Results for 'VR technology'

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  1. Corporeality in Virtual Spaces: An exploration through AR/VR technologies.Asma Mehan - 2024 - In Marco Bovati, Anna Moro & Daniele Villa (eds.), In-Presence/The Body and The Space: The role of corporality in the era of virtualization. Alghero, Italy: PUBLICA. pp. 739-743.
    The integration of AR/VR in architectural space is reshaping our interaction with the built environment [Milgram, Kishino 1994]. This study delves into the transformative role of augmented reality (AR) and virtual reality (VR) in architectural spaces, revolutionizing how we interact with the built environment. It explores the intersection of AR and VR technologies with corporeal experiences, fundamentally altering architectural design and user engagement. Utilizing Milgram and Kishino’s virtuality continuum and Heim’s virtual realism, the research examines the blend of real and (...)
     
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  2. 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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  3.  15
    Multivisual Animation Character 3D Model Design Method Based on VR Technology.Leiming Li, Wenyao Zhu & Hongwei Hu - 2021 - Complexity 2021:1-12.
    For VR systems, one of its core parts is to present people with a real and immersive 3D simulation environment. This paper uses real-time computer graphics technology, three-dimensional modeling technology, and binocular stereo vision technology to study the multivisual animation character objects in virtual reality technology; designs a binocular stereo vision animation system; designs and produces a three-dimensional model; and develops a virtual multivisual animation scene application. The main research content and work performed in the text (...)
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  4.  20
    The Use of Deep Learning and VR Technology in Film and Television Production From the Perspective of Audience Psychology.Yangfan Tong, Weiran Cao, Qian Sun & Dong Chen - 2021 - Frontiers in Psychology 12.
    As the development of artificial intelligence technology, the deep-learning -based Virtual Reality technology, and DL technology are applied in human-computer interaction, and their impacts on modern film and TV works production and audience psychology are analyzed. In film and TV production, audiences have a higher demand for the verisimilitude and immersion of the works, especially in film production. Based on this, a 2D image recognition system for human body motions and a 3D recognition system for human body (...)
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  5.  22
    Impact of Financial R&D Resource Allocation Efficiency Based on VR Technology and Machine Learning in Complex Systems on Total Factor Productivity.Hui Sun & Xiong Zhong - 2020 - Complexity 2020:1-15.
    With the development of the globalization of science and technology, innovation has become an important driving force for regional economic development. As a core element of regional innovation, financial R&D resources have also become a key element to enhance national innovation capabilities and national economic competitiveness. National and regional innovation capabilities have a direct impact. There are also many deep-seated problems behind the world-renowned achievements, such as irrational industrial structure, insufficient independent innovation capabilities, low resource utilization efficiency, and the (...)
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  6.  8
    Three-Dimensional Visualization Algorithm Simulation of Construction Management Based on GIS and VR Technology.Shuhong Xu - 2021 - Complexity 2021:1-13.
    With the development and application of information technology, the digitization of information management and the virtualization of physical models have become very important technical application fields in the world. The establishment of the 3D landscape model and the realization of the 3D geographic information system are based on this, and there is not only a wide range of development prospects in many aspects such as urban planning and management, planning and design, local government construction, housing industry development, land monitoring (...)
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  7.  17
    Research on the Influence of AI and VR Technology for Students’ Concentration and Creativity.Qiming Rong, Qiu Lian & Tianran Tang - 2022 - Frontiers in Psychology 13.
    The application of digital technology in teaching has triggered the evolution of traditional teaching. Students have different corresponding relationships under digital behavior. The interactive technology of artificial intelligence and virtual reality provides a new driving force for the development of art education and psychology. Firstly, this thesis analyzes the limitations and existing problems of traditional art education. Especially, the influence of the teaching mode of art education on the teaching of other disciplines develops a targeted student-centered digital education (...)
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  8.  17
    Can New Technologies Make Us More Human? An Inquiry on VR Technologies in Social Cognition.Daniel Żuromski, Adam Fedyniuk & Ewelina M. Marek - 2018 - Frontiers in Psychology 9.
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  9.  30
    Jak to jest być nietoperzem w wirtualnej rzeczywistości? Technologia VR jako narzędzie do doświadczania perspektywy innego.Jan Waligórski - 2023 - Avant: Trends in Interdisciplinary Studies 14 (1).
