Results for ' virtual maze'

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  1.  1
    Behavioural interference at event boundaries reduces long-term memory performance in the virtual water maze task without affecting working memory performance.Marie Pahlenkemper, Hannah Bernhard, Joel Reithler & Mark J. Roberts - 2024 - Cognition 250 (C):105859.
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  2. The Effect of Goals on Memory for Human Mazes in Real and Virtual Space.A. Johnson, K. R. Coventry & E. M. Thompson - 2009 - In N. A. Taatgen & H. van Rijn (eds.), Proceedings of the 31st Annual Conference of the Cognitive Science Society.
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  3.  9
    Nostalgia enhances route learning in a virtual environment.Edward S. Redhead, Tim Wildschut, Alice Oliver, Matthew O. Parker, Antony P. Wood & Constantine Sedikides - 2023 - Cognition and Emotion 37 (4):617-632.
    Salient landmarks enhance route learning. We hypothesised that semantically salient nostalgic landmarks would improve route learning compared to non-nostalgic landmarks. In two experiments, participants learned a route through a computer-generated maze using directional arrows and wall-mounted pictures. On the test trial, the arrows were removed, and participants completed the maze using only the pictures. In the nostalgia condition, pictures were of popular music artists and TV characters from 5 to 10 years ago. In the control condition, they were (...)
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  4.  26
    Encouraging 5-year olds to attend to landmarks: a way to improve children's wayfinding strategies in a virtual environment.Jamie Lingwood, Mark Blades, Emily K. Farran, Yannick Courbois & Danielle Matthews - 2015 - Frontiers in Psychology 6:125566.
    Wayfinding is defined as the ability to learn and remember a route through an environment. Previous researchers have shown that young children have difficulties remembering routes. However, very few researchers have considered how to improve young children's wayfinding abilities. Therefore, we investigated ways to help children increase their wayfinding skills. In two studies, a total of 72 5-year olds were shown a route in a six turn maze in a virtual environment and were then asked to retrace this (...)
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  5.  6
    Learning My Way: A Pilot Study of Navigation Skills in Cerebral Palsy in Immersive Virtual Reality.Emilia Biffi, Chiara Gagliardi, Cristina Maghini, Chiara Genova, Daniele Panzeri, Davide Felice Redaelli & Anna Carla Turconi - 2020 - Frontiers in Psychology 11.
    Purpose:Human navigation skills are essential for everyday life and rely on several cognitive abilities, among which visual-spatial competences that are impaired in subjects with cerebral palsy. In this work, we proposed navigation tasks in immersive virtual reality to 15 children with CP and 13 typically developing peers in order to assess the individual navigation strategies and their modifiability in a situation resembling real life.Methods:We developed and adapted to IVR an application based on a 5-way maze in a playground (...)
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  6.  16
    Importance of Path Planning Variability: A Simulation Study.Jeffrey L. Krichmar & Chuanxiuyue He - 2023 - Topics in Cognitive Science 15 (1):139-162.
    Individuals vary in the way they navigate through space. Some take novel shortcuts, while others rely on known routes to find their way around. We wondered how and why there is so much variation in the population. To address this, we first compared the trajectories of 368 human subjects navigating a virtual maze with simulated trajectories. The simulated trajectories were generated by strategy-based path planning algorithms from robotics. Based on the similarities between human trajectories and different strategy-based simulated (...)
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  7.  10
    Importance of Path Planning Variability: A Simulation Study.Jeffrey L. Krichmar & Chuanxiuyue He - 2023 - Topics in Cognitive Science 15 (1):139-162.
    Individuals vary in the way they navigate through space. Some take novel shortcuts, while others rely on known routes to find their way around. We wondered how and why there is so much variation in the population. To address this, we first compared the trajectories of 368 human subjects navigating a virtual maze with simulated trajectories. The simulated trajectories were generated by strategy-based path planning algorithms from robotics. Based on the similarities between human trajectories and different strategy-based simulated (...)
