Search results for 'Virtual' (try it on Scholar)

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  1. Antti Revonsuo (1995). Consciousness, Dreams and Virtual Realities. Philosophical Psychology 8 (1):35-58.score: 18.0
    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 (...)
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  2. Anders Eriksson & Kalle Grill, Who Owns My Avatar? -Rights in Virtual Property. Proceedings of DiGRA 2005 Conference: Changing Views – Worlds in Play.score: 18.0
    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 (...)
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  3. Shannon Densmore & Daniel C. Dennett (1999). The Virtues of Virtual Machines. Philosophy and Phenemenological Research 59 (3):747-61.score: 18.0
    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 (...)
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  4. Aaron Sloman & Ronald L. Chrisley (2003). Virtual Machines and Consciousness. Journal of Consciousness Studies 10 (4-5):133-172.score: 18.0
    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 (...)-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)
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  5. Michael J. Jacobson, Charlotte Taylor, Anne Newstead, Wai Yat Wong, Deborah Richards, Meredith Taylor, Porte John, Kartiko Iwan, Kapur Manu & Hu Chun (2011). Collaborative Virtual Worlds and Productive Failure. In Proceedings of the CSCL (Computer Supported Cognition and Learning) III. University of Hong Kong.score: 18.0
    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 (...)
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  6. Robert Francis John Seddon (2013). Getting 'Virtual' Wrongs Right. Ethics and Information Technology 15 (1):1-11.score: 18.0
    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 (...)
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  7. Benjamin Woolley (1992). Virtual Worlds: A Journey in Hype and Hyperreality. Blackwell.score: 18.0
    In Virtual Worlds, Benjamin Woolley examines the reality of virtual reality.
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  8. Aaron Sloman, Virtual Machine Functionalism: The Only Form of Functionalism Worth Taking Seriously in Philosophy of Mind.score: 18.0
    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 (...)
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  9. Brent Gregory, Sue Gregory, Bogdanovych A., Jacobson Michael, Newstead Anne & Simeon Simoff and Many Others (2011). How Are Australian Higher Education Institutions Contributing to Innovative Teaching and Learning Through Virtual Worlds? In Gregory Sue (ed.), Proceedings of Ascilite 2011 (Australian Society of Computers in Tertiary Education). Ascilite.score: 18.0
    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 (...)
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  10. Roberto Diodato (2012). Aesthetics of the Virtual. State University of New York Press.score: 18.0
    Reconfigures classic aesthetic concepts in relation to the novelty introduced by virtual bodies.
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  11. Pedro Lucas Dulci (2012). Quando a linguagem vira ruído: violência real em tempos de blá-blá-blá virtual. Revista Inquietude 3 (2):144-163.score: 18.0
    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 (...)
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  12. Deborah Richards, Jacobson Michael, Taylor Charlotte, Taylor Meredith, Porte John, Newstead Anne & Hanna Nader, Evaluating the Models and Behaviour of 3D Intelligent Virtual Animals in a Predator-Prey Relationship. AAMAS 2012: 79-86. Proceedings of the Eleventh International Conference on Agent and Multiagent Systems (AAMAS).score: 18.0
    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 (...)
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  13. John Wood (ed.) (1998). The Virtual Embodied: Presence/Practice/Technology. Routledge.score: 18.0
    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 (...)
     
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  14. Craig D. Murray & Michael S. Gordon (2001). Changes in Bodily Awareness Induced by Immersive Virtual Reality. CyberPsychology and Behavior 4 (3):365-371.score: 15.0
  15. C. Kaernbach (2005). No Virtual Mind in the Chinese Room. Journal of Consciousness Studies 12 (11):31-42.score: 15.0
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  16. Michael J. Jacobson, Charlotte Taylor, Anne Newstead, Deborah Richards, Meredith Taylor & John Porte, Collaborative Virtual Worlds for Enhanced Scientific Understanding.score: 15.0
    This is a copy of the presentation given at the Workshop on Agency and Distributed Cognition at Macquarie University, March 2012.
