In this paper I develop the thesis that dreams are essential to an understanding of waking consciousness. In the first part I argue in opposition to the philosophers Malcolm and Dennett that empirical evidence now shows dreams to be real conscious experiences. In the second part, three questions concerning consciousness research are addressed. (1) How do we isolate the system to be explained (consciousness) from other systems? (2) How do we describe the system thus isolated? (3) How do we reveal (...) the mechanisms on which this system is based? I suggest that empirical dream research combined with other empirical approaches can help us to sketch answers to all of these questions. I argue that the subjective form of dreams reveals the subjective, macro-level form of consciousness in general and that both dreams and the everyday phenomenal world may be thought of as constructed “virtual realities”. A major task for empirical consciousness research is to find out the mechanisms which bind this experienced world into a coherent whole. (shrink)
This paper presents a framework for discussing issues of ownership in connection to virtual worlds. We explore how divergent interests in virtual property can be mediated by applying a constructivist perspective to the concept ownership. The simple solutions offered today entail that a contract between the game producer and the gamer gives the game developer exclusive rights to all virtual property. This appears to be unsatisfactory. A number of legitimate interests on part of both producers and gamers (...) may be readily distinguished. More complex distributions of rights would allow many of these interests to be consistently respected. (shrink)
Paul Churchland's book (hereafter ER)is an entertaining and instructive advertisement for a "neurocomputational" vision of how the brain (and mind) works. While we agree with its general thrust, and commend its lucid pedagogy on a host of difficult topics, we note that such pedagogy often exploits artificially heightened contrast, and sometimes the result is a misleading caricature instead of a helpful simplification. In particular, Churchland is eager to contrast the explanation of consciousness that can be accomplished by his "aspiring new (...) structural and dynamic cognitive prototype: recurrent PDP networks" (p.266) with what strikes him as the retrograde introduction by Dennett of a virtual von Neumannesque machine--a "failed prototype"--as the key element in an explanation of human consciousness (in
_Consciousness_
_Explained_, 1991, hereafter, CE). We will try to show that by oversimplifying Dennett's alternative, he has taken a potential supplement to his own view--a much needed supplement--and transformed it in his imagination into a subversive threat. In part 1, we will expose and correct the mistaken contrasts. In part 2, we will compare the performance of the two views on Churchland's list of seven features of consciousness any theory must account for, showing that Dennett's account provides more than Churchland has recognized, and indeed offers answers to key questions that Churchland's account is powerless to address. At that point, Churchland's project and Dennett's could be seen to collaborate in a useful division of labor instead of being in mortal combat, were it not for what appears to be a fairly major disagreement about consciousness in non-human animals. Part 3 briefly examines this issue. It may be due to a misunderstanding, which when cleared up might restore the happy prospect of unification. (shrink)
Replication or even modelling of consciousness in machines requires some clarifications and refinements of our concept of consciousness. Design of, construction of, and interaction with artificial systems can itself assist in this conceptual development. We start with the tentative hypothesis that although the word “consciousness” has no well-defined meaning, it is used to refer to aspects of human and animal informationprocessing. We then argue that we can enhance our understanding of what these aspects might be by designing and building (...) class='Hi'>virtual-machine architectures capturing various features of consciousness. This activity may in turn nurture the development of our concepts of consciousness, showing how an analysis based on information-processing virtual machines answers old philosophical puzzles as well enriching empirical theories. This process of developing and testing ideas by developing and testing designs leads to gradual refinement of many of our pre-theoretical concepts of mind, showing how they can be construed as implicitly “architecture-based” concepts. Understanding how humanlike robots with appropriate architectures are likely to feel puzzled about qualia may help us resolve those puzzles. The concept of “qualia” turns out to be an “architecture-based” concept, while individual qualia concepts are “architecture-driven”. (shrink)
This paper reports on an ongoing ARC Discovery Project that is conducting design research into learning in collaborative virtual worlds (CVW).The paper will describe three design components of the project: (a) pedagogical design, (b)technical and graphics design, and (c) learning research design. The perspectives of each design team will be discussed and how the three teams worked together to produce the CVW. The development of productive failure learning activities for the CVW will be discussed and there will be an (...) interactive demonstration of the project's CVW. (shrink)
Whilst some philosophical progress has been made on the ethical evaluation of playing video games, the exact subject matter of this enquiry remains surprisingly opaque. ‘Virtual murder’, simulation, representation and more are found in a literature yet to settle into a tested and cohesive terminology. Querying the language of the virtual in particular, I suggest that it is at once inexplicit and laden with presuppositions potentially liable to hinder anyone aiming to construct general philosophical claims about an ethics (...) of gameplay, for whom assumptions about the existence of ‘virtual’ counterparts to morally salient phenomena may prove untrustworthy. Ambiguously straddling the pictorial and the performative aspects of video gaming, the virtual leaves obscure the ways in which we become involved in gameplay, and particularly the natures of our intentions and attitudes whilst grappling with a game; furthermore, it remains unclear how we are to generalise across encounters with the virtual. I conclude by briefly noting one potential avenue of further enquiry into our modes of participation in games: into the differences which a moral examination of playfulness might make to ethical evaluation. (shrink)
Most philosophers appear to have ignored the distinction between the broad concept of Virtual Machine Functionalism (VMF) described in Sloman&Chrisley (2003) and the better known version of functionalism referred to there as Atomic State Functionalism (ASF), which is often given as an explanation of what Functionalism is, e.g. in Block (1995). -/- One of the main differences is that ASF encourages talk of supervenience of states and properties, whereas VMF requires supervenience of machines that are arbitrarily complex networks of (...) causally interacting (virtual, but real) processes, possibly operating on different time-scales, examples of which include many different procesess usually running concurrently on a modern computer performing various tasks concerned with handling interfaces to physical devices, managing the file system, dealing with security, providing tools, entertainments, and games, and possibly processing research data. Another example of VMF would be the kind of functionalism involved in a large collection of possibly changing socio-economic structures and processes interacting in a complex community, and yet another is illustrated by the kind of virtual machinery involved in the many levels of visual processing of information about spatial structures, processes, and relationships (including percepts of moving shadows, reflections, highlights, optical-flow patterns and changing affordances) as you walk through a crowded car-park on a sunny day: generating a whole zoo of interacting qualia. (Forget solitary red patches, or experiences thereof.) -/- Perhaps VMF should be re-labelled "Virtual MachinERY Functionalism" because the word 'machinery' more readily suggests something complex with interacting parts. VMF is concerned with virtual machines that are made up of interacting concurrently active (but not necessarily synchronised) chunks of virtual machinery which not only interact with one another and with their physical substrates (which may be partly shared, and also frequently modified by garbage collection, metabolism, or whatever) but can also concurrently interact with and refer to various things in the immediate and remote environment (via sensory/motor channels, and possible future technologies also). I.e. virtual machinery can include mechanisms that create and manipulate semantic content, not only syntactive structures or bit patterns as digital virtual machines do. (shrink)
Over the past decade, teaching and learning in virtual worlds has been at the forefront of many higher education institutions around the world. The DEHub Virtual Worlds Working Group (VWWG) consisting of Australian and New Zealand higher education academics was formed in 2009. These educators are investigating the role that virtual worlds play in the future of education and actively changing the direction of their own teaching practice and curricula. 47 academics reporting on 28 Australian higher education (...) institutions present an overview of how they have changed directions through the effective use of virtual worlds for diverse teaching and learning activities such as business scenarios and virtual excursions, role-play simulations, experimentation and language development. The case studies offer insights into the ways in which institutions are continuing to change directions in their teaching to meet changing demands for innovative teaching, learning and research in virtual worlds. This paper highlights the ways in which the authors are using virtual worlds to create opportunities for rich, immersive and authentic activities that would be difficult or not possible to achieve through more traditional approaches. (shrink)
