Results for 'Digital Avatar'

987 found
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  1.  51
    Digital Avatars.Franco Faccennini - 2021 - Philosophy Today 65 (3):599-617.
    Ever since Facebook appeared circa 2004, social network sites have gained more and more presence and importance in our daily lives. At the very core of SNS lies the necessity to create a profile; this profile becomes our digital persona or our digital avatar. Since what we do online matters and ever increasingly affects the offline world, our online identity becomes in turn increasingly important. But how does our personal identity—how do we—relate to our digital avatars? (...)
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  2.  24
    Beyond the physical self: understanding the perversion of reality and the desire for digital transcendence via digital avatars in the context of Baudrillard’s theory.Lucas Freund - forthcoming - AI and Society:1-17.
    This paper explores the perversion of reality in the context of advanced technologies, such as AI, VR, and AR, through the lens of Jean Baudrillard’s theory of hyperreality and the precession of simulacra. By examining the transformative effects of these technologies on our perception of reality, with a particular focus on the usage of digital avatars, the paper highlights the blurred distinction between the real and the simulated, where the copy becomes more ‘real’ than the original. Drawing on Baudrillard’s (...)
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  3. The Avatar as a Digital Double.Frank Beau & Oriane Deseilligny - 2009 - Hermès: La Revue Cognition, communication, politique 53 (1):41 - +.
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  4.  89
    The Author and other Avatars on digital Media Platforms: Mediatization reconfigured.Niels Finnemann - 2012 - Niels Ole Finnemann.
    The notion of authorship has been widely discussed since the proclamation of the Death of the Author in mid 20th century. Authors are still writing, but a variety of new forms of authorship and new kinds of relations between authors, texts and readers have emerged. Many new forms of authorship are enabled by the use of digital media, which provide a new layer of hypertextual and interactive software in between the ‘author’ as a representation of the human creator and (...)
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  5. Understanding My Avatar: Cyberbeing, Bio- Digital Personhood, and Fictional Transcendences from an Orthodox Perspective.Inti Yanes & Inti Yanes-Fernandez - 2019 - In Jess Gilbert Sergey Trostyanskiy (ed.), The Mystical Tradition of the Eastern Church: Studies in Patristics, Liturgy, and Practice. pp. 193–216.
     
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  6.  4
    The Digital Cabinet of Curiosities.Robert Furze & Pat Brereton - 2014-09-02 - In George A. Dunn (ed.), Avatar and Philosophy. Wiley. pp. 239–251.
    Avatar draws us into the beautiful and exciting world of Pandora, with its fantastic locations and its exotic and dangerous creatures. The experience of watching Avatar in 3D is like looking into a cabinet of curiosities, a pastime that was particularly popular during the Victorian era. Avatar's incredible special effects make Pandora seem as believable and real as our everyday world. Most of the creatures and plants of Pandora, including the Na'vi, are designed using computers. These (...) special effects deliver a level of detail far beyond what was possible before computers started creating alien worlds and their inhabitants. Avatar offers an ecological warning, telling us that something is going terribly wrong on planet Earth and encouraging us to be kind to our planet. A phenomenological view of Avatar allows us to see how its special effects can have a positive influence on how we view our own world. (shrink)
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  7.  14
    Avatars et identité.Fanny Georges - 2012 - Hermès: La Revue Cognition, communication, politique 62 (1):, [ p.].
    Des premiers jeux vidéo aux jeux actuels, les interfaces numériques tout autant que les genres de jeux vidéo se sont diversifiés, multipliant les modalités d’identification du joueur et de manipulation des personnages . Intermédiaire entre le monde du joueur et le monde du jeu, l’avatar est devenu un dispositif complexe et hybride : les limites entre le joueur et le personnage tendent à s’atténuer. Afin de mettre en évidence les lignes directrices de cette évolution des avatars dans les jeux (...)
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  8.  2
    Virtual Body. Vicissitudes of the Digital', 'Cuerpo virtual. Avatares de la digitalidad.Víctor J. Krebs - unknown
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  9.  10
    Avatar Therapy and Clinical Care in Psychiatry: Underlying Assumptions, Epistemic Challenges, and Ethical Issues.Raffaella Campaner & Marina Lalatta Costerbosa - 2023 - In Monika Michałowska (ed.), Humanity In-Between and Beyond. Springer Verlag. pp. 43-61.
