Results for 'virtual veridicalism'

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  1.  36
    In defense of virtual veridicalism.Yen-Tung Lee - 2024 - Philosophical Studies 181 (12):3477–3498.
    This paper defends virtual veridicalism, according to which many perceptual experiences in virtual reality are veridical. My argument centers on perceptual variation, the phenomenon in which perceptual experience appears all the same while being reliably generated by different properties under different circumstances. It consists of three stages. The first stage argues that perceptual variation can occur in color perception without involving misperception. The second stage extends the argument to perceptual variation of space, arguing that it is possible (...)
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  2.  20
    A Defense of Virtual Veridicalism.Yen-Tung Lee - 2024 - Dissertation, Western University
    Virtual reality is poised to be increasingly important in our lives. This dissertation investigates the philosophical foundations of virtual reality, probing the metaphysics and epistemology of perceptual experiences of virtual environments. Specifically, it asks 1) what there is in virtual reality and 2) how we perceive virtual things. It defends virtual veridicalism, the view that perceptual experiences in virtual reality are as veridical as ordinary experiences. The defense consists of six chapters. Chapter (...)
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  3.  24
    Is Consciousness First in Virtual Reality?Mel Slater & Maria V. Sanchez-Vives - 2022 - Frontiers in Psychology 13.
    The prevailing scientific paradigm is that matter is primary and everything, including consciousness can be derived from the laws governing matter. Although the scientific explanation of consciousness on these lines has not been realized, in this view it is only a matter of time before consciousness will be explained through neurobiological activity in the brain, and nothing else. There is an alternative view that holds that it is fundamentally impossible to explain how subjectivity can arise solely out of material processes—“the (...)
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  4.  79
    SI: Chalmers on Virtual Reality Introduction.David Yates & Ricardo Santos - 2019 - Disputatio 11 (55):291-296.
    In June 2016, David Chalmers delivered the Petrus Hispanus Lectures at the LanCog research group, University of Lisbon, on the subject of objects, properties, and perception in virtual reality environments. The paper resulting from these lectures was subsequently published in Disputatio as “The Virtual and the Real” (vol. IX, 2017, No. 46, pp. 309–52). In it, Chalmers defends virtual realism, according to which virtual objects are bona fide digital objects with virtual counterparts of perceptible properties (...)
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  5. What do VR experiments teach us about time?Andrew J. Latham & Alex Holcombe - 2023 - Frontiers in Psychology 13:1082844.
    Gruber and Smith (2019) have conducted some interesting virtual reality (VR) experiments, but we think that these experiments fail to illuminate why people think that the present is special. Their experiments attempted to test a suggestion by Hartle (2005) that with VR one might construct scenarios in which people experience the same present twice. If that’s possible, then it could give us a reason to think that when we experience the present as being special, that’s not because it’s objectively (...)
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  6. Phenomenology and agency: Methodological and theoretical issues in Strawson's 'The Self'.Maxine Sheets-Johnstone - 1999 - Journal of Consciousness Studies 6 (4):48-69.
    ‘Phenomenology and Agency,’ an invited response to Galen Strawson's article on ‘The Self,’ shows how Strawson's putative phenomenological approach to the problem of the self fails to qualify as phenomenology and in turn fails to undergird his metaphysics of the self. It shows further how an item on his own list of fundamental experiences or conceptions of the self languishes for want of attention: Strawson virtually ignores ‘agency.’ The phenomenological procedure of bracketing, the concept of the non-alien that Husserl presents (...)
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  7.  22
    Appreciation of Art as a Perception Sui Generis: Introducing Richir’s Concept of “Perceptive” Phantasia.Dominic Ekweariri - 2021 - Frontiers in Psychology 12.
    In theOrigin of the work of art, Heidegger claimed that the work of art opens to us thetruth of Being, the opening of the world. Two problematics arise from this. First, his idea of “world-disclosure” evoked a sense ofeverydayness(which captures, for me, the idea of credulism in perception). Second, the senses oftruth,Being, andworldare metaphysically condensed. Hence the question: how then could the “truth of Being” or the “world” that artworks reveal be experienced? Among other ways (mimesis, imagination, perception, etc.) by (...)