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  8.  19
    Attachment Dimensions and Spatial Navigation in Female College Students: The Role of Comfort With Closeness and Confidence in Others.Nuno Barbosa Rocha, Andreia Lemos, Carlos Campos, Susana Rocha, Tetsuya Yamamoto, Sérgio Machado & Eric Murillo-Rodriguez - 2019 - Frontiers in Psychology 10.
    Altered attachment characteristics may disturb the HPA and can even cause changes in the hippocampus. However, it is unknown if that will influence spatial navigation performance, learning and recalling. In this study we pretend to verify if there are differences in spatial navigation learning and was associated with attachment style dimensions of anxiety and close-depend. Sixty-five female participants were recruited and were evaluated using the Adult Attachment Scale-R and tested on a virtual maze navigation task (VMT) at one (...)
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  9. Value Theory.Francesco Orsi - 2015 - New York: Bloomsbury Academic.
    What is it for a car, a piece of art or a person to be good, bad or better than another? In this first book-length introduction to value theory, Francesco Orsi explores the nature of evaluative concepts used in everyday thinking and speech and in contemporary philosophical discourse. The various dimensions, structures and connections that value concepts express are interrogated with clarity and incision. -/- Orsi provides a systematic survey of both classic texts including Plato, Aristotle, Kant, Moore and Ross (...)
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  10.  8
    A statistical approach for segregating cognitive task stages from multivariate fMRI BOLD time series.Charmaine Demanuele, Florian Bähner, Michael M. Plichta, Peter Kirsch, Heike Tost, Andreas Meyer-Lindenberg & Daniel Durstewitz - 2015 - Frontiers in Human Neuroscience 9:156792.
    Multivariate pattern analysis can reveal new information from neuroimaging data to illuminate human cognition and its disturbances. Here, we develop a methodological approach, based on multivariate statistical/machine learning and time series analysis, to discern cognitive processing stages from functional magnetic resonance imaging (fMRI) blood oxygenation level dependent (BOLD) time series. We apply this method to data recorded from a group of healthy adults whilst performing a virtual reality version of the delayed win-shift radial arm maze (RAM) task. This (...)
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  11.  16
    Placebo Effects: The Meaning of Care in Medicine by Pekka Louhiala. [REVIEW]Rebecca Macy - 2023 - Cambridge Quarterly of Healthcare Ethics 32 (4):602-605.
    Pekka Louhiala crosses disciplines and decades to present a remarkably detailed review of the existing literature on placebos, placebo effects, and related concepts. The problem at hand—and Louhiala does aptly frame it as a problem—is a striking lack of consensus among researchers, scholars, and clinicians regarding virtually all aspects of the placebo topic. In capturing the complexity of this problem, Louhiala expertly compiles an extensive catalog of placebo literature that effectively gives the reader both a map of the territory and (...)
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  12.  18
    Commoning the seeds: alternative models of collective action and open innovation within French peasant seed groups for recreating local knowledge commons.Armelle Mazé, Aida Calabuig Domenech & Isabelle Goldringer - 2020 - Agriculture and Human Values 38 (2):541-559.
    In this article, we expand the analytical and theoretical foundations of the study of knowledge commons in the context of more classical agrarian commons, such as seed commons. We show that it is possible to overcome a number of criticisms of earlier work by Ostrom on natural commons and its excludability/rivalry matrix in addressing the inclusive social practices of “commoning”, defined as a way of living and acting for the preservation of the commons. Our empirical analysis emphasizes, using the most (...)
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  13.  22
    On some corruptions of the doctrine of homeostasis.J. R. Maze - 1953 - Psychological Review 60 (6):405-412.
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  14.  11
    The meaning of behaviour.J. R. Maze - 1983 - Boston: G. Allen & Unwin.
  15. The Meaning of Behaviour.J. R. Maze - 1984 - British Journal for the Philosophy of Science 35 (4):411-414.
     
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  16.  31
    The concept of attitude.J. R. Maze - 1973 - Inquiry: An Interdisciplinary Journal of Philosophy 16 (1-4):168 – 205.
