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  1. 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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  2. Cultural Variations in Virtual Spaces Design.Antonella Angeli - 2009 - AI and Society 24 (3):213-223.
    This paper reports two studies investigating the role of culture on the design and personalisation of virtual spaces. The first study was a systematic analysis of 60 MSN virtual spaces belonging to British and Chinese students. The analysis concentrated on design patterns and communication style. The second study was an on-line survey designed to compare the relative importance of cultural values and personality traits on self-reported behaviour with, and preferences for, virtual space design. Results highlighted the importance of culture on (...)
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  3. Conditionals, Visualization, and Virtual Worlds.Jerrold L. Aronson - 1994 - In A. A. Derksen (ed.), The Scientific Realism of Rom Harré. Tilburg University Press.
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  4. Leviathan.N. D. B. - 1961 - Review of Metaphysics 15 (1):195-195.
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  5. 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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  6. Virtual Gallery.Hans Bellmer - 1996 - Diacritics 26 (2).
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  7. The Jubilatory Virtual: Assumption or Dissolution of Complexity?R. Berger - 1993 - Diogenes 41 (162):1-23.
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  8. Wisdom in the Virtual Age.J. -M. Besnier - 2002 - Diogenes 49 (195):94-97.
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  9. Virtual Art: From Illusion to Immersion.J. Boardman - 2003 - Common Knowledge 9 (3):544-544.
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  10. Remarks on Ontology of Virtual Reality.Izabela Bondecka-Krzykowska - 2012 - Filozofia Nauki 20 (4).
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  11. 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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  12. Identity, Otherness and the Virtual Double.Catherine Bouko & Natasha Slater - 2011 - Technoetic Arts 9 (1):17-30.
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  13. Dragonfly: An Ecological Approach to Digital Architectural Design.Michael Braund & Daniel Hambleton - 2011 - In J. M. Taron, V. Parlac, B. Kolarevic & J. S. Johnson (eds.), ACADIA: Integration through Computation.
    In his keynote address delivered to The American Society for Esthetics in 1976, James J. Gibson wrote, “Architecture and design do not have a satisfactory theoretical basis.” He then asked, “Can an ecological approach to the psychology of perception and behavior provide it?” (1976, p. 413) We believe that it can, at least in part. In this paper, we expand upon Gibson’s insights into the nature of perceptual experience by applying the concept of “affordances” to the design of architectural objects (...)
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  14. Virtual Kairos: Audience in Virtual Spaces.Rebecca Lucy Busker - 2002 - Kairos: A Journal of Rhetoric, Technology, and Pedagogy 7 (3).
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  15. 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.
  16. Movement, Action, and Situation: Presence in Virtual Environments.Antonella Carassa, Francesca Morganti & Maurizio Tirassa - unknown
    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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  17. Simulation and the Digital Refiguring of Culture.Malcolm Kirk Cecil - unknown
    This thesis elaborates on existing definitions and descriptions of simulation to develop an extended, inter-disciplinary concept of simulation that serves as an orienting model for the interpretation of culture. As cultural theory, simulation offers insights into the stabilization and propagation of cultural forms. Used descriptively, the metaphor of simulation throws into definition a cultural pattern of progressive formalization through increasingly sophisticated methods of abstraction. I find evidence of the pattern at many levels of analysis; metaphysical, social and micro-social, particularly at (...)
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  18. Virtual Gallery.Christine Chin - 2000 - Diacritics 30 (2).
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  19. TV Art, Ubiquity and Immersion. A Dialogue of Translation.Yves Citton - 2010 - Multitudes:216-222.
    In his extremely suggestive essay entitled 'Towards an Immersive Intelligence', artist and theorist Joseph Nechvatal defines immersive virtual reality art as 'an art that has a continuous, coherent quality and strives to ambiently include everything of perceptual worth within its domain in an overall, enveloping totality that is concerted and without an evident frame or border'1. Television, on the face of it, is not a medium capable of providing any form of sensory immersion: compared to the Imax or to a (...)
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  20. 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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  21. Are We Ready for Virtual Physicians?Julie Connelly - 2004 - Hastings Center Report 34 (1):6-6.
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  22. Interfacce virtuali.Roberto Diodato - 2012 - Aisthesis. Pratiche, Linguaggi E Saperi Dell’Estetico 5.
    The essay concerns the notion of interface. From theoretical point of view, interface is a virtual environment develops in the interaction with a user; in this context “virtual” means the dynamic configuration of forces which have the intrinsic tendency of being actualised in a form not entirely pre-existing. The virtual in this case has to do with Aesthetics and its present status as discipline, since it is a field of continuous formal invention and of a particular type of interaction author/user (...)