The political modernity witnessed the government change of its practices through a growing insertion of life at the center of public management. This biopolitical turn unleashed a series of new processes and dynamics in society which have as primary goal the regulatory intervention of life. This paper will present a specific unleashment: the profusion of virtual exception spaces in which reigns the policy of silence. Virtual is here understood in its computational sense, as that reality which exists only (...) as world simulation of life through a set of electronic devices (hardware). Faced with the imperative to communicate in a continuous transmission of speech, through the abundant social networks, the contemporary witnesses the transformation of language into noise. Although we think we have more possibilities of expression, in fact we help to build a scenario in which the hallucinating reproduction of the word creates a polyphonic sound that resembles a continuous noise and prevents us from discerning the well-said from the badly-said. Given this, we ask ourselves about the danger that the world, its essential openness and the real would sink into virtual violence that touches us through policies of silence. (shrink)
This paper presents the intelligent virtual animals that inhabit Omosa, a virtual learning environment to help secondary school students learn how to conduct scientific inquiry and gain concepts from biology. Omosa supports multiple agents, including animals, plants, and human hunters, which live in groups of varying sizes and in a predator-prey relationship with other agent types (species). In this paper we present our generic agent architecture and the algorithms that drive all animals. We concentrate on two of our (...) animals to present how different parameter values affect their movements and inter/intra-group interactions. Two evaluations studies are included: one to demonstrate the effect of different components of our architecture; another to provide domain expert validation of the animal behavior. (shrink)
The Virtual Embodied is intended to inform and provoke. It juxtaposes cutting-edge theories, polemics, and creative practices to uncover ethical, aesthetic and ecological implications of why, how and in particular where, human actions, observations and insights take place. It refuses simply to hold a euphoric view of technology yet equally resists the apocalyptic scorn which surrounds the new. The contributors use a range of interdisciplinary strategies to point to a re-worked aesthetic for embodying knowledge and explore such areas as (...) colonialism and the internet, the virtual unconscious in electronic systems, theatre as a virtual space, 'information' and the capitalist society, ecstatic bodies and the rave scene, desire and the 'virtual comfort' zone. In The Virtual Embodied many of the authors, artists, performers and designers apply their interdisciplinary passions to questions of embodied knowledge and virtual space. (shrink)
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 the increasing numbers of cross-disciplinary attempts to understand the way that the Internet is changing our societies, ‘trust’ is a truly cross-boundary word, used just as frequently by computer scientists as it is by economists, sociologists and philosophers. Concerns in the name of trust are articulated about the objects and artefacts found, accessed or bought on the Internet, about the people with whom we interact on the interact, and about the technological systems and infrastructures that enable us to carry out activities of different types. -/- This paper reflects on the implications for trust of the way we shape our technologies and they in turn shape us, for example, in the way we trust and the extent to which we can trust ourselves as trusters. The account I am working towards is an ecological and co-evolutionary view of trust and technologies, which attempts to hold in view the complex inter-relationships between the agents and other entities within and across environments. First, I consider the ways in which problems of justifying trust are analogous to problems of justifying knowledge, and claim that trust, like knowledge, cannot be justified from an external position. Second, I outline an account of internal relations drawn from phenomenology. This is followed by a discussion of three aspects of trust which are internally related to it: value, reason and morality. (shrink)
From an ethnomethodological perspective, this article describes social actors’ everyday and virtual stances in terms of their practices of provisional doubt and belief for the purpose of fact-establishment. Facts are iterated, reinforced, elaborated, and transformed via phenomenal practices configuring relations of equipment, interpretation, and method organized as “other” than, but relevant to, the everyday. Such practices in scientific research involve forms of suspended belief; in other areas they can instead involve forms of suspended doubt. As an illuminating example of (...) this latter class of virtual fact-establishment practices, I offer an extended analysis of the “yes; and…” principle of information-establishment used in improvisational theatre to progressively develop the content of a performance. (shrink)
Multi-user online environments involve millions of participants world-wide. In these online communities participants can use their online personas – avatars – to chat, fight, make friends, have sex, kill monsters and even get married. Unfortunately participants can also use their avatars to stalk, kill, sexually assault, steal from and torture each other. Despite attempts to minimise the likelihood of interpersonal virtual harm, programmers cannot remove all possibility of online deviant behaviour. Participants are often greatly distressed when their avatars are (...) harmed by other participants’ malicious actions, yet there is a tendency in the literature on this topic to dismiss such distress as evidence of too great an involvement in and identification with the online character. In this paper I argue that this dismissal of virtual harm is based on a set of false assumptions about the nature of avatar attachment and its relation to genuine moral harm. I argue that we cannot dismiss avatar attachment as morally insignificant without being forced to also dismiss other, more acceptable, forms of attachment such as attachment to possessions, people and cultural objects and communities. Arguments against according moral significance to virtual harm fail because they do not reflect participants’ and programmers’ experiences and expectations of virtual communities and they have the unintended consequence of failing to grant significance to attachments that we take for granted, morally speaking. Avatar attachment is expressive of identity and self-conception and should therefore be accorded the moral significance we give to real-life attachments that play a similar role. (shrink)
Contra Derek Parfit’s psychological continuity theory, I argue for an externalist conception of what matters in the survival of persons over time. Specifically, I claim that what matters in the survival of persons is the continuation of what I call their “life trajectories.” This condition on the quasi-continuation of the diachronic identity of persons comes from considering the implications of what certain kinds of cases of “complete virtual immersion”-- the immersion of a psychological subject in a completely virtual (...) world, a world in which experiences are de-correlated with events in the objective world. This hypothesis results in some fairly strong conditions on the synchronic identity of persons, conditions that demonstrate that psychological continuity over time is insufficient for having what matters in survival. Of course, the idea that externalist constraints are important in a complete account of what is metaphysically necessary for maintaining persons and what matters in their survival is not new, but I propose my own specific theory about how to understand these constraints. What’s more, I explain in detail why incorporating externalist constraints in an account of what matters in survival proves to rule out fission as a case in which we have what matters equally as much as we do in single case, and unlike the traditional way of rejecting these cases, I do so without requiring a commitment to an identity theory of what matters. The view I offer can also explain our reactions to different virtual immersion scenarios. Therefore, simply on explanatory grounds alone, my view is to be preferred over pure psychological continuity theories. (shrink)
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.
The United States Supreme Court hasrecently ruled that virtual child pornographyis protected free speech, partly on the groundsthat virtual pornography does not harm actualchildren. I review the evidence for thecontention that virtual pornography might harmchildren, and find that it is, at best,inconclusive. Saying that virtual childpornography does not harm actual children isnot to say that it is completely harmless,however. Child pornography, actual or virtual,necessarily eroticizes inequality; in a sexistsociety it therefore contributes to thesubordination of women.