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  17. Maria V. Sanchez-Vives & Mel Slater (2005). From Presence to Consciousness Through Virtual Reality. Nature Reviews Neuroscience 6 (4):332-339.score: 15.0
  18. Józef Bańka (2004). Virtual Metaphysics: A Treaty on Momentary Structures. Wydawnictwo Uniwersytetu Śla̜skiego.score: 15.0
     
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  19. Annamaria Carusi (2011). Trust in the Virtual/Physical Interworld. In Charles Ess & May Thorseth (eds.), Trust in Virtual Worlds: Contemporary Perspectives.score: 15.0
    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 (...)
     
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  20. César Moreno, Rafael Lorenzo & Alicia Ma de Mingo (eds.) (2007). Filosofía y Realidad Virtual. Prensas Universitarias de Zaragoza.score: 15.0
     
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  21. Thomas Natsoulas (1999). Virtual Objects. Journal of Mind and Behavior 20 (4):357-377.score: 15.0
     
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  22. Jorge Leandro Rosa (2005). A Impossível Experiência Final da Modernidade: Prolegómenos a Uma Teoria Do Virtual. Fundação Calouste Gulbenkian.score: 15.0
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  23. Lothar Schäfer (2006). Quantum Reality, the Emergence of Complex Order From Virtual States, and the Importance of Consciousness in the Universe. Zygon 41 (3):505-532.score: 15.0
  24. John G. Taylor (2003). Do Virtual Actions Avoid the Chinese Room? In John M. Preston & Michael A. Bishop (eds.), Views Into the Chinese Room: New Essays on Searle and Artificial Intelligence. Oxford University Press.score: 15.0
     
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  25. Nicolas J. Zaunbrecher (2012). Suspending Belief and Suspending Doubt: The Everyday and the Virtual in Practices of Factuality. Human Studies 35 (4):519-537.score: 14.0
    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 (...)
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  26. Jessica Wolfendale (2007). My Avatar, My Self: Virtual Harm and Attachment. Ethics and Information Technology 9 (2).score: 12.0
    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 (...)
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  27. Heidi Savage, What Matters in Survival: Life Trajectories and the Possibility of Virtual Immersion.score: 12.0
    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 (...)
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  28. Philip Brey (1999). The Ethics of Representation and Action in Virtual Reality. Ethics and Information Technology 1 (1):5-14.score: 12.0
    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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  29. Neil Levy (2002). Virtual Child Pornography: The Eroticization of Inequality. Ethics and Information Technology 4 (4):319-323.score: 12.0
    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.
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  30. John Mullarkey (2004). Forget the Virtual: Bergson, Actualism, and the Refraction of Reality. Continental Philosophy Review 37 (4):469-493.score: 12.0
    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 (...)
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  31. Andreas Martin Lisewski (2006). The Concept of Strong and Weak Virtual Reality. Minds and Machines 16 (2).score: 12.0
    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 (...)
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  32. John L. Pollock (2008). What Am I? Virtual Machines and the Mind/Body Problem. Philosophy and Phenomenological Research 76 (2):237–309.score: 12.0
    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 (...)
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  33. John Dilworth (2010). Realistic Virtual Reality and Perception. Philosophical Psychology 23 (1):23-42.score: 12.0
    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 (...)
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  34. Keith Ansell-Pearson (2002). Philosophy and the Adventure of the Virtual: Bergson and the Time of Life. Routledge.score: 12.0
    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 (...)
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  35. Patrick Hayes, Stevan Harnad, Donald R. Perlis & Ned Block (1992). Virtual Symposium on Virtual Mind. 2 (3):217-238.score: 12.0
    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 (...)
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  36. Jaron Lanier, A Vintage Virtual Reality Interview.score: 12.0
    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 (...)
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  37. Daniel W. Smith (2009). Deleuze's Concept of the Virtual and the Critique of the Possible. Journal of Philosophy: A Cross-Disciplinary Inquiry 4 (9):34-43.score: 12.0
    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 (...)