    Knowing the subjective perspective of other agents, how the world manifests itself to them, through the prism of their specific embodiment and situated, remains beyond the limits of our direct cognition and sometimes even imagination. Simulations using virtual reality technology (VR) can partially bring us closer to the embodied perspective of other agents. This technology enables the experience of another body, as one’s own and causal, during the phenomenon of virtual embodiment. The user can be situated in a (...)
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  10.  25
    The Last Recreational Land VR experience: A non-naturalistic artistic visualization practice with emerging technologies.Hin Nam Fong - 2023 - Technoetic Arts 21 (1):15-33.
    This article introduces a novel use of technologies to visualize space and temporary structures in public space as a critical and speculative method for artistic research. Imitation and iconification have been vital in visual culture since civilization began. Science has become proficient in picturing invisible matter and numerical data. However, we are limited to visualizing these data in an iconic, ‘understandable’ way, that is, to some extent, reductionist. A non-naturalistic artistic visualization (NNAVi) method is proposed to discover and present the (...)
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  11.  66
    VR and hallucination: a technoetic perspective.Diana Reed Slattery - 2008 - Technoetic Arts 6 (1):3-18.
    Virtual Reality (VR), especially in a technologically focused discourse, is defined by a class of hardware and software, among them head-mounted displays (HMD); navigation and pointing devices; and stereoscopic imaging. This presentation examines an experiential aspect of VR. Putting virtual in front of reality modifies the ontological status of a class of experience that of reality. Reality has also been modified (by artists, new media theorists, technologists and philosophers) as augmented, mixed, simulated, artificial, layered and enhanced. Modifications of reality are (...)
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  12.  13
    System VR – nowa przestrzeń komunikacyjna.Mateusz Markowski - 2021 - Acta Universitatis Lodziensis. Folia Litteraria Polonica 60 (1):93-103.
    The article describes areas of interpersonal communication in which the Virtual Reality technology plays an increasingly bigger role. The analysis of data shows that the VR system has proved successful in entertainment brand and is widely used for educational purposes. What is more brand advertising strategy can also rely on it. Access to virtual reality is still exclusive due to high price of the VR googles. However, more and more companies see a great potential of VR systems and increase (...)
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  13.  23
    Technological Competence Is a Pre-condition for Effective Implementation of Virtual Reality Head Mounted Displays in Human Neuroscience: A Technological Review and Meta-Analysis.Panagiotis Kourtesis, Simona Collina, Leonidas A. A. Doumas & Sarah E. MacPherson - 2019 - Frontiers in Human Neuroscience 13:481367.
    Immersive virtual reality (VR) emerges as a promising research and clinical tool. However, several studies suggest that VR induced adverse symptoms and effects (VRISE) may undermine the health and safety standards, and the reliability of the scientific results. In the current literature review, the technical reasons for the adverse symptomatology are investigated to provide suggestions and technological knowledge for the implementation of VR head-mounted display (HMD) systems in cognitive neuroscience. The technological systematic literature indicated features pertinent to display, sound, motion (...)
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  14. 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 moral (...)
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  15.  19
    Impact of Virtual Imaging Technology on Film and Television Production Education of College Students Based on Deep Learning and Internet of Things.Chengye Du, Chijiang Yu, Tingting Wang & Fengrui Zhang - 2022 - Frontiers in Psychology 12.
    More and more schools begin to design simulation technology based on virtual imaging technology and virtual reality in their course contents. In particular, among these technical courses, there is a need to first strengthen the Film and Television Production education in higher institutions. This article aims to study the impact of VRT, VR, and Internet of things technology on FTP courses and audience psychology in higher institutions under the era of intelligent multimedia. How to use emerging VR (...)
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  16.  83
    BCI to Potentially Enhance Streaming Images to a VR Headset by Predicting Head Rotation.Anne-Marie Brouwer, Jasper van der Waa & Hans Stokking - 2018 - Frontiers in Human Neuroscience 12:361578.
    While numerous studies show that brain signals contain information about an individual’s current state that are potentially valuable for smoothing man-machine interfaces, this has not yet lead to the use of brain computer interfaces (BCI) in daily life. One of the main challenges is the common requirement of personal data that is correctly labelled concerning the state of interest in order to train a model, where this trained model is not guaranteed to generalize across time and context. Another challenge is (...)
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  17.  4
    Determinants of journalists’ acceptance of using virtual reality (VR) in news production in the Middle East and North Africa (MENA).Mokhtar Elareshi, Abdulkrim Ziani, Hesham Mesbah & Saleh Alwahaishi - forthcoming - Communications.
