Results for 'virtual reality'

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  1. Leibniz's Palace of the Fates: A 17th Century Virtual Reality System.Eric Steinhart - 1997 - Presence: Teleoperators and Virtual Environments 6 (1):133-135.
    One way to think logically about virtual reality systems is to think of them as interactive depictions of possible worlds. Leibniz's "Palace of the Fates" is probably the earliest description of an interactive virtual reality system. Leibniz describes a system for the simulation of possible worlds by a human user in the actual world. He describes a user-interface for interacting multiple possible worlds and their histories.
     
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  2.  28
    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 (...)
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  3. 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 (...)
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  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 (...)
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  5. Against Brain-in-a-Vatism: On the Value of Virtual Reality.Jon Cogburn & Mark Silcox - 2014 - Philosophy and Technology 27 (4):561-579.
    The term “virtual reality” was first coined by Antonin Artaud to describe a value-adding characteristic of certain types of theatrical performances. The expression has more recently come to refer to a broad range of incipient digital technologies that many current philosophers regard as a serious threat to human autonomy and well-being. Their concerns, which are formulated most succinctly in “brain in a vat”-type thought experiments and in Robert Nozick's famous “experience machine” argument, reflect a fundamental misunderstanding of the (...)
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  6.  56
    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 (...)
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  7.  41
    Perception of Affordances and Experience of Presence in Virtual Reality.Paweł Grabarczyk & Marek Pokropski - 2016 - Avant: Trends in Interdisciplinary Studies 7 (2):25-44.
    Recent developments in virtual reality technology raise a question about the experience of presence and immersion in virtual environments. What is immersion and what are the conditions for inducing the experience of virtual presence? In this paper, we argue that crucial determinants of presence are perception of affordances and sense of embodiment. In the first section of this paper, we define key concepts and introduce important distinctions such as immersion and presence. In the second and third (...)
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  8.  60
    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.
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  9. A Further Analysis of the Ethics of Representation in Virtual Reality: Multi-User Environments. [REVIEW]Paul J. Ford - 2001 - Ethics and Information Technology 3 (2):113-121.
    This is a follow-up article toPhilip Brey's ``The ethics of representation andaction in Virtual Reality'' (published in thisjournal in January 1999). Brey's call for moreanalysis of ethical issues of virtual reality(VR) is continued by further analyzing issuesin a specialized domain of VR – namelymulti-user environments. Several elements ofBrey's article are critiqued in order to givemore context and a framework for discussion.Issues surrounding representations ofcharacters in multi-user virtual realities aresurveyed in order to focus attention on theimportance (...)
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  10.  56
    Virtual Reality Translation of Judith Thomson's Violinist Analogy.Erick Ramirez, Miles Elliott, Scott LaBarge & Carl Maggio - manuscript
    A virtual reality translation of Judith Thomson's Violinist Analogy. These modules are free to download and use in the classroom and for research/x-phi purposes. -/- *Requires an Oculus Rift or HTC Vive and VR capable computer. To open the files, uncompress the downloaded .zip folder and run the executable (.exe) file.
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  11. The Concept of Strong and Weak Virtual Reality.Andreas Martin Lisewski - 2006 - Minds and Machines 16 (2):201-219.
    We approach the virtual reality phenomenon by studying its relationship to set theory. This approach offers a characterization of virtual reality in set theoretic terms, and we investigate the case where this is done using the wellfoundedness property. Our hypothesis is that non-wellfounded sets (so-called hypersets) give rise to a different quality of virtual reality than do familiar wellfounded sets. To elaborate this hypothesis, we describe virtual reality through Sommerhoff’s categories of first- (...)
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  12.  19
    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, (...)
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  13. Harm, Consent, and Virtual Selves in Full Body Ownership Illusions: Real Concerns for Immersive Virtual Reality Therapies Upcoming.Maria Botero & Elise Whatley - forthcoming - Cambridge Quarterly of Healthcare Ethics.
    Virtual reality (VR) is increasingly being used to investigate and to treat psychological disorders; the most common application of VR is in the treatment of phobias (e.g. fear of heights, fear of flying, and fear of public speaking) and other anxiety disorders (e.g. panic disorders, post-traumatic stress disorders, generalized anxiety disorders, and stress management) as well as eating disorders, autism spectrum disorders, depression, psychosis, and PTSD. VR technology provides an ideal context in which to study these disorders because, (...)
     