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  38. Monica Meijsing (2006). Real People and Virtual Bodies: How Disembodied Can Embodiment Be? Minds and Machines 16 (4):443-461.score: 12.0
    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 (...)
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  39. Barbro Fröding & Martin Peterson (2012). Why Virtual Friendship is No Genuine Friendship. Ethics and Information Technology 14 (3):201-207.score: 12.0
    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 (...)
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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.score: 12.0
    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 (...)
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  41. Ann Burlein (2005). The Productive Power of Ambiguity: Rethinking Homosexuality Through the Virtual and Developmental Systems Theory. Hypatia 20 (1):21-53.score: 12.0
    : 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.
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  42. Keith Frankish (1998). Natural Language and Virtual Belief. In Peter Carruthers & Jill Boucher (eds.), Language and Thought: Interdisciplinary Themes. Cambridge University Press.score: 12.0
    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.
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  43. 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.score: 12.0
    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 (...)
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  44. Stevan Harnad (1993). Artificial Life: Synthetic Versus Virtual. .score: 12.0
    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 (...)
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  45. William Seager (1995). Ground Truth and Virtual Reality: Hacking Vs. Van Fraassen. Philosophy of Science 62 (3):459-478.score: 12.0
    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 (...)
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  46. Ashley John Craft (2007). Sin in Cyber-Eden: Understanding the Metaphysics and Morals of Virtual Worlds. Ethics and Information Technology 9 (3).score: 12.0
    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 (...)
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  47. Michael J. Zimmerman (1999). Virtual Intrinsic Value and the Principle of Organic Unities. Philosophy and Phenomenological Research 59 (3):653-666.score: 12.0
    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 (...)
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  48. Garry Young (2010). Virtually Real Emotions and the Paradox of Fiction: Implications for the Use of Virtual Environments in Psychological Research. Philosophical Psychology 23 (1):1-21.score: 12.0
    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 (...)
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  49. George Ainslie (2004). The Self is Virtual, the Will is Not Illusory. Behavioral and Brain Sciences 27 (5):659-660.score: 12.0
    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.
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  50. Jason Read (2009). The Fetish is Always Actual, Revolution is Always Virtual: From Noology to Noopolitics. Deleuze Studies 3 (Suppl):78-101.score: 12.0
    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 (...)
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  51. Mitch Parsell (2008). Pernicious Virtual Communities: Identity, Polarisation and the Web 2. Ethics and Information Technology 10 (1).score: 12.0
    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 (...)
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  52. Robert Scott Stewart & Roderick Nicholls (2002). Virtual Worlds, Travel, and the Picturesque Garden. Philosophy and Geography 5 (1):83 – 99.score: 12.0
    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 (...)
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  53. Maria Bakardjieva & Andrew Feenberg (2001). Involving the Virtual Subject. Ethics and Information Technology 2 (4):233-240.score: 12.0
    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, (...)
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  54. Daniel Dennett & Shannon Densmore (1999). The Virtues of Virtual Machines. Philosophy and Phenomenological Research 59 (3).score: 12.0
    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 (...)
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  55. Kyung-Man Kim (2011). Habermas on Understanding: Virtual Participation, Dialogue and the Universality of Truth. Human Studies 34 (4):393-406.score: 12.0
    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 (...)
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  56. Thomas H. Bivins & Julianne H. Newton (2003). The Real, the Virtual, and the Moral: Ethics at the Intersection of Consciousness. Journal of Mass Media Ethics 18 (3 & 4):213 – 229.score: 12.0
    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 (...)
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  57. Paul B. de Laat (2005). Trusting Virtual Trust. Ethics and Information Technology 7 (3):167-180.score: 12.0
    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 (...)
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  58. Tobias Fox (2008). Haunted by the Spectre of Virtual Particles: A Philosophical Reconsideration. Journal for General Philosophy of Science 39 (1):35 - 51.score: 12.0
    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 (...)
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  59. Stephen E. Robbins (2004). Virtual Action: O'Regan & Noë Meet Bergson. Behavioral and Brain Sciences 27 (6):906-907.score: 12.0
    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 (...)
