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  1. Virtual Reality Translation of Judith Thomson's Violinist Analogy.Erick Ramirez, Miles Elliott, Scott LaBarge & Carl Maggio - manuscript
    A virtual reality translation of Judith Thomson's Violinist Analogy. These modules are free to download and use in the classroom and for research/x-phi purposes. -/- *Requires an Oculus Rift or HTC Vive and VR capable computer. To open the files, uncompress the downloaded .zip folder and run the executable (.exe) file.
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  2. Virtual Reality Translation of Nozick's Experience Machine.Erick Ramirez, Carl Maggio, Miles Elliott & Lia Petronio - manuscript
    A virtual reality translation of Robert Nozick's "Experience Machine" thought experiment from his "Anarchy, State, and Utopia" (1974). These modules are free to download and use in the classroom and for research/x-phi purposes. NPCs are randomized for gender during startup of each run. *Requires an Oculus Rift or HTC Vive and VR capable computer. To open the files, uncompress the downloaded .zip folder and run the executable (.exe) file. -/- V1.2 Fixed missing projector video footage during experience machine sales pitch.
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  3. Use of virtual reality in an fMRI study of mentalizing.Alain Morin - manuscript
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  4. What do VR experiments teach us about time?Andrew J. Latham & Alex Holcombe - 2023 - Frontiers in Psychology 13:1082844.
    Gruber and Smith (2019) have conducted some interesting virtual reality (VR) experiments, but we think that these experiments fail to illuminate why people think that the present is special. Their experiments attempted to test a suggestion by Hartle (2005) that with VR one might construct scenarios in which people experience the same present twice. If that’s possible, then it could give us a reason to think that when we experience the present as being special, that’s not because it’s objectively so. (...)
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  5. Empathy training through virtual reality: moral enhancement with the freedom to fall?Anda Zahiu, Emilian Mihailov, Brian D. Earp, Kathryn B. Francis & Julian Savulescu - 2023 - Ethics and Information Technology 25 (4):1-14.
    We propose to expand the conversation around moral enhancement from direct brain-altering methods to include technological means of modifying the environments and media through which agents can achieve moral improvement. Virtual Reality (VR) based enhancement would not bypass a person’s agency, much less their capacity for reasoned reflection. It would allow agents to critically engage with moral insights occasioned by a technologically mediated intervention. Users would gain access to a vivid ‘experience machine’ that allows for embodied presence and immersion in (...)
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  6. Effects of virtual reality-based feedback on neurofeedback training performance—A sham-controlled study.Lisa M. Berger, Guilherme Wood & Silvia E. Kober - 2022 - Frontiers in Human Neuroscience 16.
    Electroencephalography-neurofeedback has become a valuable tool in the field of psychology, e.g., to improve cognitive function. Nevertheless, a large percentage of NF users seem to be unable to control their own brain activation. Therefore, the aim of this study was to examine whether a different kind of visual feedback could positively influence NF performance after one training session. Virtual reality seems to have beneficial training effects and has already been reported to increase motivational training aspects. In the present study, we (...)
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  7. Reality+: Virtual Worlds and the Problems of Philosophy.David John Chalmers - 2022 - New York: W. W. Norton.
    A leading philosopher takes a mind-bending journey through virtual worlds, illuminating the nature of reality and our place within it. Virtual reality is genuine reality; that's the central thesis of Reality+. In a highly original work of "technophilosophy," David J. Chalmers gives a compelling analysis of our technological future. He argues that virtual worlds are not second-class worlds, and that we can live a meaningful life in virtual reality. We may even be in a virtual world already. Along the way, (...)
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  8. A study on the correlation between seat selection and interaction preference in virtual-reality fusion simulation experiment.Shihan Chen, Yuan Luo, Hao Zhang & Xiaohong Liu - 2022 - Frontiers in Psychology 13.
    In order to explore the correlation between students’ seat choice and interaction preference in the open gamification scenario, an experiment has been carried out on the platform of provincial virtual simulation experiment teaching center of a university, and tested the relationship between absolute distance, seat type, workstation type, and students’ interaction preference. The results show that in the virtual-reality fusion gamification scenario where students can move freely: The inner circle students can stimulate the outer circle students’ willingness to invest in (...)
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  9. Chalmers on Virtual Reality: Realism on the Cheap?Steffen Koch - 2022 - Analysis 82 (4):766-774.
    You sit in your office and put on the latest pair of virtual reality (VR) goggles. Suddenly, you stand in the middle of Times Square. A car almost hits you. You.
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  10. Virtual Reality, Embodiment, and Allusion: an Ecological-Enactive Approach.Giovanni Rolla, Guilherme Vasconcelos & Nara M. Figueiredo - 2022 - Philosophy and Technology 35 (4):1-23.
