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  1. Modeling Economic Systems as Locally-Constructive Sequential Games.Leigh Tesfatsion - 2017 - Journal of Economic Methodology 24 (4):1-26.
    Real-world economies are open-ended dynamic systems consisting of heterogeneous interacting participants. Human participants are decision-makers who strategically take into account the past actions and potential future actions of other participants. All participants are forced to be locally constructive, meaning their actions at any given time must be based on their local states; and participant actions at any given time affect future local states. Taken together, these essential properties imply real-world economies are locally-constructive sequential games. This paper discusses a modeling approach, (...)
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  2. Virtual Environments and the Future of Human-Computer Interfaces: The Electronic Frontier in Social Context.Ralph Schnieder - 1995 - Journal of Intelligent Systems 5 (2-4):111-124.
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  3. Proceduralizing Privilege: Designing Shakespeare in Virtual Reality and the Problem with the Canon.David M. Frisch - unknown
    This thesis focuses on the development of the first project for FIU’s ICAVE, The Globe Experience, presented as part of the “First Folio! The Book That Gave Us Shakespeare” exhibit during February, 2016. The thesis is divided into two parts. The first part is the project itself: a virtual reality recreation of going to The Globe Theater to see a play by William Shakespeare. The second part examines the digital project and outlines how Walter Benjamin and postcolonial theorists influenced the (...)
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  4. Virtual Heritage.Jeffrey Jacobson & Lynn Holden - 2007 - Techné: Research in Philosophy and Technology 10 (3):55-61.
    Virtual Heritage is the use of electronic media to recreate or interpret culture and cultural artifacts as they are today or as they might have been in the past. By definition, VH applications employ some kind of three dimensional representation; the means used to display it range from still photos to immersive Virtual Reality. Virtual Heritage is a very active area of research and development in both the academic and the commercial realms.. Most VH applications are intended forsome kind of (...)
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  5. Cyberbanks and Other Virtual Research Repositories.Mary Anderlik Majumder - 2005 - Journal of Law, Medicine and Ethics 33 (1):31-39.
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  6. Computing the Uncomputable; or, The Discrete Charm of Second-Order Simulacra.Matthew W. Parker - 2009 - Synthese 169 (3):447-463.
    We examine a case in which non-computable behavior in a model is revealed by computer simulation. This is possible due to differing notions of computability for sets in a continuous space. The argument originally given for the validity of the simulation involves a simpler simulation of the simulation, still further simulations thereof, and a universality conjecture. There are difficulties with that argument, but there are other, heuristic arguments supporting the qualitative results. It is urged, using this example, that absolute validation, (...)
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  7. Towards a Science of Emerging Media.Barry Smith - 2015 - In J. E. Katz & J. Floyd (eds.), Philosophy of Emerging Media: Understanding, Appreciation and Application. 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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  8. The Virtual.Rob Shields - 2002 - Routledge.
    This book looks at the origins and the many contemporary meanings of the virtual. Rob Shields shows how the construction of virtual worlds has a long history. He examines the many forms of faith and hysteria that have surrounded computer technologies in recent years. Moving beyond the technologies themselves he shows how the virtual plays a role in our daily lives at every level. The virtual is also an essential concept needed to manage innovation and risk. It is real but (...)
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  9. Hyperreality: Paradigm for the Third Millenium.Nobuyoshi Terashima & John Tiffin (eds.) - 2001 - Routledge.
    _'HyperReality is a technological capability like nanotechnology, human cloning and artificial intelligence. Like them, it does not as yet exist in the sense of being clearly demonstrable and publicly available. Like them, it is maturing in laboratories where the question "if" has been replaced by the question "when?" and like them, the implications of its appearance as a basic infrastructure technology are profound and merit careful consideration.'_ - _Nobuyoshi Terashima_ _What comes after the Internet?_ Imagine a world where it is (...)
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  10. Nociones de simulación computacional: simulaciones y modelos científicos.Juan M. Durán - 2015 - Argumentos de Razón Técnica 18:87-110.
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  11. A Brief Overview of the Philosophical Study of Computer Simulations.Juan M. Durán - 2013 - American Philosophical Association Newsletter on Philosophy and Computers 13 (1):38-46.
  12. Computer Simulations as a Technological Singularity in the Empirical Sciences.Juan M. Durán - forthcoming - In Jim Miller, Roman Yampolskiy, Stuart Armstrong & Vic Callaghan (eds.), The technological singularity: A pragmatic perspective.