    This study identifies and predicts the factors that determine journalists’ acceptance of VR in journalism and news production, and their intention to adopt this technology in the Middle East and North Africa (MENA). A total of 787 online survey responses were analyzed. On a theoretical level, Technology Acceptance Model (TAM) constructs were used to identify the independent variables and develop the research hypotheses. The study found that perceived efficiency of VR is related to the perceived ease of use (...)
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  18. What it’s like to be a _____: Why it’s (often) unethical to use VR as an empathy nudging tool.Erick Jose Ramirez, Miles Elliott & Per-Erik Milam - 2021 - Ethics and Information Technology 1 (3):527-542.
    In this article, we apply the literature on the ethics of choice-architecture (nudges) to the realm of virtual reality (VR) to point out ethical problems with using VR for empathy-based nudging. Specifically, we argue that VR simulations aiming to enhance empathic understanding of others via perspective-taking will almost always be unethical to develop or deploy. We argue that VR-based empathy enhancement not only faces traditional ethical concerns about nudge (autonomy, welfare, transparency), but also a variant of the semantic variance problem (...)
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  19.  11
    T'aenjŏbŭl p'illosop'i: Sŏnghak sipto VR = Tangible philosophy: VR for Ten Diagrams on sage learning.Hyŏn-jin Yi (ed.) - 2020 - Sŏul-si: Tosŏ Ch'ulp'an Ch'ŏngnam.
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  20.  6
    Technological Innovation in The Exploration of 5.0 Education Based Self Esteem-Exceed Model on Gifted Intelligent Students. [REVIEW]Rini Sugiarti, Erwin Erlangga & Agusta Praba Ristadi Pinem - forthcoming - Evolutionary Studies in Imaginative Culture:1214-1226.
    To be able to achieve success in their life, gifted intelligent students do not only need to optimize their cognitive function, but also to manage their self esteem. There have been many cases where students with high intellectual capacity failed in their life and work. This study aims to integrate technological innovation with the exploration of 5.0 educational based self esteem model or Exploration of Self Esteem Model (Exseed) in order to strengthen the character of gifted intelligent students. 5.0 education (...)
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  21.  4
    Evolution of Immersive Technologies and Their Impact on Visitor Engagement in Cultural Heritage Sites.Avni Garg, Dr Jasbir Singh Dhanjal, Dr Kajal Chheda, Prabhat Sharma, Arunkumar Devalapura Thimmappa, Shubhi Goyal & Amita Garg - forthcoming - Evolutionary Studies in Imaginative Culture:1012-1020.
    The cultural heritage sites, incorporating advanced technology and engaging activities have been demonstrated to enhance visitor attention and retention, resulting in more significant and unforgettable experiences. The evolution of immersive technologies, has significantly transformed visitor engagement in cultural heritage sites. This study investigates how these technologies increase visitor experience and engagement. The study utilizes Chi-square tests and ANCOVA and multiple linear regressions tests to examine the correlation between technology usage and visitor satisfaction, to identify key predictors of enhanced (...)
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  22.  18
    Understanding preservice teachers' affective responses to VR-enabled scientific experiments.Tao Xie, Ling Zhang & Geping Liu - 2022 - Frontiers in Psychology 13.
    Preservice teachers' preparedness, perception, and affect toward certain technology systems influence the student acquisition of science knowledge, process skills, teaching innovation, and willingness to use technology in their classroom. The purpose of this study was to explore teachers' affective responses to a virtual reality-enabled scientific experiment system. Fifty-one preservice teachers majoring in educational technology participated in the study. They were divided into two groups, and their reactions were measured separately on two occasions. The first occasion used a (...)
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  23. Virtual reality and technologically mediated love.Emma C. Gordon - unknown
    An emerging line of research in bioethics questions whether enhanced love is less significant or valuable than otherwise, where "enhanced love" generally refers to cases where drugs (e.g., oxytocin, etc.) are relied on to maintain romantic relationships. Separate from these debates is a recent body of literature on the philosophy and psychology of "Virtual Reality (VR) dating," where romantic relationships are developed and sustained in a way that is mediated by VR. Interestingly, these discussions have proceeded largely independently from each (...)
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  24.  1
    Enhancing Cultural Heritage Tourism through Market Innovation and Technology Integration.Cao Shuran, F. A. Anor Salim & Xu Ying - forthcoming - Evolutionary Studies in Imaginative Culture:122-131.