    In the last few years, avatars have been increasingly used in treating persistent persecutory auditory verbal hallucinations. The digital representation (an avatar) of persecutory hallucinations is voiced by the therapist and engages the patient in a dialogue, progressively conceding its power and, hence, reducing the stress experienced by the patient. Such attempts at integrating digital representations and cognitive behavior therapy raise a range of philosophical questions, which this chapter tackles along two trajectories. From an epistemological standpoint, we (...)
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  10. Perspective Taking and Avatar-Self Merging.Jochen Müsseler, Sophia von Salm-Hoogstraeten & Christian Böffel - 2022 - Frontiers in Psychology 13.
    Today, avatars often represent users in digital worlds such as in video games or workplace applications. Avatars embody the user and perform their actions in these artificial environments. As a result, users sometimes develop the feeling that their self merges with their avatar. The user realizes that they are the avatar, but the avatar is also the user—meaning that avatar’s appearance, character, and actions also affect their self. In the present paper, we first introduce the (...)
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  11.  37
    Digital Souls: A Philosophy of Online Death.Patrick Stokes - 2021 - London, UK: Bloomsbury.
    Social media is full of dead people. Untold millions of dead users haunt the online world where we increasingly live our lives. What do we do with all these digital souls? Can we simply delete them, or do they have a right to persist? Philosophers have been almost entirely silent on the topic, despite their perennial focus on death as a unique dimension of human existence. Until now. -/- Drawing on ongoing philosophical debates, Digital Souls claims that the (...)
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  12. When the Digital Continues After Death Ethical Perspectives on Death Tech and the Digital Afterlife.Anna Puzio - 2023 - Communicatio Socialis 56 (3):427-436.
    Nothing seems as certain as death. However, what if life continues digitally after death? Companies and initiatives such as Amazon, Storyfile, Here After AI, Forever Identity and LifeNaut are dedicated to precisely this objective: using avatars, records, and other digital content of the deceased, they strive to enable a digital continuation of life. The deceased live on digitally, and at times, these can even appear very much alive-perhaps too alive? This article explores the ethical implications of these technologies, (...)
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  13.  15
    Environnements immersifs : spectacle, avatars et corps virtuel, entre addiction et dialectique sociales.Philippe Bonfils - 2012 - Hermès: La Revue Cognition, communication, politique 62 (1):, [ p.].
    Les mondes virtuels sont issus des MMORPG, Massively Multiplayer Online Role-Playing Games qui sont eux-mêmes issus du monde du jeu vidéo. À ce titre, il existe une filiation « ludique » entre ces différents dispositifs. Les travaux de Steinkuehler suggèrent que les mécanismes de l’apprentissage générés par les jeux issus des mondes virtuels dépendent « certes de la nature du jeu mais aussi des pratiques sociales qu’ils engendrent ». Dans cette continuité, nous avons démontré dans nos travaux que ces environnements (...)
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  14.  17
    The Use and Ethics of Digital Twins in Medicine.Jeffrey David Iqbal, Michael Krauthammer & Nikola Biller-Andorno - 2022 - Journal of Law, Medicine and Ethics 50 (3):583-596.
    Digital Health Technologies (DHTs) are currently the subject of much debate both in terms of their technological frontiers as well as their ethical, legal and societal implications (ELSI). Regulation of such technologies as medical devices currently lacks behind their level of adoption. Digital Twins are the next evolution step of such DHTs and provide an opportunity to anticipate and act on ELSI before adoption again leaps before the necessary review. This paper introduces the concept and use cases of (...)
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  15.  34
    The Digital and Electronic Revolution in Social Work: Rethinking the Meaning of Ethical Practice.Frederic G. Reamer - 2013 - Ethics and Social Welfare 7 (1):2-19.
    The recent and dramatic emergence of digital and other electronic technology in social work?such as online counseling, video counseling, avatar therapy, and e-mail therapy?has tested and challenged the profession's longstanding and widely accepted perspectives on the nature of both clinical relationships and core ethics concepts. These developments have transformed key elements of social work practice and require critical examination of the meaning and application of relevant ethical concepts in diverse cultures. This article explores pertinent ethical implications related to (...)
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  16.  26
    Digital hustling: ICT practices of hip hop artists in Grahamstown.Alette Schoon - 2014 - Technoetic Arts 12 (2):207-217.