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  14.  46
    Immersive Ideals / Critical Distances : Study of the Affinity Between Artistic Ideologies in Virtual Reality and Previous Immersive Idioms.Joseph Nechvatal - 2010 - LAP Lambert Academic Publishing AG & Co KG.
    My research into Virtual Reality technology and its central property of immersion has indicated that immersion in Virtual Reality (VR) electronic systems is a significant key to the understanding of contemporary culture as well as considerable aspects of previous culture as detected in the histories of philosophy and the visual arts. The fundamental change in aesthetic perception engendered by immersion, a perception which is connected to the ideal of total-immersion in virtual space, identifies certain shifts (...)
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  15. Is the Universe a Vast, Consciousness-Created Virtual Reality Simulation?Bernard Haisch - 2014 - Cosmos and History 10 (1):48-60.
    Two luminaries of 20th century astrophysics were Sir James Jeans and Sir Arthur Eddington. Both took seriously the view that there is more to reality than the physical universe and more to consciousness than simply brain activity. In his Science and the Unseen World Eddington speculated about a spiritual world and that "conscious is not wholly, nor even primarily a device for receiving sense impressions." Jeans also speculated on the existence of a universal mind and a non-mechanical reality, (...)
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  16.  69
    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 (...)
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  17. From Presence to Consciousness Through Virtual Reality.Maria V. Sanchez-Vives & Mel Slater - 2005 - Nature Reviews Neuroscience 6 (4):332-339.
  18. Virtual Reality, Ontology, and Value.Norman Mooradian - 2006 - Metaphilosophy 37 (5):673-690.
  19.  79
    Video Games and Virtual Reality.Robert Seddon - 2017 - In Anthony F. Beavers (ed.), Macmillan Interdisciplinary Handbooks: Philosophy: Technology. Macmillan Reference USA. pp. 191-216.
  20.  9
    Affordance Compatibility Effect for Word Learning in Virtual Reality.Chelsea L. Gordon, Timothy M. Shea, David C. Noelle & Ramesh Balasubramaniam - 2019 - Cognitive Science 43 (6):e12742.
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  21. Changes in Bodily Awareness Induced by Immersive Virtual Reality.Craig D. Murray & Michael S. Gordon - 2001 - CyberPsychology and Behavior 4 (3):365-371.
  22. Virtual Reality: Digital or Fictional?Neil McDonnell & Nathan Wildman - 2019 - Disputatio.
    Are the objects and events that take place in Virtual Reality genuinely real? Those who answer this question in the affirmative are realists, and those who answer in the negative are irrealists. In this paper we argue against the realist position, as given by Chalmers, and present our own preferred irrealist account of the virtual. We start by disambiguat- ing two potential versions of the realist position—weak and strong— and then go on to argue that neither is (...)
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  23. The Ethics of Representation and Action in Virtual Reality.Philip Brey - 1999 - Ethics and Information Technology 1 (1):5-14.
    This essay addresses ethical aspects of the design and use of virtual reality (VR) systems, focusing on the behavioral options made available in such systems and the manner in which reality is represented or simulated in them. An assessment is made of the morality of immoral behavior in virtual reality, and of the virtual modeling of such behavior. Thereafter, the ethical aspects of misrepresentation and biased representation in VR applications are discussed.
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  24.  21
    Virtual Reality: Fictional All the Way Down.Jesper Juul - 2019 - Disputatio.
    Are virtual objects real? I will claim that the question sets us up for the wrong type of conclusion: Chalmers argues that a virtual calculator 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 of details which are (...)
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  25. 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 (...)
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  26. Ground Truth and Virtual Reality: Hacking Vs. Van Fraassen.William Seager - 1995 - Philosophy of Science 62 (3):459-478.
    Hacking argues against van Fraassen's constructive empiricism by appeal to features of microscopic imaging. Hacking relies on both our practices involving imaging instruments and the structure of the images produced by these micropractices. Van Fraassen's reply is formally correct yet fundamentally unsatisfying. I aim to strengthen van Fraassen's reply, but must then extend constructive empiricism, specifically the central notion of "theoretical immersion." I argue that immersion is more analogous to entering a virtual reality than to learning a language. (...)
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  27.  20
    Affectivity, Biopolitics and the Virtual Reality of War.P. Valiaho - 2012 - Theory, Culture and Society 29 (2):63-83.
    At the focal point of contemporary biopolitical knowledge and power is human life in its contingent, evolutionary and emergent properties: the living as adaptive and affective beings, characterized in particular by their capacity to experience stress and fear that works together with vital survival mechanisms. This article addresses new techniques of psychiatric power and therapeutic epistemologies that have emerged in present-day military-scientific as well as media technological assemblages to define and capture the human in its psychobiological states of emergency. Specifically, (...)
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  28.  73
    The Ethics of Reality and Virtual Reality: Latour, Facts and Values.Mariam Fraser - 2006 - History of the Human Sciences 19 (2):45-72.
    In the context of the question of the extent to which science studies is able to mount an adequate critique of contemporary developments in science and technology, and in view of the proliferating interest in ethics across the social sciences, this article has two aims. Firstly to address some of the implications for ethics of Bruno Latour's, and to a lesser extent Alfred North Whitehead’s, conceptions of reality, both of which have a bearing on the long-standing dichotomy between facts (...)
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  29.  76
    The Ethics of Virtual Reality Technology: Social Hazards and Public Policy Recommendations.James Spiegel - 2018 - Science and Engineering Ethics 24 (5):1537-1550.
    This article explores four major areas of moral concern regarding virtual reality technologies. First, VR poses potential mental health risks, including Depersonalization/Derealization Disorder. Second, VR technology raises serious concerns related to personal neglect of users’ own actual bodies and real physical environments. Third, VR technologies may be used to record personal data which could be deployed in ways that threaten personal privacy and present a danger related to manipulation of users’ beliefs, emotions, and behaviors. Finally, there are other (...)
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  30.  18
    Virtual Reality as Experiential Learning.Daniel Collette - 2019 - Teaching Philosophy 42 (1):29-39.
    While the pedagogical benefits of experiential learning are well known, classroom technology is a more contentious topic. In my experience, philosophy instructors are hesitant to embrace technology in their pedagogy. A great deal of this trepidation is justified: when technology serves only to replicate existing methods without contributing to course objectives, it unnecessarily adds extra work for the instructor and can even be a distraction from learning. However, I believe, if applied appropriately, technology can be used to positively enhance the (...)
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  31. 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 (...)
     
