Results for ' avatar, virtual body, show, social ties, addiction, immersive environments'

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  1.  18
    (1 other version)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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  2.  15
    “Tricking the Brain” Using Immersive Virtual Reality: Modifying the Self-Perception Over Embodied Avatar Influences Motor Cortical Excitability and Action Initiation.Karin A. Buetler, Joaquin Penalver-Andres, Özhan Özen, Luca Ferriroli, René M. Müri, Dario Cazzoli & Laura Marchal-Crespo - 2022 - Frontiers in Human Neuroscience 15.
    To offer engaging neurorehabilitation training to neurologic patients, motor tasks are often visualized in virtual reality. Recently introduced head-mounted displays allow to realistically mimic the body of the user from a first-person perspective in a highly immersive VR environment. In this immersive environment, users may embody avatars with different body characteristics. Importantly, body characteristics impact how people perform actions. Therefore, alternating body perceptions using immersive VR may be a powerful tool to promote motor activity in neurologic (...)
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  3.  17
    Conversational Eyebrow Frowns Facilitate Question Identification: An Online Study Using Virtual Avatars.Naomi Nota, James P. Trujillo & Judith Holler - 2023 - Cognitive Science 47 (12):e13392.
    Conversation is a time-pressured environment. Recognizing a social action (the ‘‘speech act,’’ such as a question requesting information) early is crucial in conversation to quickly understand the intended message and plan a timely response. Fast turns between interlocutors are especially relevant for responses to questions since a long gap may be meaningful by itself. Human language is multimodal, involving speech as well as visual signals from the body, including the face. But little is known about how conversational facial signals (...)
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  4. 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 (...)
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  5.  26
    The CrossFit Sensorium: Visuality, Affect and Immersive Sport.Leslie Heywood - 2015 - Paragraph 38 (1):20-36.
    By contrast to the competitive and participatory models of sport, the immersive model shows greater potentiality as a healthful practice more distant from transcendent, technocratic aspects of other models, instead accepting the body's immanence as part of evolutionary history and the natural world. Because of the largely unconscious, evolutionarily based responses to one's environment, the environment in which a sporting activity takes place has a tangible impact on performance. As our most evolutionarily recent sense system, visuality is linked to (...)
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  6.  29
    Exploring the Effect of Cooperation in Reducing Implicit Racial Bias and Its Relationship With Dispositional Empathy and Political Attitudes.Ivan Patané, Anne Lelgouarch, Domna Banakou, Gregoire Verdelet, Clement Desoche, Eric Koun, Romeo Salemme, Mel Slater & Alessandro Farnè - 2020 - Frontiers in Psychology 11.
    Previous research using immersive virtual reality (VR) has shown that after a short period of embodiment of White people in a Black virtual body their implicit racial bias against Black people diminishes. Here we tested the effects of some socio-cognitive variables that could contribute to enhancing or reducing the implicit racial bias. The first aim of the study was to assess the beneficial effects of cooperation within a VR scenario, the second aim was to provide preliminary testing (...)
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  7. Why be Moral in a Virtual World.John McMillan & Mike King - 2017 - Journal of Practical Ethics 5 (2):30-48.
    This article considers two related and fundamental issues about morality in a virtual world. The first is whether the anonymity that is a feature of virtual worlds can shed light upon whether people are moral when they can act with impunity. The second issue is whether there are any moral obligations in a virtual world and if so what they might be. -/- Our reasons for being good are fundamental to understanding what it is that makes us (...)
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  8. Expressive Avatars: Vitality in Virtual Worlds.David Ekdahl & Lucy Osler - 2023 - Philosophy and Technology 36 (2):1-28.
    Critics have argued that human-controlled avatar interactions fail to facilitate the kinds of expressivity and social understanding afforded by our physical bodies. We identify three claims meant to justify the supposed expressive limits of avatar interactions compared to our physical interactions. First, “The Limited Expressivity Claim”: avatars have a more limited expressive range than our physical bodies. Second, “The Inputted Expressivity Claim”: any expressive avatarial behaviour must be deliberately inputted by the user. Third, “The Decoding Claim”: users must infer (...)
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  9.  20
    Looking for Image Statistics: Active Vision With Avatars in a Naturalistic Virtual Environment.Dominik Straub & Constantin A. Rothkopf - 2021 - Frontiers in Psychology 12.