    Hip hop artists are early adopters of digital media in the township areas of Grahamstown. This article describes the emergence of particular media ecologies that depend on a do-it-yourself ethic where young people are always ‘hustling’ to get hold of data bundles, software and computer parts, and assembling them in novel ways. This mobile-first generation are increasingly adopting desktop and laptop computers to supplement their media production, and could provide insights into the evolution of low-income digital media practices (...)
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  17.  5
    The Future of the Self: An Interdisciplinary Approach to Personhood and Identity in the Digital Age.Jay Friedenberg - 2020 - University of California Press.
    We live in the digital age where our sense of self and identity has moved beyond the body to encompass hardware and software. Cyborgs, online representations in social media, avatars, and virtual reality extend our notion of what it means to be human. This approachable book looks at the progression of self from the biological to the technological using a multidisciplinary approach. It examines the notion of personhood from philosophical, psychological, neuroscience, robotics, and artificial intelligence perspectives, showing how the (...)
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  18.  7
    The hybrid face: paradoxes of the visage in the digital era.Massimo Leone (ed.) - 2023 - New York, NY: Routledge.
    This original and interdisciplinary volume explores the contemporary semiotic dimensions of the face from both scientific and socio-cultural perspectives, putting forward several traditions, aspects, and signs of the human utopia of creating a hybrid face. The book semiotically delves into the multifaceted realm of the digital face, exploring its biological and social functions, the concept of masks, the impact of COVID-19, AI systems, digital portraiture, symbolic faces in films, viral communication, alien depictions, personhood in video games, online intimacy, (...)
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  19.  59
    Explicating How Skill Determines the Qualities of User-Avatar Bonds.Teresa Lynch, Nicholas L. Matthews, Michael Gilbert, Stacey Jones & Nina Freiberger - 2022 - Frontiers in Psychology 13.
    Many frameworks exist that explain how people interact with avatars. Our core argument is that the primary theoretical mechanisms of a user-avatar bond rest with the way people engage avatars and, thereby, the broader digital environment. To understand and predict such engagement, we identify a person’s skill in handling/engaging the avatar in the digital environment as an ordering parameter. Accordingly, we define skill as a person’s ability to enact their agency successfully to achieve desired states. To (...)
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  20.  8
    Customizing Your Demons: Anxiety Reduction via Anthropomorphizing and Destroying an “Anxiety Avatar”.Daniel Pimentel & Sri Kalyanaraman - 2020 - Frontiers in Psychology 11.
    Character customization is a prominent feature in digital games, affording users the ability to tailor one’s virtual self-representation to match aspects of their actual or ideal self, influencing psychological well-being. The mental health implications of character customization can be partially explained by self-discrepancy theory, which argues that achieving congruence with one’s avatar reduces cognitive dissonance. However, the role of undesirable self-concepts such as mental health ailments have largely been overlooked in this context despite forming part of one’s identity. (...)
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  21.  20
    Une figure du double numérique : l'avatar.Frank Beau & Oriane Deseilligny - 2009 - Hermès: La Revue Cognition, communication, politique 53 (1):41.
    Qu'ils soient en ligne ou hors ligne, les mondes virtuels cristallisent nombre d'espoirs, de craintes, de fantasmes liés à l'innovation technologique, à la gestion et aux formes de l'identité contemporaine, et à l'évolution des médias de communication. Les emplois désordonnés de la notion d'avatar et les projections associées témoignent des paradoxes à l'oeuvre dès lors que l'on tente de comprendre des pratiques et des technologies nouvelles. Mais l'avatar ne représentant qu'une partie du mode opératoire d'une personne dans un (...)
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  22.  37
    Games as Authorial Platforms? An Exploration of the Legal Status of User-Created Content from Digital Games.Gabriele Aroni - 2023 - International Journal for the Semiotics of Law - Revue Internationale de Sémiotique Juridique 36 (5):2021-2036.
    Digital games can be considered as composed of two main components: the props, i.e. visual, textual, and aural elements such as codes, 3D models and animations; and the form, specially the interaction between players and games, the act of playing itself. This dichotomy thus begs the question whether digital games are indeed games if nobody plays them, and ultimately: who is the owner of the gameplay and any by-product of the interaction between the game and the players? This (...)
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  23. Review of James J. O'Donnell, *Avatars of the Word*. [REVIEW]G. Nixon - 1999 - Journal of Consciousness Studies 6 (6-7):120-122.
