Results for 'virtual-digital space'

962 found
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  1.  26
    Virtual-Digital Self of Public Human.L. A. Vasylieva - 2021 - Anthropological Measurements of Philosophical Research 20:89-99.
    The purpose of the article is distinguishing between "internal" and "external" public human through comprehending the phenomenon of Self in its virtual-digital essence as a popular demonstrative-project space "BETWEEN" aggression and harmony. Theoretical basis of the work is based on the study of the phenomenon of modern human aggression in the virtual-digital space and the "project space" of the living environment through understanding the nature of the human "I". The penetration limits of the (...)
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  2. Place and Digital Space.Suraj Chaudhary - 2020 - Dissertation, University of Kentucky
    The intersection of philosophies of space and technology is a fecund area of inquiry that has received surprisingly little attention in the philosophical literature. While the major accounts of space and place have not considered complexities introduced by recent technological developments, scholarship on the human-technology relationship has virtually ignored the spatial dimensions of this interaction. Place and Digital Space takes a step in addressing this gap in literature by offering an original, phenomenological account of place and (...)
     
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  3. WIIFM: Absorptive capacity for digital natives in explorative space and tech education for survival in the virtual world.Quan-Hoang Vuong, Tam-Tri Le, Ruining Jin, Giang Hoang, Quang-Loc Nguyen & Minh-Hoang Nguyen - manuscript
    Humankind is facing many existential global problems that require international and transgenerational efforts to be solved. Preparing our next generation with sufficient knowledge and skills to deal with such problems is imperative. Fortunately, the digital environment provides foundational conditions for children’s and adolescents’ exploration and self-learning, which might help them cultivate the necessary knowledge and skills for future survival. We conducted the Bayesian Mindsponge Framework (BMF) analytics on a dataset of 2069 students from 54 Vietnamese elementary, secondary, and high (...)
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  4. The Virtual as the Digital.David J. Chalmers - 2019 - Disputatio 11 (55):453-486.
    I reply to seven commentaries on “The Virtual and the Real”. In response to Claus Beisbart, Jesper Juul, Peter Ludlow, and Neil McDonnell and Nathan Wildman, I clarify and develop my view that virtual are digital objects, with special attention to the nature of digital objects and data structures. In response to Alyssa Ney and Eric Schwitzgebel, I clarify and defend my spatial functionalism, with special attention to the connections between space and consciousness. In response (...)
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  5. Virtual World-Weariness: On Delaying the Experiential Erosion of Digital Environments.Stefano Gualeni - 2019 - In Andri Gerber & Ulrich Götz, The Architectonics of Game Spaces: The Spatial Logic of the Virtual and its Meaning for the Real. Transcript. pp. 153-165.
    A common understanding of the role of a game developer includes establishing (or at least partially establishing) what is interactively and perceptually available in (video)game environments: what elements and behaviors those worlds include and allow, and what is – instead – left out of their ‘possibility horizon’. The term ‘possibility horizon’ references the Ancient Greek origin of the term ‘horizon’, ὄρος (oros), which denotes a frontier – a spatial limit. On this etymological foundation, ‘horizon’ is used here to indicate the (...)
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  6.  6
    Exploring the Application of "Virtual and Real" Philosophical Thought in Digital Culture and Art Design.Xixi Ye - 2024 - European Journal for Philosophy of Religion 16 (4):18-34.
    The field of digital cultural art design is increasingly driven by technological progress, forming a unique expression form that blends virtuality and reality. From a philosophical perspective, this article explores the application and embodiment of the ancient and profound philosophical thought of "virtuality and reality" in digital cultural art design. By analyzing the origin of the philosophy of "virtuality and reality" in ancient Chinese thought and its comparison in Western philosophy, combined with the creative practice of digital (...)
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  7.  8
    Visualising Lost Theatres: Virtual Praxis and the Recovery of Performance Spaces.Joanne Tompkins, Julie Holledge & Jonathan Bollen - 2022 - Cambridge University Press.
