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1 — 50 / 158
  1. added 2020-05-12
    Harm, Consent, and Virtual Selves in Full Body Ownership Illusions: Real Concerns for Immersive Virtual Reality Therapies Upcoming.Maria Botero & Elise Whatley - forthcoming - Cambridge Quarterly of Healthcare Ethics.
    Virtual reality (VR) is increasingly being used to investigate and to treat psychological disorders; the most common application of VR is in the treatment of phobias (e.g. fear of heights, fear of flying, and fear of public speaking) and other anxiety disorders (e.g. panic disorders, post-traumatic stress disorders, generalized anxiety disorders, and stress management) as well as eating disorders, autism spectrum disorders, depression, psychosis, and PTSD. VR technology provides an ideal context in which to study these disorders because, given the (...)
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  2. added 2020-05-06
    Realitätsrepräsentation: Das Ziel der Ontologie.Barry Smith - 2008 - In Ludger Jansen & Barry Smith (eds.), Biomedizinische Ontologie. Philosophie – Lebenswissenschaften - Informationstechnik. Zurich: vdf (UTB Forum). pp. 31-46.
    The development of ontologies for the purposes of data curation is an important element in modern-day data and information sciences. Unfortunately, much of the work on these applied ontologies is associated with a relativist or conceptualist point of view, according to which ontologies represent (for example) the concepts in the minds of human beings. The paper describes a series of problems with such views, and defends an alternative realist interpretation.
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  3. added 2020-04-13
    The Virtual as the Digital.David Chalmers - forthcoming - Disputatio.
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  4. added 2020-04-06
    Old Lies, New Media A Review of "A Defense of Simulated Experience: New Noble Lies" by Mark Silcox. [REVIEW]Nele Van de Mosselaer & Stefano Gualeni - 2019 - Journal of the Philosophy of Games 2 (1).
  5. added 2020-03-10
    Virtual Reality: Digital or Fictional?Neil McDonnell & Nathan Wildman - forthcoming - Disputatio.
    Are the objects and events that take place in Virtual Reality genuinely real? Those who answer this question in the affirmative are realists, and those who answer in the negative are irrealists. In this paper we argue against the realist position, as given by Chalmers, and present our own preferred irrealist account of the virtual. We start by disambiguat- ing two potential versions of the realist position—weak and strong— and then go on to argue that neither is plausible. We then (...)
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  6. added 2020-01-28
    Predicting Me: The Route to Digital Immortality?Paul Smart - forthcoming - In Robert W. Clowes, Klaus Gärtner & Inês Hipólito (eds.), The Mind-Technology Problem: Investigating Minds, Selves and 21st Century Artifacts. Berlin, Germany:
    An emerging consensus in cognitive science views the biological brain as a hierarchically-organized predictive processing system that relies on generative models to predict the structure of sensory information. Such a view resonates with a body of work in machine learning that has explored the problem-solving capabilities of hierarchically-organized, multi-layer (i.e., deep) neural networks, many of which acquire and deploy generative models of their training data. The present chapter explores the extent to which the ostensible convergence on a common neurocomputational architecture (...)
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  7. added 2020-01-28
    Blade Runner 2049: A Philosophical Exploration.Timothy Shanahan & Paul Smart (eds.) - 2020 - Abingdon, UK: Routledge.
    Widely acclaimed upon its release as a future classic, Denis Villeneuve’s Blade Runner 2049 is visually stunning, philosophically profound, and a provocative extension of the story in Ridley Scott’s Blade Runner. Containing specially commissioned chapters by a roster of international contributors, this fascinating collection explores philosophical questions that abound in Blade Runner 2049, including: -/- What distinguishes the authentically "human" person? How might natality condition one’s experience of being-in-the-world? How might shared memories feature in the constitution of personal identities? What (...)
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  8. added 2020-01-28
    The Joi of Holograms.Paul Smart - 2020 - In Timothy Shanahan & Paul R. Smart (eds.), Blade Runner 2049: A Philosophical Exploration. Abingdon, UK: pp. 127–148.
  9. added 2020-01-20
    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.
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  10. added 2019-12-18
    The Dreams of Alpha-Lupi: A Trip In Virtual Reality.Francisco Valdez - manuscript
    Dreams as Virtual Reality simulations. When David Chalmers wrote “The Virtual and the Real” the argument many focused on the metaphysical and epistemic nature Virtual Reality and how it compares to waking states and dreaming sates. But one interesting segment of the paper is where he defends his thesis by claiming that dreams are not experiences. This is where I take issue and, in my paper, I claim that dreams as much as VR are epistemically similar enough to be called (...)