    J. J. OʼDonnell is one those scholars whose learning is assumed rather than displayed. As a result, his brief approach to the long-terms effects of the computer revolution onreading and higher education feels like a bracing, sophisticated exchange of ideas. Like conversation, O'Donnellʼs thesis is not terribly unified or orderly. He often makessidetracks from his focus on high technology and literacy into explaining such interestingthings as how we choose our cultural ancestry instead of merely evolving out of it, the errors (...)
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  24.  17
    Who are the citizens of the digital citizenship?João Antonio De Moraes & Eloísa Benvenutti De Andrade - 2015 - International Review of Information Ethics 23.
    We live in the Digital Era, where national frontiers are vanishing. In light of cultural globalization and digital identity, a contemporary re-interpretation of classical notions like citizenship is imperative. What does it mean to be a citizen in the Digital Era? To whom can we assign digital citizenship status? In order to discuss these questions we introduce the notion of hybrid beings. Our hypothesis is that the dynamical feedback relation between the physical and digital individual’s (...)
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  25.  7
    The Development of Explicit and Implicit Game-Based Digital Behavioral Markers for the Assessment of Social Anxiety.Martin Johannes Dechant, Julian Frommel & Regan Lee Mandryk - 2021 - Frontiers in Psychology 12.
    Social relationships are essential for humans; neglecting our social needs can reduce wellbeing or even lead to the development of more severe issues such as depression or substance dependency. Although essential, some individuals face major challenges in forming and maintaining social relationships due to the experience of social anxiety. The burden of social anxiety can be reduced through accessible assessment that leads to treatment. However, socially anxious individuals who seek help face many barriers stemming from geography, fear, or disparities in (...)
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  26.  72
    A Socially-Just Internet: The Digital Divide, Cybercultural Agency, and Human Capabilities.David Toews - 2008 - Studies in Social Justice 2 (1):67-78.
    This article argues that while modes of scholarship stressing structural insights into the digital divide and ethnographic insights into online communities each give us important information about current uses of the internet, for the sake of a unified social justice principle it is necessary to interpret these forms of knowledge in terms of what could be. Marx’s formula ‘the development of each as a condition for the development of all’ is put forward as the principle of a socially-just internet (...)
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  27.  13
    Arto Siitonen.To Digitalization - 2013 - In Hanne Andersen, Dennis Dieks, Wenceslao González, Thomas Uebel & Gregory Wheeler (eds.), New Challenges to Philosophy of Science. Springer Verlag. pp. 4--275.
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  28. Part II. A walk around the emerging new world. Russia in an emerging world / excerpt: from "Russia and the solecism of power" by David Holloway ; China in an emerging world.Constraints Excerpt: From "China'S. Demographic Prospects Toopportunities, Excerpt: From "China'S. Rise in Artificial Intelligence: Ingredientsand Economic Implications" by Kai-Fu Lee, Matt Sheehan, Latin America in an Emerging Worldsidebar: Governance Lessons From the Emerging New World: India, Excerpt: From "Latin America: Opportunities, Challenges for the Governance of A. Fragile Continent" by Ernesto Silva, Excerpt: From "Digital Transformation in Central America: Marginalization or Empowerment?" by Richard Aitkenhead, Benjamin Sywulka, the Middle East in an Emerging World Excerpt: From "the Islamic Republic of Iran in an Age of Global Transitions: Challenges for A. Theocratic Iran" by Abbas Milani, Roya Pakzad, Europe in an Emerging World Sidebar: Governance Lessons From the Emerging New World: Japan, Excerpt: From "Europe in the Global Race for Technological Leadership" by Jens Suedekum & Africa in an Emerging World Sidebar: Governance Lessons From the Emerging New Wo Bangladesh - 2020 - In George P. Shultz (ed.), A hinge of history: governance in an emerging new world. Stanford, California: Hoover Institution Press, Stanford University.
     
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  29. Технологические предпосылки неразличимости человека и его компьютерной имитации.Albert Efimov - 2019 - Искусственные Общества 10.
    In the article, the author analyzes the problems of human-computer communication in the context of artificial intelligence, augmented reality and a Turing methodology for comparing the capabilities of artificial and natural intelligence in a dialogue. It is argued that the tool with which the computer and humans communicate is of no less importance than the computer program with which the dialogue is conducted. As an example of the implementation of such visualization, the project “E.LENA” of a digital television anchor (...)