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  17.  27
    Towards an Analytic of Violence: Foucault, Arendt & Power.Jacob Maze - 2018 - Foucault Studies 25:120.
    Violence is an often used but much less theoretically discussed word, even among Foucauldian scholars, with Johanna Oksala being a notable exception. However, she limits her definition of violence to physical forms. In this article, I seek to overcome the quandaries she poses for wide-ranging definitions of violence by incorporating Arendt’s critique of violence into a Foucauldian paradigm. While some work, though not a great deal, has been done on comparing Arendt and Foucault, I highlight some points of commonality that (...)
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  18.  14
    Do intervening variables intervene?J. R. Maze - 1954 - Psychological Review 61 (4):226-234.
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  19.  14
    Towards an Analytic of Violence: Foucault, Arendt & Power.Jacob Maze - 2018 - Foucault Studies 25:120-145.
    Violence is an often used but much less theoretically discussed word, even among Foucauldian scholars, with Johanna Oksala being a notable exception. However, she limits her definition of violence to physical forms. In this article, I seek to overcome the quandaries she poses for wide-ranging definitions of violence by incorporating Arendt’s critique of violence into a Foucauldian paradigm. While some work, though not a great deal, has been done on comparing Arendt and Foucault, I highlight some points of commonality that (...)
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  20.  12
    Histone turnover and chromatin accessibility: Critical mediators of neurological development, plasticity, and disease.Wendy Wenderski & Ian Maze - 2016 - Bioessays 38 (5):410-419.
    In postmitotic neurons, nucleosomal turnover was long considered to be a static process that is inconsequential to transcription. However, our recent studies in human and rodent brain indicate that replication‐independent (RI) nucleosomal turnover, which requires the histone variant H3.3, is dynamic throughout life and is necessary for activity‐dependent gene expression, synaptic connectivity, and cognition. H3.3 turnover also facilitates cellular lineage specification and plays a role in suppressing the expression of heterochromatic repetitive elements, including mutagenic transposable sequences, in mouse embryonic stem (...)
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  21.  4
    Look Behind Me! Highly Informative Picture Backgrounds Increase Stated Generosity Through Perceived Tangibility, Impact, and Warm Glow.Marta Caserotti, Martina Vacondio, Maya Maze & Giulia Priolo - 2022 - Frontiers in Psychology 13.
    In this study, we investigated whether background information of a visual charity appeal can influence people’s motivation to donate and the hypothetical amount donated. Specifically, participants were presented with a charity appeal to help a local hospital respond to the Coronavirus Disease-19 emergency depicting a man sitting on a bed in a hospital room. The number of visual details depicted in the background was manipulated according to three conditions: “High information” condition, “low information” condition, and “no information” condition. We investigated (...)
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  22. Les dimensions de la personnalité.H. J. Eysenck, Mazé & Bize - 1954 - Revue Philosophique de la France Et de l'Etranger 144 (1):296-297.
     
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  23. Les dimensions de la personnalité.H. J. Eysenck, Mazé & Bize - 1956 - Revue Philosophique de la France Et de l'Etranger 146:571-571.
     
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  24. Les dimensions de la personnalité.H. J. Eysenck & Mad Mazé - 1952 - Revue de Métaphysique et de Morale 57 (1):98-99.
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  25.  29
    Review symposia.Terence McMullen, John Maze, Joel Michell & Brian Kennedy - 1996 - Metascience 5 (2):6-20.
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  26. Height and damage.Virtual Reality - 2022 - In Jonah Siegel (ed.), Overlooking damage: art, display, and loss in a time of crisis. Stanford, California: Stanford University Press.
     
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  27.  18
    Beyond the material: knowledge aspects in seed commoning.Stefanie Sievers-Glotzbach, Johannes Euler, Christine Frison, Nina Gmeiner, Lea Kliem, Armelle Mazé & Julia Tschersich - 2020 - Agriculture and Human Values 38 (2):509-524.