    The efficient coding hypothesis posits that sensory systems are tuned to the regularities of their natural input. The statistics of natural image databases have been the topic of many studies, which have revealed biases in the distribution of orientations that are related to neural representations as well as behavior in psychophysical tasks. However, commonly used natural image databases contain images taken with a camera with a planar image sensor and limited field of view. Thus, these images do not incorporate the (...)
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  10.  48
    Studying social interactions through immersive virtual environment technology: virtues, pitfalls, and future challenges.Dario Bombari, Marianne Schmid Mast, Elena Canadas & Manuel Bachmann - 2015 - Frontiers in Psychology 6.
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  11.  22
    Image, Art and Virtuality: Towards an Aesthetics of Relation.Roberto Diodato - 2021 - Springer Verlag.
    This book investigates the ontological state of relations in a unique way. Starting with the notion of system, it shows that the system can be understood as a relational structure, and that relations can be assessed within themselves, with no need to transform relations in elements. “Relations” are understood in contrast to “relational property”: without a relation there is no identity, therefore no existence. What allows us to do that without hypostatizing the relation, and without immediately taking it simply as (...)
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  12.  23
    Social Conformity in Immersive Virtual Environments: The Impact of Agents’ Gaze Behavior.Christos Kyrlitsias, Despina Michael-Grigoriou, Domna Banakou & Maria Christofi - 2020 - Frontiers in Psychology 11.
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  13.  61
    Addiction: A Philosophical Perspective.Candice Shelby - 2016 - New York, NY, USA: Palgrave Macmillan.
    Addiction: A Philosophical Approach CHAPTER ABSTRACTS “Introduction: Dismantling the Catchphrase” by Candice Shelby Shelby dismantles the catchphrase “disease of addiction.” The characterization of addiction as a disease permeates both research and treatment, but that understanding fails to get at the complexity involved in human addiction. Shelby introduces another way of thinking about addiction, one that implies that is properly understood neither as a disease nor merely as a choice, or set of choices. Addiction is a phenomenon emergent from a complex (...)
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  14.  36
    The distinction between first-person perspective and third-person perspective in virtual bodily self-consciousness.Wei-Kai Liou, Wen-Hsiang Lin, Yen-Tung Lee, Sufen Chen & Caleb Liang - 2024 - Virtual Reality 28 (1):1-19.
    The distinction between the first-person perspective (1PP) and the third-person perspective (3PP) has been widely regarded as fundamental and rigid, and many researchers hold that genuine bodily illusions can only be experienced from the 1PP. We applied VR technology to investigate whether this mainstream view is correct. In our experiments, the participants were immersed in a VR environment in which they saw a life-sized virtual body either from the 1PP or from the 3PP. They either passively received tactile stimulations (...)
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  15.  23
    The Effects of Virtual Height Exposure on Postural Control and Psychophysiological Stress Are Moderated by Individual Height Intolerance.Diana Bzdúšková, Martin Marko, Zuzana Hirjaková, Jana Kimijanová, František Hlavačka & Igor Riečanský - 2022 - Frontiers in Human Neuroscience 15.
    Virtual reality enables individuals to be exposed to naturalistic environments in laboratory settings, offering new possibilities for research in human neuroscience and treatment of mental disorders. We used VR to study psychological, autonomic and postural reactions to heights in individuals with varying intensity of fear of heights. Study participants were immersed in a VR of an unprotected open-air elevator platform in an urban area, while standing on an unstable ground. Virtual elevation of the platform elicited robust and (...)
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  16. 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 event-coding approach of the (...)
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  17.  23
    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 (...)
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  18.  18
    Investigating Reflexive Responses to Explicit and Implicit Forms of Social Exclusion Using Immersive Virtual Environment Technology.Claire Nicole Prendergast & Thomas Schubert - 2020 - Frontiers in Psychology 11.
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  19.  42
    "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 (...)
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  20.  14
    Investigating the Influence of Intergroup Contact in Virtual Reality on Empathy: An Exploratory Study Using AltspaceVR.Matilde Tassinari, Matthias Burkard Aulbach & Inga Jasinskaja-Lahti - 2022 - Frontiers in Psychology 12.
    Virtual Reality has often been referred to as an “empathy machine.” This is mostly because it can induce empathy through embodiment experiences in outgroup membership. However, the potential of intergroup contact with an outgroup avatar in VR to increase empathy is less studied. Even though intergroup contact literature suggests that less threatening and more prosocial emotions are the key to understanding why intergroup contact is a powerful mean to decrease prejudice, few studies have investigated the effect of intergroup contact (...)
