Results for 'Virtual Reality'

966 found
Order:
  1. 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.
     
    Export citation  
     
    Bookmark  
  2. Virtual Reality not for “being someone” but for “being in someone else’s shoes”: Avoiding misconceptions in empathy enhancement.Francisco Lara & Jon Rueda - 2021 - Frontiers in Psychology 12:3674.
    Erick J. Ramirez, Miles Elliott and Per‑Erik Milam (2021) have recently claimed that using Virtual Reality (VR) as an educational nudge to promote empathy is unethical. These authors argue that the influence exerted on the participant through virtual simulation is based on the deception of making them believe that they are someone else when this is impossible. This makes the use of VR for empathy enhancement a manipulative strategy in itself. In this article, we show that Ramirez (...)
    Direct download (2 more)  
     
    Export citation  
     
    Bookmark   1 citation  
  3.  36
    Virtual Reality: The Last Human Narrative?Thorsten Botz-Bornstein - 2015 - Boston: 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.
    Direct download  
     
    Export citation  
     
    Bookmark   1 citation  
  4. Virtual Reality Thought Experiments Module Package (includes VR Training Room).Erick Ramirez, Scott LaBarge, Miles Elliott & Carl Maggio - manuscript
    A virtual reality module that incorporates a training room (for subjects to become accommodated to virtual environments) and VR translations of Philippa Foot's Trolley Problem and Judith Thomson's Violinist thought experiment. -/- These modules are free to use for classroom or research/x-phi purposes. This set of modules is optimized for the HTC Vive. If you have an Oculus Rift, please see our VR modules optimized for the rift. -/- *Requires an HTC Vive and VR capable computer. To (...)
    Direct download  
     
    Export citation  
     
    Bookmark  
  5. Virtual Reality Translation of Philippa Foot's Trolley Problem.Erick Ramirez, Scott LaBarge, Miles Elliott & Carl Maggio - manuscript
    A virtual reality translation of Philippa Foot's original "Trolley Problem." These modules are free to download and use in the classroom and for research/x-phi purposes. -/- *Requires an Oculus Rift or HTC Vive and VR capable computer. To open the files, uncompress the downloaded .zip folder and run the executable (.exe) file.
    Direct download  
     
    Export citation  
     
    Bookmark  
  6.  90
    The Aesthetics of Virtual Reality.Grant Tavinor - 2021 - New York: Routledge.
    This is the first book to present an aesthetics of virtual reality media. It situates virtual reality media in terms of the philosophy of the arts, comparing them to more familiar media such as painting, film and photography. When philosophers have approached virtual reality, they have almost always done so through the lens of metaphysics, asking questions about the reality of virtual items and worlds, about the value of such things, and indeed, (...)
  7. Virtual Reality and Empathy Enhancement: Ethical Aspects.Jon Rueda & Francisco Lara - 2020 - Frontiers in Robotics and AI 7.
    The history of humankind is full of examples that indicate a constant desire to make human beings more moral. Nowadays, technological breakthroughs might have a significant impact on our moral character and abilities. This is the case of Virtual Reality (VR) technologies. The aim of this paper is to consider the ethical aspects of the use of VR in enhancing empathy. First, we will offer an introduction to VR, explaining its fundamental features, devices and concepts. Then, we will (...)
    Direct download (2 more)  
     
    Export citation  
     
    Bookmark   9 citations  
  8. Physical, psychological and virtual realities.Max Velmans - 1998 - In Joanne A. Wood (ed.), [Book Chapter]. Routledge. pp. 45-60.
    This chapter examines the similarities and differences between physical, psychological and virtual realities, and challenges some conventional, implicitly dualist assumptions about how these relate to each other. Virtual realities are not easily understood in either dualist or materialist reductive terms, as they exemplify the reflexive nature of perception. The chapter summarises some of the evidence for this “reflexive model”—and examines some of its consequences for the “hard” problem of consciousness. The chapter then goes on to consider how these (...)
    Direct download (3 more)  
     
    Export citation  
     
    Bookmark   4 citations  
  9. Virtual Reality Translation of Judith Thomson's Violinist Analogy.Erick Ramirez, Miles Elliott, Scott LaBarge & Carl Maggio - manuscript
    A virtual reality translation of Judith Thomson's Violinist Analogy. These modules are free to download and use in the classroom and for research/x-phi purposes. -/- *Requires an Oculus Rift or HTC Vive and VR capable computer. To open the files, uncompress the downloaded .zip folder and run the executable (.exe) file.
    Direct download  
     