  13. Aesthetics of the Virtual.Justin L. Harmon & Silvia Benso (eds.) - 2012 - State University of New York Press.
    _Reconfigures classic aesthetic concepts in relation to the novelty introduced by virtual bodies._.
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  14. Paradox Lost: The Cost of a Virtual World.Mark Halpern - 2008 - Ontology Studies: Cuadernos de Ontología:165-187.
    This paper touches on a number of seemingly disparate topics—Artificial Intelligence, Fuzzy Logic, String Theory, the search for extra-terrestrial intelligence, the Cantorian concept of infinite sets—in order to support the thesis that for a large part of the educated public in the Western world, the very concept of reality has been changing over the last few generations, and that the change is being accelerated by our increasing acceptance of the Virtual as a substitute for the traditional Real. This, as I (...)
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  15. Graham Houston, Virtual Morality. [REVIEW]Gordon Graham - 1998 - Ends and Means 3 (1).
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  16. Desire and Death in Cyberspace: Deconstructing Current and Emergent Pedagogies of Virtual Reality Technologies.Robert A. Pritchard - 1996 - Dissertation, University of Toronto (Canada)
    This thesis interrogates the ethicopolitical implications of the emergence from media culture of the novel social formation of global postmodern cyberculture. It describes and analyzes the impact of the development of virtual reality technologies and cyberspace--and their attendant militarized, heteropatriarchal cyberpedagogies--on subjectivity, cultural authority, cultural values, and notions of space, information and community. The broad context of global postmodern cyberculture is delineated and specific issues and cultural practices such as legal/juridical practices that have been radically transformed by ubiquitous computerization, digitalization, (...)
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  17. Qu’est-ce que l'informatique ?Franck Varenne - 2009 - Paris: Vrin.
    Que peut bien être l’informatique pour nous envahir à ce point? Se fondant sur des travaux récents de philosophie de l’informatique, ce livre revient sur la notion de Machine de Turing et sur la Thèse de Church : l’ordinateur peut-il tout simuler? . Eclairant les notions de computation et d’abstraction à la lumière de celles de simulation et d’ontologie, il montre en quoi l’informatique n’est ni simplement une branche des mathématiques, ni une technologie de l’information, mais une technologie des croisements (...)
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  18. Bodies in Technology.Don Ihde - 2001 - Univ of Minnesota Press.
    In this book, a leading philosopher of technology explores the meaning of bodies in technology—how the sense of our bodies and of our orientation in the world is affected by the various information technologies.
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  19. Faking the Real and Realizing the Fake: From Virtual Reality to Hyperreality.A. T. Nuyen - unknown
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  20. Virtual Animals in Virtual Environments.Alan Dorin - unknown
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  21. Crashing a Virtual Funeral: Morality in MMORPGs.Morgan Luck - 2009 - Journal of Information, Communication and Ethics in Society 7 (4):280-285.
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  22. Ethics in the Virtual World.John Strain - 2007 - Journal of Information, Communication and Ethics in Society 5 (1):4-6.
  23. The Virtual Illusion: Or the Automatic Writing of the World.J. Baudrillard - 1995 - Theory, Culture and Society 12 (4):97-107.
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  24. Book Review: Intensive Science and Virtual Philosophy. [REVIEW]J. Mullarkey - 2004 - Theory, Culture and Society 21 (6):189-192.
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  25. Identity, Otherness and the Virtual Double.Catherine Bouko & Natasha Slater - 2011 - Technoetic Arts 9 (1):17-30.
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  26. The Virtual and the Vivid: Reframing the Issues in Interactive Arts.Miroslaw Rogala - 2011 - Technoetic Arts 8 (3):299-309.
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  27. Virtual Sites Performance and Materialization.Linda Matthews - 2010 - Technoetic Arts 8 (1):55-65.
  28. A Virtual Laboratory for Teaching Robotics.Francisco A. Candelas, Santiago T. Puente, Fernando Torres, Francisco G. Ortiz, Pablo Gil & Jorge Pomares - 2003 - Complexity 1 (10):11.
  29. Are We Ready for Virtual Physicians?Julie Connelly - 2004 - Hastings Center Report 34 (1):6-6.
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  30. Evaluation of a Virtual Environment: The Elementary Spoken Chinese Prototype.M. Li, Nicolas Van Vosselen, Stephane Gierts & Fernand Vandamme - 2003 - Communication and Cognition: Monographies 36 (3-4):257-275.
