimental measurement. While this may seem a rather counterintuitive view it becomes less so when one looks carefully at the role that models play in experimental activity, particularly measurement. I begin by discussing how models function as “measuring instruments” and go on to examine the ways in which simulation can be said to constitute an experimental activity. By focussing on the connections (...)
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Are We in a Simulation?
  1. By Nick Bostrom (2003). Are We Living in a Computer Simulation? Philosophical Quarterly 53 (211):243–255.
    This paper argues that at least one of the following propositions is true: (1) the human species is very likely to go extinct before reaching a “posthuman” stage; (2) any posthuman civilization is extremely unlikely to run a significant number of simulations of their evolutionary history (or variations thereof); (3) we are almost certainly living in a computer simulation. It follows that the belief that there is a significant chance that we will one day become posthumans who run ancestor-simulations is (...)
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  2. Nick Bostrom (2009). The Simulation Argument: Some Explanations. Analysis 69 (3):458-461.
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  3. Anthony Brueckner (2008). The Simulation Argument Again. Analysis 68 (299):224–226.
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  4. David J. Chalmers (2005). The Matrix as Metaphysics. In Christopher Grau (ed.), Philosophers Explore the Matrix. Oxford University Press.
    The Matrix presents a version of an old philosophical fable: the brain in a vat. A disembodied brain is floating in a vat, inside a scientist’s laboratory. The scientist has arranged that the brain will be stimulated with the same sort of inputs that a normal embodied brain receives. To do this, the brain is connected to a giant computer simulation of a world. The simulation determines which inputs the brain receives. When the brain produces outputs, these are fed back (...)
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  5. Paul Franceschi, The Simulation Argument and the Self-Indication Assumption.
    I present in this paper a line of refutation of the Simulation Argument. I recall first Bostrom's Simulation Argument. I draw then a comparison between the Emerald Case and the core analogy underlying the Simulation Argument. I also discuss the justification of the Self-Indication Assumption and its relationship with the Simulation Argument. I show lastly that the Simulation Argument is a disguised reformulation of an application of an extended form of the Self-Indication Assumption to the situation related to the Simulation (...)
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  6. Robin Hanson, How To Live In A Simulation.
    People love to pretend, and to watch others pretending. From story-telling to plays to movies to virtual reality, we keep getting better at making people feel like they are watching imagined places and events. We also keep getting better at role-playing, i.e., creating enviroments where several people can see what happens when they all pretend they are different people in another time and place. Eventually such role-playing simulations may get so good that people will often forget that it is just (...)
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  7. Matthew Kotzen (forthcoming). Silins's Liberalism. Philosophical Studies.
    Nico Silins has proposed and defended a form of Liberalism about perception that, he thinks, is a good compromise between the Dogmatism of Jim Pryor and others, and the Conservatism of Roger White, Crispin Wright, and others. In particular, Silins argues that his theory can explain why having justification to believe the negation of skeptical hypotheses is a necessary condition for having justification to believe ordinary propositions, even though (contra the Conservative) the latter is not had in virtue of the (...)
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  8. By Nick Bostrom (2005). The Simulation Argument: Reply to Weatherson. Philosophical Quarterly 55 (218):90–97.
    I reply to some recent comments by Brian Weatherson on my 'simulation argument'. I clarify some interpretational matters, and address issues relating to epistemological externalism, the difference from traditional brain-in-a-vat arguments, and a challenge based on 'grue'-like predicates.
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  9. Alasdair M. Richmond (2008). Doomsday, Bishop Ussher and Simulated Worlds. Ratio 21 (2):201–217.
    This paper attempts three tasks in relation to Carter and Leslie's Doomsday Argument. First, it criticises Timothy Chambers' 'Ussherian Corollary', a striking but unsuccessful objection to standard Doomsday arguments. Second, it reformulates the Ussherian Corollary as an objection to Bradley Monton's variant Doomsday and Nick Bostrom's Simulation Argument. Finally, it tries to diagnose the epistemic/metaphysical problems facing Doomsday-related arguments.1.