    It is common in the cognitive and computational sciences to regard virtual reality (VR) as composed of illusory experiences, given its immersive character. In this paper, we adopt an ecological-enactive perspective on cognition (Sect. 3) to evaluate the nature of VR and one’s engagement with it. Based on a post-cognitivist conception of illusion, we reject the commonly held assumption that virtual reality experiences (VREs) are illusory (Sect. 4). Our positive take on this issue is that VR devices, like other technological (...)
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  11. Virtual Reality as a Moderator of Psychedelic-Assisted Psychotherapy.Agnieszka D. Sekula, Luke Downey & Prashanth Puspanathan - 2022 - Frontiers in Psychology 13:813746.
    Psychotherapy with the use of psychedelic substances, including psilocybin, lysergic acid diethylamide (LSD), ketamine, and 3,4-methylenedioxymethamphetamine (MDMA), has demonstrated promise in treatment of post-traumatic stress disorder (PTSD), anxiety, addiction, and treatment-resistant depression. Psychedelic-assisted psychotherapy (PP) represents a unique psychopharmacological model that leverages the profound effects of the psychedelic experience. That experience is characterized by strong dependency on two key factors: participant mindset and the therapeutic environment. As such, therapeutic models that utilize psychedelics reflect the need for careful design that promotes (...)
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  12. Post-Traumatic Stress Disorder and Virtual Reality.Teodora Stoeva - 2022 - Diogenes 30 (1):9-20.
    This study discusses the potential of virtual reality therapy to treat traumatic experiences. It considers the main advantages of exposure therapy through virtual reality in comparison with traditional exposure therapy. In order to explain the effectiveness of using virtual reality to treat trauma, the main research question that was asked was how to conceptualize it. It was assumed that the trauma was a deviation from the normal narrative that people create for a particular crisis event. The results of the empirical (...)
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  13. Research on the correlation between component elements and psychological perception of the spatial form of underground commercial street corners based on virtual reality technology.Liang Sun, Tianyu Fang, Yan Sun, Bo Wang & Zebiao Shao - 2022 - Frontiers in Psychology 13.
    The corner space, an important area of underground commercial streets, not only converts space functions but also exerts a great impact on the space atmosphere by transforming the environmental quality of the commercial street space. Based on corner space investigations of several underground commercial streets in China, this paper constructs a realistic scene model using virtual reality technology and screens. This paper classifies the corner space elements of underground commercial streets through preliminary experiments. Based on the conclusions, different morphological models (...)
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  14. Experiencing an art education program through immersive virtual reality or iPad: Examining the mediating effects of sense of presence and extraneous cognitive load on enjoyment, attention, and retention.Qingyang Tang, Yanyun Wang, Hao Liu, Qian Liu & Shen Jiang - 2022 - Frontiers in Psychology 13.
    Sense of presence and extraneous cognitive load are the two psychological effects widely employed to explain the cognitive outcomes caused by high-immersive media. This study identified the concepts of both technological affordance and the psychological effects of VR learning. It investigated the mechanism by which immersion leads to better or worse communication in the context of art education. We operationalized the concept of immersion into two levels: a high-immersive VR system and a low-immersive tablet system. Through a between-subject experiment, we (...)
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  15. Altered effective connectivity in the emotional network induced by immersive virtual reality rehabilitation for post-stroke depression.Jia-Jia Wu, Mou-Xiong Zheng, Xu-Yun Hua, Dong Wei, Xin Xue, Yu-Lin Li, Xiang-Xin Xing, Jie Ma, Chun-Lei Shan & Jian-Guang Xu - 2022 - Frontiers in Human Neuroscience 16.
    Post-stroke depression is a serious complication of stroke that significantly restricts rehabilitation. The use of immersive virtual reality for stroke survivors is promising. Herein, we investigated the effects of a novel immersive virtual reality training system on PSD and explored induced effective connectivity alterations in emotional networks using multivariate Granger causality analysis. Forty-four patients with PSD were equally allocated into an immersive-virtual reality group and a control group. In addition to their usual rehabilitation treatments, the participants in the immersive-virtual reality (...)
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  16. Is Chalmers' Virtual Reality "Mirror Argument" Sound?Shaohua Xue - 2022 - Journal of Human Cognition 6 (1):24-32.
    Extended reality devices provide users with unprecedented immersive and hybrid perceptual experiences, and users will act their bodies according to the information perceived. This shows that visual perception plays a crucial role in the formation and shaping of self-perception and spatial position. Users have a strong perceptual experience of their physical presence and self-perception in the real world as a result of their avatar perspective based on visual perception in a virtual hybrid environment, as is issued by Chalmers in his (...)
