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  1. Agustín Araya (1997). Technological Change and Ontological Transformations: The Case of Virtual Reality. Ludus Vitalis 2 (UMERO ESPECIAL):221-239.
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  2. Banff Centre for the Arts (1991). Virtual Seminar on the Bioapparatus. Monograph Collection (Matt - Pseudo).
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  3. Uziel Awret (2012). Introduction to Singularity Edition of JCS. Journal of Consciousness Studies 19 (1-2):7-15.
  4. Izabela Bondecka-Krzykowska (2012). Uwagi na temat ontologii wirtualnej rzeczywistości. Filozofia Nauki 4.
    The article is an attempt at collecting some views on ontology of virtual reality (VR). Two types of definitions of virtual reality are discussed and compared: technological (concentrated on technical features of VR) and psychological (concentrated on people’s experiences with VR). In the paper features of virtual reality such as: interaction, artificiality, simulation, full body immersion, networked communications, telepresence and immersion are presented as forming differentia specifica of virtual reality. The main studied issues are ontological problems connected with virtual reality (...)
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  5. Thorsten Botz-Borstein (2004). Virtual Reality and Dreams. Philosophy in the Contemporary World 11 (2):1-10.
    The virtual annuls all suspension of time that could, through its tragic or stylistic character, confer to time an existential value. This condition is contrasted with time as it functions in dreams. On the grounds of these observations it is shown that there are resemblances between “autistic” symptoms and the virtual world.
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  6. Philip Brey (1999). Ethische Aspecten van Virtual Reality - Ontwerpers van Virtual Reality Kunnen Zeer Intensieve Ervaringen Teweegbrengen. Ze Hebben Hiervoor Een Verantwoordelijkheid, Vooral Als de Virtual Reality is Bedoeld Voor Opleiding En Training. Filosofie En Praktijk 20:31-44.
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  7. 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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  8. Pavel Büchler, Scotland) Tramway Glasgow & Glasgow School of Art (1994). Words in Their Natural Setting. Tramway in Collaboration with School of Fine Art, Glasgow School of Art.
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  9. Robert Burch (2001). Langan, Thomas. Surviving the Age of Virtual Reality. Review of Metaphysics 55 (1):147-148.
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  10. Annamaria Carusi (2011). Trust in the Virtual/Physical Interworld. In Charles Ess & May Thorseth (eds.), Trust in Virtual Worlds: Contemporary Perspectives. Peter Lang.
    The borders between the physical and the virtual are ever-more porous in the daily lives of those of us who live in Internet enabled societies. An increasing number of our daily interactions and transactions take place on the Internet. Social, economic, educational, medical, scientific and other activities are all permeated by the digital in one or other kind of virtual environment. Hand in hand with the ever-increasing reach of the Internet, the digital and the virtual, go concerns about trust. In (...)
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  11. David J. Chalmers (2005). The Matrix as Metaphysics. In Christopher Grau (ed.), Philosophers Explore the Matrix. Oxford University Press. 132.
    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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  12. Dr C. Coelho, Prof J. G. Tichon, Dr T. J. Hine, Dr G. M. Wallis & Prof G. Riva (2006). [Book Chapter].
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  13. Dr C. Coelho, Prof J. G. Tichon, Dr T. J. Hine, Dr G. M. Wallis & Prof G. Riva (2006). Media Presence and Inner Presence: The Sense of Presence in Virtual Reality Technologies. In [Book Chapter].
    Abstract. Presence is widely accepted as the key concept to be considered in any research involving human interaction with Virtual Reality (VR). Since its original description, the concept of presence has developed over the past decade to be considered by many researchers as the essence of any experience in a virtual environment. The VR generating systems comprise two main parts: a technological component and a psychological experience. The different relevance given to them produced two different but coexisting visions of presence: (...)
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  14. Jon Cogburn & Mark Silcox (2014). Against Brain-in-a-Vatism: On the Value of Virtual Reality. Philosophy and Technology 27 (4):561-579.