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  10. Brian Weatherson (2003). Are You a Sim? Philosophical Quarterly 53 (212):425–431.
    Nick Bostrom argues that if we accept some plausible assumptions about how the future will unfold, we should believe we are probably not humans. The argument appeals crucially to an indifference principle whose precise content is a little unclear. I set out four possible interpretations of the principle, none of which can be used to support Bostrom’s argument. On the first two interpretations the principle is false, on the third it does not entail the conclusion, and on the fourth it (...)
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Virtual Reality
  1. Philip Brey (1999). The Ethics of Representation and Action in Virtual Reality. Ethics and Information Technology 1 (1):5-14.
    This essay addresses ethical aspects of the design and use of virtual reality (VR) systems, focusing on the behavioral options made available in such systems and the manner in which reality is represented or simulated in them. An assessment is made of the morality of immoral behavior in virtual reality, and of the virtual modeling of such behavior. Thereafter, the ethical aspects of misrepresentation and biased representation in VR applications are discussed.
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  2. David J. Chalmers (2005). The Matrix as Metaphysics. In Christopher Grau (ed.), Philosophers Explore the Matrix. Oxford University Press.
    The Matrix presents a version of an old philosophical fable: the brain in a vat. A disembodied brain is floating in a vat, inside a scientist’s laboratory. The scientist has arranged that the brain will be stimulated with the same sort of inputs that a normal embodied brain receives. To do this, the brain is connected to a giant computer simulation of a world. The simulation determines which inputs the brain receives. When the brain produces outputs, these are fed back (...)
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  3. Wes Cooper (1995). Virtual Reality and the Metaphysics of Self, Community and Nature. International Journal of Applied Philosophy 9 (2):1-14.
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  4. Richard Coyne (2007). Thinking Through Virtual Reality. Techné 10 (3):26-38.
    Critics and researchers apply various criteria to evaluate the efficacy of VR, including the conformity of VR environments to the character of place. I wish to add a further test: do VR environments enable thought? The paper thus applies to VR the controversial proposition advanced by Clark and others that thinking, i.e. human cognitive processes, are situated and spatial. As a further term in this mix I introduce the concept of non-place, as elucidated by Augé and propose that non-places can (...)
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  5. John Dilworth (2010). Realistic Virtual Reality and Perception. Philosophical Psychology 23 (1):23-42.
    Realistic uses of Virtual Reality (VR) technology closely integrate user training on virtual objects with VR-assisted user interactions with real objects. This paper shows how the Interactive Theory of Perception (ITP) may be extended to cover such cases. Virtual objects are explained as concrete models (CMs) that have an inner generation mechanism, and the ITP is used to explain how VR users can both perceive such local CMs, and perceptually represent remote real objects. Also, concepts of modeling and representation are (...)
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  6. Paul J. Ford (2001). A Further Analysis of the Ethics of Representation in Virtual Reality: Multi-User Environments. Ethics and Information Technology 3 (2):113-121.
    This is a follow-up article toPhilip Brey's ``The ethics of representation andaction in Virtual Reality'' (published in thisjournal in January 1999). Brey's call for moreanalysis of ethical issues of virtual reality(VR) is continued by further analyzing issuesin a specialized domain of VR – namelymulti-user environments. Several elements ofBrey's article are critiqued in order to givemore context and a framework for discussion.Issues surrounding representations ofcharacters in multi-user virtual realities aresurveyed in order to focus attention on theimportance of additional discussion andanalysis of (...)
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  7. William C. Frederick (1994). The Virtual Reality of Fact Vs. Value. Business Ethics Quarterly 4 (2):171-173.
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  8. Peter Horsfield (2003). Continuities and Discontinuities in Ethical Reflections on Digital Virtual Reality. Journal of Mass Media Ethics 18 (3 & 4):155 – 172.
    This article considers the ethical implications of digital virtual reality (DVR) within the context of the place of virtual reality in general in human life and development. This is elaborated through a comparative analysis of the continuity and discontinuity between virtual reality in other mediated forms and DVR. The important role played by virtual reality in human creativity and adaptation sets the context for considering the ethics of DVR in 4 main areas: epistemological questions, questions of distraction and displacement, the (...)