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  8.  16
    Conversation dynamics in a multiplayer video game with knowledge asymmetry.James Simpson, Patrick Nalepka, Rachel W. Kallen, Mark Dras, Erik D. Reichle, Simon G. Hosking, Christopher Best, Deborah Richards & Michael J. Richardson - 2022 - Frontiers in Psychology 13.
    Despite the challenges associated with virtually mediated communication, remote collaboration is a defining characteristic of online multiplayer gaming communities. Inspired by the teamwork exhibited by players in first-person shooter games, this study investigated the verbal and behavioral coordination of four-player teams playing a cooperative online video game. The game, Desert Herding, involved teams consisting of three ground players and one drone operator tasked to locate, corral, and contain evasive robot agents scattered across a large desert environment. Ground players could move (...)
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  9.  69
    Seeing and saying: A response to “incongruous images”1.Geoffrey Batchen - 2009 - History and Theory 48 (4):26-33.
    In responding to an essay by Marianne Hirsch and Leo Spitzer about photographs taken in the streets of Chernivitsi in the 1940s, and thus in the midst of the Holocaust, this paper seeks to link their concerns to a broader consideration of photography as a modern phenomenon. In the process, the paper provides a brief history of street photography, a genre virtually ignored in standard histories of the photographic medium. The author suggests that Hirsch and Spitzer’s paper bravely reminds us (...)
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  10. Strongly semantic information and verisimilitude.Gustavo Cevolani - 2011 - Ethics and Politics (2):159-179.
    In The Philosophy of Information, Luciano Floridi presents a theory of “strongly semantic information”, based on the idea that “information encapsulates truth” (the so-called “veridicality thesis”). Starting with Popper, philosophers of science have developed different explications of the notion of verisimilitude or truthlikeness, construed as a combination of truth and information. Thus, the theory of strongly semantic information and the theory of verisimilitude are intimately tied. Yet, with few exceptions, this link has virtually pass unnoticed. In this paper, we briefly (...)
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  11. Height and damage.Virtual Reality - 2022 - In Jonah Siegel (ed.), Overlooking damage: art, display, and loss in a time of crisis. Stanford, California: Stanford University Press.
     
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  12. Embodied involvement in virtual worlds: the case of eSports practitioners.David Ekdahl & Susanne Ravn - 2019 - Sport, Ethics and Philosophy 13 (2):132-144.
    eSports practice designates a unique set of activities tethered to competitive, virtual environments, or worlds. This correlation between eSports practitioner and virtual world, we argue, is inadequately accounted for solely in terms of something physical or intellectual. Instead, we favor a perspective on eSports practice to be analyzed as a perceptual and embodied phenomenon. In this article, we present the phenomenological approach and focus on the embodied sensations of eSports practitioners as they cope with and perceive within their (...)
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  13. The gamer’s dilemma: An analysis of the arguments for the moral distinction between virtual murder and virtual paedophilia.Morgan Luck - 2009 - Ethics and Information Technology 11 (1):31-36.
    Most people agree that murder is wrong. Yet, within computer games virtual murder scarcely raises an eyebrow. In one respect this is hardly surprising, as no one is actually murdered within a computer game. A virtual murder, some might argue, is no more unethical than taking a pawn in a game of chess. However, if no actual children are abused in acts of virtual paedophilia (life-like simulations of the actual practice), does that mean we should disregard these (...)
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  14. Functional explanation and virtual selection.Philip Pettit - 1996 - British Journal for the Philosophy of Science 47 (2):291-302.
    Invoking its social function can explain why we find a certain functional trait or institution only if we can identify a mechanism whereby the playing of the function connects with the explanandum. That is the main claim in the missing-mechanism critique of functionalism. Is it correct? Yes, if functional explanation is meant to make sense of the actual presence of the trait or institution. No, if it is meant to make sense of why the trait or institution is resilient: why (...)
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  15.  17
    Visual post-occupancy evaluation of a restorative garden using virtual reality photography: Restoration, emotions, and behavior in older and younger people.Marco Boffi, Linda Grazia Pola, Elisabetta Fermani, Giulio Senes, Paolo Inghilleri, Barbara Ester Adele Piga, Gabriele Stancato & Natalia Fumagalli - 2022 - Frontiers in Psychology 13.
