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  1. Emotion and Ethics in Virtual Reality.Alex Fisher - forthcoming - Australasian Journal of Philosophy.
    It is controversial whether virtual reality should be considered fictional or real. Virtual fictionalists claim that objects and events within virtual reality are merely fictional: they are imagined and do not exist. Virtual realists argue that virtual objects and events really exist. This metaphysical debate might appear important for some of the practical questions that arise regarding how to morally evaluate and legally regulate virtual reality. For instance, one advantage claimed of virtual realism is that only by taking virtual objects (...)
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  2. What are virtual items, and are they real?Rami Ali - 2024 - Asian Journal of Philosophy 3 (1).
    A central debate in the philosophy of virtual reality (VR) focuses on the reality of virtual items. Broadly, there are two main disagreements. Some views accept a metaphysical orientation to VR, and disagree on the reality of virtual items. For instance, David Chalmers (Disputatio 9(46):309-352, 2017, Disputatio 11(55):453- 486, 2019, 2022) defends digitalism, the view that virtual items are real digital items. Neil McDonnell & Nathan Wildman (Disputatio 11(55):371-397, 2019), by contrast, defend fictionalism, which maintains that virtual items are unreal (...)
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  3. Fourfolded objects, or toward a philosophy of object-oriented curation.Jan Gresil Kahambing - 2024 - Curator: The Museum Journal 67 (2).
    This paper attempts to contextualize a philosophy of curation that is object-oriented or toward a “return to the object.” In the museum, three interrelated philosophical problems pervade curation practices that prevent access to the object as it is. Here, the subject-object relations or idealism-realism issues are reconsidered as a specific niche of the philosophy of curation. To address these issues, this paper claims that Jean-Paul Martinon and Graham Harman's philosophical return to the Heideggerian fourfold (das Geviert) can introduce creative pathways (...)
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  4. The Values of the Virtual.Rami Ali - 2023 - Journal of Applied Philosophy 40 (2):231-245.
    How do we assign values to virtual items, which include virtual objects, properties, events, subjects, worlds, environments, and experiences? In this article, I offer a framework for answering this question. After considering different value theses in the literature, I argue that whether we think these theses mutually exclusive or not turns on our view about the number of value-salient kinds virtual items belong to. Virtual monism is the view that virtual Xs belong to only one value-salient kind in relation to (...)
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  5. Artırılmış Gerçekliğin Sanat Üzerindeki Etkisi: Artırılmış Sanatın Keşfi (The Discovery of Augmented Art).Ergün Avcı - 2023 - İstanbul: Zeytinburnu Belediyesi Kültür Yayınları.
    Augmented Reality combines the virtual and the real. It brings the virtual to the real and the real to the virtual. It is a technology that overlays computer-generated visuals, sensory input such as sound, and interactive atmosphere over the existing environment in real time. In Augmented Reality, real and virtual are simultaneously intertwined. That's why Augmented Reality has a greater impact on art than other virtual fields. Art in Augmented Reality has a counterpart in both the virtual and real world. (...)
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  6. Virtual Embodiment or: When I Enter Cyberspace, What Body Will I Inhabit?Heft Peter - 2023 - Cosmos and History : The Journal of Natural and Social Philosophy 19 (1):193-211.
    The following paper attempts to look at virtual reality technologies—and the (dis)embodiment affected by them—through a phenomenological lens. Specifically, augmenting traditional discussions of virtual reality as a purely technical problem, this paper seeks to bring Maurice Merleau-Ponty’s embodied phenomenology into the discussion to try to make sense of both what body we leave behind and what body we gain as we enter virtual worlds. To do this, I look both at historical examples of virtual reality technologies and their methods of (...)
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  7. Aesthetics of Virtual Reality.Nicholas Whittaker - 2023 - British Journal of Aesthetics 63 (2):293-297.
    Over a decade ago, Grant Tavinor’s first book, The Art of Videogames (2009), brought academic philosophy face to face with a seemingly alien artform. With The A.
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  8. Entra nei miei sogni. Recensione di G. Grossi, La notte dei simulacri. Sogno, cinema, realtà virtuale, Johan & Levy, Monza 2021. [REVIEW]Giulia Andreini - 2022 - Cinergie 22:207-209.
  9. Virtual terrors.Emmanuel Ordóñez Angulo - 2022 - Noûs 57 (4):877-904.
    A long‐standing aim of cinema – in particular of ‘extreme’, ‘unwatchable’ or ‘feel‐ bad’ cinema – has been to acquaint viewers with extreme suffering. In this article I first offer an explication of that aim in terms of recent work in philosophy of mind, then exploit the resulting framework to examine claims to the effect that a new technological development, Virtual Reality, provides cinema's best shot at achieving that aim.
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  10. Virtual Reality and Aesthetic Experience.Roberto Diodato - 2022 - Philosophies 7 (2):29.