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  9. Jaron Lanier, A Vintage Virtual Reality Interview.
    Jaron Lanier: Maybe we should go over what Virtual Reality is. We are speaking about a technology that uses computerized clothing to synthesize shared reality. It recreates our relationship with the physical world in a new plane, no more, no less. It doesn't affect the subjective world; it doesn't have anything to do directly with what's going on inside your brain. It only has to do with what your sense organs perceive. The physical world, the thing on the other side (...)
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  10. Andreas Martin Lisewski (2006). The Concept of Strong and Weak Virtual Reality. Minds and Machines 16 (2).
    We approach the virtual reality phenomenon by studying its relationship to set theory. This approach offers a characterization of virtual reality in set theoretic terms, and we investigate the case where this is done using the wellfoundedness property. Our hypothesis is that non-wellfounded sets (so-called hypersets) give rise to a different quality of virtual reality than do familiar wellfounded sets. To elaborate this hypothesis, we describe virtual reality through Sommerhoff’s categories of first- and second-order self-awareness; introduced as necessary conditions for (...)
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  11. P. D. Magnus (2000). Reality, Sex, and Cyberspace. MacHack.
    Typical discussions of virtual reality (VR) fixate on technology for providing sensory stimulation of a certain kind. They thus fail to understand reality as the place wherein we live and work, misunderstanding it instead as merely a sort of presentation. The first half of the paper examines popular conceptions of VR. The most common conception is a shallow one according to which VR is a matter of simulating appearances. Yet there is, even in popular depictions, a second, more subtle conception (...)
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  12. Norman Mooradian (2006). Virtual Reality, Ontology, and Value. Metaphilosophy 37 (5):673-690.
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  13. Alain Morin, Use of Virtual Reality in an fMRI Study of Mentalizing.
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  14. Craig D. Murray & Michael S. Gordon (2001). Changes in Bodily Awareness Induced by Immersive Virtual Reality. CyberPsychology and Behavior 4 (3):365-371.
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  15. Maria V. Sanchez-Vives & Mel Slater (2005). From Presence to Consciousness Through Virtual Reality. Nature Reviews Neuroscience 6 (4):332-339.
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  16. William Seager (1995). Ground Truth and Virtual Reality: Hacking Vs. Van Fraassen. Philosophy of Science 62 (3):459-478.
    Hacking argues against van Fraassen's constructive empiricism by appeal to features of microscopic imaging. Hacking relies on both our practices involving imaging instruments and the structure of the images produced by these micropractices. Van Fraassen's reply is formally correct yet fundamentally unsatisfying. I aim to strengthen van Fraassen's reply, but must then extend constructive empiricism, specifically the central notion of "theoretical immersion." I argue that immersion is more analogous to entering a virtual reality than to learning a language. This metaphor (...)
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Computer Simulation and Virtual Reality, Misc
  1. Andrew A. Fingelkurts, Alexander A. Fingelkurts & Carlos F. H. Neves (2009). Brain and Mind Operational Architectonics and Man-Made “Machine” Consciousness. Cognitive Processing 10 (2):105-111.
    To build a true conscious robot requires that a robot’s “brain” be capable of supporting the phenomenal consciousness as human’s brain enjoys. Operational Architectonics framework through exploration of the temporal structure of information flow and inter-area interactions within the network of functional neuronal populations [by examining topographic sharp transition processes in the scalp electroencephalogram (EEG) on the millisecond scale] reveals and describes the EEG architecture which is analogous to the architecture of the phenomenal world. This suggests that the task of (...)
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  2. Barry Smith, Lowell Vizenor & James Schoening, Universal Core Semantic Layer.
    – The Universal Core (UCore) is a central element of the National Information Sharing Strategy that is supported by multiple U.S. Federal Government Departments, by the intelligence community, and by a number of other national and international institutions. The goal of the UCore initiative is to foster information sharing by means of an XML schema providing consensus representations for four groups of universally understood terms under the headings who, what, when, and where. We here describe a project to create an (...)
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