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  32. A Vintage Virtual Reality Interview.Jaron Lanier - manuscript
    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 (...)
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  33.  61
    Continuities and Discontinuities in Ethical Reflections on Digital Virtual Reality.Peter Horsfield - 2003 - Journal of Mass Media Ethics 18 (3-4):155-172.
    This article considers the ethical implications of digital virtual reality (DVR) within the context of the place of virtual reality in general in human life and development. This is elaborated through a comparative analysis of the continuity and discontinuity between virtual reality in other mediated forms and DVR. The important role played by virtual reality in human creativity and adaptation sets the context for considering the ethics of DVR in 4 main areas: (...)
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  34.  47
    Familiarity From the Configuration of Objects in 3-Dimensional Space and its Relation to Déjà Vu: A Virtual Reality Investigation.Anne M. Cleary, Alan S. Brown, Benjamin D. Sawyer, Jason S. Nomi, Adaeze C. Ajoku & Anthony J. Ryals - 2012 - Consciousness and Cognition 21 (2):969-975.
    Déjà vu is the striking sense that the present situation feels familiar, alongside the realization that it has to be new. According to the Gestalt familiarity hypothesis, déjà vu results when the configuration of elements within a scene maps onto a configuration previously seen, but the previous scene fails to come to mind. We examined this using virtual reality technology. When a new immersive VR scene resembled a previously-viewed scene in its configuration but people failed to recall the (...)
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  35.  39
    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.
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  36.  15
    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 (...)
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  37. The Phenomenology Of Virtual Reality And Phantom Sensations.Alexander Heinzel & Tincuta Heinzel - 2010 - Studia Universitatis Babeş-Bolyai Philosophia 3.
    One of the major issues in the current research on virtual reality is how to induce the feeling of reality in the experiencing subject. In this sense the phenomenon of phantom sensations appears to be a paradigmatic case of VR. However, in contrast to the artificially induced VR experience, phantom sensations are linked to the strong feeling of their reality. Therefore, we characterise the subjective experience of phantom sensations by superpresence, as opposed to the artificially induced (...)
     