    Export citation  
     
    Bookmark  
  10. Virtual reality as a path to self-knowledge.Lukas Schwengerer - 2023 - Synthese 202 (87):1-21.
    I discuss how virtual reality can be used to acquire self-knowledge. Lawlor (Philos Phenomenol Res 79(1):47–75, 2009) and Cassam (Vices of the mind: from the intellectual to the political. OUP, Oxford, 2014) develop inferential accounts of self-knowledge in which one can use imagination to acquire self-knowledge. This is done by actively prompting imaginary scenarios and observing one’s reactions to those scenarios. These reactions are then used as the inferential basis for acquiring self-knowledge. I suggest that the imaginary scenarios (...)
    Direct download (3 more)  
     
    Export citation  
     
    Bookmark  
  11. Virtual Reality and the Meaning of Life.John Danaher - 2022 - In Iddo Landau (ed.), The Oxford Handbook of Meaning in Life. New York: Oxford University Press.
    It is commonly assumed that a virtual life would be less meaningful (perhaps even meaningless). As virtual reality technologies develop and become more integrated into our everyday lives, this poses a challenge for those that care about meaning in life. In this chapter, it is argued that the common assumption about meaninglessness and virtuality is mistaken. After clarifying the distinction between two different visions of virtual reality, four arguments are presented for thinking that meaning is (...)
    Direct download  
     
    Export citation  
     
    Bookmark  
  12. Virtual Reality: Digital or Fictional?Neil McDonnell & Nathan Wildman - 2019 - Disputatio 11 (55):371-397.
    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 (2017), and present our own preferred irrealist account of the virtual. We start by disambiguating two potential versions of the realist position—weak and strong— and then go on to argue that neither is (...)
    Direct download (4 more)  
     
    Export citation  
     
    Bookmark   20 citations  
  13.  39
    Virtual Reality as an Emerging Methodology for Leadership Assessment and Training.Mariano Alcañiz, Elena Parra & Irene Alice Chicchi Giglioli - 2018 - Frontiers in Psychology 9:301393.
    In developed countries, companies are now substantially reliant on the skills and abilities of their leaders to tackle a variety of complex issues. There is a growing consensus that leadership development training and assessment methods should adopt more holistic methodologies, including those associated with the emotional and neuroendocrine aspects of learning. Recent research into the assessment of leadership competencies has proposed the use of objective methods and measurements based on neuroscience. One of the challenges to be faced in the development (...)
    Direct download (2 more)  
     
    Export citation  
     
    Bookmark   3 citations  
  14.  43
    Virtual Reality.Derek Stanovsky - 2003 - In Luciano Floridi (ed.), The Blackwell guide to the philosophy of computing and information. Blackwell. pp. 167–177.
    The prelims comprise: Introduction Virtual Reality Virtual Metaphysics Virtual Identity Economic Reality.
    Direct download  
     
    Export citation  
     
    Bookmark   4 citations  
  15.  41
    From virtual reality to phantomatics and back.Paisley Nathan Livingston - unknown
    Paisley Livingston on Stanislaw Lem and the history and philosophy of Virtual Reality. The technologies and speculations associated with “virtual reality” and cognate terms have recently made it possible for scores of journalists and academics to develop variations on a favorite theme - the newness of the new, and more specifically, the newness of that new and wildly different world-historical epoch, era, or Zeitgeist into which we are supposedly entering with the creation of powerful new machines (...)
    Direct download (3 more)  
     
    Export citation  
     
    Bookmark   1 citation  
  16. Virtual Reality Translation of Nozick's Experience Machine.Erick Ramirez, Carl Maggio, Miles Elliott & Lia Petronio - manuscript
    A virtual reality translation of Robert Nozick's "Experience Machine" thought experiment from his "Anarchy, State, and Utopia" (1974). These modules are free to download and use in the classroom and for research/x-phi purposes. NPCs are randomized for gender during startup of each run. *Requires an Oculus Rift or HTC Vive and VR capable computer. To open the files, uncompress the downloaded .zip folder and run the executable (.exe) file. -/- V1.2 Fixed missing projector video footage during experience machine (...)
    Direct download  
     