In this essay I critique a particular reading of Bergson that places an excessive weight on the concept of the ‘virtual’. Driven by the popularity of Deleuze’s use of the virtual, this image of Bergson (seen especially through his text of 1896, Matter and Memory, where the idea is introduced) generates an imbalance that fails to recognise the importance of concepts of actuality, like space or psychology, in his other works. In fact, I argue that the virtual (...) is not the key concept for Bergsonism and that there is a good deal of evidence in Bergson’s other writings, especially those connected with his actualist notion of ‘refraction’, to think of him as a perspectivist philosopher. Moreover, it will be seen that Virtualism resides within an economy of reflection that is subsumed within the broader paradigm of Actualist refraction. Taking these optical metaphors seriously, the virtual becomes a perspectival image seen from an actual position, or rather, an interacting set of actual positions. This interaction is termed ‘virtualization’, denoting the substitution of a substantive conception with a processual one. In the first two parts of the essay, I direct my remarks more towards Deleuzian readings of the actual rather than Deleuze himself (Deleuze is so open about the biases he brings to his reading of Bergson as to be beyond criticism). In the second two sections, I pursue a philosophical argument for the probity of a non-Virtualist position as such within philosophy, based upon the concept of refraction. This is done not only because it is important that we remain open to other readings of Bergson that are not so heavily mediated in one direction, but also in view of the power of refraction as a new concept for reconciling actual modes such as molar identity, the present, and extension, with their virtual opposites. (shrink)
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 consciousness in terms of higher cognitive functions. We then propose a representation of first- and second-order self-awareness through sets, and assume that these sets, which we call events, originally form a collection of wellfounded sets. Strong virtual reality characterizes virtual reality environments which have the limited capacity to create only events associated with wellfounded sets. In contrast, the logically weaker and more general concept of weak virtual reality characterizes collections of virtual reality mediated events altogether forming an entirety larger than any collection of wellfounded sets. By giving reference to Aczel’s hyperset theory we indicate that this definition is not empty because hypersets encompass wellfounded sets already. Moreover, we argue that weak virtual reality could be realized in human history through continued progress in computer technology. Finally, within a more general framework, we use Baltag’s structural theory of sets (STS) to show that within this hyperset theory Sommerhoff’s first- and second-order self-awareness as well as both concepts of virtual reality admit a consistent mathematical representation. To illustrate our ideas, several examples and heuristic arguments are discussed. (shrink)
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 epiphenomenal ectoplasm. I argue instead that virtual objects are "supervenient objects". The stereotypical example of supervenient objects is the statue and the lump of clay. To this end I propose a theory of supervenient objects. Then I turn to persons and mental states. I argue that my mental states are virtual states of a cognitive virtual machine implemented on my body, and a person is a supervenient object supervening on his cognitive virtual machine. (shrink)
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 distinguished. The paper concludes with suggestions as to how the ITP methodology developed here could be extended to iconic external representations and models generally. (shrink)
Informed by the philosophy of the virtual, Keith Ansell Pearson offers up one of the most lucid and original works on the central philosophical questions. He asks that if our basic concepts on what it means to be human are wrong then, what is this to mean for our ideas of time, being, consciousness? A critical examination ensues, one informed by a multitude of responses to a large number of philosophers. Under discussion is the mathematical limits as found in (...) Russell, questions on Relativity, Kant's notion of judgement, Popper, Dennett, Dawkins and Proust. He brings into the rapport the concepts of Bergson and their explosive insights into the idea of time. (shrink)
When certain formal symbol systems (e.g., computer programs) are implemented as dynamic physical symbol systems (e.g., when they are run on a computer) their activity can be interpreted at higher levels (e.g., binary code can be interpreted as LISP, LISP code can be interpreted as English, and English can be interpreted as a meaningful conversation). These higher levels of interpretability are called "virtual" systems. If such a virtual system is interpretable as if it had a mind, is such (...) a "virtual mind" real? This is the question addressed in this "virtual" symposium, originally conducted electronically among four cognitive scientists: Donald Perlis, a computer scientist, argues that according to the computationalist thesis, virtual minds are real and hence Searle's Chinese Room Argument fails, because if Searle memorized and executed a program that could pass the Turing Test in Chinese he would have a second, virtual, Chinese-understanding mind of which he was unaware (as in multiple personality). Stevan Harnad, a psychologist, argues that Searle's Argument is valid, virtual minds are just hermeneutic overinterpretations, and symbols must be grounded in the real world of objects, not just the virtual world of interpretations. Computer scientist Patrick Hayes argues that Searle's Argument fails, but because Searle does not really implement the program: A real implementation must not be homuncular but mindless and mechanical, like a computer. Only then can it give rise to a mind at the virtual level. Philosopher Ned Block suggests that there is no reason a mindful implementation would not be a real one. (shrink)
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 of your sense organs, is received through these five holes, the eyes, and the ears, and the nose, and the mouth, and the skin. They're not holes, actually, and there are many more senses than five but that's the old model, so we'll just stick with it for now. (shrink)
This paper sketches out what I take to be the component elements of Deleuze’s concept of the virtual. Deleuze develops this concept in his 1968 Difference and Repetition, in which he offers a critique, following Bergson, of the concept of the possible. The virtual-actual couple is thus meant to replace the possible-real opposition, which is incapable of accounting for difference, or the production of new. In this way, I how that Deleuze develops the concept of the virtual (...) in response to Salomon Maimon’s claim, against Kant, that transcendental philosophy must provide the conditions of real experience, and not merely the conditions of possible experience. (shrink)
It is widely accepted that embodiment is crucial for any self-aware agent. What is less obvious is whether the body has to be real, or whether a virtual body will do. In that case the notion of embodiment would be so attenuated as to be almost indistinguishable from disembodiment. In this article I concentrate on the notion of embodiment in human agents. Could we be disembodied, having no real body, as brains-in-a-vat with only a virtual body? Thought experiments (...) alone will not suffice to answer this Cartesian question. I will draw on both philosophical arguments and empirical data on phantom phenomena. My argument will proceed in three steps. Firstly I will show that phantom phenomena provide a prima facie argument that real embodiment is not necessary for a human being. Secondly I will give a philosophical argument that real movement must precede the intention to move and to act. Agents must at least have had real bodies once. Empirical data seems to bear this out. Finally, however, I will show that a small number of aplasic phantom phenomena undermines this last argument. Most people must have had a real body. But for some people a partly virtual, unreal, phantom body seems to suffice. Yet though there is thus no knockdown argument that we could not be brains-in-a-vat, we still have good reasons to suppose that embodiment must be real, and not virtual. (shrink)
Based on a modern reading of Aristotle’s theory of friendship, we argue that virtual friendship does not qualify as genuine friendship. By ‘virtual friendship’ we mean the type of friendship that exists on the internet, and seldom or never is combined with real life interaction. A ‘traditional friendship’ is, in contrast, the type of friendship that involves substantial real life interaction, and we claim that only this type can merit the label ‘genuine friendship’ and thus qualify as morally (...) valuable. The upshot of our discussion is that virtual friendship is what Aristotle might have described as a lower and less valuable form of social exchange. (shrink)
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 content of DVR, and questions of power. (shrink)
: This paper juxtaposes Deleuze's notion of the virtual alongside Oyama's notion of a developmental system in order to explore the promises and perils of thinking bodily identity as indeterminate at a time when new technologies render bodily ambiguity increasingly productive of both economic profit and power relations.
This chapter outlines a new argument for the view that language has a cognitive role. I suggest that humans exhibit two distinct kinds of belief state, one passively formed, the other actively formed. I argue that actively formed beliefs (_virtual beliefs_, as I call them) can be identified with _premising policies_, and that forming them typically involves certain linguistic operations. I conclude that natural language has at least a limited cognitive role in the formation and manipulation of virtual beliefs.