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  17. The Influence of Figures in Warning Signs at the Manual Toll Station on the Lane Change Timing of Drivers in the Context of Virtual Reality of High-Proportion ETC Vehicles.Su Zhi, Peng Qunjie, Wang Chaolun, Xiang Wang & Ling Chen - 2022 - Complexity 2022:1-8.
    The increase of ETC vehicles on expressways has changed the proportion of ETC/MTC lanes at toll stations. Based on a driving simulator, three toll gate lane warning sign schemes were proposed in this study. Driving simulation experiments were conducted to study the influence of figures in warning signs at the manual toll station on the lane change timing of drivers. It was found that the addition of arrows to the warning signs can significantly shorten the response time and guide the (...)
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  18. Virtual reality for neurorehabilitation and cognitive enhancement.Danko D. Georgiev, Iva Georgieva, Zhengya Gong, Vijayakumar Nanjappan & Georgi V. Georgiev - 2021 - Brain Sciences 11 (2):221.
    Our access to computer-generated worlds changes the way we feel, how we think, and how we solve problems. In this review, we explore the utility of different types of virtual reality, immersive or non-immersive, for providing controllable, safe environments that enable individual training, neurorehabilitation, or even replacement of lost functions. The neurobiological effects of virtual reality on neuronal plasticity have been shown to result in increased cortical gray matter volumes, higher concentration of electroencephalographic beta-waves, and enhanced cognitive performance. Clinical application (...)
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  19. Virtual Reality from the Standpoint of Complexity Science.Helena Knyazeva - 2021 - Filosofiya-Philosophy 30 (3):244-260.
    An extended approach to the comprehension of virtual reality is developed in the article. Virtual reality is understood not only as a logically possible or cybernetically constructed reality but also as continuous turbulence of potencies of the complex natural and social world we live in, the wandering of complex systems and organizations over a field of possibilities, such a realization of forms and structures in which many formations remain in latent, potential forms, and are in the permanent process of making (...)
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  20. Personalized Virtual Reality Human-Computer Interaction for Psychiatric and Neurological Illnesses: A Dynamically Adaptive Virtual Reality Environment That Changes According to Real-Time Feedback From Electrophysiological Signal Responses.Jacob Kritikos, Georgios Alevizopoulos & Dimitris Koutsouris - 2021 - Frontiers in Human Neuroscience 15.
    Virtual reality constitutes an alternative, effective, and increasingly utilized treatment option for people suffering from psychiatric and neurological illnesses. However, the currently available VR simulations provide a predetermined simulative framework that does not take into account the unique personality traits of each individual; this could result in inaccurate, extreme, or unpredictable responses driven by patients who may be overly exposed and in an abrupt manner to the predetermined stimuli, or result in indifferent, almost non-existing, reactions when the stimuli do not (...)
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  21. Virtual Reality not for “being someone” but for “being in someone else’s shoes”: Avoiding misconceptions in empathy enhancement.Francisco Lara & Jon Rueda - 2021 - Frontiers in Psychology 12:3674.
    Erick J. Ramirez, Miles Elliott and Per‑Erik Milam (2021) have recently claimed that using Virtual Reality (VR) as an educational nudge to promote empathy is unethical. These authors argue that the influence exerted on the participant through virtual simulation is based on the deception of making them believe that they are someone else when this is impossible. This makes the use of VR for empathy enhancement a manipulative strategy in itself. In this article, we show that Ramirez et al.’s ethical (...)
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  22. Using Virtual Reality as a Tool in the Rehabilitation of Movement Abnormalities in Schizophrenia.Anastasia Pavlidou & Sebastian Walther - 2021 - Frontiers in Psychology 11:607312.
    Movement abnormalities are prevalent across all stages of schizophrenia contributing to poor social functioning and reduced quality of life. To date, treatments are scarce, often involving pharmacological agents, but none have been shown to improve movement abnormalities effectively. Virtual reality (VR) is a tool used to simulate virtual environments where behavioral performance can be quantified safely across different tasks while exerting control over stimulus delivery, feedback and measurement in real time. Sensory information is transmittedviaa head mounted display allowing users to (...)
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  23. Shedding Light on the Extended Mind: HoloLens, Holograms, and Internet-Extended Knowledge.Paul Smart - 2021 - Frontiers in Psychology 12 (Article 675184):1–16.