    Export citation  
     
    Bookmark  
  17. Virtual Reality Interview (Metaphysics and Epistemology): "Welcome Back!".Erick Jose Ramirez & Miles Elliott - manuscript
    This is a virtual reality simulation that imagines its subject as emerging from a long stint in Robert Nozick's "Experience Machine." The simulation is an interview (with many branching paths) meant to gauge the subject's views on the metaphysics of virtual objects and the ethics of virtual actions. It draws heavily from the published work of David Chalmers, Mark Silcox, Jon Cogburn, Morgan Luck, and Nick Bostrom. *Requires an Oculus Rift (or Rift-S) or HTC Vive and (...)
    Direct download  
     
    Export citation  
     
    Bookmark  
  18.  15
    A GLIMPSE OF VIRTUAL REALITY PUBLICATIONS IN ENGINEERING DISCIPLINES.A. A. Salama, Abdul Hamid Adnan, Shimaa I. Hassan & N. M. A. Ayad - 2020 - Egyptian Journal of Applied Sciences (EJAS) 35:75-83.
    ABSTRCTIn recent times, Information and Communication Technology (ICT) hasbeen developed and widely spread around world. ICT is used in various sectorsand considered a basis in the emergence of some important technologies such asvirtual reality technology. Virtual Reality (VR) is a special technology as anadvanced technology connected to several fields, e.g. training, learning, science,engineering, medicine, military, etc. VR has great potentials which enabled toperform several phenomena and experiments. Hence, several scenarios havebecome available. The purpose of this study is (...)
    Direct download  
     
    Export citation  
     
    Bookmark  
  19. Virtual Reality: Fictional all the Way Down (and that’s OK).Jesper Juul - 2019 - Disputatio 11 (55):333-343.
    Are virtual objects real? I will claim that the question sets us up for the wrong type of conclusion: Chalmers (2017) argues that a virtual calculator (like other entities) is a real calculator when it is “organizationally invariant” with its non-virtual counterpart—when it performs calculation. However, virtual reality and games are defined by the fact that they always selectively implement their source material. Even the most detailed virtual car will still have an infinite range (...)
    Direct download (3 more)  
     
    Export citation  
     
    Bookmark   8 citations  
  20.  31
    Computational Models and Virtual Reality. New Perspectives of Research in Chemistry.Klaus Mainzer - 1999 - Hyle 5 (2):135 - 144.
    Molecular models are typical topics of chemical research depending on the technical standards of observation, computation, and representation. Mathematically, molecular structures have been represented by means of graph theory, topology, differential equations, and numerical procedures. With the increasing capabilities of computer networks, computational models and computer-assisted visualization become an essential part of chemical research. Object-oriented programming languages create a virtual reality of chemical structures opening new avenues of exploration and collaboration in chemistry. From an epistemic point of view, (...)
    Direct download  
     
    Export citation  
     
    Bookmark  
  21. Emotion and Ethics in Virtual Reality.Alex Fisher - forthcoming - Australasian Journal of Philosophy.
    It is controversial whether virtual reality should be considered fictional or real. Virtual fictionalists claim that objects and events within virtual reality are merely fictional: they are imagined and do not exist. Virtual realists argue that virtual objects and events really exist. This metaphysical debate might appear important for some of the practical questions that arise regarding how to morally evaluate and legally regulate virtual reality. For instance, one advantage claimed of (...)
    Direct download  
     
    Export citation  
     
    Bookmark  
  22.  29
    Virtual reality: Consequences of no-go theorems for the modal interpretation of quantum mechanics.Guido Bacciagaluppi & Pieter E. Vermaas - 1999 - In Maria Luisa Dalla Chiara (ed.), Language, Quantum, Music. Springer. pp. 117--128.
  23.  95
    Virtual Reality, Embodiment, and Allusion: an Ecological-Enactive Approach.Giovanni Rolla, Guilherme Vasconcelos & Nara M. Figueiredo - 2022 - Philosophy and Technology 35 (4):1-23.
    It is common in the cognitive and computational sciences to regard virtual reality (VR) as composed of illusory experiences, given its immersive character. In this paper, we adopt an ecological-enactive perspective on cognition (Sect. 3) to evaluate the nature of VR and one’s engagement with it. Based on a post-cognitivist conception of illusion, we reject the commonly held assumption that virtual reality experiences (VREs) are illusory (Sect. 4). Our positive take on this issue is that VR (...)
    Direct download (3 more)  
     
    Export citation  
     
    Bookmark   4 citations  
  24. Virtual Reality in Science Fiction Films.Byul Shin - 2008 - Art Inquiry. Recherches Sur les Arts 10:201-204.
     