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 specialized aspects of VR. (shrink)
Artificial life can take two forms: synthetic and virtual. In principle, the materials and properties of synthetic living systems could differ radically from those of natural living systems yet still resemble them enough to be really alive if they are grounded in the relevant causal interactions with the real world. Virtual (purely computational) "living" systems, in contrast, are just ungrounded symbol systems that are systematically interpretable as if they were alive; in reality they are no more alive than (...) a virtual furnace is hot. Virtual systems are better viewed as "symbolic oracles" that can be used (interpreted) to predict and explain real systems, but not to instantiate them. The vitalistic overinterpretation of virtual life is related to the animistic overinterpretation of virtual minds and is probably based on an implicit (and possibly erroneous) intuition that living things have actual or potential mental lives. (shrink)
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 assimilates instrument-based practice as well as theoretical debate and explanation, and can provide an anti-realist view of our micro-practices consonant with constructive empiricism. (shrink)
This article uses a notorious incident within the computer program EVE Online to exemplify and facilitate discussion of the metaphysics of virtual worlds and the morality of user behavior. The first section examines various frameworks used to understand virtual worlds, and emphasizes those which recognize virtual worlds as legal contracts, as representational worlds, and as media for communication. The second section draws on these frameworks to analyze issues of virtual theft and virtual betrayal arising in (...) the EVE incident. The article concludes by arguing that, in the absence of countervailing contractual obligations, users of virtual worlds have the same de facto duties to each other as they do in mediated and real environments. (shrink)
This paper argues that Moore's principle of organic unities is false. Advocates of the principle have failed to take note of the distinction between actual intrinsic value and virtual intrinsic value. Purported cases of organic unities, where the actual intrinsic value of a part of a whole is allegedly defeated by the actual intrinsic value of the whole itself, are more plausibly seen as cases where the part in question has no actual intrinsic value but instead a plurality of (...) merely virtual intrinsic values. (shrink)
Many of the psychological studies carried out within virtual environments are motivated by the idea that virtual research findings are generalizable to the non-virtual world. This idea is vulnerable to the paradox of fiction, which questions whether it is possible to express genuine emotion toward a character (or event) known to be fictitious. As many of these virtual studies are designed to elicit, broadly speaking, emotional responses through interactions with fictional characters (avatars) or objects/places, the issue (...) raised by the paradox seems particularly apt. This paper assesses the extent to which the paradox of fiction constitutes a legitimate challenge to psychological research within virtual environments, and argues that any alleged conflict is in fact a product of an overly simplistic view of emotions which a more complete understanding resolves. Moreover, through a more detailed analysis of why the paradox cannot be sustained, one finds justification for the claim that emotions elicited through interactions with virtual (fictitious) objects/events are valid. However, their generalizability to the non-virtual world must still be treated with caution. (shrink)
Wegner makes an excellent case that our sense of ownership of our actions depends on multiple factors, to such an extent that it could be called virtual or even illusory. However, two other core functions of will are initiation of movement and maintenance of resolution, which depend on our accurate monitoring of them. This book shows that will is not an imponderable black box but, rather, an increasingly accessible set of specific functions.
By most accounts Deleuze's engagement with Marx begins with the two volumes of Capitalism and Schizophrenia he co-authored with Félix Guattari. However, Deleuze's Difference and Repetition alludes to a connection between Deleuze's critique of common sense and Marx's theory of fetishism, suggesting a connection between the critique of the image of thought and the critique of capital. By tracing this connection from its emergence in the early texts on noology, or the image of thought, to the development in the critique (...) of state thought in A Thousand Plateaus, it can be argued that what initially appears as an entirely infra-philosophical problem, concerned with the presuppositions of philosophy, is not only a political problem as well, but ultimately bears on the very nature of the conjunction between thought and politics, making possible a re-examination of what is meant by revolutionary thought. It is a transition from noology to noopolitics. In the end it can be argued that revolutionary thought is no longer an eschatology, attempting to discern the signs of the future revolution in the present, but a thought oriented towards everything that exceeds the fetish of society, towards the virtual relations and micropolitical transformations that constitute society but exceed its representation. (shrink)
The importance of online social spaces is growing. New Web 2.0 resources allow the creation of social networks by any netizen with minimal technical skills. These communities can be extremely narrowly focussed. In this paper, I identify two potential costs of membership in narrowly focussed virtual communities. First, that narrowly focussed communities can polarise attitudes and prejudices leading to increased social cleavage and division. Second, that they can lead sick individuals to revel in their illness, deliberately indulging in their (...) disease and denying the edicts of the medical profession. I specifically examine illness communities centred on the now defunct Multiple Personality Disorder. I highlight these potential problems and point to some technologies that may help combat them. (shrink)
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 objects collected during travels to foreign lands on the Grand Tour. Such foreign travel transformed not only the English person's sense of self, but also altered the English landscape. We conclude that in one sense the "real" England is also a "virtual" reality. (shrink)
As users of computer networks have become more active in producing their own electronic records, in the form of transcripts of onlinediscussions, ethicists have attempted to interpret this new situation interms of earlier models of personal data protection. But thistransference results in unprecedented problems for researchers. Thispaper examines some of the central dichotomies and paradoxes in thedebate on research ethics online in the context of the concrete study ofa virtual community that we carried out. We argue that alienation, notprivacy, (...) is the actual core of the ethical problems of virtual communityresearch. While practically everybody is allowed and often welcome tojoin online communities (which undermines the claim to privacy), mostparticipants would agree that members and visitors are not authorized touse, or `harvest,'' or sell the product of the group communication. To dothat, they would be expected to ask for permission preferably before thecontent has been produced, thus granting participants'' right to controltheir own product. This `non-alienation principle'' should be the basisof emergent social conventions in cyberspace. It would apply toresearchers as to anyone else. With certain types of research, wesuggest, cyberspace provides unique opportunities for empoweringsubjects by involving them as contributors in the research project. (shrink)
Paul Churchland's book (hereafter ER)is an entertaining and instructive advertisement for a "neurocomputational" vision of how the brain (and mind) works. While we agree with its general thrust, and commend its lucid pedagogy on a host of difficult topics, we note that such pedagogy often exploits artificially heightened contrast, and sometimes the result is a misleading caricature instead of a helpful simplification. In particular, Churchland is eager to contrast the explanation of consciousness that can be accomplished by his "aspiring new (...) structural and dynamic cognitive prototype: recurrent PDP networks" (p.266) with what strikes him as the retrograde introduction by Dennett of a virtual von Neumannesque machine--a "failed prototype"--as the key element in an explanation of human consciousness (in Consciousness Explained, 1991, hereafter, CE). We will try to show that by oversimplifying Dennett's alternative, he has taken a potential supplement to his own view--a much needed supplement--and transformed it in his imagination into a subversive threat. In part 1, we will expose and correct the mistaken contrasts. In part 2, we will compare the performance of the two views on Churchland's list of seven features of consciousness any theory must account for, showing that Dennett's account provides more than Churchland has recognized, and indeed offers answers to key questions that Churchland's account is powerless to address. At that point, Churchland's project and Dennett's could be seen to collaborate in a useful division of labor instead of being in mortal combat, were it not for what appears to be a fairly major disagreement about consciousness in non-human animals. Part 3 briefly examines this issue. It may be due to a misunderstanding, which when cleared up might restore the happy prospect of unification. (shrink)