    The problem of aesthetic experience in a virtual environment could be reformulated as: what can we learn about aesthetics from the perspective of ‘aesthetic experience in virtual environments’, given the specific nature of such an environment? The discourse goes in circles, because it is always from theories elaborated in the field of the so-called ‘real’ that we develop the difference, but it is a process typically philosophical, that, on the other hand, can make sense only if it can be shown (...)
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  11. Genealogies of immersive media and virtual reality (VR) as practical aesthetic machines.Michael N. Goddard - 2021 - In Bernd Herzogenrath (ed.), Practical aesthetics. New York: Bloomsbury Academic.
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  12. Perspective and the Past: Modeling Historical Representation from Camera Obscura to Virtual Reality.Rūta Kazlauskaitė - 2021 - Journal of the Philosophy of History 16 (2):159-178.
    This article examines the concept of “perspective” as an embodied metaphor with ontological and epistemological implications for the modeling of historical understanding of contested pasts. The metaphors employed in modeling past reality shape how we make sense of the controversial past. In particular, I explore how perspectival metaphorical models conjure the notions of presence/proximity/engagement and absence/distance/detachment. To open this up, the paper juxtaposes two distinct models of seeing and knowing as sources of embodied metaphor: 1) static and distancing optical metaphors (...)
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  13. Synthetic Vision in Virtual Reality Documentaries.Jihoon Kim - 2021 - Film-Philosophy 25 (3):321-345.
    Based on a nuanced understanding of immersion and sense of presence as two key aesthetic effects that the application of virtual reality to cinema is believed to innovate, this paper develops the concept of synthetic vision as fundamental to understanding the visual experience of VR media, particularly VR documentaries. The concept contends that viewers’ experience in VR is based on two visions that seemingly contradict each other: first, a disembodied vision that transports them to a simulated world, and second, an (...)
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  14. Making Art Therapy Virtual: Integrating Virtual Reality Into Art Therapy With Adolescents.Liat Shamri Zeevi - 2021 - Frontiers in Psychology 12.
    In recent years, the field of art therapy has sought to adapt traditional treatment approaches to today’s innovative technological environments when working with adolescent “digital natives.” In their clinic, art therapists often struggle with lack of cooperation when treating adolescents during sessions. This article presents two case studies that explore how Virtual Reality technology can be combined with traditional art therapy to treat adolescents suffering from anxiety and social difficulties. It is suggested that this type of technology may lead to (...)
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  15. The Aesthetics of Virtual Reality.Grant Tavinor - 2021 - New York: Routledge.
    This is the first book to present an aesthetics of virtual reality media. It situates virtual reality media in terms of the philosophy of the arts, comparing them to more familiar media such as painting, film and photography. When philosophers have approached virtual reality, they have almost always done so through the lens of metaphysics, asking questions about the reality of virtual items and worlds, about the value of such things, and indeed, about how they may reshape our understanding of (...)
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  16. Reconstructing personal stories in virtual reality as a mechanism to recover the self.Iva Georgieva & Georgi V. Georgiev - 2020 - International Journal of Environmental Research and Public Health 17 (1).
    Advances in virtual reality present opportunities to relive experiences in an immersive medium that can change the way we perceive our life stories, potentially shaping our realities for the better. This paper studies the role of virtual reality as a tool for the creation of stories with the concept of the self as a narrator and the life of the self as a storyline. The basis of the study is the philosophical notion of the self-narrative as an explanatory story of (...)
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  17. Actualization of the Virtual through an Aesthetic Encounter with Virtual Reality Technology.Timothy J. Beck - 2019 - In David Fancy & Hans Arthur Skott-Myhre (eds.), Art as Revolt: Thinking Politics Through Immanent Aesthetics. Chicago: Mcgill-Queen's University Press. pp. 29-52.
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  18. Break the “wall” and become creative: Enacting embodied metaphors in virtual reality.Xinyue Wang, Kelong Lu, Mark A. Runco & Ning Hao - 2018 - Consciousness and Cognition 62:102-109.
  19. Video Games and Virtual Reality.Robert Seddon - 2017 - In Anthony F. Beavers (ed.), Macmillan Interdisciplinary Handbooks: Philosophy: Technology. Macmillan Reference USA. pp. 191-216.
  20. Critical Gaming: Interactive History and Virtual Heritage.Erik Champion - 2015 - London: Routledge.
    Critical Gaming: Interactive History and Virtual Heritage can be seen as a collection of chapters designed to provoke thought and discussion, or it can be seen and used as separate chapters that may help class debate in courses dealing with the digital humanities, game studies (especially in the areas of serious games and game-based learning) or aspects of virtual heritage. While there are very few books in this intersecting area, the range of topics that could be investigated and debated is (...)