    Export citation  
     
    Bookmark  
  25.  29
    Virtual Reality for Anxiety Reduction Demonstrated by Quantitative EEG: A Pilot Study.Jeff Tarrant, Jeremy Viczko & Hannah Cope - 2018 - Frontiers in Psychology 9:368656.
    While previous research has established that virtual reality (VR) can be successfully used in the treatment of anxiety disorders, including phobias and PTSD, no research has examined changes in brain patterns associated with the use of VR for generalized anxiety management. In the current study, we compared a brief nature-based mindfulness VR experience to a resting control condition on anxious participants. Self-reported anxiety symptoms and resting-state EEG were recorded across intervals containing quiet rest or the VR intervention. EEG (...)
    Direct download (3 more)  
     
    Export citation  
     
    Bookmark   2 citations  
  26. Using a mobile Virtual Reality and computer game to improve visuospatial self-efficacy in middle school students.Irina Kuznetcova, Michael Glassman, Shantanu Tilak, Ziye Wen, Marvin Evans, Logan Pelfrey & Tzu-Jung Lin - 2022 - Computers and Education 192.
    Visuospatial (VS) skills, or one’s ability to mentally manipulate spatial information about objects, are critical to STEM enrollment, retention, and achievement. Low level of VS skills may deter some people from joining the STEM workforce or complicate their learning experience. While there is plenty of evidence suggesting that VS skills can be improved through training, few accessible training programs exist as of now, particularly for younger students. The current study proposes a new direction of VS training focusing on the development (...)
     
    Export citation  
     
    Bookmark  
  27.  15
    Using Virtual Reality as a Tool in the Rehabilitation of Movement Abnormalities in Schizophrenia.Anastasia Pavlidou & Sebastian Walther - 2021 - Frontiers in Psychology 11:607312.
    Movement abnormalities are prevalent across all stages of schizophrenia contributing to poor social functioning and reduced quality of life. To date, treatments are scarce, often involving pharmacological agents, but none have been shown to improve movement abnormalities effectively. Virtual reality (VR) is a tool used to simulate virtual environments where behavioral performance can be quantified safely across different tasks while exerting control over stimulus delivery, feedback and measurement in real time. Sensory information is transmittedviaa head mounted display (...)
    Direct download (2 more)  
     
    Export citation  
     
    Bookmark   1 citation  
  28. Virtual reality, ontology, and value.Norman Mooradian - 2006 - Metaphilosophy 37 (5):673-690.
    This article raises the question of how the ontological status of virtual objects bears on their intrinsic value. If virtual objects are unreal or less real than physical objects, does it mean that they will have less intrinsic value? If they have intrinsic value, what are the explanations for this value, and how do they relate to the ontological status of the virtual objects? First, the article reviews recent work concerning the ontological status of virtual (...) and virtual objects. Second, it argues that in some cases the ontological status of virtual objects does undermine the value placed in them, in that the objects can fail to have the properties that ground the value attributions made to them, while in other cases their ontological status is not important. Finally, the article relates the grounding of value attributions to philosophical theories of value, in particular, perfectionism and hedonism. (shrink)
    Direct download  
     
    Export citation  
     
    Bookmark   4 citations  
  29.  65
    Virtual reality for neurorehabilitation and cognitive enhancement.Danko D. Georgiev, Iva Georgieva, Zhengya Gong, Vijayakumar Nanjappan & Georgi V. Georgiev - 2021 - Brain Sciences 11 (2):221.
    Our access to computer-generated worlds changes the way we feel, how we think, and how we solve problems. In this review, we explore the utility of different types of virtual reality, immersive or non-immersive, for providing controllable, safe environments that enable individual training, neurorehabilitation, or even replacement of lost functions. The neurobiological effects of virtual reality on neuronal plasticity have been shown to result in increased cortical gray matter volumes, higher concentration of electroencephalographic beta-waves, and enhanced (...)
    Direct download (3 more)  
     
    Export citation  
     
    Bookmark  
  30. Realistic virtual reality and perception.John Dilworth - 2010 - Philosophical Psychology 23 (1):23-42.
    Realistic uses of Virtual Reality technology closely integrate user training on virtual objects with VR-assisted user interactions with real objects. This paper shows how the Interactive Theory of Perception may be extended to cover such cases. Virtual objects are explained as concrete models that have an inner generation mechanism, and the ITP is used to explain how VR users can both perceive such local CMs, and perceptually represent remote real objects. Also, concepts of modeling and representation (...)
    Direct download (4 more)  
     