    This pioneering study harnesses virtual reality to uncover the history of five venues that have been 'lost' to us: London's 1590s Rose Theatre; Bergen's mid-nineteenth-century Komediehuset; Adelaide's Queen's Theatre of 1841; circus tents hosting Cantonese opera performances in Australia's goldfields in the 1850s; and the Stardust showroom in 1950s Las Vegas. Shaping some of the most enduring genres of world theatre and cultural production, each venue marks a significant cultural transformation, charted here through detailed discussion of theatrical praxis and (...)
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  8.  41
    Digital interaction as opening space for aesthetics of consciousness.Elhem Younes, Alain Lioret & Ioannis Bardakos - 2017 - Technoetic Arts 15 (3):231-245.
    In this research we will examine the paradox nature of self-reference. This concept appears in the form of pure feedback loops in language and mathematics and naturally extends towards many different domains such as biology, sociology, art and philosophy. The basic elements of human experience show the manifestations of such loops. Their results are noticeable in internal or external, mental or body processes. Our interest with these loops focuses on the domain of brain processes in observing, thinking and interpreting as (...)
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  9.  14
    “Gay Bashing” in Sacred Space: Lesbian Feminism and the Rise of Digital Violence.Laulie Eckeberger - 2022 - Feminist Theology 30 (3):262-273.
    What happens when our digital sacred spaces become violent and incite trauma or trigger reminders of traumatic experiences? This project will delve into these questions as we begin to think about trauma in digital spaces for the Lesbian-Feminist. For example, we scroll through Facebook and see that an uncle has posted a homophobic article. The logical response to this, the response that our spiritual selves tell us to follow through on, is to delete this person from our Facebook (...)
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  10.  12
    Towards an ontology of virtual environments: A critical account.Nicolas Bilchi - 2023 - Aisthesis: Pratiche, Linguaggi E Saperi Dell’Estetico 16 (1):27-36.
    The growing critical and economic success of Virtual Reality technologies is generating renewed scholarly interest in virtual environments. One of the most long-lasting and influential perspectives on the topic has been labelled «virtual realism» (Heim [1998]), and it has passed throughout the entire history of virtual environments studies up to recent days (Chalmers [2022]). Virtual Realism frames virtual environments in terms of realism, and precisely of perceptive soundness and isomorphism between physical environments and (...) ones, producing a convincing illusion of being physically present in the digital space. This article develops a critical counter-argument to this account. By employing James J. Gibson’s ecology of perception and Deleuze’s and Lévy’s philosophy of the virtual, the article aims at demonstrating that the ontology of virtual environments is rooted in a domain of predetermined possibilities, and that the resulting aesthetics can not be fully immersive. Instead, the latter should embrace the «emersive» and anti-realistic qualities of the medium as an expressive device. (shrink)
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  11.  26
    The Invisible Hand in Virtual Worlds: The Economic Order of Video Games.Matthew McCaffrey (ed.) - 2022 - Cambridge University Press.
    Video games aren't merely casual entertainment: they are the heart of one of the fastest-growing media industries in the world, and a cultural phenomenon in their own right. Gaming has evolved from a niche pastime into a global business that rivals film and television, creating, in the process, new art forms and social arenas and have become the subject of endless public debate. This book shows that games also provide a unique space in which to study economic behavior. Games, (...)
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  12.  32
    Personal identity in the space of virtual culture: on the example of geek and glam subcultures.L. V. Osadcha - 2022 - Anthropological Measurements of Philosophical Research 22:90-98.
    _Purpose._ The article presents exploring the cultural and anthropological traits of consumers and producers of cultural services and products in the digital epoch. There have been singled out two types of cultural subjectivity according to the aim of a person’s activity in the virtual net: either production of things, services, and technologies or the consumption and creative use of all mentioned innovations. So these sociocultural formations are called "geek" and "chic" subcultures. _Theoretical basis._ The historical genealogy of the (...)