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  21. From Immersive Body Swapping to Apprehending the Other’s Emotions: Perspective-Taking and Levels of Empathy in Embodied Virtual Reality.Ingrid Vendrell Ferran - 2024 - In Marco Cavallaro & Nicolas De Warren, Phenomenologies of the digital age: the virtual, the fictional, the magical. New York, NY: Routledge.
    Natural scientists working at the intersection of virtual reality, psychology, and computer science have recently explored the question of whether Embodied Virtual Reality (EVR) can be employed to train empathy. While for some authors (e.g., Bertrand et el. 2018), EVR can enhance empathy by means of creating a series of perceptual illusions, which lead users to adopt the other’s perspective and resonate with her experience, other authors (e.g., Sora-Domenjó 2022; Sutherland 2016) have been more skeptical about the powers (...)
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  22.  79
    Repeated Exposure to Illusory Sense of Body Ownership and Agency Over a Moving Virtual Body Improves Executive Functioning and Increases Prefrontal Cortex Activity in the Elderly.Dalila Burin & Ryuta Kawashima - 2021 - Frontiers in Human Neuroscience 15:674326.
    We previously showed that the illusory sense of ownership and agency over a moving body in immersive virtual reality can trigger subjective and physiological reactions on the real subject’s body and, therefore, an acute improvement of cognitive functions after a single session of high-intensity intermittent exercise performed exclusively by one’s own virtual body, similar to what happens when we actually do physical activity. As well as confirming previous results, here, we aimed at finding in the elderly an (...)
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  23.  50
    (1 other version)Social symbol grounding and language evolution.Paul Vogt & Federico Divina - 2007 - Interaction Studies 8 (1):31-52.
    This paper illustrates how external symbol grounding can be studied in simulations with large populations. We discuss how we can simulate language evolution in a relatively complex environment which has been developed in the context of the New Ties project. This project has the objective of evolving a cultural society and, in doing so, the agents have to evolve a communication system that is grounded in their interactions with their virtual environment and with other individuals. A preliminary experiment is (...)
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  24.  54
    Heidegger’s embodied others: on critiques of the body and ‘intersubjectivity’ in Being and Time.Meindert E. Peters - 2019 - Phenomenology and the Cognitive Sciences 18 (2):441-458.
    In this article, I respond to important questions raised by Gallagher and Jacobson in the field of cognitive science about face-to-face interactions in Heidegger’s account of ‘intersubjectivity’ in Being and Time. They have criticized his account for a lack of attention to primary intersubjectivity, or immediate, face-to-face interactions; he favours, they argue, embodied interactions via objects. I argue that the same assumption underlies their argument as did earlier critiques of a lack of an account of the body in Heidegger ; (...)
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  25. Body and Anthropology: Symbolic Effectiveness.David Le Breton & Helen McPhail - 1991 - Diogenes 39 (153):85-100.
    Every human community creates its own representation of its surrounding world and of the men who constitute that world. It sets out in an orderly fashion the raison d’être of social and cultural organisation, it ritualises the ties between men and their relationship with their environment. Man creates the world while the world creates man, through a relationship which varies with each society; ethnography shows us innumerable versions. Human cultures consist of symbols. It is always a matter of reducing (...)
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  26.  20
    Social significance of a virtual environment for the teaching and learning of descriptive Statistics in Medicine degree course.Sandra López Lamezón, Roberto Rodríguez López, Luis Manuel Amador Aguilar & Luis Mariano Azcuy Lorenz - 2018 - Humanidades Médicas 18 (1):50-63.
    Los estudios de ciencia, tecnología y sociedad revelan las interrelaciones entre la ciencia y la tecnología como procesos sociales. Este artículo persigue como objetivo: valorar la significación social de un entorno virtual en la enseñanza aprendizaje de la Estadística descriptiva en la carrera de Medicina. El diagnóstico preliminar mediante de la observación, la encuesta y el análisis documental, mostró que existen insuficiencias en el uso de las tecnologías de la información y las comunicaciones en el proceso de enseñanza (...)
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  27. The Ethics of Virtual Reality Technology: Social Hazards and Public Policy Recommendations.James S. 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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  28.  21
    Virtual Reality-Integrated Immersion-Based Teaching to English Language Learning Outcome.Yu Xie, Yang Liu, Fengrui Zhang & Ping Zhou - 2022 - Frontiers in Psychology 12.