    Integrating the preservation of cultural heritage with the development of tourism is essential for fostering sustainable economic growth and honoring historical and cultural values. This abstract outlines the pivotal findings from an action research project in an urban setting within the Yangtze River Delta region, emphasizing the role of market innovation and the strategic use of emerging technologies to align cultural heritage conservation with tourism economic growth. The project was approached through a multifaceted methodology, including a literature review, field research, (...)
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  25.  15
    Assessing Emerging Health Technologies: An Integrated Perspective.J. Jacob - unknown
    Healthcare expenditures account for approximately 9% of GDP in OECD countries and are on an upward trajectory (OECD, 2017). This significant financial burden, combined with an aging global population and increasing demand, emphasizes the imperative for sustained research and innovation to enhance health system efficacy. Key to this transformation are technological advancements, including digital health, which presents novel opportunities for improvement. Emerging digital health technologies, such as virtual consultations, complex imaging procedures, and electronic medical records, are fundamental to modern healthcare (...)
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  26. Wissenschaftlich-technische Revolution und Weltanschauung: 2. Internationale Arbeitstagung der Forschungsgruppe "Wissenschaftlich-Technische Revolution" der Universität "Kyrill und Methodius" Veliko Tirnovo/VR Bulgarien und der Forschungsgruppe "Forschung, Entwicklung, Produktion" der Sektion Marxismus-Leninismus der Friedrich-Schiller-Universität Jena im April 1979 in Jena ; [wissenschaftliche Bearbeitung, Heinz Fritsch].Heinz Fritsch (ed.) - 1980 - Jena: Die Universität.
  27. Echoes of Union Depot: A virtual reality educational game for historic preservation and public awareness.Sepehr Vaez Afshar, Sarvin Eshaghi & Mahyar Hadighi - 2023 - In Sepehr Vaez Afshar, Sarvin Eshaghi & Mahyar Hadighi (eds.), Proceedings of the 9th Regional International Symposium on Education and Research in Computer Aided Architectural Design in Europe. Tallinn: eCAADe Tallinn University of Technology, Department of Civil Engineering and Architecture. pp. 129-138.
    This paper presents the design, development, and potential impact of Echoes of Union Depot, a virtual reality (VR) game aimed at promoting historic preservation and raising public awareness about El Paso's Union Depot, a building listed on the National Register of Historic Places Inventory. The game leverages the immersive capabilities of VR technology and 360° images to engage players in exploring the site's rich history and architectural evolution. Players assume the role of a time-traveling detective, guiding lost spirits to (...)
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  28. 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 way that (...)
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  29.  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 the impact (...)
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  30.  17
    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 (...)
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  31. Virtual Heritage.Jeffrey Jacobson & Lynn Holden - 2007 - Techné: Research in Philosophy and Technology 10 (3):55-61.
    Virtual Heritage is the use of electronic media to recreate or interpret culture and cultural artifacts as they are today or as they might have been in the past. By definition, VH applications employ some kind of three dimensional representation; the means used to display it range from still photos to immersive Virtual Reality. Virtual Heritage is a very active area of research and development in both the academic and the commercial realms.. Most VH applications are intended forsome kind of (...)
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  32.  18
    Navigation in Real-World Environments: New Opportunities Afforded by Advances in Mobile Brain Imaging.Joanne L. Park, Paul A. Dudchenko & David I. Donaldson - 2018 - Frontiers in Human Neuroscience 12:412438.
    A central question in neuroscience and psychology is how the mammalian brain represents the outside world and enables interaction with it. Significant progress on this question has been made in the domain of spatial cognition, where a consistent network of brain regions that represent external space has been identified in both humans and rodents. In rodents, much of the work to date has been done in situations where the animal is free to move about naturally. By contrast, the majority of (...)
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  33.  7
    Clouded judgments? The role of virtual weather in word valence evaluations.Francisco Rocabado & Jon Andoni Duñabeitia - forthcoming - Cognition and Emotion.
    Exploring the dynamic interface of environmental psychology and psycholinguistics, this investigation delves into how simulated weather conditions – sunny versus rainy – affect emotional perceptions of linguistic stimuli within a Virtual Reality (VR) framework. Participants assessed words’ emotional valence being exposed to these distinct environmental simulations. Contrary to expectations, we found that while rainy conditions modestly prolonged response times, they did not significantly alter the emotional valence attributed to words. Our study shows that weather can affect emotional cognition, but intrinsic (...)