Although the success of Habermas’s theory of communicative action depends on his dialogical model of understanding in which a theorist is supposed to participate in the debate with the actors as a ‘virtual participant’ and seek context-transcendent truth through the exchange of speech acts, current literature on the theory of communicative action rarely touches on the difficulties it entails. In the first part of this paper, I will examine Habermas’s argument that understanding other cultural practices requires the interpreter to (...) virtually participate in the “dialogue” with the actors as to the rationality of their cultural practice and discuss why, according to Habermas,such dialogue leads to the “context-transcendent truth”. In the second part, by using a concrete historical example, I will reconstruct a “virtual dialogue” between Habermas and Michael Polanyi as to the rationality of scientific practice and indicate why Habermas’s dialogical model of understanding based on the methodology of virtual participation cannot achieve what it professes to do. (shrink)
The promise of virtual reality is that it may eventually lead us to a "third state of consciousness" transcending the objective reality of our embodied beings and opening up to us a world of expanded realization. However, the recurring themes of our hero myths, both religious and secular, remind us of the importance of remaining grounded in the real world of embodied people and phenomenal perception. Advances in neuroscience even suggest that unconscious processing of perceptual stimuli may guide our (...) behaviors. Thus, the journey from the phenomenal to the noumenal is a round-trip ticket. We take with us the strength of our moral convictions to serve us on our journey and bring back the spiritual expansion that always comes of travel. (shrink)
Can trust evolve on the Internet between virtual strangers? Recently, Pettit answered this question in the negative. Focusing on trust in the sense of ‘dynamic, interactive, and trusting’ reliance on other people, he distinguishes between two forms of trust: primary trust rests on the belief that the other is trustworthy, while the more subtle secondary kind of trust is premised on the belief that the other cherishes one’s esteem, and will, therefore, reply to an act of trust in kind (...) (‘trust-responsiveness’). Based on this theory Pettit argues that trust between virtual strangers is impossible: they lack all evidence about one another, which prevents the imputation of trustworthiness and renders the reliance on trust-responsiveness ridiculous. I argue that this argument is flawed, both empirically and theoretically. In several virtual communities amazing acts of trust between pure virtuals have been observed. I propose that these can be explained as follows. On the one hand, social cues, reputation, reliance on third parties, and participation in (quasi-) institutions allow imputing trustworthiness to varying degrees. On the other, precisely trust-responsiveness is also relied upon, as a necessary supplement to primary trust. In virtual markets, esteem as a fair trader is coveted while it contributes to building up one’s reputation. In task groups, a hyperactive style of action may be adopted which amounts to assuming (not: inferring) trust. Trustors expect that their virtual co-workers will reply in kind while such an approach is to be considered the most appropriate in cyberspace. In non-task groups, finally, members often display intimacies while they are confident someone else ‘out there’ will return them. This is facilitated by the one-to-many, asynchronous mode of communication within mailing lists. (shrink)
A virtual particle is an elementary particle in a quantum field theory that serves to symbolise the interaction of its counterparts, the so called real particles. In the last 20 years, philosophers of physics have put forth several arguments for and against an interpretation of virtual particles as being like ordinary objects in space and time. In this article, I will attempt to systematise the major arguments and argue that no pro-argument is ultimately satisfactory, and that only one (...) contra-argument—that of superposition—is sufficient to deny the realistic interpretation of virtual particles. The secondary aim of this paper is to argue that even the philosophical considerations of virtual particles overestimate their role in that these entities are merely pictorial descriptions of a mathematical approximation method. This description, while helpful, is not necessary to understand particle interactions. In the end, quantum field theory is not the place to explain what actually happens in the very centre of an individual particle interaction. (shrink)
Bergson, writing in 1896, anticipated “sensorimotor contingencies” under the concept that perception is “virtual action.” But to explain the external image, he embedded this concept in a holographic framework where time-motion is an indivisible and the relation of subject/object is in terms of time. The target article's account of qualitative visual experience falls short for lack of this larger framework. [Objects] send back, then, to my body, as would a mirror, their eventual influence; they take rank in an order (...) corresponding to the growing or decreasing powers of my body. The objects which surround my body reflect its possible action upon them. – Henri Bergson (1896/1912, pp. 6–7). (shrink)
The received view in philosophical studies of quantum field theory is that Feynman diagrams are simply calculational devices. Alongside this view we have the one that takes virtual quanta to be also simply formal tools. This received view was developed and consolidated in philosophy of physics by Mario Bunge, Paul Teller, Michael Redhead, Robert Weingard, Brigitte Falkenburg, and others. In this article I present an alternative to the received view.
If a machine is something that cuts into a continuous flow, schizoanalysis can be read, quite literally, as an analysis of cuts. In cinematic registers, it is an analysis of montage. Looking closely at a number of modes and moments of montage in the work of Alfred Hitchcock, this paper shows how his strategies of ‘reciprocally presupposing’ actual image and virtual montage relate to a Deleuzian poetics and politics of the cinema.
From the early 1990s when the EZLN (the Zapatistas), led by Subcommandte Marcos, first made use of the Internet to the late 1990s with the defeat of the Multilateral Agreement on Trade and Investment and the anti-WTO protests in Seattle, Quebec, and Genoa, it became evident that new, qualitatively different kinds of social protest movements were emergent. These new movements seemed diffuse and unstructured, yet at the same time, they forged unlikely coalitions of labor, environmentalists, feminists, peace, and global social (...) justice activists collectively critical of the adversities of neoliberal globalization and its associated militarism. Moreover, the rapid emergence and worldwide proliferation of these movements, organized and coordinated through the Internet, raised a number of questions that require rethinking social movement theory. Specifically, the electronic networks that made contemporary globalization possible also led to the emergence of "virtual public spheres" and, in turn, "Internetworked Social Movements." Social movement theory has typically focused on local structures, leadership, recruitment, political opportunities, and strategies from framing issues to orchestrating protests. While this tradition still offers valuable insights, we need to examine unique aspects of globalization that prompt such mobilizations, as well as their democratic methods of participatory organization and clever use of electronic media. Moreover, their emancipatory interests become obscured by the "objective" methods of social science whose "neutrality" belies a tacit assent to the status quo. It will be argued that the Frankfurt School of Critical Theory offers a multi-level, multi-disciplinary approach that considers the role of literacy and media in fostering modernist bourgeois movements as well as anti- modernist fascist movements. This theoretical tradition offers a contemporary framework in which legitimacy crises are discussed and participants arrive at consensual truth claims; in this process, new forms of empowered, activist identities are fostered and negotiated that impel cyber activism. (shrink)
In a popular Internet role-playing game called Second Life, people can create a virtual identity for themselves, choosing such things as their age, sex, and appearance. These virtual characters then do things that people in the real world do, such as having sex. Depending on your preferences, you can have sex with someone who is older or younger than you – perhaps much older or younger. In fact, if your virtual character is an adult, you can have (...) sex with a virtual character who is a child. (shrink)
This chapter examines the similarities and differences between physical, psychological and virtual realities, and challenges some conventional, implicitly dualist assumptions about how these relate to each other. Virtual realities are not easily understood in either dualist or materialist reductive terms, as they exemplify the reflexive nature of perception. The chapter summarises some of the evidence for this “reflexive model”—and examines some of its consequences for the “hard” problem of consciousness. The chapter then goes on to consider how these (...) realities might relate to some grounding reality or thing-itself, and considers some of the personal and social consequences of becoming increasingly immersed in virtual realities. Although this chapter was published in 1998 and develops work published in 1990, it presents a form of “radical externalism” that anticipates many themes in current (2006) internalism versus externalism debates about the nature of mind. It is also relevant to an understanding of virtual reality “presence.”. (shrink)
In this paper a few facts about Feynman diagrams and the perturbation expansion of the S-matrix are reviewed and discussed in connection with the question of the ontological status of virtual particles.