    Globalization and informatization are reshaping human life and social behaviors. The purpose is to explore the worldwide strategies to cultivate international talents with a global vision. As a global language with the largest population, English, and especially its learning effect, have always been the major concerns of scholars and educators. This work innovatively studies the combination of immersion-based English teaching with virtual reality technology. Then, based on the experimental design mode, 106 students from a Chinese school were selected (...)
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  29.  12
    (1 other version)Exercising With a Six Pack in Virtual Reality: Examining the Proteus Effect of Avatar Body Shape and Sex on Self-Efficacy for Core-Muscle Exercise, Self-Concept of Body Shape, and Actual Physical Activity.Jih-Hsuan Tammy Lin, Dai-Yun Wu & Ji-Wei Yang - 2021 - Frontiers in Psychology 12.
    This study investigates the Proteus effect from the first-person perspective and during avatar embodiment in actual exercise. In addition to the immediate measurements of the Proteus effect, prolonged effects such as next-day perception and exercise-related outcomes are also explored. We theorized the Proteus effect as altered perceived self-concept and explored the association between virtual reality avatar manipulation and self-concept in the exercise context. While existing studies have mainly investigated the Proteus effect in a non-VR environment or after VR embodiment, (...)
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  30.  46
    Are socially exclusive values embedded in the avatar creation interfaces of MMORPGs?Tyler Pace, Aaron Houssian & Victoria McArthur - 2009 - Journal of Information, Communication and Ethics in Society 7 (2/3):192-210.
    PurposeThe purpose of this paper is to show how both the presentation and limitation of visual choices in massively multiplayer online role‐playing games (MMORPG) avatar creation interfaces tends to exclude or favor different real life social groups.Design/methodology/approachA novel method combining both quantitative and critical analysis of the syntagmatic‐paradigmatic structure of MMORPG avatar creation interfaces is used to inform the findings of this study.FindingsThis study concludes that as cultural interfaces, current fantasy themed MMORPGs remediate socially exclusive values both from fantasy (...)
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  31.  31
    CortexVR: Immersive analysis and training of cognitive executive functions of soccer players using virtual reality and machine learning.Christian Krupitzer, Jens Naber, Jan-Philipp Stauffert, Jan Mayer, Jan Spielmann, Paul Ehmann, Noel Boci, Maurice Bürkle, André Ho, Clemens Komorek, Felix Heinickel, Samuel Kounev, Christian Becker & Marc Erich Latoschik - 2022 - Frontiers in Psychology 13.
    GoalThis paper presents an immersive Virtual Reality system to analyze and train Executive Functions of soccer players. EFs are important cognitive functions for athletes. They are a relevant quality that distinguishes amateurs from professionals.MethodThe system is based on immersive technology, hence, the user interacts naturally and experiences a training session in a virtual world. The proposed system has a modular design supporting the extension of various so-called game modes. Game modes combine selected game mechanics with specific (...)
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  32.  13
    Knowledge Building by Full Integration With Virtual Reality Environments and Its Effects on Personal and Social Life.Araci Hack Catapan & Francisco Antonio Pereira Fialho - 1999 - Bulletin of Science, Technology and Society 19 (3):237-243.
    It is primordial to insist on a continuous education that is open, flexible, and personalized, allowing the individual to update and make his or her knowledge adequate throughout life. The creation of distributed environments for constructivist learning is a challenge. Research in this field is needed for the development of cooperative learning tools able to facilitate and motivate learning. The development of intelligent didactic systems is complex, demanding the support of knowledge coming from different fields. That is why to (...)
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  33.  18
    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 (...)
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  34.  19
    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 human self (...)
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  35.  16
    A Fully-Immersive Virtual Reality Setup to Study Gait Modulation.Chiara Palmisano, Peter Kullmann, Ibrahem Hanafi, Marta Verrecchia, Marc Erich Latoschik, Andrea Canessa, Martin Fischbach & Ioannis Ugo Isaias - 2022 - Frontiers in Human Neuroscience 16.