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  34.  47
    Virtual reality and human consciousness: The use of immersive environments in delirium therapy.Marko Suvajdzic, Azra Bihorac, Parisa Rashidi, Triton Ong & Joel Applebaum - 2018 - Technoetic Arts 16 (1):75-83.
    Immersive virtual environments can produce a state of behaviour referred to as ‘presence’, during which the individual responds to the virtual environment as if it were real. Presence can be arranged to scientifically evaluate and affect our consciousness within a controlled virtual environment. This phenomenon makes the use of virtual environments amenable to existing and in-development forms of therapy for various conditions. Delirium in the intensive care unit (ICU) is one such condition for which virtual reality (VR) technology has (...)
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  35.  17
    Development tendencies of the inclusive education system at higher medical school: Adaptation, maintenance, professional readiness.A. N. Zholudo, D. N. Os´kin, O. V. Polyakova & E. G. Vershinin - 2020 - Bioethics 26 (2):32-38.
    This article considers the issues of adaptation and organization of the educational process, barrier-free environment and readiness for professional activity of students with disabilities in inclusive education in conditions of inclusive education in a medical university. The relevance of this work is determined by one of the priority areas of state policy in the field of higher education – access to higher education for people with disabilities in inclusive education. Inclusive education at the university is designed to ensure not only (...)
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  36.  33
    Within- and Between-Session Prefrontal Cortex Response to Virtual Reality Exposure Therapy for Acrophobia.Aleksandra Landowska, David Roberts, Peter Eachus & Alan Barrett - 2018 - Frontiers in Human Neuroscience 12:351048.
    Exposure Therapy (ET) has demonstrated its efficacy in the treatment of phobias, anxiety and Post-traumatic Stress Disorder (PTSD), however, it suffers a high drop-out rate because of too low or too high patient engagement in treatment. Virtual Reality Exposure Therapy (VRET) is comparably effective regarding symptom reduction and offers an alternative tool to facilitate engagement for avoidant participants. Neuroimaging studies have demonstrated that both ET and VRET normalize brain activity within a fear circuit. However, previous studies have employed brain imaging (...)
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  37. Real moral problems in the use of virtual reality.Erick Jose Ramirez & Scott LaBarge - 2018 - Ethics and Information Technology (4):249-263.
    In this paper, we argue that, under a specific set of circumstances, designing and employing certain kinds of virtual reality (VR) experiences can be unethical. After a general discussion of simulations and their ethical context, we begin our argu-ment by distinguishing between the experiences generated by different media (text, film, computer game simulation, and VR simulation), and argue that VR experiences offer an unprecedented degree of what we call “perspectival fidelity” that prior modes of simulation lack. Additionally, we argue that (...)
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  38.  40
    Embodied pain, chronic pain, and Grahek's legacy.Miljana Milojević & Vanja Subotić - 2023 - Belgrade Philosophical Annual 36 (2):71-97.
    This paper argues in favour of the embodied approach to pain. We start by asserting that an appropriate philosophical treatment of pain must be empirically informed, rather than relying solely on the conceptual analysis typical of what we call "orthodox views of pain. " We then examine contemporary empirically informed views, specifically enactivism and eliminativism, by testing them against the aberrant pain phenomenon, namely chronic pain. This method of using fringe cases and aberrations to test philosophical theories of pain follows (...)
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  39. 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 approach the (...)
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  40.  8
    Development of Digital Central Innovation for Robotic VCDLN (DCIRV) in the Artificial Intelligence Era.Deni Darmawan, Etiene Damome, Destiny Tchéhouali, Christine Pascal, Eric Olmedo, Dinn Wahyudin, Jenuri, Wirmanto Suteddy, Ayung Candra Padmasari & Linda Setiawati - forthcoming - Evolutionary Studies in Imaginative Culture:1286-1294.
    Continuous innovation has been built since 2020 with the development of VCDLN which is intended for developers and users of digital sources widely in Indonesia. This innovation was continued in 2024, with the support of AR and VR Technology based on Artificial Intelligence (AI) developed at the UPI Cibiru Campus. With the support of AR and VR experts, this innovation research product is called DCIRV (Digital Central Innovation for Robotics). This Innovation Research was carried out with a Mix-Method approach (...)