    Export citation  
     
    Bookmark   2 citations  
  31. Consciousness, dreams and virtual realities.Antti Revonsuo - 1995 - Philosophical Psychology 8 (1):35-58.
    In this paper I develop the thesis that dreams are essential to an understanding of waking consciousness. In the first part I argue in opposition to the philosophers Malcolm and Dennett that empirical evidence now shows dreams to be real conscious experiences. In the second part, three questions concerning consciousness research are addressed. (1) How do we isolate the system to be explained (consciousness) from other systems? (2) How do we describe the system thus isolated? (3) How do we reveal (...)
    Direct download (3 more)  
     
    Export citation  
     
    Bookmark   112 citations  
  32.  61
    Virtual Reality, Empathy and Ethics.Matthew Cotton - 2021 - Springer Verlag.
    This book examines the ethics of virtual reality technologies. New forms of virtual reality are emerging in society, not just from low-cost gaming headsets, or augmented reality apps on phones, but from simulated “deep fake” images and videos on social media. This book subjects the new VR technological landscape to ethical scrutiny: assessing the benefits, risks and regulatory practices that shape it. Though often associated with gaming, education and therapy, VR can also be used for (...)
    Direct download (2 more)  
     
    Export citation  
     
    Bookmark   1 citation  
  33.  9
    Surviving the Age of Virtual Reality.Thomas Langan - 2000 - University of Missouri.
    As the technological phenomenon known as the worldwide web permeates civilization, it creates some cultures and destroys others. In this pioneering book, philosopher Thomas Langan explores "virtual reality"Can inherently contradictory phrase"and the effects of technology on our very being. In our present-day high- technology environment, making simple, everyday decisions is difficult because the virtual world we've created doesn't necessarily operate according to the old "common sense." To retain our intellectual fitness, we must, Langan argues, consider these essential (...)
    Direct download  
     
    Export citation  
     
    Bookmark   3 citations  
  34. Immersive Experience and Virtual Reality.Magdalena Balcerak Jackson & Brendan Balcerak Jackson - 2024 - Philosophy and Technology 37 (1):1-24.
    Much of the excitement about virtual reality and its potential for things like entertainment, art, education, and activism is its ability to generate experiences that are powerfully immersive. However, discussions of VR tend to invoke the notion of immersive experience without subjecting it to closer scrutiny; and discussions often take it for granted that immersive experience is a single unified phenomenon. Against this, we argue that there are four distinct types or aspects of immersive experience that should be (...)
    Direct download (3 more)  
     
    Export citation  
     
    Bookmark   1 citation  
  35.  61
    The Triumph of Virtual Reality.Glenn McLaren - 2012 - Cosmos and History 8 (1):383-411.
    Where will the philosophers of the future come from and can we have civilization without them? In this paper I argue that there is a co-dependent relationship between philosophy and civilization, one that has emerged and developed in relation to the emergence of information technologies, particularly writing and print and conditions for deep and prolonged concentration. The internet, however, today’s powerful information technology which is increasingly mediating humanities relationships, is proving to be a technology which threatens this relationship. The internet (...)
    Direct download  
     
    Export citation  
     
    Bookmark  
  36.  61
    Reality and Virtual Reality Mechanisms in the Brain and their Significance.John Smythies - 2009 - Journal of Consciousness Studies 16 (4):69-80.
    This paper presents the results of some recent experiments in neuroscience and introspectionist psychology that reveal the role of virtual reality in normal visual perception, and the use of television information compression technology by the visual brain. This involves particularly the cholinergic system in the forebrain. This research throws new light on the nature of consciousness, in particular in connection with the debate between Naïve Realists and Physiological Realists.
    Direct download  
     
    Export citation  
     
    Bookmark  
  37. Doing Good with Virtual Reality: The Ethics of Using Virtual Simulations for Improving Human Morality.Jon Rueda - 2023 - In Andrew Kissel & Erick José Ramirez (eds.), Exploring Extended Realities: Metaphysical, Psychological, and Ethical Challenges. Routledge.
    Much of the excitement and concern with virtual reality (VR) has to do with the impact of virtual experiences on our moral conduct in the “real world”. VR technologies offer vivid simulations that may impact prosocial dispositions and abilities or emotions related to morality. Whereas some experiences could facilitate particular moral behaviors, VR could also inculcate bad moral habits or lead to the surreptitious development of nefarious moral traits. In this chapter, I offer an overview of the (...)
    Direct download (2 more)  
     