    Natural environments have a restorative effect from mental/attentional fatigue, prevent stress, and help to revitalize psychological and physical resources. These benefits are crucial for promoting active aging, which is particularly relevant given the phenomenon of population aging in recent decades. To be considered restorative, green spaces have to meet specific requirements in ecological and psychological terms that can be assessed through Post-Occupancy Evaluation, a multimethod approach commonly used by environmental psychologists and landscape architects after construction to evaluate the design outcomes (...)
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  16.  79
    Online communities as virtual cognitive niches.Selene Arfini, Tommaso Bertolotti & Lorenzo Magnani - 2019 - Synthese 196 (1):377-397.
    In this paper we aim at discussing cognitive and epistemic features of online communities, by the use of cognitive niche constructions theories, presenting them as virtual cognitive niches. Virtual cognitive niches can be considered as digitally-encoded collaborative distributions of diverse types of information into an environment performed by agents to aid thinking and reasoning about some target domain. Discussing this definition, we will also consider how online communities, as networks displaying a social bias, can both foster civic awareness (...)
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  17. How We Became Posthuman: Virtual Bodies in Cybernetics, Literature, and Informatics.J. Beard - 2000 - Knowledge, Technology & Policy 13 (1):114-115.
     
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  18. After the (virtual) Gold Rush : Is bitcoin more than a speculative bubble?Maxime Lambrecht & Louis Larue - 2018 - Internet Policy Review 7 (4).
    How promising is Bitcoin as a currency? This paper discusses four claims on the advantages of Bitcoin: a more stable currency than state-backed ones; a secure and efficient payment system; a credible alternative to the central management of money; and a better protection of transaction privacy. We discuss these arguments by relating them to their philosophical roots in libertarian and neoliberal theories, and assess whether Bitcoin can effectively meet these expectations. We conclude that despite its advocates’ enthusiasm, there are good (...)
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  19. Present and Future Instances of Virtual Rape in Light of Three Categories of Legal Philosophical Theories on Rape.Litska Strikwerda - 2015 - Philosophy and Technology 28 (4):491-510.
    This paper is about the question of whether or not virtual rape should be considered a crime under current law. A virtual rape is the rape of an avatar in a virtual world. In the future, possibilities for virtual rape of a person him- or herself will arise in virtual reality environments involving a haptic device or robotics. As the title indicates, I will study both these present and future instances of virtual rape in (...)
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  20. Being together, worlds apart: a virtual-worldly phenomenology.Rebecca A. Hardesty & Ben Sheredos - 2019 - Human Studies (3):1-28.
    Previous work in Game Studies has centered on several loci of investigation in seeking to understand virtual gameworlds. First, researchers have scrutinized the concept of the virtual world itself and how it relates to the idea of “the magic circle”. Second, the field has outlined various forms of experienced “presence”. Third, scholarship has noted that the boundaries between the world of everyday life and virtual worlds are porous, and that this fosters a multiplicity of identities as players (...)
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  21.  40
    Wormholes in virtual space: From cognitive maps to cognitive graphs.William H. Warren, Daniel B. Rothman, Benjamin H. Schnapp & Jonathan D. Ericson - 2017 - Cognition 166 (C):152-163.
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  22.  39
    Is binding decline the main source of the ageing effect on prospective memory? A ride in a virtual town.Grégory Lecouvey, Julie Gonneaud, Pascale Piolino, Sophie Madeleine, Eric Orriols, Philippe Fleury, Francis Eustache & Béatrice Desgranges - 2017 - Socioaffective Neuroscience and Psychology 7 (1).
    ABSTRACTObjective: This study was designed to improve our understanding of prospective memory changes in ageing, and to identify the cognitive correlates of PM decline, using a virtual environment, to provide a more realistic assessment than traditional laboratory tasks.Design: Thirty-five young and 29 older individuals exposed to a virtual town were asked to recall three event-based intentions with a strong link between prospective and retrospective components, three event-based intentions with a weak link, and three time-based intentions. They also underwent (...)
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  23. 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 (...)
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  24.  17
    Scalable constraint-based virtual data center allocation.Sam Bayless, Nodir Kodirov, Syed M. Iqbal, Ivan Beschastnikh, Holger H. Hoos & Alan J. Hu - 2020 - Artificial Intelligence 278 (C):103196.