    The application of extended mind theory to the Internet and Web yields the possibility of Internet-extended knowledge—a form of extended knowledge that arises as a result of an individual's interactions with the online environment. The present paper seeks to advance our understanding of Internet-extended knowledge by describing the functionality of a real-world application, called the HoloArt app. In part, the goal of the paper is illustrative: it is intended to show how recent advances in mixed reality, cloud-computing, and machine intelligence (...)
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  24. Virtual Reality and Wearable Technologies to Support Adaptive Responding of Children and Adolescents With Neurodevelopmental Disorders: A Critical Comment and New Perspectives.Fabrizio Stasolla - 2021 - Frontiers in Psychology 12.
  25. Olfactory Virtual Reality (OVR) for Wellbeing and Reduction of Stress, Anxiety and Pain.David Tomasi - 2021 - Journal of Medical Research and Health Sciences 4 (3).
    Olfactory Virtual Reality (OVR) for Wellbeing and Reduction of Stress, Anxiety and Pain - Journal of Medical Research and Health Sciences.
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  26. Using Virtual Reality to Test for Telepathy: A Proof-of-Concept Study.David Vernon, Thomas Sandford & Eric Moyo - 2020 - Journal of Scientific Exploration 34 (4).
    Telepathy is one of the most commonly reported psi-type experiences and represents the idea that one person can acquire information relating to the thoughts/feelings/intentions of another from a distance via a non-usual route. Typically the procedure involves a Sender and a Receiver who are physically separated whilst the former attempts to relay target information to the latter. Refinements to this paradigm have included placing the Receiver in sensory isolation in an effort to enhance the signal to noise ratio of the (...)
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  27. Virtual Reality Experiments on Emotional Face Recognition Find No Evidence of Mood-Congruent Effects.Lan Zhong, Yamin Wang, Hong Kan & Jinhong Ding - 2020 - Frontiers in Psychology 11.
  28. Presence and Cybersickness in Virtual Reality Are Negatively Related: A Review.Séamas Weech, Sophie Kenny & Michael Barnett-Cowan - 2019 - Frontiers in Psychology 10:415654.
    In order to take advantage of the potential offered by the medium of virtual reality, it will be essential to develop an understanding of how to maximize the desirable experience of ‘presence’ in a virtual space (‘being there’), and how to minimize the undesirable feeling of ‘cybersickness’ (a constellation of discomfort symptoms experienced in virtual reality). Although there have been frequent reports of a possible link between the observer’s sense of presence and the experience of bodily discomfort in virtual reality, (...)
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  29. Virtual Reality as a Vehicle to Empower Motor-Cognitive Neurorehabilitation.Daniel Perez-Marcos, Mélanie Bieler-Aeschlimann & Andrea Serino - 2018 - Frontiers in Psychology 9.
  30. Virtual reality and human consciousness: The use of immersive environments in delirium therapy.Marko Suvajdzic, Azra Bihorac, Parisa Rashidi, Triton Ong & Joel Applebaum - 2018 - Technoetic Arts 16 (1):75-83.
    Immersive virtual environments can produce a state of behaviour referred to as ‘presence’, during which the individual responds to the virtual environment as if it were real. Presence can be arranged to scientifically evaluate and affect our consciousness within a controlled virtual environment. This phenomenon makes the use of virtual environments amenable to existing and in-development forms of therapy for various conditions. Delirium in the intensive care unit (ICU) is one such condition for which virtual reality (VR) technology has not (...)
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  31. Is Virtual Marriage Acceptable? A Psychological Study Investigating The Role of Ambiguity Tolerance and Intimacy Illusion in Online Dating among Adolescents and Early Adults.Juneman Abraham & Annisa Falah - 2017 - Journal of Psychological and Educational Research 24 (2):117-143.
    Marriage is one of the most important topics in the education field since life in this world is structured by interaction among families and between families and other social institutions. Dissatisfaction and unsustainability of marriage have led the urgency of premarital education in various countries. The problem is that the spread of virtual reality has made marriage itself to become more complex and experience reinterpretation and reconfiguration, moreover with the emergence of new kind of marriage in the digital era, i.e. (...)
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  32. Perception of Affordances and Experience of Presence in Virtual Reality.Paweł Grabarczyk & Marek Pokropski - 2016 - Avant: Trends in Interdisciplinary Studies 7 (2):25-44.
    Recent developments in virtual reality technology raise a question about the experience of presence and immersion in virtual environments. What is immersion and what are the conditions for inducing the experience of virtual presence? In this paper, we argue that crucial determinants of presence are perception of affordances and sense of embodiment. In the first section of this paper, we define key concepts and introduce important distinctions such as immersion and presence. In the second and third sections, we respectively discuss (...)