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  38.  28
    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 (...)
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  39.  11
    Distraction of Attention with the Use of Virtual Reality. Influence of the Level of Game Complexity on the Level of Experienced Pain.Marcin Czub & Joanna Piskorz - 2014 - Polish Psychological Bulletin 45 (4):480-487.
    : Research done in recent years shows that Virtual Reality can be an effective tool for distracting attention from pain. The purpose of this study was to test how the complexity of Virtual Environment influences the experienced intensity of thermal pain stimuli. A within-subjects design experiment was conducted, using cold pressor test for pain stimulation. Research was done on 31 students of Wroclaw Universities. Participants played games created for the purpose of the study, using head mounted displays (...)
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  40.  1
    Surviving the Age of Virtual Reality[REVIEW]Robert Burch - 2001 - Review of Metaphysics 55 (1):147-148.
    The tone of its title notwithstanding, this book is not a self-help tract hawking glib recipes for success in the Cyber Age, nor even a contribution specifically to the philosophy of technology. Although Langan hopes for a broadly literate readership, his task is to understand “the Being of the epoch in which we are trying to survive” as requisite to deciding how best we should live. The problem of surviving the age of virtual reality thus rejoins the perennial (...)
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  41. Virtual Reality: The Last Human Narrative?Thorsten Botz-Bornstein - 2015 - Brill | Rodopi.
    Is virtual reality the latest grand narrative that humanity has produced? This book attempts to disentangle the common characteristics of human reality and posthuman virtual reality by examining discourses on psychoanalysis, gene-technology, globalization, and contemporary art.
     
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  42. Influence of Virtual Reality on Engineering Design Creativity.Yu-Shan Chang - forthcoming - Educational Studies:1-17.
    This study explored the influence of Virtual Reality on Engineering Design creativity. This study adopted a quasi-experimental design with a pre-test and post-test. A teaching experiment...
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  43.  33
    The Transition Into Virtual Reality.Mark Silcox - 2019 - Disputatio.
    In “The Virtual and the Real,” David Chalmers argues that there is an epistemic and ontological parity between VR and ordinary reality. My argument here is that, whatever the plausibility of these claims, they provide no basis for supposing that there is a similar parity of value. Careful reflection upon certain aspects of the transition that individu- als make from interacting with real-world, physical environments to interacting with VR provides a basis for thinking that, to the extent that (...)
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  44.  32
    Economy As Virtual Reality.Jörg Wurzer - 2007 - The Proceedings of the Twenty-First World Congress of Philosophy 5:171-174.
    National economies have developed self-reinforcing tendencies and detached themselves from real economic life. In order to understand this phenomenon and find political instruments to control it, systems of national economies can be conceived as virtual realities. This requires a new comprehension of reality. The author suggests different ontological classes, which can be described in terms of the relations among them.
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  45. Quantum Reality, the Emergence of Complex Order From Virtual States, and the Importance of Consciousness in the Universe.Lothar Schafer - 2006 - Zygon 41 (3):505-532.
  46. Mindreal: How the Mind Creates its Own Virtual Reality.Robert E. Ornstein - 2008 - Malor Books.
    The world we touch, see and hear is not the "real" world -- How the mind transforms the world : the life of the mind -- The time to create the mind's reality -- Priming consciousness -- Mixing and remixing the elements of experience -- The mind plays its little shell games -- A change of pace for a change of mind.
     
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  47.  8
    Virtual Reality for Enhanced Ecological Validity and Experimental Control in the Clinical, Affective and Social Neurosciences.Thomas D. Parsons - 2015 - Frontiers in Human Neuroscience 9.
  48.  26
    The Impact of Perception and Presence on Emotional Reactions: A Review of Research in Virtual Reality[REVIEW]Julia Diemer, Georg W. Alpers, Henrik M. Peperkorn, Youssef Shiban & Andreas Mã¼Hlberger - 2015 - Frontiers in Psychology 6.
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  49.  17
    Manipulating Body Representations with Virtual Reality: Clinical Implications for Anorexia Nervosa.Stephen Gadsby - 2019 - Philosophical Psychology 32 (6):898-922.
    ABSTRACTAnorexia nervosa patients exhibit distorted body-representations. Specifically, they represent their bodies as larger than reality. Given that this distortion likely exacerbates the conditi...
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  50. Virtual Reality'and 'Virtual Actuality.Marianne Richter - 2011 - In Charles Ess & May Thorseth (eds.), Trust and Virtual Worlds. Peter Lang.
     
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