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  23. “Virtual Hegel”.Martin Donougho - 1995 - The Owl of Minerva 27 (1):122-122.
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  24. Virtual Animals in Virtual Environments.Alan Dorin - unknown
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  25. 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.
  26. Sobre la noción filosófica de simulación computacional.Juan M. Durán - forthcoming - Argumentos de Razón Técnica.
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  27. 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.
  28. The Artificial Intelligensia and Virtual Worlds.Stacey Edgar - 1997 - Acm Sigcas Computers and Society 27 (2):27-31.
  29. Trust and Virtual Worlds.Charles Ess & May Thorseth (eds.) - 2011 - Peter Lang.
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  30. Virtual Gallery.Jessica Evett-Miller - 1996 - Diacritics 26 (3).
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  31. 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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  32. Space, Time, and Transfer in Virtual Case Environments.D. Fisher, D. Russell & J. Williams - 2008 - Kairos 12 (2).
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  33. The NESA Virtual Science Fair.S. Fleischer - 2009 - Ethos: Journal of the Society for Psychological Anthropology 4 (1):31.
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  34. 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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  35. Virtual and Real Relativity.Serghey Gherdjikov - 2008 - Proceedings of the Xxii World Congress of Philosophy 17:57-63.
    Here the topics of the virtual and that of relativity are joined together. New concepts of relation, virtuality and reality are devised. Relation is definition. It is not something detached and real but is the very ‘thing’. Relating is virtual defining – projection of the real connection between moments of a life process. ‘This’ without ‘that’ is not this. ‘I’ without ‘you’ is not I. ‘West’ without ‘East’ is not west. ‘Man’ without other living beings is not man. We pass (...)
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  36. Graham Houston, Virtual Morality. [REVIEW]Gordon Graham - 1998 - Ends and Means 3 (1).
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  37. Revolutionizing Virtual War: An Interview with James Der Derian.Laura Guillaume - 2010 - Theory and Event 13 (3).
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  38. 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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  39. Virtual Gender.Sheryl N. Hamilton - 2001 - Acm Sigcas Computers and Society 31 (4):42.
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  40. To Meet Without Actually Meeting : Cultural Models of Virtual Rituals in 3d Cyberspace.Kenneth Hansen - 2010 - In Armin W. Geertz & Jeppe Sinding Jensen (eds.), Religious Narrative, Cognition, and Culture: Image and Word in the Mind of Narrative. Equinox.
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  41. Aesthetics of the Virtual.Justin L. Harmon & Silvia Benso (eds.) - 2013 - State University of New York Press.
    _Reconfigures classic aesthetic concepts in relation to the novelty introduced by virtual bodies._.
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  42. 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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  43. Virtual Gallery.Neil Hertz - 1999 - Diacritics 29 (1).
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  44. Geolocating Compositional Strategies at the Virtual University.C. Hisayasu & J. Sayers - 2008 - Kairos: A Journal of Rhetoric, Technology, and Pedagogy 12 (2).
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  45. The Virtual Stage : Play, Drama, and Agency in Communications.Jesse Hunter - unknown
    This dissertation responds to a recent zeitgeist and climate of controversy surrounding issues of "virtuality" and "simulation" Such terms are treated as problematic and essentially contested when framed in reference to notions of a fixed observable "reality" rather than considered in terms of socially constructed facts, relationships and identities. The concept of the "virtual stage" advanced in this thesis, refers to the current historical moment in communications technology development as well as to the dramaturgical perspective which informs the theoretical approach (...)
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  46. 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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  47. Visualizing the Networked Self: Agency, Reflexivity, and the Social Life of Avatars.Eiko Ikegami - 2011 - Social Research: An International Quarterly 78 (4):1155-1184.
    Although virtual reality technology is still in its infancy as a means of communication, people have already started to develop spontaneous and creative uses of their avatars: three dimensional representations of selves in cyberspace. A small, but increasing, number of people use avatars as tools and expressions of self-exploration and means of socialization. Based on extensive virtual ethnography of people immersed in virtual worlds, this essay will explore the variety and richness of virtually embodied experiences, by focusing on the agency (...)
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  48. 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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  49. Good Practice in Virtual Worlds Teaching: Designing a Framework Through the Euroversity Project.Darren Mundy Judith Molka-Danielsen - 2012 - Iris 35.
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  50. 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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