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  60. Mario Bacelar Valente (2011). Are Virtual Quanta Nothing but Formal Tools? International Studies in the Philosophy of Science 25 (1):39 - 53.score: 12.0
    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.
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  61. Hanjo Berressem (2011). Actual Image || Virtual Cut: Schizoanalysis and Montage. Deleuze Studies 5 (2):177-208.score: 12.0
    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.
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  62. Lauren Langman (2005). From Virtual Public Spheres to Global Justice: A Critical Theory of Internetworked Social Movements. Sociological Theory 23 (1):42-74.score: 12.0
    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 (...)
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  63. Peter Singer, Virtual Vices.score: 12.0
    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 (...)
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  64. Max Velmans (1998). Physical, Psychological and Virtual Realities. In Joanne A. Wood (ed.), [Book Chapter]. Routledge.score: 12.0
    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 (...)
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  65. Robert Weingard (1982). Do Virtual Particles Exist? PSA: Proceedings of the Biennial Meeting of the Philosophy of Science Association 1982:235 - 242.score: 12.0
    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.
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  66. Litska Strikwerda (2012). Theft of Virtual Items in Online Multiplayer Computer Games: An Ontological and Moral Analysis. Ethics and Information Technology 14 (2):89-97.score: 12.0
    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. (...)
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  67. Stevan Harnad, Virtual Symposium on Virtual Mind.score: 12.0
    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 (...)
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  68. Andrew Koch (2005). Cyber Citizen or Cyborg Citizen: Baudrillard, Political Agency, and the Commons in Virtual Politics. Journal of Mass Media Ethics 20 (2 & 3):159 – 175.score: 12.0
    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 (...)
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  69. Thomas M. Powers (2003). Real Wrongs in Virtual Communities. Ethics and Information Technology 5 (4):191-198.score: 12.0
    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. (...)
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  70. Donald Gotterbarn (1999). Privacy Lost: The Net, Autonomous Agents, and 'Virtual Information'. Ethics and Information Technology 1 (2):147-154.score: 12.0
    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.
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  71. David Gunkel & Debra Hawhee (2003). Virtual Alterity and the Reformatting of Ethics. Journal of Mass Media Ethics 18 (3 & 4):173 – 193.score: 12.0
    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 (...)
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  72. Andrey Kiselev, Benjamin Alexander Hacker, Thomas Wankerl, Niyaz Abdikeev & Toyoaki Nishida (2011). Toward Incorporating Emotions with Rationality Into a Communicative Virtual Agent. AI and Society 26 (3):275-289.score: 12.0
    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 (...)
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  73. Edward Relph (2007). Spirit of Place and Sense of Place in Virtual Realities. Techné 10 (3):17-25.score: 12.0
    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 (...)
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  74. Lorna Burns (2010). Becoming-Bertha: Virtual Difference and Repetition in Postcolonial 'Writing Back', a Deleuzian Reading of Jean Rhys's Wide Sargasso Sea. Deleuze Studies 4 (1):16-41.score: 12.0
    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 (...)
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  75. Manuel de Landa (2002). Intensive Science and Virtual Philosophy. Continuum.score: 12.0
    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, ...
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  76. Piet Hut, Virtual Laboratories and Virtual Worlds.score: 12.0
    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 (...)
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  77. Maxim Lebedev (2008). The Agent of Virtual Communications. Proceedings of the Xxii World Congress of Philosophy 39:129-135.score: 12.0
    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 (...)
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  78. Antonella Carassa, Francesca Morganti & Maurizio Tirassa, Movement, Action, and Situation: Presence in Virtual Environments.score: 12.0
    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 (...)
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  79. Claude Draude (2011). Intermediaries: Reflections on Virtual Humans, Gender, and the Uncanny Valley. AI and Society 26 (4):319-327.score: 12.0
    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 (...)
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  80. Daniela Karine Ramos (2013). Jogos eletrônicos e aspectos morais: a borda entre o virtual e o atual // Electronic games and moral aspects: the border between virtual and actual. Conjectura 18.score: 12.0
    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 (...)
