Results for 'Virtual Embodiment'

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  1.  24
    Re-place: The Embodiment of Virtual Space.Embodied Interfaces & Legible City - 2011 - In Thomas Bartscherer (ed.), Switching Codes. Chicago University Press. pp. 218.
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  2.  15
    The virtual embodied: presence/practice/technology.John Wood (ed.) - 1998 - New York: Routledge.
    The Virtual Embodied is intended to inform and provoke. It juxtaposes cutting-edge theories, polemics, and creative practices to uncover ethical, aesthetic and ecological implications of why, how and in particular where, human actions, observations and insights take place. It refuses simply to hold a euphoric view of technology yet equally resists the apocalyptic scorn which surrounds the new. The contributors use a range of interdisciplinary strategies to point to a re-worked aesthetic for embodying knowledge and explore such areas as (...)
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  3.  34
    Virtual Embodiment.Andrea Giomi - 2020 - Chiasmi International 22:297-315.
    Although Merleau-Ponty never directly addressed the question of technics, over the past three decades, some of the core concepts of his philosophy have profoundly informed digital media discourse, especially in the field of media arts. The problem of embodiment, in particular, represents a keystone for the understanding of the relationship between bodies and technology. This paper seeks to examine the ways in which some of the French philosopher’s key concepts– embodiment, body schema, presence, intertwining, and flesh – have (...)
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  4.  19
    Virtual Embodiment Using 180° Stereoscopic Video.Daniel H. Landau, Béatrice S. Hasler & Doron Friedman - 2020 - Frontiers in Psychology 11.
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  5.  91
    Immersive Virtual Reality and Virtual Embodiment for Pain Relief.Marta Matamala-Gomez, Tony Donegan, Sara Bottiroli, Giorgio Sandrini, Maria V. Sanchez-Vives & Cristina Tassorelli - 2019 - Frontiers in Human Neuroscience 13.
  6.  25
    Girl, Pixelated – Narrative Identity, Virtual Embodiment, and Second Life.Anna Gotlib - 2014 - Humana Mente 7 (26).
    This paper focuses on the reasons for, and consequences of, expanding our notions of human embodiment to virtual worlds. Increasingly, it is within virtual environments that we seek to extend, and enhance, who we are. Yet, philosophical worries persist about what sorts of selves count as moral agents, and the extent to which self-enhancements affect personal identity and agency. This paper critiques and expands the discourse on embodiment and personal identity by locating it within the (...) environments of Second Life, challenging the prevailing limitations of what counts as identity-constituting embodiment. I argue that more inclusive notions of embodiment make possible a deeper understanding of its moral and epistemic force that constitutes and locates our identities in a universe of shared moral understandings. Thus, by including enhanced virtual embodiments alongside the non-virtual, not only do we expand our ideas of what it might mean to be embodied, but we also deepen our moral vocabularies of the self. (shrink)
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  7.  14
    The Paradox of Virtual Embodiment: The Body Schema in Virtual Reality Aesthetic Experience.Sara Incao & Carlo Mazzola - 2021 - Studia Universitatis Babeş-Bolyai Philosophia 66 (2 supplement):131-139.
    "New technologies implied in art creation and exhibition are modifying the traditional landmarks on which aesthetics has always focused. In particular, Virtual Reality artworks call the body into question when it comes to living a bodily experience within exhibitions accessible through technological tools that expand the human body’s capabilities and motor potential. The body's status is challenged in its traditional unity, that of a subject of experience living in a world where the spatial configuration is relatively constant. Conversely, in (...)
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  8.  11
    ‘Who is this body?’ – A qualitative user study on ‘The Machine to be Another’ as a virtual embodiment system.Jonathan Harth, Maximilian Brücher, Nele Kost, Ann-Danielle Hartwig, Bernhard Schäfermeyer, Erwin Holkin & Hanna Gottschalk - 2020 - Indo-Pacific Journal of Phenomenology 20 (1):e1857953.