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  25.  16
    Outcomes of Visual Self-Expression in Virtual Reality on Psychosocial Well-Being With the Inclusion of a Fragrance Stimulus: A Pilot Mixed-Methods Study.Girija Kaimal, Katrina Carroll-Haskins, Arun Ramakrishnan, Susan Magsamen, Asli Arslanbek & Joanna Herres - 2020 - Frontiers in Psychology 11.
    AimsIn this pilot mixed-methods study, we examined the participants experiences of engaging in virtual drawing tasks and the impact of an olfactory stimulus on outcomes of affect, stress, self-efficacy, anxiety, creative agency, and well-being.MethodsThis study used a parallel mixed-methods, simple block randomization design. The study participants included 24 healthy adults aged 18 to 54 years, including 18 women and six men. The participants completed two 1-h immersive virtual art making sessions and were randomly assigned to receive either a (...)
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  26.  34
    HYPO's legacy: introduction to the virtual special issue.T. J. M. Bench-Capon - 2017 - Artificial Intelligence and Law 25 (2):205-250.
    This paper is an introduction to a virtual special issue of AI and Law exploring the legacy of the influential HYPO system of Rissland and Ashley. The papers included are: Arguments and cases: An inevitable intertwining, BankXX: Supporting legal arguments through heuristic retrieval, Modelling reasoning with precedents in a formal dialogue Game, A note on dimensions and factors, An empirical investigation of reasoning with legal cases through theory construction and application, Automatically classifying case texts and predicting outcomes, A factor-based (...)
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  27.  42
    Simulating Narratives: What Virtual Creatures Can Teach Us.N. Katherine Hayles - 1999 - Critical Inquiry 26 (1):1-26.
  28.  39
    Information overload and virtual institutions.Daniel Memmi - 2014 - AI and Society 29 (1):75-83.
  29. Manipulating body representations with virtual reality: Clinical implications for anorexia nervosa.Stephen Gadsby - 2019 - Philosophical Psychology 32 (6):898-922.
    Anorexia nervosa patients exhibit distorted body-representations. Specifically, they represent their bodies as larger than reality. Given that this distortion likely exacerbates the condition, there is an obligation to further understand and, if possible, rectify it. In pursuit of this, experimental paradigms are needed which manipulate the spatial content of these representations. In this essay, I discuss how virtual reality technology that implements full-body variants of the rubber-hand illusion may prove useful in this regard, and I discuss some issues related (...)
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  30.  32
    Social Media as a Form of Virtual Whistleblowing: Empirical Evidence for Elements of the Diamond Model.Hengky Latan, Charbel Jose Chiappetta Jabbour & Ana Beatriz Lopes de Sousa Jabbour - 2020 - Journal of Business Ethics 174 (3):529-548.
    This article originally advances the field of organizational whistleblowing by empirically investigating the suitability of the four elements of the fraud diamond as a means to understand the intention to disclose wrongdoing through virtual channels. This article also makes a contribution on the theme of whistleblowing as it relates to customers, an under-studied, however, relevant stakeholder in this field. The main findings of the article are as follows: the four elements of the fraud diamond as they relate to whistleblowing—a (...)
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  31.  51
    Between Fiction, Reality, and Ideality: Virtual Objects as Computationally Grounded Intentional Objects.Bartłomiej Skowron & Paweł Stacewicz - 2023 - Philosophy and Technology 36 (2):1-29.
    Virtual objects, such as online shops, the elements that go to make up virtual life in computer games, virtual maps, e-books, avatars, cryptocurrencies, chatbots, holograms, etc., are a phenomenon we now encounter at every turn: they have become a part of our life and our world. Philosophers—and ontologists in particular—have sought to answer the question of what, exactly, they are. They fall into two camps: some, pointing to the chimerical character of virtuality, hold that virtual objects (...)
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  32.  13
    About Religion: Economies of Faith in Virtual Culture.Mark C. Taylor - 1999 - University of Chicago Press.
    "Religion," Mark C. Taylor maintains, "is most interesting where it is least obvious." From global financial networks to the casinos of Las Vegas, from images flickering on computer terminals to steel sculpture, material culture bears unexpected traces of the divine. In a world where the economies of faith are obscure, yet pervasive, Taylor shows that approaching religion directly is less instructive than thinking about it. Traveling from high culture to pop culture and back again, About Religion approaches cyberspace and Las (...)