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  81. James Williams (2008). Correspondence Why Deleuze Doesn't Blow the Actual on Virtual Priority. A Rejoinder to Jack Reynolds. Deleuze Studies 2 (1):97-100.score: 12.0
    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 (...)
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  82. Antonella Angeli (2009). Cultural Variations in Virtual Spaces Design. AI and Society 24 (3):213-223.score: 12.0
    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 (...)
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  83. David Kirsh (2010). Comparing Tangible and Virtual Exploration of Archaeological Objects. Cyber-Archaeology:119-124.score: 12.0
    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. (...)
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  84. Douglas Kellner, The Virtual by Rob Shields London and New York: Routledge, 2003.score: 12.0
    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 (...)
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  85. Nicholas John Munn (2012). The Reality of Friendship Within Immersive Virtual Worlds. Ethics and Information Technology 14 (1):1-10.score: 12.0
    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 (...)
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  86. Brian Massumi (2002). Parables for the Virtual: Movement, Affect, Sensation. Duke University Press.score: 12.0
    Replacing the traditional opposition of literal and figural with new distinctions between stasis and motion and between actual and virtual,Parables for the ...
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  87. Miguel Alfredo Orth, Fabiane Sarmento Oliveira Fuet, Janete Otte & Marcus Freitas Neves (2013). Ambientes virtuais de aprendizagem e formação continuada de professores na modalidade a distância // Virtual learning environments and continuous teachers training in distance modality. Conjectura 18.score: 12.0
    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 (...)
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  88. Earl Spurgin (2009). Moral Judgments, Fantasies, and Virtual Worlds. International Journal of Applied Philosophy 23 (2):271-284.score: 12.0
    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 (...)
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  89. P. Thagard, Changing Personalities: Towards Realistic Virtual Characters.score: 12.0
    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 neural network model of personality and personality change. The goals are to help understand personality and create more realistic and believable characters for (...)
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  90. Rowan Wilken (2007). The Haunting Affect of Place in the Discourse of the Virtual. Ethics, Place and Environment 10 (1):49 – 63.score: 12.0
    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 (...)
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  91. Norman E. Bowie (1998). Moral Hazards on the Road to the “Virtual” Corporation. Business Ethics Quarterly 8 (2):273-292.score: 12.0
    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 (...) 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)
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  92. Catherine Waldby (2000). Virtual Anatomy: From the Body in the Text to the Body on the Screen. Journal of Medical Humanities 21 (2):85-107.score: 12.0
    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 (...)
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  93. Enrico Martino (1988). Brouwer's Equivalence Between Virtual and Inextensible Order. History and Philosophy of Logic 9 (1):57-66.score: 12.0
    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 (...)
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  94. Evans Mupela, Paul Mustarde & Huw Jones (2011). Telemedicine in Primary Health, The Virtual Doctor Project Zambia. Philosophy, Ethics, and Humanities in Medicine 6 (1):9-.score: 12.0
    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 (...)
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  95. Jaana Parviainen (2011). Dwelling in the Virtual Sonic Environment: A Phenomenological Analysis of Dancers' Learning Processes. The European Legacy 16 (5):633 - 647.score: 12.0
    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 (...)
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  96. Johnny Hartz Søraker (2012). Virtual Worlds and Their Challenge to Philosophy: Understanding the “Intravirtual” and the “Extravirtual”. Metaphilosophy 43 (4):499-512.score: 12.0
    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 (...)
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  97. Thorsten Botz-Borstein (2004). Virtual Reality and Dreams. Philosophy in the Contemporary World 11 (2):1-10.score: 12.0
    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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  98. John G. Cramer, A Visit to Virtual Seattle.score: 12.0
    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 (...)
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  99. David Kirsh (1998). Adaptable Rooms, Virtual Collaboration and Cognitive Workflow. Cooperative Buildings - Integrating Information, Organization, and Architecture.score: 12.0
    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 (...)
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