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  13.  36
    Exploring the Ethical and Spiritual Dimensions of Artificial Intelligence in Virtual Gaming: A Philosophical Inquiry.Ni Chen, Ruzinoor B. Che Mat, Limin Duan, Pingyang Lu, Yunting Liu, Xueyan Xia & Yanhong Jin - 2024 - European Journal for Philosophy of Religion 16 (2):52-68.
    In the digital era, digital games, particularly those in virtual spaces, have become integral to daily life, offering users not only a blend of real and virtual world interactions but also an enhanced sense of happiness and fulfilment. However, traditional digital gaming modes often fall short in meeting the increasing demands for higher quality and more immersive experiences. This paper proposes a new model for the development of artificial intelligence-driven digital games based on (...) space, addressing the ethical and spiritual implications of such advancements. The research builds on data from a 2018 user expectation survey, which indicated significant demand for enhanced virtual reality (VR) games, improved voice communication, and tactile interaction within these environments. We developed a multidimensional model incorporating vision, touch, and auditory feedback, utilizing a Kinect-based haptic interaction redirection algorithm to enhance physical-virtual interaction. This algorithm significantly reduces angular deviation by 10% in virtual navigation, enhancing the boundary definition in virtual spaces and thereby improving the immersive experience. Further enhancements include an Encoder-Decoder (ED) framework for voice communication that employs a neural network with multiple feedback loops to adjust weight values, improving speech recognition accuracy by 15%. This system provides a more responsive and realistic communication environment within digital games. Lastly, the application of computer vision technology and deep learning techniques, including a backpropagation (BP) neural network, improves the system's image recognition capabilities, extending its precision and capacity for rendering high-definition, precise game graphics. This study not only advances the technical aspects of AI in gaming but also prompts a deeper philosophical discussion on the ethical and spiritual impacts of these immersive virtual environments. As AI continues to blur the lines between reality and virtuality, this research invites further inquiry into how such technologies influence human perception, behavior, and morality within digital spaces. (shrink)
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  14.  17
    Lectura virtualmente digital: el reto colectivo de interpretación textual.Anastasio García-Roca - 2020 - Cinta de Moebio 67:65-74.
    Resumen: Este artículo trata sobre la construcción de significados e interpretación conjunta de la obra literaria por medios digitales. Para ello, se hace una revisión a la realidad digital de la literatura y sus procesos de recepción: la lectura digital no viene determinada tanto por la naturaleza del texto como por el comportamiento del lector digital. Internet ha facilitado la creación de espacios de afinidad en los que los usuarios pueden reunirse en torno a sus aficiones, intereses (...)
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  15. Virtual Tibet : From Media Spectacle to Co-Located Sacred Space.Christopher Helland - 2015 - In Gregory Price Grieve & Daniel M. Veidlinger, Buddhism, the internet, and digital media: the pixel in the lotus. New York: Routledge, Taylor & Francis Group.
     
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  16.  45
    From simulations to hybrid space: how nomadic technologies change the real.Adriana de Souza E. Silva - 2003 - Technoetic Arts 1 (3):209-221.
    This paper states that the concept of real is modified by the emergence of nomadic technology devices, which are responsible for creating a hybrid reality that merges physical and digital spaces. The concept of virtual space is analysed from the perspective of arts and science fiction. The first section shows how the concept of virtual space as a mindspace has been developed. The idea of cyberspace as a place for the mind emphasizes the traditional Cartesian (...)
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  17.  22
    Disability and digital ecclesiology: Towards an accessible online church.Seyram B. Amenyedzi - 2024 - HTS Theological Studies 80 (1):7.
    Even though the digital church has been in existence for some time, it was mainly a transmission of onsite church services and programmes in the online space. The coronavirus disease 2019 (COVID-19) pandemic and its demands for a global shutdown to mitigate and contain the disease moved almost all social activities including church services to the online space. It is evident that persons with disability experience extreme exclusion from the church’s theology, praxes, and ethos. Unfortunately, this phenomenon (...)