In 2009 Dutch judges convicted several minors for theft of virtual items in the virtual worlds of online multiplayer computer games. From a legal point of view these convictions gave rise to the question whether virtual items should count as “objects” that can be “stolen” under criminal law. This legal question has both an ontological and a moral component. The question whether or not virtual items count as “objects” that can be “stolen” is an ontological question. (...) The question whether or not they should count as such under criminal law is of a moral nature. The purpose of this paper is to answer both the ontological question and the moral question underlying the legal question. (shrink)
When certain formal symbol systems (e.g., computer programs) are implemented as dynamic physical symbol systems (e.g., when they are run on a computer) their activity can be interpreted at higher levels (e.g., binary code can be interpreted as LISP, LISP code can be interpreted as English, and English can be interpreted as a meaningful conversation). These higher levels of interpretability are called "virtual" systems. If such a virtual system is interpretable as if it had a mind, is such (...) a "virtual mind" real? This is the question addressed in this "virtual" symposium, originally conducted electronically among four cognitive scientists: Donald Perlis, a computer scientist, argues that according to the computationalist thesis, virtual minds are real and hence Searle's Chinese Room Argument fails, because if Searle memorized and executed a program that could pass the Turing Test in Chinese he would have a second, virtual, Chinese-understanding mind of which he was unaware (as in multiple personality). Stevan Harnad, a psychologist, argues that Searle's Argument is valid, virtual minds are just hermeneutic overinterpretations, and symbols must be grounded in the real world of objects, not just the virtual world of interpretations. Computer scientist Patrick Hayes argues that Searle's Argument fails, but because Searle does not really implement the program: A real implementation must not be homuncular but mindless and mechanical, like a computer. Only then can it give rise to a mind at the virtual level. Philosopher Ned Block suggests that there is no reason a mindful implementation would not be a real one. (shrink)
The ethical commitment to democracy requires creating the public space for a rational discourse among real alternatives by the population. In this article, I argue that the Internet fails in this task on 2 fronts. Inspired by the work of Jean Baudrillard, the work argues that the Internet reinforces a structure of passive political agents through its 1-way form of communication. The Internet is designed to deliver political text, not engage the public in dialogue about the direction of collective decision (...) making. Furthermore, the ideal of democratic politics relies on the notion of the "commons" as a real space for political activity, debate, and exchange. Virtual space cannot provide a substitute. Democratic politics must have as its premises real bodies, confronting real problems, in real space. The article concludes by arguing that the Internet is a place filled with political artifacts, largely without discourse and dialogue. As such, it has the potential to undermine democratic practice. (shrink)
Beginning with the well-knowncyber-rape in LambdaMOO, I argue that it ispossible to have real moral wrongs in virtualcommunities. I then generalize the account toshow how it applies to interactions in gamingand discussion communities. My account issupported by a view of moral realism thatacknowledges entities like intentions andcausal properties of actions. Austin's speechact theory is used to show that real people canact in virtual communities in ways that bothestablish practices and moral expectations, andwarrant strong identifications betweenthemselves and their online identities. (...) Rawls'conception of a social practice is used toanalyze the nature of the wrong and thestage-setting aspect of engaging in a practice. (shrink)
The positive qualities of the Internet--anonymity, openness, and reproducibility have added a new ethical dimension to the privacy debate. This paper describes a new and significant way in which privacy is violated. A type of personal information, called virtual information is described and the effectiveness of techniques to protect this type of information is examined. This examination includes a discussion of technical approaches and professional standards as ways to address this violation of virtual information.
This article seeks to reconsider how traditional notions of ethics-ethics that privilege reason, truth, meaning, and a fixed conception of "the human"-are upended by digital technology, cybernetics, and virtual reality. We argue that prevailing ethical systems are incompatible with the way technology refigures the concepts and practices of identity, meaning, truth, and finally, communication. The article examines how both ethics and technology repurpose the liberal humanist subject even as they render such a subject untenable. Such an impasse reformats the (...) question of ethics by introducing questions of radical alterity, making it possible for new ethical systems to emerge. (shrink)
This paper addresses the problem of human–computer interactions when the computer can interpret and express a kind of human-like behavior, offering natural communication. A conceptual framework for incorporating emotions with rationality is proposed. A model of affective social interactions is described. The model utilizes the SAIBA framework, which distinguishes among several stages of processing of information. The SAIBA framework is extended, and a model is realized in human behavior detection, human behavior interpretation, intention planning, attention tracking behavior planning, and behavior (...) realization components. Two models of incorporating emotions with rationality into a virtual artifact are presented. The first one uses an implicit implementation of emotions. The second one has an explicit realization of a three-layered model of emotions, which is highly interconnected with other components of the system. Details of the model with implicit implementation of emotional behavior are shown as well as evaluation methodology and results. Discussions about the extended model of an agent are given in the final part of the paper. (shrink)
About forty years ago, when print media were still in their ascendancy, Marshall McLuhan argued that all media are extensions of the senses and that the rational view of the world associated with print is being replaced by a world-view associated with electronic media that stresses feelings and emotions (McLuhan, 1964). In 2003 researchers from the School of Information Management Sciences at Berkeley estimated that five exabytes (five billion gigabytes) of information had been generated in the previous year, equivalent to (...) 37,000 times the holdings of the Library of Congress and that 92.00% of this was on magnetic media, mostly hard disks, while only 0.01% was in print (http://www.sims.berkeley.edu, 2003). This SIMS estimate could be wrong by several orders of magnitude and it would still be clear that the era of the printed word is waning rapidly. We are well-advised to pay attention to McLuhan’s suggestionthat electronic media change how we think and how we feel.Sense of place and virtual reality are both inextricably caught up in this cultural-technological upheaval. I have written about the concept of ‘place’ from a phenomenological perspective for many years and have achieved a reasonable understanding of its subtleties, but I have a limited knowledge of digital virtual reality and its technical attributes. Nevertheless, it seems to me that a mutual interaction is at work between what might be called ‘real’ place and virtual places, that digital virtual reality shares characteristics with other electronic media and that our experiences of real places are being changed those same media. This essay explores these issues particularlyfrom the perspective of the distinction between spirit of place and sense of place. (shrink)
Critical responses to Wide Sargasso Sea have seized upon Rhys's novel as an exemplary model of writing back. Looking beyond the actual repetitions which recall Brontë’s text, I explore Rhys's novel as an expression of virtual difference and becomings that exemplify Deleuze's three syntheses of time. Elaborating the processes of becoming that Deleuze's third synthesis depicts, Antoinette's fate emerges not as a violence against an original identity. Rather, what the reader witnesses is a series of becomings or masks, some (...) of which are validated, some of which are not, and it is in the rejection of certain masks, forcing Antoinette to become-Bertha, that the greatest violence lies. (shrink)
Intensive Science and Virtual Philosophy cuts to the heart of the philosophy of Gilles Deleuze and of today's science wars.At the start of the 21st Century, ...
