The ethics of representation and action in virtual reality
Ethics and Information Technology 1 (1):5-14 (1999)
| Abstract | 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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Marcus Johansson (2009). Why Unreal Punishments in Response to Unreal Crimes Might Actually Be a Really Good Thing. Ethics and Information Technology 11 (1).
Roberto Diodato (2012). Aesthetics of the Virtual. State University of New York Press.
Craig D. Murray & Michael S. Gordon (2001). Changes in Bodily Awareness Induced by Immersive Virtual Reality. CyberPsychology and Behavior 4 (3):365-371.
Andreas Martin Lisewski (2006). The Concept of Strong and Weak Virtual Reality. Minds and Machines 16 (2).
Peter Horsfield (2003). Continuities and Discontinuities in Ethical Reflections on Digital Virtual Reality. Journal of Mass Media Ethics 18 (3 & 4):155 – 172.
Beth Coleman (2011). Hello Avatar. Mit Press.
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.
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