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  18.  13
    Douala as a “hybrid space”: Comparing online and offline representations of a sub-Saharan city.Marta Pucciarelli & Sara Vannini - 2018 - Semiotica 2018 (223):219-250.
    This study investigates the complex relationship between the physical and digital spaces of the city of Douala, Cameroon by comparing its online representation with the social representations emerging orally by locals. Using the results of two existing studies reporting on the online image of the city, we investigate the social representations foreigners and locally relevant people have of Douala and uncover similarities and discrepancies of the two resulting representations. Outcomes from the analysis permit reflection on the implications of these (...)
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  19.  14
    Governing teachers through datafication: Physical–virtual hybridity and language interoperability in teacher accountability.Steven Lewis & Jessica Holloway - 2022 - Big Data and Society 9 (2).
    In this paper, we draw on Foucault's and Deleuze's theorisations of discipline and control, respectively, to understand a teacher accountability system in the US state of Texas: the Texas Teacher Evaluation and Support System (hereafter, T-TESS). Specifically, we focus on the interplay of physical and virtual modes of governance – which we develop here as physical–virtual hybridity – and the techniques that make these physical and virtual domains compatible via language interoperability, with T-TESS deployed as a representative (...)
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  20.  12
    The virtual mother: Mumsnet and the emergence of new forms of ‘good mothering’ online.Lucy Bailey - 2023 - Discourse and Communication 17 (1):40-56.
    Whilst previous research into mothering on social media has focused on representations of intensive mothering ideology, this paper argues that social media are fundamentally changing mothering discourses for some users. The paper explores ‘good’ mothering in digital communities by considering: the legitimised expression of ambivalent emotions in digital mothering communities; the shifting relationship between private and public, with implications for new forms of maternal intimacy; the forms of surveillance engaged in, and resisted, online; and the opportunities for women (...)
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  21.  25
    Augmented Headspace: Digital Parallax.Garfield Benjamin - 2015 - International Journal of Žižek Studies 9 (1).
    This paper discusses an augmented reality installation presented at the 2014 International Žižek Studies Conference in Cincinnati, Ohio. The installation highlighted and expanded the conception of ‘headspace’ within the virtuality of contemporary subjectivity. By displacing our familiar view of reality onto a subjective engagement with cultural artefacts from many different symbolic spaces, remediated through an engagement with digital technology, the work frames the emergence of the contemporary subject as an ontological cyborg. The paper elucidates the theoretical underpinning of the (...)
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  22.  32
    Sonic Virtuality: Sound as Emergent Perception.Mark Grimshaw & Tom Alexander Garner - 2015 - Oxford University Press USA.
    In Sonic Virtuality: Sound as Emergent Perception, authors Mark Grimshaw and Tom Garner introduce a novel theory that positions sound within a framework of virtuality. Arguing against the acoustic or standard definition of sound as a sound wave, the book builds a case for a sonic aggregate as the virtual cloud of potentials created by perceived sound. The authors build on their recent work investigating the nature and perception of sound as used in computer games and virtual environments, (...)
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  23.  29
    Re-place: The Embodiment of Virtual Space.Embodied Interfaces & Legible City - 2011 - In Thomas Bartscherer & Roderick Coover, Switching Codes: Thinking Through Digital Technology in the Humanities and the Arts. University of Chicago Press. pp. 218.
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  24.  6
    A human-centred systems manifesto for smart digital immersion in Industry 5.0: a case study of cultural heritage.Cian Murphy, Peter J. Carew & Larry Stapleton - 2024 - AI and Society 39 (5):2401-2416.
    Emergent digital technologies provide cultural heritage spaces with the opportunity to reassess their current user journey. An immersive user experience can be developed that is innovative, dynamic, and customised for each attendee. Museums have already begun to move towards interactive exhibitions utilising Artificial Intelligence (AI) and the Internet of Things (IOT), and more recently, the use of Virtual Reality (VR) and Augmented Reality (AR) has become more common in cultural heritage spaces to present items of historical significance. VR (...)