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  30.  2
    Ψηφιακά άβαταρ: Μια μεταφαινομενολογική προσέγγιση της βύθισης.Γιάννης Καλλιγέρης & Παναγιώτης Χρυσόπουλος - 2017 - Conatus 1 (2):37.
    This paper examines digital avatars as an advanced form of the virtual self in a digital environment of three and more dimensions. With this definition, we proceed to a post-phenomenological analysis of Avatar's space of action, i.e. the cyberspace and Avatar's dependence on its user. The writers will try to prove that Avatars are incomplete consciousness that cannot be emancipated by its user. Also, by studying the user's immersion in the digital environment, this process will (...)
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  31.  8
    USS Callister and Non‐Player Characters.Russell Hamer & Steven Gubka - 2019 - In David Kyle Johnson (ed.), Black Mirror and Philosophy. Hoboken, NJ, USA: Wiley. pp. 141–150.
    This chapter explores the ethics of Robert Daly's actions in the episode “USS Callister”. We consider issues of privacy that relate to him stealing his co‐workers DNA in order to scan them into the game, as well as the ethics of how he treats the digital avatars of his co‐workers within the game. Examining Daly's actions from a few different approaches, we argue that Daly's actions towards his co‐workers avatars are very likely immoral, though ultimately we cannot know without (...)
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  32.  31
    Communication ludique.Étienne Armand Amato - 2012 - Hermès: La Revue Cognition, communication, politique 62 (1):, [ p.].
    Après avoir revisité les résistances culturelles qui ont retardé son étude scientifique, le rappel des différentes genèses parallèles du jeu vidéo et de son mode de propagation aide à comprendre sa puissance originelle. Si les ressorts de la communication ludique semblent expliquer une telle dynamique d’expansion, sa nature cybermédiatique s’est quant à elle nettement révélée avec la mise en réseau des humains et des machines via l’image interactive. Pour intégrer théoriquement les propriétés fondamentales du jeu vidéo, une modélisation des conditions (...)
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  33.  63
    Augmented Reality, Artificial Intelligence, and the Re‐Enchantment of the World.Mohammad Yaqub Chaudhary - 2019 - Zygon 54 (2):454-478.
    There has recently been a surge of development in augmented reality (AR) technologies that has led to an ecosystem of hardware and software for AR, including tools for artists and designers to accelerate the design of AR content and experiences without requiring complex programming. AR is viewed as a key “disruptive technology” and future display technologies (such as digital eyewear) will provide seamless continuity between reality and the digitally augmented. This article will argue that the technologization of human perception (...)
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  34.  5
    The use of artificial intelligence technology in Chinese show business.Chzhantsin' Tun - forthcoming - Philosophy and Culture (Russian Journal).
    The object of the study is artificial intelligence technology in Chinese show business. The subject of the study is the following technologies of Chinese show business, at the basis of which we can find an artificial intelligence: virtual idols, digital avatars, virtual influencers. The following aspects of these technologies are considered in detail: making a profit, strengthening national identity. Special attention is focused on the fact that the development of artificial intelligence technology is part of the state policy of (...)
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  35. Technological prerequisites for indistinguishability of a person and his/her computer replica.Albert Efimov - 2019 - Artificial Societies 4.
    Some people wrongly believe that A. Turing’s works that underlie all modern computer science never discussed “physical” robots. This is not so, since Turing did speak about such machines, though making a reservation that this discussion was still premature. In particular, in his 1948 report [8], he suggested that a physical intelligent machine equipped with motors, cameras and loudspeakers, when wandering through the fields of England, would present “the danger to the ordinary citizen would be serious.” [8, ]. Due to (...)
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  36.  30
    Moral Equivalence in the Metaverse.Alexei Grinbaum & Laurynas Adomaitis - 2022 - NanoEthics 16 (3):257-270.
    Are digital subjects in virtual reality morally equivalent to human subjects? We divide this problem into two questions bearing, respectively, on cognitive and emotional equivalence. Typically, cognitive equivalence does not hold due to the lack of substantialist indistinguishability, but emotional equivalence applies: digital subjects endowed with face or language elicit emotional responses on a par with real-world pleasure, desire, horror, or fear. This is sufficient for projecting moral traits on avatars in the metaverse or on dialog systems based (...)
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  37. The Age of the Advent of Technologism and the End of Communication?Raymond Aaron Younis - 2019 - In Hersey Leigh Nanney (ed.), Returning to Interpersonal Dialogue and Understanding Human Communication in the Digital Age. pp. 69-93.