    Objective: Gait adaptation to environmental challenges is fundamental for independent and safe community ambulation. The possibility of precisely studying gait modulation using standardized protocols of gait analysis closely resembling everyday life scenarios is still an unmet need.Methods: We have developed a fully-immersive virtual reality environment where subjects have to adjust their walking pattern to avoid collision with a virtual agent crossing their gait trajectory. We collected kinematic data of 12 healthy young subjects walking in real world and (...)
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  36.  25
    Beyond the Brain: How Body and Environment Shape Animal and Human Minds.Louise Barrett - 2011 - Princeton University Press.
    When a chimpanzee stockpiles rocks as weapons or when a frog sends out mating calls, we might easily assume these animals know their own motivations--that they use the same psychological mechanisms that we do. But as Beyond the Brain indicates, this is a dangerous assumption because animals have different evolutionary trajectories, ecological niches, and physical attributes. How do these differences influence animal thinking and behavior? Removing our human-centered spectacles, Louise Barrett investigates the mind and brain and offers an alternative approach (...)
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  37.  46
    Sensorimotor Learning during a Marksmanship Task in Immersive Virtual Reality.Hrishikesh M. Rao, Rajan Khanna, David J. Zielinski, Yvonne Lu, Jillian M. Clements, Nicholas D. Potter, Marc A. Sommer, Regis Kopper & Lawrence G. Appelbaum - 2018 - Frontiers in Psychology 9:302766.
    Sensorimotor learning refers to improvements that occur through practice in the performance of sensory-guided motor behaviors. Leveraging novel technical capabilities of an immersive virtual environment, we probed the component kinematic processes that mediate sensorimotor learning. Twenty naïve subjects performed a simulated marksmanship task modeled after Olympic Trap Shooting standards. We measured movement kinematics and shooting performance as participants practiced 350 trials while receiving trial-by-trial feedback about shooting success. Spatiotemporal analysis of motion tracking elucidated the ballistic and refinement phases (...)
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  38.  15
    The Academia Electronica – Vision, Experiment, Future.Michał Ostrowicki - 2022 - Analiza I Egzystencja 58:111-124.
    The paper shows the history of the Academia Electronica – a virtual department of the Jagiellonian University, which has been in operation since 2007 in Second Life 3D graphic environment. The contributor focused on the transformation it underwent and problems which have been addressed for 14 years. Three aspects of the analysis have been identified with the first one concerning the philosophy of virtuality, the second – teaching in the 3D graphic environment, and the third one revealing the (...) importance of an open university. This text is autobiographic, which means that it includes short memories on a number of events related to the development of the Academia Electronica as a university alongside the contributor’s personal reflections based on his long staying in the Second Life world. (shrink)
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  39.  55
    Avatars as Proxies.Paula Sweeney - 2023 - Minds and Machines 33 (3):525-539.
    Avatars will represent us online, in virtual worlds, and in technologically supported hybrid environments. We and our avatars will stand not in an identity relation but in a proxy relation, an arrangement that is significant not least because our proxies’ actions can be counted as our own. However, this proxy relation between humans and avatars is not well understood and its consequences under-explored. In this paper I explore the relation and its potential ethical consequences.
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  40.  31
    The Internet of Bodies—alive, connected and collective: the virtual physical future of our bodies and our senses.Ghislaine Boddington - 2023 - AI and Society 38 (5):1897-1913.
    This paper is going to discuss, what will be called, ‘The Internet of Bodies’. Our physical and virtual worlds are blending and shifting our understanding of three key areas: (1) our identities are diversifying, as they become hyper-enhanced and multi-sensory; (2) our collaborations are co-created, immersive and connected; (3) our innovations are diverse and inclusive. It is proposed that our bodies have finally become the interface.
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  41.  46
    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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  42.  25
    On the Practical Use of Immersive Virtual Reality for Rehabilitation of Intimate Partner Violence Perpetrators in Prison.Nicolas Barnes, Maria V. Sanchez-Vives & Tania Johnston - 2022 - Frontiers in Psychology 13.
    Virtual reality allows the user to be immersed in environments in which they can experience situations and social interactions from different perspectives by means of virtual embodiment. In the context of rehabilitation of violent behaviors, a participant could experience a virtual violent confrontation from different perspectives, including that of the victim and bystanders. This approach and other virtual scenes can be used as a useful tool for the rehabilitation of intimate partner violence perpetrators, through (...)
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  43.  36
    Social Virtual Reality (VR) Involvement Affects Depression When Social Connectedness and Self-Esteem Are Low: A Moderated Mediation on Well-Being.Hyun-Woo Lee, Sanghoon Kim & Jun-Phil Uhm - 2021 - Frontiers in Psychology 12.