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  25.  25
    Virtual surgical planning and data ownership: Navigating the provider‐patient‐vendor relationship.William S. Konicki, Vivian Wasmuht-Perroud, Chase A. Aaron & Arthur L. Caplan - 2022 - Bioethics 36 (5):494-499.
    The practice of modern craniomaxillofacial surgery has been defined by emergent technologies allowing for the acquisition, storage, utilization, and transfer of massive amounts of sensitive and identifiable patient data. This alone has thrust providers into an unlikely and unprecedented role as the stewards of vast databases of digital information. This data powers the potent surgical tool of virtual surgical planning, a method by which craniomaxillofacial surgeons plan and simulate procedural outcomes in a digital environment. Further complicating this (...)
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  26. VIRTUAL LANDSCAPE IN SERIOUS GAMES: A FRAMEWORK FOR ENHANCING THE PLAYER INTERACTION FOCUSING ON THE LEARNING RATE.Sepehr Vaez Afshar - 2021 - Dissertation, Istanbul Technical University
    Throughout history, education has always been essential for humanity's justice and fundamental for the creation of a free and satisfying society with the dissemination of knowledge. Hence, in addition to the life occurrences educating people, traditional higher education methods have played an important role for a long period. However, the age of technology has changed the educational system along with the people's lifestyles to meet the continuously changing conditions. During the past twenty years, the Information and Communication Technologies (ICTs) led (...)
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  27.  46
    Digital Dinosaurs and Artificial Life: Exploring the Culture of Nature in Computer and Video Games.John Wills - 2002 - Cultural Values 6 (4):395-417.
    Over the last 30 years, the computer and videogame has emerged as a popular recreational pastime. While often associated with the artificial and alien, it is my contention that the modern videogame informs on the subject of “nature” and what we consider to be natural. This article delineates some of the “natures” posited in computer game design. It provides a valuable overview of gaming culture and might serve as an introduction to further research on specific game genres. It argues that (...)
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  28.  53
    Beyond the physical self: understanding the perversion of reality and the desire for digital transcendence via digital avatars in the context of Baudrillard’s theory.Lucas Freund - forthcoming - AI and Society:1-17.
    This paper explores the perversion of reality in the context of advanced technologies, such as AI, VR, and AR, through the lens of Jean Baudrillard’s theory of hyperreality and the precession of simulacra. By examining the transformative effects of these technologies on our perception of reality, with a particular focus on the usage of digital avatars, the paper highlights the blurred distinction between the real and the simulated, where the copy becomes more ‘real’ than the original. Drawing on Baudrillard’s (...)
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  29.  17
    Organizing Library Intrapreneurship.Sidharta Chatterjee & Mousumi Samanta - 2021 - Journal of Advanced Research in Management 12 (1(23)):13-18.
    Libraries occupy a special space in our society, and our minds. Today, public libraries are struggling hard to attract new users and increase footfalls that seem to be in the downtrend. Besides, Physical Libraries need innovations in their services frontier to survive stiff competition from virtual digital libraries that provide instant access to information at no cost. Librarians and library professionals as knowledge managers could help design and foster entrepreneurship models of service delivery aimed towards bringing novelty (...)
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  30.  20
    The Transcendental Quality of Digital Health and Social Media.Susi Ferrarello & Agostinelli Jr - 2021 - Phenomenology of Bioethics: Technoethics and Lived Experience:89-99.
    In this paper we will be discussing the ethical risks of the transcendental quality of virtual spaces as they apply to digital health, especially in relation to new attempts to construct a “social mediome.” As we will discuss in the following section, phenomenology has raised criticisms against the context-lessness and ethical opacity of technology. The creation of a social mediome seems to come as an answer to this criticism as it creates a context that gives voice and flesh (...)