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  33. The Law and Ethics of Virtual Sexual Assault.John Danaher - forthcoming - In Barfield Enter Author Name Without Selecting A. Profile: Woodrow & Blitz Enter Author Name Without Selecting A. Profile: Marc (eds.), The Law of Virtual and Augmented Reality. Edward Elgar Press.
    This chapter provides a general overview and introduction to the law and ethics of virtual sexual assault. It offers a definition of the phenomenon and argues that there are six interesting types. It then asks and answers three questions: (i) should we criminalise virtual sexual assault? (ii) can you be held responsible for virtual sexual assault? and (iii) are there issues with 'consent' to virtual sexual activity that might make it difficult to prosecute or punish (...) sexual assault? (shrink)
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  34. Misplacing memories? An enactive approach to the virtual memory palace.Anco Peeters & Miguel Segundo-Ortin - 2019 - Consciousness and Cognition 76 (C):102834.
    In this paper, we evaluate the pragmatic turn towards embodied, enactive thinking in cognitive science, in the context of recent empirical research on the memory palace technique. The memory palace is a powerful method for remembering yet it faces two problems. First, cognitive scientists are currently unable to clarify its efficacy. Second, the technique faces significant practical challenges to its users. Virtual reality devices are sometimes presented as a way to solve these practical challenges, but currently fall short of (...)
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  35.  27
    The Grand Economy: Nietzsche and the virtual political economy of life.Sercan Çalcı - 2023 - Balkan Journal of Philosophy 15 (2):127-136.
    Tracing the themes of political economy in Nietzsche’s thought, this article has two main purposes. The first of these is to problematize some narratives such as eternal return, will to power, and revaluation of values, which are the crucial concepts of Nietzsche’s thought, in the critique of political economy. The second is to re-read Nietzsche’s themes of political economy in conjunction with the concept of the virtual political economy of life, to link Nietzsche’s ‘grand politics’ with the overshadowed concept (...)
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  36. Probing finite coarse-grained virtual Feynman histories with sequential weak values.Danko D. Georgiev & Eliahu Cohen - 2018 - Physical Review A 97 (5):052102.
    Feynman's sum-over-histories formulation of quantum mechanics has been considered a useful calculational tool in which virtual Feynman histories entering into a coherent quantum superposition cannot be individually measured. Here we show that sequential weak values, inferred by consecutive weak measurements of projectors, allow direct experimental probing of individual virtual Feynman histories, thereby revealing the exact nature of quantum interference of coherently superposed histories. Because the total sum of sequential weak values of multitime projection operators for a complete set (...)
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  37. (1 other version)Philosophy and the adventure of the virtual: Bergson and the time of life.Keith Ansell-Pearson - 2002 - New York: Routledge.
    Informed by the philosophy of the virtual, Keith Ansell Pearson offers up one of the most lucid and original works on the central philosophical questions. He asks that if our basic concepts on what it means to be human are wrong then, what is this to mean for our ideas of time, being, consciousness? A critical examination ensues, one informed by a multitude of responses to a large number of philosophers. Under discussion is the mathematical limits as found in (...)
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  38. 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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  39. Conditionals, visualization, and virtual worlds.Jerrold L. Aronson - 1994 - In A. A. Derksen (ed.), The scientific realism of Rom Harré. Tilburg, The Netherlands: Tilburg University Press.
     
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  40.  19
    The Spread of Information in Virtual Communities.Zhen Zhang, Jin Du, Qingchun Meng, Xiaoxia Rong & Xiaodan Fan - 2020 - Complexity 2020:1-15.
    With the growth of online commerce, companies have created virtual communities where users can create posts and reply to posts about the company’s products. VCs can be represented as networks, with users as nodes and relationships between users as edges. Information propagates through edges. In VC studies, it is important to know how the number of topics concerning the product grows over time and what network features make a user more influential than others in the information-spreading process. The existing (...)
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  41.  56
    Working Memory in Wayfinding—A Dual Task Experiment in a Virtual City.Tobias Meilinger, Markus Knauff & Heinrich H. Bülthoff - 2008 - Cognitive Science 32 (4):755-770.