    Core sustainability issues concerning the governance of seeds revolve around knowledge aspects, such as intellectual property rights over genetic information or the role of traditional knowledge in plant breeding, seed production and seed use. While the importance of knowledge management for efficient and equitable seed governance has been emphasized in the scientific discourse on Seed Commons, knowledge aspects have not yet been comprehensively studied. With this paper, we aim to (i) to analyze the governance of knowledge aspects in both global (...)
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  28. Expressive Avatars: Vitality in Virtual Worlds.David Ekdahl & Lucy Osler - 2023 - Philosophy and Technology 36 (2):1-28.
    Critics have argued that human-controlled avatar interactions fail to facilitate the kinds of expressivity and social understanding afforded by our physical bodies. We identify three claims meant to justify the supposed expressive limits of avatar interactions compared to our physical interactions. First, “The Limited Expressivity Claim”: avatars have a more limited expressive range than our physical bodies. Second, “The Inputted Expressivity Claim”: any expressive avatarial behaviour must be deliberately inputted by the user. Third, “The Decoding Claim”: users must infer or (...)
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  29.  37
    The paradox of social interaction : shared intentionality, we-reasoning and virtual bargaining.Nick Chater, Hossam Zeitoun & Tigran Melkonyan - 2022 - Psychological Review 129 (3):415-437.
    Social interaction is both ubiquitous and central to understanding human behavior. Such interactions depend, we argue, on shared intentionality: the parties must form a common understanding of an ambiguous interaction (e.g., one person giving a present to another requires that both parties appreciate that a voluntary transfer of ownership is intended). Yet how can shared intentionality arise? Many well-known accounts of social cognition, including those involving “mind-reading,” typically fall into circularity and/or regress. For example, A’s beliefs and behavior may depend (...)
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  30. Real moral problems in the use of virtual reality.Erick Jose Ramirez & Scott LaBarge - 2018 - Ethics and Information Technology (4):249-263.
    In this paper, we argue that, under a specific set of circumstances, designing and employing certain kinds of virtual reality (VR) experiences can be unethical. After a general discussion of simulations and their ethical context, we begin our argu-ment by distinguishing between the experiences generated by different media (text, film, computer game simulation, and VR simulation), and argue that VR experiences offer an unprecedented degree of what we call “perspectival fidelity” that prior modes of simulation lack. Additionally, we argue (...)
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  31.  11
    Dialogue games and deductive information: a dialogical account of the concept of virtual information.Bruno Ramos Mendonça - 2023 - Synthese 202 (3):1-31.
    There is a broad debate in contemporary philosophy of logic on the informativeness of proofs. In this context, informative proofs are demonstrations whose premises do not include the content of the conclusion. D’Agostino and Floridi (Synthese 167(2):271–315, 2009) claimed that proofs are informative if they use _virtual information_. In their terminology, this is the data carried by _dischargeable hypotheses_, assumptions entertained during proof and eliminated before concluding. Although these authors capture several cases of informative demonstrations, they do not explain the (...)
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  32.  10
    Social Conformity in Immersive Virtual Environments: The Impact of Agents’ Gaze Behavior.Christos Kyrlitsias, Despina Michael-Grigoriou, Domna Banakou & Maria Christofi - 2020 - Frontiers in Psychology 11.
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  33.  12
    Nuevas tecnologías en la educación superior virtual.Joan Miquel-Vergés - 2022 - Human Review. International Humanities Review / Revista Internacional de Humanidades 11 (4):1-20.
    En el ámbito de la educación superior virtual de la Universidade de Vigo (UVigo, España) existe un servicio de videoconferencia masiva, integrado en el Campus Remoto, que puede emplearse para la docencia virtual; y, opcionalmente, también para la grabación automática de dichas clases en vídeos. La aparición de nuevas tecnologías como la del ultrafalso y la traducción cara a cara permitirán, además de la traducción/doblaje del audio en dicha videoclases, la manipulación de la imagen para que no se (...)