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  31.  43
    Virtually.Jaron Lanier - unknown
    properly, for instance, in today’s videoconferencing systems, because the camera and the display screen cannot be in the same spot. This usually leads to a deadened and formal affect in interactions, eye contact being a nearly ubiquitous subconscious method of affirming trust. Furthermore, participants aren’t able to establish a sense of position relative to one another and therefore have no clear way to direct attention, approval or disapproval. Tele-immersion, a new medium for human interaction enabled by digital technologies, approximates (...)
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  32.  7
    Network nature: the place of nature in the digital age.Richard Coyne - 2018 - New York, NY, USA: Bloomsbury Academic.
    Tuning in to nature -- The book of nature -- Reproducing nature -- Digital autochthony -- Contested places -- Zoo-space -- Refuge -- Numinous places -- The machine stops.
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  33.  2
    Digital Mediation of Sacred Memory: Reconstructing Religious Identity Through New Media in Digital Museum Design.Jingkai Xu - 2025 - European Journal for Philosophy of Religion 17 (2):471-488.
    The advent of new media interactions has not only transformed the way museums curate and present cultural heritage but has also significantly influenced the reconstruction of religious memory and identity. Digital technologies enable immersive engagement with sacred artifacts, texts, and narratives, fostering deeper emotional and intellectual connections between visitors and religious traditions. By integrating interactive media into museum exhibitions, institutions can enhance the spiritual resonance of religious heritage, providing visitors with a participatory experience that strengthens their connection to sacred (...)
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  34.  20
    Cinema and the Digital Revolution: The Representations of Digital Culture in Films.Hasan Gürkan & Başak Gezmen - forthcoming - Evolutionary Studies in Imaginative Culture:1-15.
    This article examines popular cinema’s interactions with digital culture, focusing on cinema and social structure. A product of technological and social developments, digital culture has introduced the creation of cyberspace, the emergence and spread of social media, and the formation of virtual communities. This article focuses on a specific period (1980 – 2010) to examine the evolution in cinema of portrayals of digital culture. The analysis includes four influential films: WarGames (1983, by John Badham), Perfect Blue (...)
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  35.  13
    Virtual Daime: When Psychedelic Ritual Migrates Online.Ido Hartogsohn - 2022 - Frontiers in Psychology 13:819994.
    During the 2020 COVID-19 epidemic a variety of social activities migrated online, including religious ceremonies and rituals. One such instance is the case of Santo Daime, a Brazilian rainforest religion that utilizes the hallucinogenic brew ayahuasca in its rituals. During the pandemic, multiple Santo Daime rituals involving the consumption of ayahuasca took place online, mediated through Zoom and other online platforms. The phenomenon is notable since the effects of hallucinogens are defined by context (set and setting) and Santo Daime rituals (...)
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  36.  14
    Circulations: a virtual laboratory and its elements.Henning Schmidgen & Hans-Jörg Rheinberger - 2010 - Circumscribere: International Journal for the History of Science 8:1-11.
    This paper presents and discusses the website. Under the title “The Virtual Laboratory: Essays and Resources on the Experimentalization of Life” it gives access to a massive collection of texts and images concerning the experimental life sciences of the 19th and early 20th century. The main focus is on physiology and psychology. Plant breeding is an additional theme. As of now, the Virtual Laboratory gives access to some 12,000 digital items, i.e. historical text books, journal articles, manuscripts, (...)
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  37.  15
    Corpo vissuto ed esperienza virtuale. Una prospettiva fenomenologica.Martina Properzi - 2019 - Rivista Internazionale di Filosofia e Psicologia 10 (3):250-264.
    Riassunto: Può la corporalità dirsi ancora una condizione costitutiva dell’esperienza nella presente era digitale? Esistono due fondamentali modi di affrontare la questione, la cui rilevanza è stata di recente sottolineata da ricercatori attivi nei campi dell’ Intelligenza Artificiale Incorporata. Il primo interpreta la questione come incentrata su un’indagine della relazione fra corporalità e digitalizzazione, il processo cioè di digitalizzare dati il quale rende possibile simulare, aumentare e perfino costruire la realtà all’interno di uno spazio di esperienza virtuale, assumendo l’idea tradizionale (...)