    The term “virtual reality” was first coined by Antonin Artaud to describe a value-adding characteristic of certain types of theatrical performances. The expression has more recently come to refer to a broad range of incipient digital technologies that many current philosophers regard as a serious threat to human autonomy and well-being. Their concerns, which are formulated most succinctly in “brain in a vat”-type thought experiments and in Robert Nozick's famous “experience machine” argument, reflect a fundamental misunderstanding of the way that (...)
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  15. Beth Coleman (2011). Hello Avatar. Mit Press.
    What is an avatar -- More than just another pretty face : the avatar effect -- Interview with the virtual cannibal -- Virtual presence -- X-reality, a conclusion.
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  16. Wes Cooper (1995). Michael Heim, The Metaphysics of Virtual Reality. [REVIEW] Philosophy in Review 15:42-44.
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  17. 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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  18. Wes Cooper (1995). Michael Heim, The Metaphysics of Virtual Reality Reviewed By. Philosophy in Review 15 (1):42-44.
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  19. Richard Coyne (2007). Thinking Through Virtual Reality. Techne 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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  20. Nydza Correa De Jesus (1999). Genealogies of the Self in Virtual-Geographical Reality. In Ian Parker & Ángel J. Gordo-López (eds.), Cyberpsychology. Routledge.
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  21. 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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  22. Pascal Drovix, The Reality of Virtual Reality.
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  23. Juan Duchesne (1997). From Virtual Reality to the Unimaginable Body of the Image: Teresa of Avila's Interior Castle. The European Legacy 2 (4):742-748.
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  24. M. Elton (1998). I Can't Believe It's Not Real: Reflections on Virtual Reality'. Ends and Means 3 (1):21-8.
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  25. Woody Evans (2011). Information Dynamics in Virtual Worlds: Gaming and Beyond. Chandos.
    Presents a broad examination of the nature of virtual worlds and the potential they provide in managing and expressing information practices through that medium, grounding information professionals and students of new media in the fundamental elements of virtual worlds and online gaming. The book details the practical issues in finding and using information in virtual environments and presents a general theory of librarianship as it relates to virtual gaming worlds. It is encompassed by a set of best practice methods that (...)
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  26. Thomas Folsom, Defining Cyberspace (Finding Real Virtue in the Place of Virtual Reality).
    The law has neither defined cyberspace nor its values. As a result, the attempt to apply legal rules of "ordinary" space to cyberspace fails to address either the ordinary or the extraordinary features of the new space. This Article proposes that cyberspace be defined as an embodied switched network for moving information traffic, further characterized by degrees of access, navigation, information-activity, augmentation (and trust). Legal conflicts, whether sounding in contract, trademark, copyright, personal jurisdiction, choice of law, or some other basis, (...)
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  27. Paul J. Ford (2001). A Further Analysis of the Ethics of Representation in Virtual Reality: Multi-User Environments. [REVIEW] 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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  28. Paul Jason Ford (2000). Virtual Shifts in Disabling Realities: Disability, Computer-Mediated Environments, and Selves. Dissertation, Vanderbilt University
    The development of multi-user, three-dimensional, graphical, persistent, synchronous, computer environments---such as multi-user virtual realities---has raised a variety of difficult ethical problems. These issues include tensions between virtual and real communities, good ways of representing oneself and one's environment, and balancing design values, appropriate behavior and social impacts. In order to have good policies, appropriate use, and quality development for these environments, we must explore both their technological and moral aspects. We must not take for granted the nature of either electronic (...)
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  29. William C. Frederick (1994). The Virtual Reality of Fact Vs. Value. Business Ethics Quarterly 4 (2):171-173.
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  30. Geert Gooskens (2011). Beyond Good and Evil? Morality in Video Games. Philosophical Writings (1):37-44.
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  31. Geert Gooskens (2010). Where Am I? The Problem of Bilocation in Virtual Environments. Postgraduate Journal of Aesthetics 7 (3):13-24.
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  32. Oliver Grau (2000). New Images From Life: Virtual Reality, Genetic and Transgenic Art. Art Inquiry. Recherches Sur les Arts 2:7-26.