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  41.  13
    Influence of science education on mental health of adolescents based on virtual reality.Bo Wu, Changlong Zheng & Benjamin Huang - 2022 - Frontiers in Psychology 13.
    This work is developed to explore the form of mental health education, strengthen scientific educational ideas, and improve the effect of psychological therapy. Virtual reality technology is innovatively applied in adolescent mental health treatment and education. Based on this, the mental health treatment and system design based on virtual reality technology are discussed, and the feasibility of applying VR technology to adolescent mental health education is explored. Second, the research concept of adolescent mental health is discussed. Based (...)
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  42.  20
    A Review of the Potential of Virtual Walking Techniques for Gait Rehabilitation. [REVIEW]Omar Janeh & Frank Steinicke - 2021 - Frontiers in Human Neuroscience 15:717291.
    Virtual reality (VR) technology has emerged as a promising tool for studying and rehabilitating gait disturbances in different cohorts of patients (such as Parkinson's disease, post-stroke, or other neurological disorders) as it allows patients to be engaged in an immersive and artificial environment, which can be designed to address the particular needs of each individual. This review demonstrates the state of the art in applications of virtual walking techniques and related technologies for gait therapy and rehabilitation of people with (...)
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  43.  35
    Aesthetics of Virtual Reality.Nele van de Mosselaer - 2022 - Journal of Aesthetics and Art Criticism 80 (4):513-516.
    In this book, Grant Tavinor, well known for his influential work on the aesthetics of videogames, offers the first focused study of the aesthetics of virtual reality media. When reading the first pages, one cannot help but notice Tavinor’s enthusiasm about virtual reality (VR) in the vivid descriptions of his explorations of virtual haunted houses, distant planets, and ancient Rome. These descriptions also reveal Tavinor’s refreshing aim to focus on present uses of VR media, instead of the so-called “perfect virtual (...)
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  44.  15
    Pattern Analysis of Virtual Landscape within Educational Games.Sepehr Vaez Afshar, Sarvin Eshaghi & Ikhwan Kim - 2022 - Journal of Digital Landscape Architecture: Hybrid: Analog + Digital = the Next Normal 1 (7):435-442.
    Virtual landscape has a prominent role in digital games' virtual environment design. Since the attributes of the virtual landscape directly affect a game's characteristics, it is crucial to be explored as a design domain, apart from just being a tool for other domains' development. This study traces the gradual change of the virtual landscape in educational games and the chronological change of their carrying content, till now a gap in the literature. To examine the effect of the virtual landscape evolution (...)
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  45.  64
    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 moral enhancement. Journalists, artists, philanthropic (...)
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  46. 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 ethical debate about (...)
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  47.  18
    Virtual Reality Action Interactive Teaching Artificial Intelligence Education System.Liangfu Jiang - 2021 - Complexity 2021:1-11.
    Comprehensively improving the level of vocational education and teaching quality has become an important initiative to meet the new round of technological revolution and industrial change. The traditional teaching mode can no longer meet the needs of industries and enterprises for job competences, and all higher education institutions are actively thinking about how to carry out teaching reform. Virtual reality can effectively solve the above-mentioned drawbacks, but the hardware facilities of the existing VR systems are extremely expensive, making it impossible (...)
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  48.  29
    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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  49.  11
    Echoes of Other Worlds: Sound in Virtual Reality: Past, Present and Future.Tom A. Garner - 2017 - Springer Verlag.
    This book explores the nature and importance of sound in virtual reality. Approaching the subject from a holistic perspective, the book delivers an emergent framework of VR sound. This framework brings together numerous elements that collectively determine the nature of sound in VR; from various aspects of VR technology, to the physiological and psychological complexities of the user, to the wider technological, historical and sociocultural issues. Garner asks, amongst other things: what is the meaning of sound? How have fictional (...)
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    Realidade virtual, literatura e educação: narrativas imersivas para crianças e jovens.Roberta Gerling Moro & Edgar Roberto Kirchof - 2024 - Bakhtiniana 19 (3):e64043p.
    ABSTRACT In this article, we discuss the potential of Virtual Reality (VR) technologies for the creation and adaptation of stories aimed at children and young adult, focusing on the specificities of their usage protocols. We begin by introducing narratives in VR and their connection to the field of children and young adult literature. Subsequently, 360º videos targeted at children and young people are presented, along with the reading and engagement protocols that arise from their peculiarities. Starting from the field of (...)
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