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  11. added 2019-11-26
    How to (Dis)Solve the Gamer’s Dilemma.Erick Jose Ramirez - 2020 - Ethical Theory and Moral Practice (1):1-21.
    The Gamer's Dilemma challenges us to find a distinction between virtual murder and virtual pedophilia. Without such a distinction, we are forced to conclude that either both are morally acceptable or that both should be morally illicit. This paper argues that the best way to solve the dilemma is, in one sense, to dissolve it. The Gamer's Dilemma rests on a misunderstanding in the sense that it does not distinguish between the form of a simulation and its surface content. A (...)
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  12. added 2019-09-24
    Designing the Smart Operator 4.0 for Human Values: A Value Sensitive Design Approach.Steven Umbrello, Antonio Padovano & Lucia Gazzaneo - 2020 - Procedia Manufacturing 42:219-226.
    Emerging technologies such as cloud computing, augmented and virtual reality, artificial intelligence and robotics, among others, are transforming the field of manufacturing and industry as a whole in unprecedent ways. This fourth industrial revolution is consequentially changing how operators that have been crucial to industry success go about their practices in industrial environments. This short paper briefly introduces the notion of the Operator 4.0 as well as how this novel way of conceptualizing the human operator necessarily implicates human values in (...)
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  13. added 2019-09-09
    Agency and Embodiment: Groups, Human–Machine Interactions, and Virtual Realities.Johannes Himmelreich - 2018 - Ratio 31 (2):197-213.
    This paper develops a taxonomy of kinds of actions that can be seen in group agency, human–machine interactions, and virtual realities. These kinds of actions are special in that they are not embodied in the ordinary sense. I begin by analysing the notion of embodiment into three separate assumptions that together comprise what I call the Embodiment View. Although this view may find support in paradigmatic cases of agency, I suggest that each of its assumptions can be relaxed. With each (...)
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  14. added 2019-06-06
    Virtual Reality and Dreams: Towards the Autistic Condition?Thorsten Botz-Borstein - 2004 - Philosophy in the Contemporary World 11 (2):1-10.
    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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  15. added 2019-04-27
    On Luck, the Attribute.Paul Bali - manuscript
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  16. added 2019-03-07
    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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  17. added 2018-12-14
    Critical Gaming: Interactive History and Virtual Heritage.Erik M. 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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  18. added 2018-12-14
    Playing With The Past.Erik M. Champion - 2010 - London: Springer.
    How can we increase awareness and understanding of other cultures using interactive digital visualizations of past civilizations? In order to answer the above question, this book first examines the needs and requirements of virtual travelers and virtual tourists. Is there a market for virtual travel? Erik Champion examines the overall success of current virtual environments, especially the phenomenon of computer gaming. Why are computer games and simulations so much more successful than other types of virtual environments? Arguments that virtual environments (...)
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  19. added 2018-11-08
    Empathy and the Limits of Thought Experiments.Erick Ramirez - 2017 - Metaphilosophy 48 (4):504-526.
    This article criticizes what it calls perspectival thought experiments, which require subjects to mentally simulate a perspective before making judgments from within it. Examples include Judith Thomson's violinist analogy, Philippa Foot's trolley problem, and Bernard Williams's Jim case. The article argues that advances in the philosophical and psychological study of empathy suggest that the simulative capacities required by perspectival thought experiments are all but impossible. These thought experiments require agents to consciously simulate necessarily unconscious features of subjectivity. To complete these (...)
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  20. added 2018-05-28
    Living-Into, Living-With: A Schutzian Account of the Player/Character Relationship.Rebecca A. Hardesty - 2016 - Glimpse 17:27-34.
    Games Studies reveals the performative nature of playing a character in a virtual-game-world (Nitsche 2008, p.205; Pearce 2006, p.1; Taylor 2002, p.48). Tbe Player/Character relationship is typically understood in terms of the player’s in-game “presence” (Boellstorff 2008, p.89; Schroeder 2002, p.6). This gives the appearance that living-into a game-world is an all-or- nothing affair: either the player is “present” in the game-world, or they are not. I argue that, in fact, a constitutive phenomenology reveals the Player/Character relationship to be a (...)
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  21. added 2018-05-09
    Programming Planck Units From a Virtual Electron; a Simulation Hypothesis (Summary).Malcolm Macleod - 2018 - Eur. Phys. J. Plus 133:278.