Since we cannot put stars in a laboratory, astrophysicists had to wait till the invention of computers before becoming laboratory scientists. For half a century now, we have been conducting experiments in our virtual laboratories. However, we ourselves have remained behind the keyboard, with the screen of the monitor separating us from the world we are simulating. Recently, 3D on-line technology, developed first for games but now deployed in virtual worlds like Second Life, is beginning to make (...) it possible for astrophysicists to enter their virtual labs themselves, in virtual form as avatars. This has several advantages, from new possibilities to explore the results of the simulations to a shared presence in a virtual lab with remote collaborators on different continents. I will report my experiences with the use of Qwaq Forums, a virtual world developed by a new company (see http://www.qwaq.com). (shrink)
It will be argued that the virtual agent (VA) can be characterized using phenomenological descriptive tools and other conceptual means within related paradigms of the analysis of subjectivity. From such a point of view, the main features of VA are: •VA is constituted by its communicative valencies; •VA is intentionally active in perception, and it is the case also at the intersubjective level; •VA establishes and supports the truth of its statements, which come out as a creative boundary, an (...) "unquestionable point of contact" between virtual "I" and virtual reality; •communicative intersubjectivity in cyberspace is better describedthrough recursive ontologies. Peirce's conception of the Subject as a species of semiosis can be helpful to clarify these points. Unlike the traditional concept of subject where communication stands at a level resting on an underlying level of being, for Peirce communication is inherent in mind itself. Along these lines, I argue for the open multivalence of the signified as overdetermined by communicative acts. (shrink)
Presence is commonly defined as the subjective feeling of "being there". It has been mainly conceived of as deriving from immersion, interaction, and social and narrative involvement with suitable technology. We argue that presence depends on a suitable integration of aspects relevant to an agent's movement and perception, to her actions, and to her conception of the overall situation in which she finds herself, as well as on how these aspects mesh with the possibilities for action afforded in the interaction (...) with the virtual environment. (shrink)
Embodied interface agents are designed to ease the use of technology. Furthermore, they present one possible solution for future interaction scenarios beyond the desktop metaphor. Trust and believability play an important role in the relationship between user and the virtual counterpart. In order to reach this goal, a high degree of anthropomorphism in appearance and behavior of the artifact is pursued. According to the notion of the Uncanny Valley, however, this actually may have quite the opposite effect. This article (...) provides an analysis of the Uncanny Valley effect from a cultural and gender studies perspective. It invites readers to take a closer look at the narratives that influence the production of anthropomorphic artifacts. The article starts with a short introduction of the idea of the Uncanny Valley and gives a brief overview of current artifacts. Following this, a semiotic view on computer science is proposed, which in a further step serves as an epistemological grounding for a gender-critical rereading of the Turing test. This perspective will be supported by analyzing a classic story of user and artifact—E.T.A. Hoffmann’s narration of Olimpia. Finally, the special character of anthropomorphic artifacts is discussed by taking Freud’s concept of “Das Unheimliche”, as well as theories of identity formation into consideration, closing with a plea for a more diverse artifact production. (shrink)
Este trabalho tem como objetivo discutir aspectos relacionados à virtualização e à liberdade presentes nos jogos eletrônicos que se configuram como novos espaços de vivências, interação e subjetivação. Para tanto, buscamos captar a singularidade presente na relação que os jogadores estabelecem com o espaço virtual, utilizando como inspiração metodológica a cartografia. Na pesquisa, cinco jovens foram observados e relataram suas experiências com os jogos eletrônicos. A partir disso, identificamos que os jogos eletrônicos como espaços virtuais permitem lidar com a (...) noção de tempo de forma diferenciada, aumentam o grau de liberdade e flexibilizam aspectos morais, trazendo à tona a noção de ciberética. (shrink)
Your classic Jaguar XK 120 stands useless by the roadside. Why? Because you gave priority to the admittedly gorgeous 6 cylinder straight six engine; because you privileged the highest value part. Rubber pipes perish, though, and now thanks to a leak in a cheap hose the head gasket has blown. You are stranded and facing a costly bill. More seriously, your mechanical gaffe is a sign of your misunderstanding of Deleuze. Like Sir William Lyons, he engineers systems where the concept (...) of priority must not be confused with independence, separateness, abstraction or ethical superiority. As a good engineer, Deleuze's constructions are holistic and opposed to abstract hierarchies: if a crucial small, actual part perishes in a particular practical situation where it has a role to play, then it does not matter how much virtual power you have in reserve. Your feet are still in a pool of hot water as you survey the wasted potential of actual motion and ideal expressions, hand made in Coventry. (shrink)
This paper reports two studies investigating the role of culture on the design and personalisation of virtual spaces. The first study was a systematic analysis of 60 MSN virtual spaces belonging to British and Chinese students. The analysis concentrated on design patterns and communication style. The second study was an on-line survey designed to compare the relative importance of cultural values and personality traits on self-reported behaviour with, and preferences for, virtual space design. Results highlighted the (...) importance of culture on design and communication in virtual spaces. Implications for interaction design are discussed. (shrink)
Can virtual engagement enable the sort of interactive coupling with objects enjoyed by archaeologists who are physically present at a site? To explore this question I consider three points: 1) Tangible interaction: What role does encounter by muscle and sinew play in experiencing and understanding objects? 2) Thinking with things. What sorts of interactions are involved when we manipulate things to facilitate thought? 3) Projection and imagination. Archaeological inquiry involves processes beyond perception. Material engagement of things stimulates these processes. (...) What must be present in a virtual environment to recreate the feel of material engagement? I conclude that nothing, in principle, prevents future virtual environments from supporting this material engagement of digital versions of artifacts. But, there is much that remains to be understood about how to realize this material engagement, both at a technological and a cognitive level. (shrink)
In The Virtual, Rob Shields puts virtuality in with the key categories of contemporary social theory such as subjectivity, agency, structure, and the spaces and temporalities between the modern and the postmodern. Shields has rescued the term and the idea of the virtual from utopian futurists like Howard Rheingold and Nicholas Negroponte who use it to hype emergent technologies and forms of culture as the magical vehicles and entry points to new worlds and identities. The works of these (...) digerati, ideologues for multimedia technology and culture, now appear ideological, outdated, and no more than huckstering of the new when confronted with the current state of affairs in the technoculture and its attendant war- and terrorism-torn world. (shrink)
In this article I examine a recent development in online communication, the immersive virtual worlds of Massively Multiplayer Online Role-Playing Games (MMORPGs). I argue that these environments provide a distinct form of online experience from the experience available through earlier generation forms of online communication such as newsgroups, chat rooms, email and instant messaging. The experience available to participants in MMORPGs is founded on shared activity, while the experience of earlier generation online communication is largely if not wholly dependent (...) on the communication itself. This difference, I argue, makes interaction in immersive virtual worlds such as MMORPGs relevantly similar to interaction in the physical world, and distinguishes both physical world and immersive virtual world interaction from other forms of online communication. I argue that to the extent that shared activity is a core element in the formation of friendships, friendships can form in immersive virtual worlds as they do in the physical world, and that this possibility was unavailable in earlier forms of online interaction. I do, however, note that earlier forms of online interaction are capable of sustaining friendships formed through either physical or immersive virtual world interaction. I conclude that we cannot any longer make a sharp distinction between the physical and the virtual world, as the characteristics of friendship are able to be developed in each. (shrink)
Replacing the traditional opposition of literal and figural with new distinctions between stasis and motion and between actual and virtual,Parables for the ...