    Export citation  
     
    Bookmark  
  38.  46
    Virtual Reality Church as a New Mission Frontier in the Metaverse: Exploring Theological Controversies and Missional Potential of Virtual Reality Church.Guichun Jun - 2020 - Transformation: An International Journal of Holistic Mission Studies 37 (4):297-305.
    The combination of COVID-19 and the Fourth Industrial Revolution has brought an unprecedented new normal, which has affected all aspects of human life, including religious activities. As a consequence, church mission and different ministries have found themselves more dependent on media. Furthermore, the convergent digital technology continually develops augmented reality and virtual reality, in which churches are planted and continue to carry out their mission and ministries. Although virtual reality churches are new mission frontiers in (...)
    No categories
    Direct download  
     
    Export citation  
     
    Bookmark   1 citation  
  39.  21
    Virtual Reality as a Moderator of Psychedelic-Assisted Psychotherapy.Agnieszka D. Sekula, Luke Downey & Prashanth Puspanathan - 2022 - Frontiers in Psychology 13:813746.
    Psychotherapy with the use of psychedelic substances, including psilocybin, lysergic acid diethylamide (LSD), ketamine, and 3,4-methylenedioxymethamphetamine (MDMA), has demonstrated promise in treatment of post-traumatic stress disorder (PTSD), anxiety, addiction, and treatment-resistant depression. Psychedelic-assisted psychotherapy (PP) represents a unique psychopharmacological model that leverages the profound effects of the psychedelic experience. That experience is characterized by strong dependency on two key factors: participant mindset and the therapeutic environment. As such, therapeutic models that utilize psychedelics reflect the need for careful design that promotes (...)
    Direct download (2 more)  
     
    Export citation  
     
    Bookmark  
  40.  5
    The engineering reality of virtual reality 2015.Margaret Dolinsky & Ian E. McDowall (eds.) - 2015 - Bellingham, Washington: SPIE.
    Proceedings of SPIE present the original research papers presented at SPIE conferences and other high-quality conferences in the broad-ranging fields of optics and photonics. These books provide prompt access to the latest innovations in research and technology in their respective fields. Proceedings of SPIE are among the most cited references in patent literature.
    Direct download  
     
    Export citation  
     
    Bookmark  
  41.  24
    Virtual Reality as a New Approach for Risk Taking Assessment.Carla de-Juan-Ripoll, José L. Soler-Domínguez, Jaime Guixeres, Manuel Contero, Noemi Álvarez Gutiérrez & Mariano Alcañiz - 2018 - Frontiers in Psychology 9:422663.
    Understanding how people behave when facing hazardous situations, how intrinsic and extrinsic factors influence the risk taking (RT) decision making process and to what extent it is possible to modify their reactions externally, are questions that have long interested academics and society in general. In the spheres of Occupational Safety and Health (OSH), the military, finance and sociology, this topic has multidisciplinary implications because we all constantly face risk taking situations. Researchers have hitherto assessed risk taking profiles by conducting questionnaires (...)
    Direct download (2 more)  
     
    Export citation  
     
    Bookmark   3 citations  
  42.  14
    Personalized Virtual Reality Human-Computer Interaction for Psychiatric and Neurological Illnesses: A Dynamically Adaptive Virtual Reality Environment That Changes According to Real-Time Feedback From Electrophysiological Signal Responses.Jacob Kritikos, Georgios Alevizopoulos & Dimitris Koutsouris - 2021 - Frontiers in Human Neuroscience 15.
    Virtual reality constitutes an alternative, effective, and increasingly utilized treatment option for people suffering from psychiatric and neurological illnesses. However, the currently available VR simulations provide a predetermined simulative framework that does not take into account the unique personality traits of each individual; this could result in inaccurate, extreme, or unpredictable responses driven by patients who may be overly exposed and in an abrupt manner to the predetermined stimuli, or result in indifferent, almost non-existing, reactions when the stimuli (...)
    Direct download (2 more)  
     
    Export citation  
     
    Bookmark  
  43. Virtual reality and metastable interactivity.Nebojsa Kujundzic - 2001 - Ends and Means 5 (1):25.
    No categories
     