    The Simulation Hypothesis proposes that all of reality, including the earth and the universe, is in fact an artificial simulation, analogous to a computer simulation, and as such our reality is an illusion. In this essay I describe a method for programming mass, length, time and charge (MLTA) as geometrical objects derived from the formula for a virtual electron; $f_e = 4\pi^2r^3$ ($r = 2^6 3 \pi^2 \alpha \Omega^5$) where the fine structure constant $\alpha$ = 137.03599... and $\Omega$ = 2.00713494... (...)
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  22. added 2018-04-10
    Du Modèle à la Simulation Informatique.Franck Varenne - 2007 - Vrin.
    Avec l’évolution récente des modèles mathématiques vers des simulations informatiques, les formalisations du vivant sont de plus en plus intégratives, mixtes et, en un sens, réalistes. Plus généralement, les formalisations d’objets complexes deviennent assises sur et non plus seulement traitées par l’infrastructure informatique.Quelle est la véritable portée épistémologique de cette empirie simulée? Comment la distinguer de la créativité proprement interne aux mathématiques dont la philosophie des sciences a déjà su rendre compte?En se penchant sur les modèles de plantes, cette enquête (...)
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  23. added 2017-10-04
    “The Nature of Avatars: A Response to Roxanne Kurtz’s ‘My Avatar, My Choice’.”.Scott Forschler - 2016 - APA Newsletter on Philosophy and Computers 16 (1):48-51.
    Roxanne Kurtz has argued that the "virtual rape" of a character in a computer-generated world (an avatar) shares many (though obviously not all) of the wrong-making features of physical rape in the real world. I agree in part, but argue that, due to the typical features of virtual worlds, its wrongfulness is dominated by the harm it does to the avatar user's capacity for social interaction and self-representation. In the course of the argument I hope to shed more light upon (...)
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  24. added 2017-09-28
    The Virtual and the Real.David J. Chalmers - 2017 - Disputatio 9 (46):309-352.
    I argue that virtual reality is a sort of genuine reality. In particular, I argue for virtual digitalism, on which virtual objects are real digital objects, and against virtual fictionalism, on which virtual objects are fictional objects. I also argue that perception in virtual reality need not be illusory, and that life in virtual worlds can have roughly the same sort of value as life in non-virtual worlds.
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  25. added 2017-03-10
    Are You Living in a Computer Simulation?Nick Bostrom - unknown
    This paper argues that at least one of the following propositions is true: the human species is very likely to go extinct before reaching a "posthuman" stage; any posthuman civilization is extremely unlikely to run a significant number of simulations of their evolutionary history ; we are almost certainly living in a computer simulation. It follows that the belief that there is a significant chance that we will one day become posthumans who run ancestor-simulations is false, unless we are currently (...)
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  26. added 2017-03-08
    Are We Living in a Computer Simulation?By Nick Bostrom - 2003 - Philosophical Quarterly 53 (211):243–255.
    This paper argues that at least one of the following propositions is true: (1) the human species is very likely to go extinct before reaching a “posthuman” stage; (2) any posthuman civilization is extremely unlikely to run a significant number of simulations of their evolutionary history (or variations thereof); (3) we are almost certainly living in a computer simulation. It follows that the belief that there is a significant chance that we will one day become posthumans who run ancestor-simulations is (...)
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  27. added 2017-02-13
    Stanislav Lem, an Explorer of Virtual Reality (with an Accompanying Bibliography of Primary and Secondary Literature).O. Herec - 2003 - Filozofia 58 (9):636-655.
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  28. added 2017-02-13
    Virtual Power: Gendering the Nurse-Technology Relationship.Julie Fairman & Patricia D'Antonio - 1999 - Nursing Inquiry 6 (3):178-186.
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  29. added 2017-01-29
    Virtual Social Environments as a Tool for Psychological Assessment.Felix D. Schönbrodt & Jens B. Asendorpf - unknown
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  30. added 2017-01-28
    Emagic Logic Virtual Instruments a User's Guide.Stephen Bennett - 2003
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  31. added 2017-01-27
    Being (T)Here: A Case for the Presence of Place in Desktop Virtual Worlds.Maeva Veerapen - unknown
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  32. added 2017-01-26
    The Aesthetic of Immersion in the Immersive Dome Environment : Stepping Between the Real and the Virtual Worlds for Further Self-Constitution?Isabella Buczek - 2012 - Technoetic Arts 10 (1):3-10.
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  33. added 2017-01-26
    Atoms and Avatars: Virtual Worlds as Massively-Multiplayer Laboratories.Colin Milburn - 2008 - Spontaneous Generations 2 (1):63.