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  33. Efthimios Harokopos, Virtual Gravity and the Duality of Reality.
    It is shown that a hypothesis about gravity having a virtual cause implies there are two primary reference frames, a reality and a functional virtual reality and an equivalence principle relating the two is postulated. A mathematical expression relating the primary reference frames to the state of reality provides an explanation of particle-wave duality and resolves the controversy about the speed of gravity. A model for motion, time and particle formation is briefly discussed, in which the hypothesis about the virtual (...)
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  34. Michael Heim (1998). Virtual Reality. In Michael Kelly (ed.), Encyclopedia of Aesthetics. Oxford University Press. 4--442.
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  35. Sandra K. Helsel & Judith Paris Roth (1991). Virtual Reality Theory, Practice, and Promise. Monograph Collection (Matt - Pseudo).
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  36. Mellissa Henry (2013). Discovering Ethics Through Virtual Reality. Questions 13:18-20.
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  37. O. Herec (2003). An Explorer of Virtual Reality. Filozofia 58:636-655.
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  38. Kenneth James Hillis (1996). Geography, Identity, and Embodiment in Virtual Reality. Dissertation, The University of Wisconsin - Madison
    Virtual Reality is a hybrid term that refers to immersive and non-immersive forms of interactive Information Technology, as well as the environments these technologies construct. Virtual environments are iconographic representational spaces that propose particular geographic illusions and fantasies. Virtual Reality promotes a long-standing belief that absolute space exerts independent force. However, the technology also suggests that personal control over space can be achieved in a relational or even relative fashion. Virtual Reality makes a semi-explicit claim that it organizes a place (...)
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  39. Steven R. Holtzman (1994). Digital Mantras the Languages of Abstract and Virtual Worlds. Monograph Collection (Matt - Pseudo).
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  40. 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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  41. Noah M. Horwitz (2003). The Reality of the Virtual: Continental Philosophy and the Digital Age. Dissertation, Loyola University of Chicago
    What is the 'virtual'? While the 'virtual' in its traditional, metaphysical determination has been construed as something illusory or 'less real' , if the virtual poses a contemporary question, it is because the new computer-mediated phenomena for which this term is currently invoked do not lack reality, but rather have a specific reality unto themselves. For this reason, instead of trying to understand virtual reality as a secondary or illusory world, it is rather, for us, a question of determining the (...)
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  42. Jerome Iglowitz (2010). Virtual Reality: Consciousness Really Explained! (Third Edition). JERRYSPLACE Publishing.
    Employing the ideas of modern mathematics and biology, seen in the context of Ernst Cassirer's "Symbolic Forms, the author presents an entirely new and novel solution to the classical mind-brain problem. This is a "hard" book, I'm sorry, but it is the problem itself, and not me which has made it so. I say that Dennett, and, indeed, the whole of academia is wrong.
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  43. T. Johnson (1994). Spiritual Franciscan Classics and Religious Formation in the Age of Virtual Reality and Infomania. Miscellanea Francescana 94 (1-2):3-19.
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  44. Christopher Kalff, Thomas Hills & Jan M. Wiener (2010). Human Foraging Behavior: A Virtual Reality Investigation on Area Restricted Search in Humans. In S. Ohlsson & R. Catrambone (eds.), Proceedings of the 32nd Annual Conference of the Cognitive Science Society. Cognitive Science Society. 168--173.
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  45. Scott Kaper (1998). The Future of the Dream Body in Virtual Reality. Janus Head 1 (1).
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  46. Damien Keown (1998). Embodying Virtue: A Buddhist Perspective on Virtual Reality. In John Wood (ed.), The Virtual Embodied: Presence/Practice/Technology. Routledge. 76--87.
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  47. Nebojsa Kujundzic (2001). Virtual Reality and Metastable Interactivity. Ends and Means 5 (1):25.
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  48. Neb Kujunszic (2001). Virtual Reality and Metastable Interactivity. Ends and Means 5 (1).
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  49. Thomas Langan (2000). Surviving the Age of Virtual Reality. University of Missouri.
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  50. 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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