    While social interaction and play in a VR environment are becoming ever more popular, little is known about how social VR games affect users. The purpose of this study was to elucidate the role of several contingent factors in social VR games by modeling the relationships between involvement, well-being, depression, self-esteem, and social connectedness. A conditional process-moderated mediation model of the measured variables was analyzed with 220 pieces of collected data. The result showed that: the direct (...)
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  44.  45
    Relationship Patterns in Food Purchase: Observing Social Interactions in Different Shopping Environments.Clara Cicatiello, Barbara Pancino, Stefano Pascucci & Silvio Franco - 2015 - Journal of Agricultural and Environmental Ethics 28 (1):21-42.
    The social dimension of purchase seems particularly important when it comes to food, since it can contribute to foster “consumers’ embeddedness” in the local food system. The discussion on this topic is growing after the emergence of alternative food networks , which are thought to have potentials to re-connect the different actors of local food systems, and/or to strengthen the existing social ties among them. This study focuses on the evaluation of the degree of sociality in different food (...)
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  45.  19
    Community Participation and Empowerment in a Post-disaster Environment: Differences Tied to Age and Personal Networks of Social Support.Ailed Daniela Marenco-Escuderos, Ignacio Ramos-Vidal, Jorge Enrique Palacio-Sañudo & Laura Isabel Rambal-Rivaldo - 2020 - Frontiers in Psychology 11.
    In this article, an attempt was made to identify the level of community social participation according to age, gender and the structural characteristics of the personal support networks in a population displaced by floods in the Colombian Caribbean. The research was based in a non-experimental methodology with an associative-relational strategy. An intentional non-probabilistic sample of 151 people affected by the winter wave in the south of the Department of Atlántico (Colombia) was selected. In total, the study included 42 males (...)
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  46.  51
    William Sims Bainbridge. The Warcraft Civilization: Social Science in a Virtual World.Bruce J. Petrie - 2010 - Spontaneous Generations 4 (1):270-272.
    New branches of social science primarily engaging the “internet revolution” are appearing alongside mainstream research and journals such as Cyberpsychology, Behavior, and Social Networking are providing social scientists with an outlet of peer-reviewed research. HPS scholars will find new methodologies and the relation of technology to social science of particularly interest. Social scientists are becoming increasingly interested in virtual realities (see Milburn (Spontaneous Generations 2008, 63)) and are declaring time spent “in-game” ethnographic research. William (...)
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  47. 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 of (...)
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  48. Real Virtuality: A Code of Ethical Conduct. Recommendations for Good Scientific Practice and the Consumers of VR-Technology.Michael Madary & Thomas Metzinger - 2016 - Frontiers in Robotics and AI 3:1-23.
    The goal of this article is to present a first list of ethical concerns that may arise from research and personal use of virtual reality (VR) and related technology, and to offer concrete recommendations for minimizing those risks. Many of the recommendations call for focused research initiatives. In the first part of the article, we discuss the relevant evidence from psychology that motivates our concerns. In Section “Plasticity in the Human Mind,” we cover some of the main results suggesting (...)
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  49. Putting yourself in the skin of a black avatar reduces implicit racial bias.Tabitha C. Peck, Sofia Seinfeld, Salvatore M. Aglioti & Mel Slater - 2013 - Consciousness and Cognition 22 (3):779-787.
    Although it has been shown that immersive virtual reality can be used to induce illusions of ownership over a virtual body , information on whether this changes implicit interpersonal attitudes is meager. Here we demonstrate that embodiment of light-skinned participants in a dark-skinned VB significantly reduced implicit racial bias against dark-skinned people, in contrast to embodiment in light-skinned, purple-skinned or with no VB. 60 females participated in this between-groups experiment, with a VB substituting their own, with full-body (...)
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  50.  93
    Virtual Reality and Aesthetic Experience.Roberto Diodato - 2022 - Philosophies 7 (2):29.
    The problem of aesthetic experience in a virtual environment could be reformulated as: what can we learn about aesthetics from the perspective of ‘aesthetic experience in virtual environments’, given the specific nature of such an environment? The discourse goes in circles, because it is always from theories elaborated in the field of the so-called ‘real’ that we develop the difference, but it is a process typically philosophical, that, on the other hand, can make sense only if it (...)
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