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  34. added 2017-01-25
    Good Practice in Virtual Worlds Teaching: Designing a Framework Through the Euroversity Project.Judith Molka-Danielsen, Darren Mundy, Stella Hadjistassou & Cristina Stefannelli - 2014 - Iris 35.
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  35. added 2017-01-25
    Virtual Life and Perpetualogy (Self-Preservation of Virtual Entities in Computational Technology).L. Andrasik - 1998 - Filozofia 53 (1):15-26.
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  36. added 2017-01-21
    Virtual Laboratories and Virtual Worlds.Piet Hut - unknown
    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 it possible for (...)
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  37. added 2017-01-17
    The Virtual Reality of the Invisible Hand.Emma Tieffenbach - 2016 - Social Science Information 55 (1):115-134.
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  38. added 2017-01-17
    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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  39. added 2017-01-17
    Fantasies of Identity, Love, and Self-Knowledge in the Age of the Web and Virtual Reality.Gila Safran Naveh - 2015 - Semiotics:185-194.
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  40. added 2017-01-17
    Visualization and Interpretation of Geologic Data in 3D Virtual Reality.Gary L. Kinsland & Christoph W. Borst - 2015 - Interpretation: SEG 3 (3):SX13-SX20.
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  41. added 2017-01-17
    Value Immersion and Value Regression: On Moral Aggregation of Virtual Communities.Narcisa Loredana Posteuca - 2015 - Postmodern Openings 6 (2):79-88.
    The scope of this research paper is to analyze the value integrative-models that can be applied to the virtual interactive constructs, but also to delineate the correspondences established between identity, self and value representation. Concerning the social acquirements that can be distinguished at the level of virtual communities, it is necessary to follow the immersion/ regression processes through which a value layout is settled. Concerning the User’s ability to mediate this value progression in various networking sequences, an analysis of the (...)
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  42. added 2017-01-17
    Virtual Selves, Real Persons: A Dialogue Across Disciplines.Richard S. Hallam - 2009 - Cambridge University Press.
    How do we know and understand who we really are as human beings? The concept of 'the self' is central to many strands of psychology and philosophy. This book tackles the problem of how to define persons and selves and discusses the ways in which different disciplines, such as biology, sociology and philosophy, have dealt with this topic. Richard S. Hallam examines the notion that the idea of the self as some sort of entity is a human construction and, in (...)
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  43. added 2017-01-17
    At the Interface: Theology and Virtual Reality, by Sr. Mary Timothy Prokes.Louise A. Mitchell - 2005 - The National Catholic Bioethics Quarterly 5 (4):851-854.
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  44. added 2017-01-17
    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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  45. added 2017-01-16
    Virtual Killing.Carl Mildenberger - 2017 - Philosophical Studies 174 (1):185-203.
    Debates that revolve around the topic of morality and fiction rarely explicitly treat virtual worlds like, for example, Second Life. The reason for this disregard cannot be that all users of virtual worlds only do the right thing while online—for they sometimes even virtually kill each other. Is it wrong to kill other people in a virtual world? It depends. This essay analyzes on what it depends, why it is that killing people in a virtual world sometimes is wrong, and (...)
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  46. added 2017-01-16
    Researching Virtual Environments and Virtual Characters.Agneta Gulz - unknown
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  47. added 2017-01-15
    Discovering Ethics Through Virtual Reality.Mellissa Henry - 2013 - Questions: Philosophy for Young People 13:18-20.
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  48. added 2017-01-15
    Virtual Reality and the Modern Ideology of Order and Control.Craig I. Murrihy - unknown
    In this thesis I will examine the construction of the concept of Virtual Reality. I argue that rather than a technology of liberation as it is often perceived, virtual realities' conception has been influenced significantly by a discourse of control and order. I examine books, articles and films concerning Virtual Reality to support this claim. Furthermore this discourse of control and order is born out of a larger ideology of Western culture that values order and control. Throughout modernity this ideology (...)
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  49. added 2017-01-15
    The Corporeal Body in Virtual Reality.Craig D. Murray & Judith Sixsmith - 1999 - Ethos: Journal of the Society for Psychological Anthropology 27 (3):315-343.
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  50. added 2017-01-14
    Virtual Reality: The Last Human Narrative?Thorsten Botz-Bornstein - 2015 - Brill | Rodopi.
    Is virtual reality the latest grand narrative that humanity has produced? This book attempts to disentangle the common characteristics of human reality and posthuman virtual reality by examining discourses on psychoanalysis, gene-technology, globalization, and contemporary art.
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1 — 50 / 158