    There can be little doubt that informatics and communication technologies have transformed, and some would say rendered problematic, not just such ways of thinking about relations and authenticity between human subjects, but also the very question of the possibility of such relations, especially given the global phenomenon of simulation, social media, avatars, and technologically mediated communication at almost every point of our personal, interpersonal and professional relationships in the digital age. The following questions will be explored: What are the (...)
     
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  38.  26
    The Metaverse: Surveillant Physics, Virtual Realist Governance, and the Missing Commons.Andrew McStay - 2023 - Philosophy and Technology 36 (1):1-26.
    This paper argues that there are value and design-based problems in current ambitions for the Metaverse. With the Metaverse deepening longstanding commercial surveillance practices, the paper focuses on data protection harms from biometric and emotion data, the gauging of first-person perspectives, and sensitivities around profiling of avatars. The paper advances two notions to address harms and data protection: _surveillant physics_ and _virtual realist governance_. _Surveillant physics_ refers to surveillance informing the laws of how that reality operates: this is a useful (...)
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  39. Postdigital play and global education: reconfiguring research.Kerryn Dixon - 2024 - New York, NY: Routledge. Edited by Karin Murris, Joanne Peers, T. Giorza & Chanique Lawrence.
    Postdigital Play and Global Education: Reconfiguring Research is a re-turn to a large-scale, international project on children's digital play. Adopting postqualitative and posthumanist theories, research practices are reconfigured, all the way down from what counts as 'data', 'tools', 'instruments', 'transcription', research sites', 'researchers', to notions of responsibility and accountability in qualitative research. Through a series of vignettes involving complex human and more-than-human collaborators (e.g., GoPros, octopus, avatars, diaries, sack ball, LEGO bricks), the authors challenge who and what can be (...)
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  40.  10
    Body, soul and cyberspace in contemporary science fiction cinema: virtual worlds and ethical problems.Sylvie Magerstädt - 2014 - New York, NY: Palgrave-Macmillan.
    Body, Soul and Cyberspace explores how recent science-fiction cinema addresses questions about the connections between body and soul, virtuality, and the ways in which we engage with spirituality in the digital age. The book investigates notions of love, life and death, taking an interdisciplinary approach by combining cinematic themes with religious, philosophical and ethical ideas. Magerstädt argues how even the most spectacle-driven mainstream films such as Avatar, The Matrix and Terminator can raise interesting and important questions about the (...)
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  41.  15
    The Metaverse’s Thirtieth Anniversary: From a Science-Fictional Concept to the “Connect Wallet” Prompt.Reilly Smethurst, Tom Barbereau & Johan Nilsson - 2023 - Philosophy and Technology 36 (3):1-39.
    The metaverse is equivocal. It is a science-fictional concept from the past; it is the present’s rough implementations; and it is the Promised Cyberland, expected to manifest some time in the future. The metaverse first emerged as a techno-capitalist network in a 1992 science fiction novel by Neal Stephenson. Our article thus marks the metaverse’s thirtieth anniversary. We revisit Stephenson’s original concept plus three sophisticated antecedents from 1972 to 1984: Jean Baudrillard’s simulation, Sherry Turkle’s networked identities, and Jacques Lacan’s schema (...)
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  42.  68
    Writing Oz pop: An insider’s account of Australian popular culture making and historiography: An interview with Clinton J Walker.Trevor Hogan & Peter Beilharz - 2012 - Thesis Eleven 109 (1):89-114.
    This interview – conducted by Peter Beilharz and Trevor Hogan with Clinton Walker over the course of three months between Melbourne and Sydney via email and Skype – explores the questions of Australian popular culture writing with, against, and of the culture industries themselves. Walker is a leading freelance Australian cultural historian and rock music journalist. He is the author of seven books, five about Australian music. He has been a radio DJ and TV presenter. He compiled and produced four (...)
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  43.  26
    From the ego to the alter ego – interacting with the self image through Neuro Mirror.Christa Sommerer & Laurent Mignonneau - 2018 - Technoetic Arts 16 (1):85-97.
    In this article, we introduce our interactive art installation Neuro Mirror that was developed in 2017 for the Cybernetic Consciousness [?] exhibition that was held in 2017 at the ITAU Cultural in Sao Paulo. This artwork enables participants to interact with their own images and those of their alter egos with the help of digital mirrors. The installation consists of three screens. The middle one shows a live image of the participant that is somewhat distorted. The one on the (...)