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  34.  10
    The Phenomenology of the Face-to-Facetime: A Levinasian Critique of the Virtual Clinic.Daniel C. O’Brien - forthcoming - Journal of Medicine and Philosophy.
    In order to promote social distancing during the recent COVID-19 pandemic, physicians and healthcare systems have made efforts to replace in-person with virtual clinic visits when feasible. While these efforts have been well received and seem compatible with sound clinical practice, they do not perfectly replicate the experience of a face-to-face exchange between doctor and patient. This essay attempts to describe features of the virtual visit that distinguish it from its face-to-face analog and considers the phenomenological work of (...)
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  35. What it Means to Live in a Virtual World Generated by Our Brain.Jan Westerhoff - 2016 - Erkenntnis 81 (3):507-528.
    Recent discussions in cognitive science and the philosophy of mind have defended a theory according to which we live in a virtual world akin to a computer simulation, generated by our brain. It is argued that our brain creates a model world from a variety of stimuli; this model is perceived as if it was external and perception-independent, even though it is neither of the two. The view of the mind, brain, and world, entailed by this theory has some (...)
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  36.  32
    The conceptual exportation question: conceptual engineering and the normativity of virtual worlds.Thomas Montefiore & Paul-Mikhail Catapang Podosky - 2024 - Ethics and Information Technology 26 (1):1-13.
    Debate over the normativity of virtual phenomena is now widespread in the philosophical literature, taking place in roughly two distinct but related camps. The first considers the relevant problems to be within the scope of applied ethics, where the general methodological program is to square the intuitive (im)permissibility of virtual wrongdoings with moral accounts that justify their (im)permissibility. The second camp approaches the normativity of virtual wrongdoings as a metaphysical debate. This is done by disambiguating the ‘ (...)’ character of ‘virtual wrongdoings’. Doing so is supposed to provide illuminating ontological distinctions that inform ethical aspects of the debate. We argue that each approach faces its own set of issues, and as a result, motivates consideration of an alternative. The alternative we suggest turns inquiry concerning the normativity of virtual wrongdoings into a distinctively conceptual question. Rather than asking whether some action is right or wrong, or whether some virtual phenomenon counts as a particular action at all, we argue that research into the normativity of virtual wrongdoings may be guided by reflecting on whether a concept that originated and developed within a non-virtual context should be exported into a foreign virtual domain. We consider this approach and several objections. (shrink)
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  37.  5
    The relationship between environmentally induced emotion and memory for a naturalistic virtual experience.Aria S. Petrucci, Cade McCall, Guy Schofield, Victoria Wardell, Omran K. Safi & Daniela J. Palombo - forthcoming - Cognition and Emotion.
    Emotional stimuli (e.g. words, images) are often remembered better than neutral stimuli. However, little is known about how memory is affected by an environmentally induced emotional state (without any overtly emotional occurrences) – the focus of this study. Participants were randomly assigned to discovery (n = 305) and replication (n = 306) subsamples and viewed a desktop virtual environment before rating their emotions and completing objective (i.e. item, temporal-order, duration) and subjective (e.g. vividness, sensory detail, coherence) memory measures. In (...)
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  38.  13
    Emotional intelligence and the second language acquisition in virtual learning environment.N. V. Bhatti - forthcoming - Philosophical Problems of IT and Cyberspace (PhilIT&C).
    Gardner’s theory of multiple intelligences has been further developed to focus on the research of human cognitive activities. Thus, the concept of emotional intelligence, which is the topic of the current paper, was introduced by John D. Mayer, Peter Salovey and ‎Daniel Goleman. General intelligence can be defined as the capacity to carry out abstract reasoning to understand meanings, to recognize the similarities and differences between two concepts and to make generalizations. Emotional intelligence is not a part of general intelligence. (...)
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  39. The reality of friendship within immersive virtual worlds.Nicholas John Munn - 2012 - Ethics and Information Technology 14 (1):1-10.