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  21. Towards a Science of Emerging Media.Barry Smith - 2015 - In J. E. Katz & J. Floyd (eds.), Philosophy of Emerging Media: Understanding, Appreciation and Application. New York, US: Oxford University Press. pp. 29-48.
    If media studies are to become established as a genuine science, then it needs to be determined what the subject matter of this science is to be. I propose a specification of this subject matter as consisting in: 1. the new sorts of digital entities that have been added to social reality through the invention of the digital computer, and 2. the new sorts of interactions involving human beings which such entities make possible. I support this proposal by examining examples (...)
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  22. ORLAN Revisited: DIsembodied Virtual Hybrid Beauty.Peg Brand Weiser - 2013 - In Peg Brand Weiser (ed.), Beauty Unlimited. Indiana University Press. pp. 306-340.
    This essay offers an update on the author's thoughts on the French feminist performance artist ORLAN, analyzing her visual representations as a new category of feminist visual art, namely, virtual hybrid beauty.
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  23. ORLAN Revisited: Disembodied Virtual Hybrid Beauty.Peg Zeglin Brand Weiser - 2013 - In Peg Brand Weiser (ed.), Beauty Unlimited. Indiana University Press. pp. 306-340.
    I argued in 2000 that the French artist ORLAN may have moved away from her Reincarnation performances toward her Self-Hybridizations because she thought that in the latter she would be more transparently obvious in meaning and less frequently misunderstood. I may have overstated the ability of audiences to comprehend, however. In this essay I argue that the virtual beauty that ORLAN unfolds in her ongoing series Self-Hybridizations is not a real or actual beauty but rather a fake beauty, causally disembodied, (...)
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  24. The aesthetic of immersion in the immersive dome environment (IDE): Stepping between the real and the virtual worlds for further self-constitution?Isabella Buczek - 2012 - Technoetic Arts 10 (1):3-10.
    In the immersion process the border between the canvas and the spectator or between screen and user dissolves, and the distance or physical separation between virtual and physical space is no longer given. The self can expand into the virtual, to test its own boundaries by abandoning the materiality of the limited corpus (Ostermann and Wenzel 2011). This phenomenon can also be understood as a dialogue, an important exchange, which can be itself an illuminating experience for the self and the (...)
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  25. Aesthetics of the Virtual.Roberto Diodato - 2012 - Albany: State University of New York Press. Edited by Silvia Benso.
    Reconfigures classic aesthetic concepts in relation to the novelty introduced by virtual bodies.
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  26. Media presence and inner presence: The sense of presence in virtual reality technologies.Dr C. Coelho, Prof J. G. Tichon, Dr T. J. Hine, Dr G. M. Wallis & Prof G. Riva - 2006 - In [Book Chapter].
    Abstract. Presence is widely accepted as the key concept to be considered in any research involving human interaction with Virtual Reality (VR). Since its original description, the concept of presence has developed over the past decade to be considered by many researchers as the essence of any experience in a virtual environment. The VR generating systems comprise two main parts: a technological component and a psychological experience. The different relevance given to them produced two different but coexisting visions of presence: (...)
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  27. Medienphilosophie der virtual reality.Stefan Münker - 2005 - In Mike Sandbothe & Ludwig Nagl (eds.), Systematische Medienphilosophie. De Gruyter. pp. 381-396.
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  28. New Images from Life: Virtual Reality, Genetic and Transgenic Art.Oliver Grau - 2000 - Art Inquiry. Recherches Sur les Arts 2:7-26.
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  29. L'image virtuelle: essai sur la construction du monde.Jean-Clet Martin - 1996 - Editions Kimé.
    Le voyage dans l'image que nous proposent les réalités dites virtuelles a de quoi surprendre jusqu'aux idéalistes les plus obstinés qui, comme Platon ou Descartes, ont toujours douté de la vérité de notre vision naturelle ; une vision condamnée à ne percevoir qu'un vague reflet des choses, une empreinte, une trace, voire une simple ombre projeté au fond de l'œil à la manière d'une copie irréelle. En ce sens l'image virtuelle renoue assurément avec cette interrogation philosophique à laquelle nous sommes (...)
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  30. Digital Mantras: The Languages of Abstract and Virtual Worlds.Steven R. Holtzman - 1994 - MIT Press (MA).
    Detailing the potential for expression in music, art, philosophy, and more with the aid of computer technology, an exploration of digitally enhanced language, compositions, and creations discusses their implications and aesthetics.
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  31. Knowledge, Uncertainty and Belief in the Age of Virtual Reality.Ramona Fotiade - unknown
    This paper explores notions of realism, evidence, undecidability and faith in the context of our relationship with images following the digital revolution and the transition from a culture of analog photographic and filmic records to the new space-time of virtual reality. The argument provide a reappraisal of modern and post-modern conceptions of the photographic image and of film, which have queried the inherent realism of the indexical photographic sign, and have highlighted the fraught ontological and temporal nature of images supposed (...)
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