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  31. 10. Simulated Experiments: Methodology for a Virtual World Simulated Experiments: Methodology for a Virtual World (Pp. 105-125). [REVIEW]Noretta Koertge, Janet A. Kourany, Ronald N. Giere, Peter Gildenhuys, Thomas A. C. Reydon, Stéphanie Ruphy, Samir Okasha, Jaakko Hintikka & John Symons - 2003 - Philosophy of Science 70 (1).
  32. Mīkhāʾīl Mishāqā: Virtual Founder of the Twenty-Four Equal Quartertone Scale.Shireen Maalouf - 2003 - Journal of the American Oriental Society 123 (4):835-840.
  33. The NESA Virtual Science Fair.S. Fleischer - 2009 - Ethos(misc.) 4 (1):31.
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  34. Are There Virtual Communities?Leigh Clayton - 1997 - Ends and Means: Journal of the University of Aberdeen Centre for Philosophy, Technology, and Society 2 (1).
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  35. Philip Zhai, Get Real: A Philosophical Adventure in Virtual Reality.K. J. Salsbery - 2000 - Philosophy in Review 20 (4):307-309.
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  36. Connected Play: Tweens in a Virtual World.Yasmin B. Kafai, Deborah A. Fields & Mizuko Ito - 2013 - MIT Press.
    How kids play in virtual worlds, how it matters for their offline lives, and what this means for designing educational opportunities.
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  37. Virtual Worlds and Interactive Fictions.Grant Tavinor - 2011 - In Franck Lihoreau (ed.), Truth in Fiction. Ontos Verlag. pp. 223--244.
  38. Virtual Humans.Nadia Magnenat-Thalmann, Prem Kalra & Laurent Moccozet - 2001 - In John Tiffin & Nobuyoshi Terashima (eds.), Hyperreality: Paradigm for the Third Millenium. Routledge. pp. 54.
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  39. De la Realidad Virtual, de" 1984" y de Otros.Isabel Aísa Fernández - 2007 - In César Moreno, Rafael Lorenzo & Alicia Ma de Mingo (eds.), Filosofía y Realidad Virtual. Prensas Universitarias de Zaragoza.
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  40. Agent-Based Modeling: The Right Mathematics for the Social Sciences?Paul L. Borrill & Leigh Tesfatsion - 2011 - In J. B. Davis & D. W. Hands (eds.), Elgar Companion to Recent Economic Methodology. Edward Elgar Publishers. pp. 228.
    This study provides a basic introduction to agent-based modeling (ABM) as a powerful blend of classical and constructive mathematics, with a primary focus on its applicability for social science research. The typical goals of ABM social science researchers are discussed along with the culture-dish nature of their computer experiments. The applicability of ABM for science more generally is also considered, with special attention to physics. Finally, two distinct types of ABM applications are summarized in order to illustrate concretely the duality (...)
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  41. Towards a Virtual Laboratory for Building Performance and Control.Ardeshir Mahdavi, Andreas Metzger & Gerhard Zimmermann - 2002 - In Robert Trappl (ed.), Cybernetics and Systems. Austrian Society for Cybernetics Studies. pp. 1--281.
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  42. Chapter Fourteen The Hearing Dimension of 3D Virtual Worlds: Unexploited Opportunities Ludmil Duridanov.Simeon J. Simoff - 2007 - In Soraj Hongladarom (ed.), Computing and Philosophy in Asia. Cambridge Scholars Press. pp. 205.
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  43. The Virtual Republic.Walt Anderson - 1999 - In Tʻae-chʻang Kim & James Allen Dator (eds.), Co-Creating a Public Philosophy for Future Generations. Praeger. pp. 17.
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  44. Virtual Gallery.Christine Chin - 2000 - Diacritics 30 (2).
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  45. Interacting with Artificial Life: A‐Volve: Linking Human Design and Interaction to the Virtual World.Christa Sommerer & Laurent Mignonneau - 1997 - Complexity 2 (6):13-21.
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  46. Virtual Gender.Sheryl N. Hamilton - 2001 - Acm Sigcas Computers and Society 31 (4):42.
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  47. The Virtual Staff.Lonny B. Winrich - 1996 - Acm Sigcas Computers and Society 26 (1):20.
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  48. Virtual Gallery.Sarah Soquel Morhaim - 1999 - Diacritics 29 (3).
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  49. Virtual Gallery.Neil Hertz - 1999 - Diacritics 29 (1).
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  50. Virtual Gallery.John Clair Miller - 1998 - Diacritics 28 (1).
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1 — 50 / 421