    In this article I examine a recent development in online communication, the immersive virtual worlds of Massively Multiplayer Online Role-Playing Games (MMORPGs). I argue that these environments provide a distinct form of online experience from the experience available through earlier generation forms of online communication such as newsgroups, chat rooms, email and instant messaging. The experience available to participants in MMORPGs is founded on shared activity, while the experience of earlier generation online communication is largely if not wholly dependent (...)
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  40.  37
    Truth Tracking and Knowledge from Virtual Reality.Billy Wheeler - 2020 - Logos and Episteme 11 (3):369-388.
    Is it possible to gain knowledge about the real world based solely on experiences in virtual reality? According to one influential theory of knowledge, you cannot. Robert Nozick's truth-tracking theory requires that, in addition to a belief being true, it must also be sensitive to the truth. Yet beliefs formed in virtual reality are not sensitive: in the nearest possible world where P is false, you would have continued to believe that P. This is problematic because there is (...)
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  41.  3
    Spontaneous disorder : conflict-kindling institutions in virtual worlds.Carl David Https://Orcidorg191X Mildenberger - 2018 - .
    This paper analyses the emergence and persistence of disorder due to bellicose (i.e. ‘conflict-kindling’) institutions. It does so relying on a novel empirical approach, examining the predatory and productive interactions of 400,000 users of a virtual world as well as its institutions. The paper finds that while there are many cases of spontaneous order in that virtual world, and while the users are not more conflict-loving as such, bellicose institutions sanctioning suicidal attacks in a supposedly safe region spontaneously (...)
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  42.  8
    The Postmodern Greenhouse: Creating Virtual Carbon Reductions From Business-as-Usual Energy Politics.Young-Doo Wang, Yu-Mi Mun, Vernese Inniss, Gerard Alleng, Leigh Glover & John Byrne - 2001 - Bulletin of Science, Technology and Society 21 (6):443-455.
    Climate change presents a fundamental challenge to the current global energy regime. Under the Framework Convention on Climate Change, the international community is developing the architecture of a policy response. Three serious flaws are examined: (a) the potential sacrifice of small island states, (b) the use of market-based policy measures to commodify the atmospheric commons, and (c) the substitution of carbon sequestration for meaningful reductions in energy use. The authors’ analysis of the politics of climate change, based on these issues, (...)
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  43. The Problem of Evil in Virtual Worlds.Brendan Shea - 2017 - In Mark Silcox (ed.), Experience Machines: The Philosophy of Virtual Worlds. London: Rowman & Littlefield. pp. 137-155.
    In its original form, Nozick’s experience machine serves as a potent counterexample to a simplistic form of hedonism. The pleasurable life offered by the experience machine, its seems safe to say, lacks the requisite depth that many of us find necessary to lead a genuinely worthwhile life. Among other things, the experience machine offers no opportunities to establish meaningful relationships, or to engage in long-term artistic, intellectual, or political projects that survive one’s death. This intuitive objection finds some support in (...)
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  44.  19
    Study of Virtual Reality Immersive Technology Enhanced Mathematics Geometry Learning.Yu-Sheng Su, Hung-Wei Cheng & Chin-Feng Lai - 2022 - Frontiers in Psychology 13.
    Mathematics is an important foundation for the development of science education. In the past, when instructors taught mathematical concepts of geometry shapes, they usually used traditional textbooks and aids to conduct teaching activities, which resulted in students not being able to understand the principles completely. Nowadays, it has become a trend to integrate emerging technologies into mathematics courses and to use digital instructional aids. Emerging technologies can effectively enhance students’ sensory experience while strengthening their impressions and understandings of subject concepts. (...)
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  45. The Law and Ethics of Virtual Sexual Assault.John Danaher - forthcoming - In Barfield Enter Author Name Without Selecting A. Profile: Woodrow & Blitz Enter Author Name Without Selecting A. Profile: Marc (eds.), The Law of Virtual and Augmented Reality. Edward Elgar Press.