    Export citation  
     
    Bookmark  
  44.  27
    "Virtual reality" as a tool for global manipulation of socio-cultural identity.Pavel Gennadievich Bylevskiy - forthcoming - Philosophy and Culture (Russian Journal).
    The subject of the article is the philosophical and cultural methodology of digital "virtual reality", comparing the declarations of developers with the practical possibilities and social consequences of using such technologies. The developers presented projects of online digital content services for all five senses using special equipment (glasses, headphones, interactive gloves, joysticks, costumes, printers of smells and tastes, etc.). It was assumed that virtual reality would surpass the reliability of previous multimedia content and interactive computer games, (...)
    Direct download (2 more)  
     
    Export citation  
     
    Bookmark  
  45.  33
    Presence and Cybersickness in Virtual Reality Are Negatively Related: A Review.Séamas Weech, Sophie Kenny & Michael Barnett-Cowan - 2019 - Frontiers in Psychology 10:415654.
    In order to take advantage of the potential offered by the medium of virtual reality, it will be essential to develop an understanding of how to maximize the desirable experience of ‘presence’ in a virtual space (‘being there’), and how to minimize the undesirable feeling of ‘cybersickness’ (a constellation of discomfort symptoms experienced in virtual reality). Although there have been frequent reports of a possible link between the observer’s sense of presence and the experience of (...)
    Direct download (2 more)  
     
    Export citation  
     
    Bookmark   9 citations  
  46. Virtual Reality'and 'Virtual Actuality.Marianne Richter - 2011 - In Charles Ess & May Thorseth (eds.), Trust and Virtual Worlds: Contemporary Perspectives. Peter Lang.
  47. The Convergence of Virtual Reality and Social Networks: Threats to Privacy and Autonomy.Fiachra O’Brolcháin, Tim Jacquemard, David Monaghan, Noel O’Connor, Peter Novitzky & Bert Gordijn - 2016 - Science and Engineering Ethics 22 (1):1-29.
    The rapid evolution of information, communication and entertainment technologies will transform the lives of citizens and ultimately transform society. This paper focuses on ethical issues associated with the likely convergence of virtual realities and social networks, hereafter VRSNs. We examine a scenario in which a significant segment of the world’s population has a presence in a VRSN. Given the pace of technological development and the popularity of these new forms of social interaction, this scenario is plausible. However, it brings (...)
    Direct download (2 more)  
     
    Export citation  
     
    Bookmark   6 citations  
  48. A vintage virtual reality interview.Jaron Lanier -
    Jaron Lanier: Maybe we should go over what Virtual Reality is. We are speaking about a technology that uses computerized clothing to synthesize shared reality. It recreates our relationship with the physical world in a new plane, no more, no less. It doesn't affect the subjective world; it doesn't have anything to do directly with what's going on inside your brain. It only has to do with what your sense organs perceive. The physical world, the thing on (...)
    Direct download  
     
    Export citation  
     
    Bookmark  
  49.  21
    Factors Associated With Virtual Reality Sickness in Head-Mounted Displays: A Systematic Review and Meta-Analysis.Dimitrios Saredakis, Ancret Szpak, Brandon Birckhead, Hannah A. D. Keage, Albert Rizzo & Tobias Loetscher - 2020 - Frontiers in Human Neuroscience 14:512264.
    The use of head-mounted displays (HMD) for virtual reality (VR) application-based purposes including therapy, rehabilitation, and training is increasing. Despite advancements in VR technologies, many users still experience sickness symptoms. VR sickness may be influenced by technological differences within HMDs such as resolution and refresh rate, however, VR content also plays a significant role. The primary objective of this systematic review and meta-analysis was to examine the literature on HMDs that report Simulator Sickness Questionnaire (SSQ) scores to determine (...)
    Direct download (2 more)  
     
    Export citation  
     
    Bookmark   4 citations  
  50. Is Chalmers' Virtual Reality "Mirror Argument" Sound?Shaohua Xue - 2022 - Journal of Human Cognition 6 (1):24-32.
    Extended reality devices provide users with unprecedented immersive and hybrid perceptual experiences, and users will act their bodies according to the information perceived. This shows that visual perception plays a crucial role in the formation and shaping of self-perception and spatial position. Users have a strong perceptual experience of their physical presence and self-perception in the real world as a result of their avatar perspective based on visual perception in a virtual hybrid environment, as is issued by Chalmers (...)
    Direct download (2 more)  
     
    Export citation  
     
    Bookmark  
1 — 50 / 966