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  44.  31
    The Contemplative Classroom, or Learning by Heart in the Age of Google.Barbara Newman - 2013 - Buddhist-Christian Studies 33:3-11.
    In lieu of an abstract, here is a brief excerpt of the content:The Contemplative Classroom, or Learning by Heart in the Age of GoogleBarbara NewmanIn his provocative essay “Slow Knowledge,” David Orr outlines the countervailing assumptions of what he calls “the culture of fast knowledge.” Among these are the widely shared, though rarely examined, beliefs that “only that which can be measured is true knowledge; the more knowledge we have, the better; there are no significant distinctions between information and knowledge; (...)
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  45.  34
    Presence, telepresence, images and the self.Gabriela Galati - 2012 - Technoetic Arts 9 (2-3):129-134.
    In the same way that humans have always had the need for inventing fictional and virtual worlds, they have also experimented an attraction for the threatening and fascinating ideas of the doppelgänger, automata, and by the related phenomena of desembodiment, ubiquity, remote viewing, bilocation, splitting personalities. The phenomenon of bilocation, for instance, has been widely mentioned in different philosophical and religious systems such as Shamanism, Christian mysticism, Hinduism, Paganism and others as the ability that some individuals (often saints, monks or (...)
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  46.  27
    "If" Reality Is the Best Metaphor," It Must Be Virtual".Marguerite R. Waller - 1997 - Diacritics 27 (3):90-104.
    In lieu of an abstract, here is a brief excerpt of the content:If “Reality is the Best Metaphor,” It Must Be VirtualMarguerite R. Waller (bio)What is the search for the next great compelling application but a search for the human identity?—Doug Coupland, Microserfs... we can look forward to a richly textured and complex cyberspace, where we are at all times human, and can become bits of pixel dust flying through a virtual landscape.—3-D, multiuser, interactive, on-line virtual reality producer“Avatars are Next,” (...)
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  47.  7
    How to accommodate grief in your life.Louisa Minkin & Francis Summers - 2016 - Philosophy of Photography 7 (1):83-113.
    This artists’ text examines the relationship between photographic images and Massively Multiplayer Online (MMO) environments. We note that such scripted image worlds necessitate a fundamental reconsideration of the capacities of image, its formation, reproduction, storage and circulation. As an archaeologist would document an excavation, extending conventional methods through 3D visualization technology to work in new ways with the archaeological record, we chose to document a world built and razed digitally by a now dormant group of anonymous gamers called the Yung (...)
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  48.  68
    Musical Ecologies in Video Games.Michiel Kamp - 2014 - Philosophy and Technology 27 (2):235-249.
    What makes video games unique as an audiovisual medium is not just that they are interactive, but that this interactivity is rule bound and goal oriented. This means that player experience, including experience of the music, is somehow shaped or structured by these characteristics. Because of its emphasis on action in perception, James Gibson’s ecological approach to psychology—particularly his concept of affordances—is well suited to theorise the role of music in player experience. In a game, players perceive the environment and (...)
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  49.  18
    El carácter híbrido de las dinámicas grupales online: del grupo de discusión al grupo focal.Francisco Javier Parada Dueñas & Tomás Cano López - 2013 - Aposta 58:5 - 25.
    Este artículo reflexiona sobre formas de acceder a la realidad social a través del uso de metodologías de investigación online que tienen características híbridas. Primero se dan algunas claves para la construcción y ejecución de grupos de discusión en un contexto online. Una de las características centrales de esta técnica es su composición híbrida, moviéndose entre lo que sería un grupo de discusión y un grupo focal. El paso de la mediación a la conducción marca fuertemente la transición de una (...)
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  50.  22
    From Technotopia to Cybertribes.Robrecht Vanderbeeken - 2008 - Proceedings of the Xxii World Congress of Philosophy 48:75-76.
    The recent developments in new media tools promise to improve our personal access to information management and our personalized abilities concerning i-communication. Rather than focusing on the practical implications of this evolution, I take a step back and address two underlying cultural phenomena in order to get a grip on the contemporary significance of ‘new media’. The first phenomenon (technotopia) concerns the place technology occupies in our psychological perception. ‘Technology’ is a concept on the move. In post-war culture, technology stands (...)
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