    This chapter provides a general overview and introduction to the law and ethics of virtual sexual assault. It offers a definition of the phenomenon and argues that there are six interesting types. It then asks and answers three questions: (i) should we criminalise virtual sexual assault? (ii) can you be held responsible for virtual sexual assault? and (iii) are there issues with 'consent' to virtual sexual activity that might make it difficult to prosecute or punish (...) sexual assault? (shrink)
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  46.  74
    Understanding the effect of organizational innovation environment and customer participation in virtual communities on customer creativity: A study of mediating and moderating influences.Mina Ge, Jamal Khan & Yuan Li - 2022 - Frontiers in Psychology 13.
    The importance of enterprises significantly improving their innovation performance by working closely with customers throughout the innovation process has been emphasized in recent literature. However, the role of organizational innovation environment in customer creativity and the impact of customer knowledge matching on the innovation environment are not sufficiently explored. Based on the Social cognitive theory and Flow theory, his investigate the factors that influence enterprise innovation performance in the context of customer participation in innovation, as well as how businesses can (...)
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  47. Misplacing memories? An enactive approach to the virtual memory palace.Anco Peeters & Miguel Segundo-Ortin - 2019 - Consciousness and Cognition 76 (C):102834.
    In this paper, we evaluate the pragmatic turn towards embodied, enactive thinking in cognitive science, in the context of recent empirical research on the memory palace technique. The memory palace is a powerful method for remembering yet it faces two problems. First, cognitive scientists are currently unable to clarify its efficacy. Second, the technique faces significant practical challenges to its users. Virtual reality devices are sometimes presented as a way to solve these practical challenges, but currently fall short of (...)
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  48.  13
    Esports, real sports and the Olympic Virtual Series.Jim Parry & Jacob Giesbrecht - 2023 - Journal of the Philosophy of Sport 50 (2):208-228.
    Despite reservations over the status of esports as sports, the International Olympic Committee (IOC) has, for policy reasons, encouraged International Federations to pursue links with providers of ‘virtual and simulated’ sports, in part by the introduction of an event, the Olympic Virtual Series, first held in 2021. In providing an account of ‘virtuality’ and ‘simulation’, we query the theoretical basis of the Olympic Virtual Series. In particular, we query the IOC’s use of the term ‘virtual’ in (...)
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  49.  14
    Story and discourse: A bipartite model of narrative generation in virtual worlds.R. Michael Young - 2007 - Interaction Studiesinteraction Studies Social Behaviour and Communication in Biological and Artificial Systems 8 (2):177-208.
    In this paper, we set out a basic approach to the modeling of narrative in interactive virtual worlds. This approach adopts a bipartite model taken from narrative theory, in which narrative is composed ofstoryanddiscourse. In our approach, story elements — plot and character — are defined in terms of plans that drive the dynamics of a virtual environment. Discourse elements — the narrative’s communicative actions — are defined in terms of discourse plans whose communicative goals include conveying the (...)
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  50.  11
    The Effect of Non-immersive Virtual Reality Exergames Versus Band Stretching on Cardiovascular and Cerebral Hemodynamic Response: A Functional Near-Infrared Spectroscopy Study.Yuxin Zheng, Tingting You, Rongwei Du, Jiahui Zhang, Tingting Peng, Junjie Liang, Biyi Zhao, Haining Ou, Yongchun Jiang, Huiping Feng, Anniwaer Yilifate & Qiang Lin - 2022 - Frontiers in Human Neuroscience 16.
    BackgroundExercise is one of the effective ways to improve cognition. Different forms of exercises, such as aerobic exercise, resistance exercise, and coordination exercise, have different effects on the improvement of cognitive impairment. In recent years, exergames based on Non-Immersive Virtual Reality have been widely used in entertainment and have gradually been applied to clinical rehabilitation. However, the mechanism of NIVR-Exergames on improving motor cognition has not been clarified. Therefore, the aim of this study is to find whether NIVR-Exergames result (...)
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