    This study examines the working memory systems involved in human wayfinding. In the learning phase, 24 participants learned two routes in a novel photorealistic virtual environment displayed on a 220° screen while they were disrupted by a visual, a spatial, a verbal, or—in a control group—no secondary task. In the following wayfinding phase, the participants had to find and to “virtually walk” the two routes again. During this wayfinding phase, a number of dependent measures were recorded. This research shows (...)
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  42.  37
    Experiencing Nature through Immersive Virtual Environments: Environmental Perceptions, Physical Engagement, and Affective Responses during a Simulated Nature Walk.Giovanna Calogiuri, Sigbjørn Litleskare, Kaia A. Fagerheim, Tore L. Rydgren, Elena Brambilla & Miranda Thurston - 2018 - Frontiers in Psychology 8.
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  43.  78
    Understanding the effect of organizational innovation environment and customer participation in virtual communities on customer creativity: A study of mediating and moderating influences.Mina Ge, Jamal Khan & Yuan Li - 2022 - Frontiers in Psychology 13.
    The importance of enterprises significantly improving their innovation performance by working closely with customers throughout the innovation process has been emphasized in recent literature. However, the role of organizational innovation environment in customer creativity and the impact of customer knowledge matching on the innovation environment are not sufficiently explored. Based on the Social cognitive theory and Flow theory, his investigate the factors that influence enterprise innovation performance in the context of customer participation in innovation, as well as how businesses can (...)
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  44. The reality of friendship within immersive virtual worlds.Nicholas John Munn - 2012 - Ethics and Information Technology 14 (1):1-10.
    In this article I examine a recent development in online communication, the immersive virtual worlds of Massively Multiplayer Online Role-Playing Games (MMORPGs). I argue that these environments provide a distinct form of online experience from the experience available through earlier generation forms of online communication such as newsgroups, chat rooms, email and instant messaging. The experience available to participants in MMORPGs is founded on shared activity, while the experience of earlier generation online communication is largely if not wholly dependent (...)
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  45.  43
    Zarathustra's shadow and virtual nihilism.Stephen Barker - 1997 - The European Legacy 2 (4):658-663.
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  46.  10
    The evolution of virtual identity in American literature: from the telegraph to the internet.Festa Beatrice Melodia - 2022 - Verona: Ombre corte.
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  47. La actitud virtual: intencionalidad, alteridad y extrañamiento.César Augusto Moreno Márquez - 2007 - In César Moreno, Rafael Lorenzo & Alicia Ma de Mingo (eds.), Filosofía y realidad virtual. Zaragoza: Prensas Universitarias de Zaragoza.
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  48. Minds in the Matrix: Embodied Cognition and Virtual Reality (2nd edition).Paul Smart - 2014 - In Lawrence A. Shapiro (ed.), The Routledge Handbook of Embodied Cognition. New York: Routledge.
    The present chapter discusses the implications of virtual reality for the theory and practice of embodied cognitive science. The chapter discusses how recent technological innovations are poised to reshape our understanding of the materially-embodied and environmentally-situated mind, providing us with a new means of studying the mechanisms responsible for intelligent behavior. The chapter also discusses how a synthetically-oriented shift in our approach to embodied intelligence alters our view of familiar problems, most notably the distinction between embedded and extended cognition. (...)
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  49.  30
    Bohr-Kramers-Slater: A Virtual Theory of Virtual Oscillators and Its Role in the History of Quantum Mechanics.John Hendry - 1981 - Centaurus 25 (2):189-221.
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  50.  29
    Body and world: The correlation between the virtual and the actual through phenomenological reflections via Merleau-Ponty and Deleuze.Irene Breuer - 2020 - Indo-Pacific Journal of Phenomenology 20 (1):e1863564.
    ABSTRACT The current article deals with the correlation between virtual and physical reality as they concern the body. The thesis of this article is that the lived body transposed into virtual reality becomes a body without organs in Deleuze’s terms, i.e. the lived body, a sensitive field of sensorial events immersed in a lived space, becomes a virtual body made up of intensities, of pure forces or magnitudes within a vector space, thereby losing its affective qualities. Furthermore, (...)
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