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  38. Structural Modes of Recognition and Virtual Forms of Empowerment: Towards a New Antimafia Culture.Carla Bagnoli - 2017 - In Robin Pickering-Iazzi, The Italian Antimafia, New Media, and the Culture of Legality. University of Toronto Press. pp. 39-61.
    As rational agents, we are engaged in practices of mutual accountability. We produce reasons that explain and justify what we do. In producing reasons, we address demands of explanation and justification. Where do such demands come from? This is one of the central questions of this chapter. My contention is that in the attempt to make sense of and justify their actions, rational subjects construct reasons in an ideal dialogue with others. In the practice of exchanging reasons, rational subjects address (...)
     
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  39. Fragmented Selves: Identity, Consciousness and Reality in the Digital Age.R. L. Tripathi - 2024 - Open Access Journal of Data Science and Artificial Intelligence 2 (1):6.
    In the digital age, the concept of identity has evolved in ways that challenge long-held philosophical assumptions about the self. No longer has fixed or continuous, identity become fragmented, shaped by multiple digital personas that people craft in response to the ever-expanding digital universe. Now, there is no sense of a fixed self that remains constant throughout space and time. Self and identity can be seen as a Heraclitean flux always in a state of becoming and (...)
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  40. (1 other version)Adaptable Rooms, Virtual Collaboration and Cognitive Workflow.David Kirsh - 1998 - Cooperative Buildings - Integrating Information, Organization, and Architecture.
    This paper introduces the concept of Adaptive Rooms, which are virtual environments able to dynamically adapt to users’ needs, including ‘physical’ and cognitive workflow requirements, number of users, differing cognitive abilities and skills. Adaptive rooms are collections of virtual objects, many of them self-transforming objects, housed in an architecturally active room with information spaces and tools. An ontology of objects used in adap- tive rooms is presented. Virtual entities are classified as passive, reactive, ac- tive, and information (...)
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  41. Urban scale digital twins in data-driven society: Challenging digital universalism in urban planning decision-making.Marianna Charitonidou - 2022 - International Journal of Architectural Computing 19:1-16.
    The article examines the impact of the virtual public sphere on how urban spaces are experienced and conceived in our data-driven society. It places particular emphasis on urban scale digital twins, which are virtual replicas of cities that are used to simulate environments and develop scenarios in response to policy problems. The article also investigates the shift from the technical to the socio-technical perspective within the field of smart cities. Despite the aspirations of urban scale digital (...)
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  42.  29
    The spaces of narrative consciousness: Or, what is your event?Law Alsobrook - 2015 - Technoetic Arts 13 (3):239-244.
    Cyberspace, a term popularized in the 1984 novel Neuromancer, was used by William Gibson to describe the ‘consensual hallucination’ and interstitial online world that lies between the reality of our world and that of the surreal terrain of dreamscapes. While many attempts have been made to describe this intangible, yet seemingly perceptible space, the digital domain as a metaphor mirrors in many ways our own inadequate understanding of consciousness. Conversely, the physicist Michio Kaku explains that our reality is (...)
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  43.  60
    The Evolving eSports Landscape: Technology Empowerment, Intelligent Embodiment, and Digital Ethics.Yujun Xu - 2023 - Sport, Ethics and Philosophy 17 (3):356-368.
    The field of eSports is undergoing a process of developing and evolving with irresistible forces. The process witnesses the ever-refreshing and hybrid meanings and definitions of Sports and eSports in the digital era of technology empowerment and advancing artificial intelligence. This paper calls us to re-construct the meanings and sporting values of eSports, re-evaluate the eSports landscape, going beyond the debate ‘Are eSports Sports?’ and move to re-examine the contextual nature and values of Sports and eSports, as well as (...)
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  44.  43
    Fundamental Problem of Digital Interaction.Yukiko Okamoto - 2008 - Proceedings of the Xxii World Congress of Philosophy 35:37-42.