Com este artigo, problematizou-se o potencial da formação continuada de professores por meio da educação a distância mediada pelo Moodle. Nessa perspectiva, pesquisou-se, principalmente, a integração hipermidiática das tecnologias nesse ambiente virtual de aprendizagem, no curso a distância de pós-graduação lato sensu em Mídias na Educação. Para isso, selecionou-se uma aula de uma disciplina desse curso oferecida no primeiro semestre de 2011 por uma universidade na qual um dos autores deste artigo trabalhou como professor-tutor. Assim, foi realizada uma investigação (...) com base na abordagem metodológica qualitativa através da observação participante, na qual se percebeu que a integração da hipermídia potencializa o diálogo-problematizador, a interatividade e o desenvolvimento da flexibilidade cognitiva nos professores-cursistas. Dessa forma, observou-se que a navegação em uma hipermídia educacional respeita o ritmo e as maneiras de aprendizagem de cada sujeito, uma vez que possibilita que os temas a serem estudados sejam acessados de forma não-linear, ou seja, de acordo com o interesse de cada aprendente e por meio de diferentes mídias. Isso viabilizou aos cursistas fazerem diversas associações entre diferentes conteúdos inter-relacionados, proporcionando assim uma ampliação da visão sobre os assuntos educacionais abordados na disciplina e, posteriormente, poderem aplicar esse conhecimento em novas situações de ensinoaprendizagem. (shrink)
Some argue that moral judgments apply to fantasies because they can lead to action. Others argue that we should not assume that fantasies will lead to action and should not judge them morally unless they do. Still others argue that evaluating fantasies through their possible connections to action is misguided since fantasies contribute to our characters. I argue for the liberal position that fantasies that do not contribute causally to immoral acts are not subject to moral judgments. I make that (...) argument by, first, distinguishing several categories of clear fantasies and demonstrating why the liberal position is correct for each. Then, I examine a recent development that blurs the fantasy/reality distinction: virtual worlds such as Second Life, an on-line, interactive environment in which millions of users worldwide create virtual identities and lives. Some of the activities of these users create an interesting challenge for the liberal position. (shrink)
Computer modelling of personality and behaviour is becoming increasingly important in many fields of computer science and psychology. Personality and emotion-driven Believable Agents are needed in areas like human–machine interfaces, electronic advertising and, most notably, electronic entertainment. Computer models of personality can help explain personality by illustrating its underlying structure and dynamics. This work presents a neuralnetwork model of personality and personality change. The goals are to help understand personality and create more realistic and believable characters for (...) interactive video games. The model is based largely on trait theories of personality. Behaviour in the model results from the interaction of three components: (1) personality-based predispositions for behaviour, (2) moods/emotions and (3) environmental situations. Personality develops gradually over time depending on the situations encountered. Modelling personality change produces interesting and believable virtual characters whose behaviours change in psychologically plausible ways. (shrink)
This paper is concerned with tracing how the notion of place circulates and is understood in literature from the 1980s and 1990s on computer-mediated information and communications technologies (or the discourse of the virtual). It provides a brief account of at least two ways that the notion of place circulates in the discourse of the virtual. The first is that these technologies enable 'new' spaces that are claimed to be separate from conventional spaces and places. The (...) second, contradictorily, is that the metaphor of place is crucial as a setting for online social interaction. The paper also explores how we might understand the 'place' of place in the discourse of the virtual. It does this by drawing parallels from Jacques Derrida's critique of spatial metaphor in the text of philosophy with the use of place-based metaphors in the discourse of the virtual. This examination reveals that the reduction of place to metaphor in writing on virtual technologies belies the persistent and subtle force that is exerted by metaphor in general. Furthermore, the prevalence of place-based metaphors in the discourse of the virtual points to the ongoing importance of place as a wider concept. In particular, the notion of place is in fact fundamental to how virtual technologies are framed and understood. The paper concludes by sketching some of the possibilities and potential implications that emerge from this argument. (shrink)
In recent years, two topics have made prominent debuts in the management literature—“virtual” corporations and trust within and among organizations. These two themes are related in that trust is important to the success of the virtual corporation. This article argues that confidence in the development of virtual corporations may be premature because of what we call the Virtual Corporation Paradox. This paradox can be succinctly stated: the short-term, transient deal-making on which the efficiency of the (...) class='Hi'>virtual corporation rests greatly impedes the development of the mutually trusting and cooperative relationships on which its success depends. We examine both economic and sociological explanations for the emergence of trust in similar situations and find both deficient. We conclude that the success of virtual corporations will ultimately depend on an ethics-based form of corporate “character” that allows firms to develop trusting relationships without the usual safeguards or social norms. (shrink)
This paper analyzes the transformations in anatomical representation introduced by the Visible Human Project, the first complete virtual anatomy object. By comparing the process of production of book based classical anatomy with that of the Visible Human Project, the paper identifies the medium specificity of anatomical knowledge, the extent to which its powers of demonstration and analysis are conditioned by the medium in which they take place. The paper argues that anatomy can be productively thought of as a kind (...) of writing practice, in which material flesh is written into different media as traces. Because the production of such traces always involves the destruction of the body involved the paper also interrogates the biopolitical hierarchies involved in anatomical knowledge. (shrink)
Brouwer's theorem of 1927 on the equivalence between virtual and inextensible order is discussed. Several commentators considered the theorem at issue as problematic in various ways. Brouwer himself, at a certain time, believed to have found a very simple counter-example to his theorem. In some later publications, however, he stated the theorem in the original form again. It is argued that the source of all criticisms is Brouwer's overly elliptical formulation of the definition of inextensible order, as well as (...) a certain ambiguity in his terminology. Once these drawbacks are removed, his proof goes through. (shrink)
This paper is a commentary on a project application of telemedicine to alleviate primary health care problems in Lundazi district in the Eastern province of Zambia. The project dubbed 'The Virtual Doctor Project' will use hard body vehicles fitted with satellite communication devices and modern medical equipment to deliver primary health care services to some of the neediest areas of the country. The relevance and importance of the project lies in the fact that these areas are hard-to-reach due to (...) rugged natural terrain and have very limited telecommunications infrastructure. The lack of these and other basic services makes it difficult for medical personnel to settle in these areas, which leads to an acute shortage of medical personnel. We comment on this problem and how it is addressed by 'The Virtual Doctor Project', emphasizing that while the telemedicine concept is not new in sub-Saharan Africa, the combination of mobility and connectivity to service a number of villages 'on the go' is an important variation in the shift back to the 1978 Alma Ata principles of the United Nations World Health Organization [WHO].This overview of the Virtual Doctor Project in Zambia provides insight into both the potential for ICT, and the problems and limitations that any "real-world" articulation of this technology must confront. (shrink)
This article discusses the Embodied Generative Music (EGM) project carried out at the Institute of Electronic Music and Acoustics IEM in Austria. In investigating a new interface that combines motion capture and sound processing software with movement improvisation and performance, I focus on dancers? learning processes of dwelling in the virtual sonic environment. Applying phenomenology and its concepts, I describe how dancers explore reversibility of sound and movement to shape this connection in an artistically expressive manner. The article proposes (...) that dancers build bodily knowledge through both the sonic environment and their own passive and active, intuitive and deliberate, movement choices. While dwelling in a digital environment changes dancers? habitual manners of behaving, it opens up to them new kinds of kinaesthetic opportunities of intimacy and pleasure in motion. The findings from this research reveal the importance of bodily interaction with virtual environments in developing new movement-based interfaces. (shrink)
The Web, in particular real-time interactions in three-dimensional virtual environments (virtual worlds), comes with a set of unique characteristics that leave our traditional frameworks inapplicable. The present article illustrates this by arguing that the notion of “technology relations,” as put forward by Ihde and Verbeek, becomes inapplicable when it comes to the Internet, and this inapplicability shows why these phenomena require new philosophical frameworks. Against this background, and more constructively, the article proposes a fundamental distinction between “intravirtual” and (...) “extravirtual” consequences—a distinction that allows us to understand and conceptualize real-time interactions online more accurately. By relating this distinction to Searle's notion of “condition of satisfaction,” the article also shows its implications for judging real-time, online interactions in virtual worlds as irrational and/or immoral. The ultimate purpose is to illustrate how new philosophical concepts and frameworks can allow us to better account for the unique characteristics of the Internet. (shrink)
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.
Last Saturday I made my first journey into virtual reality . I walked with giant strides around a city called Seattle. I leaped the Columbia Center, the tallest building in the city, with a single bound. I dove beneath the surface of Puget Sound and watched a pod of whales heading north toward Canada. I hovered above the Space Needle, then dropped inside to enjoy its panoramic view and to examine its structural details. I raced a Washington State ferry (...) across the Sound from Seattle to Bremerton. I caught up with it just as it approached the Bremerton dock and was able to watch the docking operation from a perch on the roof of the bridge. Then I flew back across the Sound and peered down into the Kingdome, looking in vain for a winning team. Finally, I pointed my magic glove across the Sound to the Olympic Peninsula, flew there, and examined a group of towering snow-capped peaks from all angles. I did all of this without leaving a small building on the campus of the University of Washington. (shrink)
This paper introduces the concept of Adaptive Rooms, which are virtual environments able to dynamically adapt to users’ needs, including ‘physical’ and cognitive workflow requirements, number of users, differing cognitive abilities and skills. Adaptive rooms are collections of virtual objects, many of them self-transforming objects, housed in an architecturally active room with information spaces and tools. An ontology of objects used in adap- tive rooms is presented. Virtual entities are classified as passive, reactive, ac- tive, and information (...) entities, and their sub-categories. Only active objects can be self-transforming. Adaptive Rooms are meant to combine the insights of ubiquitous computing -- that computerization should be everywhere, transpar- ently incorporated -- with the insights of augmented reality -- that everyday ob- jects can be digitally enhanced to carry more information about their use. To display the special potential of adaptive rooms, concrete examples are given to show how the demands of cognitive workflow can be reduced. (shrink)