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  33. Free Energy and Virtual Reality in Neuroscience and Psychoanalysis: A Complexity Theory of Dreaming and Mental Disorder.Jim Hopkins - 2016 - Frontiers in Psychology 7.
  34. The engineering reality of virtual reality 2015.Margaret Dolinsky & Ian E. McDowall (eds.) - 2015 - Bellingham, Washington: SPIE.
    Proceedings of SPIE present the original research papers presented at SPIE conferences and other high-quality conferences in the broad-ranging fields of optics and photonics. These books provide prompt access to the latest innovations in research and technology in their respective fields. Proceedings of SPIE are among the most cited references in patent literature.
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  35. Minds in the Matrix: Embodied Cognition and Virtual Reality (2nd edition).Paul Smart - 2014 - In Lawrence A. Shapiro (ed.), The Routledge Handbook of Embodied Cognition. New York: Routledge.
    The present chapter discusses the implications of virtual reality for the theory and practice of embodied cognitive science. The chapter discusses how recent technological innovations are poised to reshape our understanding of the materially-embodied and environmentally-situated mind, providing us with a new means of studying the mechanisms responsible for intelligent behavior. The chapter also discusses how a synthetically-oriented shift in our approach to embodied intelligence alters our view of familiar problems, most notably the distinction between embedded and extended cognition. The (...)
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  36. Realistic virtual reality and perception.John Dilworth - 2010 - Philosophical Psychology 23 (1):23-42.
    Realistic uses of Virtual Reality 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 may be extended to cover such cases. Virtual objects are explained as concrete models that have an inner generation mechanism, and the ITP is used to explain how VR users can both perceive such local CMs, and perceptually represent remote real objects. Also, concepts of modeling and representation are distinguished. The paper (...)
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  37. Human foraging behavior: A virtual reality investigation on area restricted search in humans.Christopher Kalff, Thomas Hills & Jan M. Wiener - 2010 - In S. Ohlsson & R. Catrambone (eds.), Proceedings of the 32nd Annual Conference of the Cognitive Science Society. Cognitive Science Society. pp. 168--173.
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  38. Du Modèle à la Simulation Informatique.Franck Varenne - 2007 - Vrin.
    Avec l'evolution recente des modeles mathematiques vers des simulations informatiques, les formalisations du vivant sont de plus en plus integratives, mixtes et, en un sens, realistes. Plus generalement, les formalisations d'objets complexes deviennent assises sur et non plus seulement traitees par l'infrastructure informatique. Quelle est la veritable portee epistemologique de cette empirie simulee? Comment la distinguer de la creativite proprement interne aux mathematiques dont la philosophie des sciences a deja su rendre compte? En se penchant sur les modeles de plantes, (...)
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  39. From presence to consciousness through virtual reality.Maria V. Sanchez-Vives & Mel Slater - 2005 - Nature Reviews Neuroscience 6 (4):332-339.
  40. Changes in bodily awareness induced by immersive virtual reality.Craig D. Murray & Michael S. Gordon - 2001 - CyberPsychology and Behavior 4 (3):365-371.
  41. Cognitive Issues in the Perception of Desktop Virtual Environments.Robert D. Macredie & Sonali S. Morar - 2000 - Journal of Intelligent Systems 10 (5-6):421-450.
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  42. Innovative Simulations for Assessing Professional Competence: From Paper and Pencil to Virtual Reality.S. Pearson - 2000 - Knowledge, Technology & Policy 12 (4):102-103.
  43. Virtual Environments.Woodrow Barfield & Thomas A. Furness (eds.) - 1995 - Oxford University Press USA.
    This sweeping introduction to the science of virtual environment technology masterfully integrates research and practical applications culled from a range of disciplines, including psychology, engineering, and computer science.
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  44. Consciousness, dreams and virtual realities.Antti Revonsuo - 1995 - Philosophical Psychology 8 (1):35-58.
    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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  45. Ground truth and virtual reality: Hacking vs. Van Fraassen.William Seager - 1995 - Philosophy of Science 62 (3):459-478.
    Hacking argues against van Fraassen's constructive empiricism by appeal to features of microscopic imaging. Hacking relies on both our practices involving imaging instruments and the structure of the images produced by these micropractices. Van Fraassen's reply is formally correct yet fundamentally unsatisfying. I aim to strengthen van Fraassen's reply, but must then extend constructive empiricism, specifically the central notion of "theoretical immersion." I argue that immersion is more analogous to entering a virtual reality than to learning a language. This metaphor (...)
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  46. Virtual social environments as a tool for psychological assessment.Felix D. Schönbrodt & Jens B. Asendorpf - unknown
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  47. Researching Virtual Environments and Virtual Characters.Agneta Gulz - unknown
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