    The promised open space of cyber-interaction has its dark side hidden behind its brilliant rhetoric. The danger emerges within the very center of developing this technology (cyber-evolution). That is a more fundamental danger than this dark side seems to have. The possible replacement of our primary reality with virtual reality might erode the significance of our existential reality. This means also that the virtual reality might lose its own ground to be constructed. In order to clarify this (...)
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  45.  15
    Simulating the world: The digital enactment of pandemics as a mode of global self-observation.Sven Opitz - 2017 - European Journal of Social Theory 20 (3):392-416.
    If the twentieth century was the age of the world picture taken as a photograph of the Whole Earth from outer space, today’s observations of the planet are produced by means of computer simulation. Pandemic models are of paramount sociological interest in this respect, since modelling contagion is closely intertwined with modelling the material connectivities of social life. By envisioning the global dynamics of disease transmission, pandemic simulations enact the relationscapes of a transnational world. This article seeks to analyse (...)
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  46.  7
    A Merleau-Pontian phenomenology of the virtual: disembodied challenges and embodied prospects.Jean Du Toit - 2024 - South African Journal of Philosophy 43 (4):307-322.
    The technological virtual demands philosophical scrutiny. Existing methodologies, like pragmatism and social constructivism, often limit the examination of technology to the social, neglecting questions of embodiment. Said approaches tend to overlook the intricate existential connection between the embodied individual and digital technology artefacts. This article argues that Merleau-Ponty’s phenomenology may be mobilised to describe, understand and reconceptualise the category of the virtual and the dynamic relation between the digital technology artefact and its user. The result is (...)
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  47.  27
    Team autonomy and digital transformation.Johan E. Ravn, Nils Brede Moe, Viktoria Stray & Eva Amdahl Seim - 2022 - AI and Society 37 (2):701-710.
    The organizational theory literature is reasonably unanimous that team autonomy is a key factor for employee well-being and motivation as well as organizational performance. However, team autonomy is challenged when its processes and outputs need to be aligned with actors and factors external to a team. There are likely challenges and conflicts between team autonomy and the need for coherence in the wider system. Team autonomy has a range of implications and is challenged by a number of factors, such as (...)
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  48.  67
    Seeing with the Body: The Digital Image in Postphotography.Mark B. N. Hansen - 2001 - Diacritics 31 (4):54-82.
    In lieu of an abstract, here is a brief excerpt of the content:Diacritics 31.4 (2001) 54-82 [Access article in PDF] Seeing With The Body The Digital Image In Postphotography Mark B. N. Hansen In a well-known scene from the 1982 Ridley Scott film Bladerunner, Rick Deckard scans a photograph into a 3-D rendering machine and directs the machine to explore the space condensed in the two-dimensional photograph as if it were three-dimensional [see fig. 1]. Following Deckard's commands to (...)
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  49.  16
    Young parkour traceurs in Mexico City: a new way to meaning and identity in urban spaces.Sergio Varela & Ivan Islas - 2022 - Semiotica 2022 (248):187-207.
    The practice of parkour in urban spaces by young people, especially those who call themselves traceurs, illustrates how identities are formed in an ephemeral way by reinterpreting spaces in the city – briefly and without leaving a trace. However, in a sort of paradox, these interventions are registered in the socio-digital spectrum, tokenistically anchoring and incorporating them into conversations and social interactions. This work aims to explain the practice of the sport called parkour as a socio-semiotic phenomenon. We have (...)
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  50.  88
    The aesthetic of immersion in the immersive dome environment (IDE): Stepping between the real and the virtual worlds for further self-constitution?Isabella Buczek - 2012 - Technoetic Arts 10 (1):3-10.
    In the immersion process the border between the canvas and the spectator or between screen and user dissolves, and the distance or physical separation between virtual and physical space is no longer given. The self can expand into the virtual, to test its own boundaries by abandoning the materiality of the limited corpus (Ostermann and Wenzel 2011). This phenomenon can also be understood as a dialogue, an important exchange, which can be itself an illuminating experience for the (...)
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