    ABSTRACT Like no other medium, virtual reality (VR) offers new possibilities to alter the perception of reality. These possibilities are mainly related to the feeling of presence in a virtual environment. With the VR performance ‘The Machine to be Another’ (TMTBA), we find an innovative embodiment system that enables a virtual body swap between two users. Hence, we conceptualise the performance as some kind of breaching experiment in order to alter self- and body perception. With the (...)
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  9. The Body Technology. The Sensuality of Low Frequency Sound / Cat Hope ; Cynosuric Bodies / Susan E. Green-Mateu and Margaret Schedel ; The Violining Body in Anthèmes II by Pierre Boulez / Irine Røsnes ; 'Try to walk with the sound of my footsteps so that we can stay together' : Sonic Presence and Virtual Embodiment in Janet Cardiff and Georges Bures Miller's Audio and Video Walks / Sophie Knezic ; Breathing (as Listening) : An Emotional Bridge for Telepresence / Ximena Alarcón-Díaz ; Foley Performance and Sonic Implicit Interactions : How Foley Artists Might Hold the Secret for the Design of Sonic Implicit Interactions.Sandra Pauletto - 2022 - In Linda O'Keeffe & Isabel Nogueira (eds.), The body in sound, music and performance: studies in audio and sonic arts. New York: Routledge, Taylor & Francis Group.
     
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  10.  72
    Virtual Reality, Embodiment, and Allusion: an Ecological-Enactive Approach.Giovanni Rolla, Guilherme Vasconcelos & Nara M. Figueiredo - 2022 - Philosophy and Technology 35 (4):1-23.
    It is common in the cognitive and computational sciences to regard virtual reality (VR) as composed of illusory experiences, given its immersive character. In this paper, we adopt an ecological-enactive perspective on cognition (Sect. 3) to evaluate the nature of VR and one’s engagement with it. Based on a post-cognitivist conception of illusion, we reject the commonly held assumption that virtual reality experiences (VREs) are illusory (Sect. 4). Our positive take on this issue is that VR devices, like (...)
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  11.  49
    Embodiment of a virtual prosthesis through training using an EMG-based human-machine interface: Case series.Karina Aparecida Rodrigues, João Vitor da Silva Moreira, Daniel José Lins Leal Pinheiro, Rodrigo Lantyer Marques Dantas, Thaís Cardoso Santos, João Luiz Vieira Nepomuceno, Maria Angélica Ratier Jajah Nogueira, Esper Abrão Cavalheiro & Jean Faber - 2022 - Frontiers in Human Neuroscience 16:870103.
    Therapeutic strategies capable of inducing and enhancing prosthesis embodiment are a key point for better adaptation to and acceptance of prosthetic limbs. In this study, we developed a training protocol using an EMG-based human-machine interface that was applied in the preprosthetic rehabilitation phase of people with amputation. This is a case series with the objective of evaluating the induction and enhancement of the embodiment of a virtual prosthesis. Six men and a woman with unilateral transfemoral traumatic amputation (...)
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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. 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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  14. Embodied Medicine: Mens Sana in Corpore Virtuale Sano.Giuseppe Riva, Silvia Serino, Daniele Di Lernia, Enea Francesco Pavone & Antonios Dakanalis - 2017 - Frontiers in Human Neuroscience 11.
  15.  22
    Neurons Embodied in a Virtual World: Evidence for Organoid Ethics?Brett J. Kagan, Daniela Duc, Ian Stevens & Frederic Gilbert - 2022 - American Journal of Bioethics Neuroscience 13 (2):114-117.
  16. Agency and Embodiment: Groups, Human–Machine Interactions, and Virtual Realities.Johannes Himmelreich - 2018 - Ratio 31 (2):197-213.
    This paper develops a taxonomy of kinds of actions that can be seen in group agency, human–machine interactions, and virtual realities. These kinds of actions are special in that they are not embodied in the ordinary sense. I begin by analysing the notion of embodiment into three separate assumptions that together comprise what I call the Embodiment View. Although this view may find support in paradigmatic cases of agency, I suggest that each of its assumptions can be (...)
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  17. Embodying virtue: a Buddhist perspective on virtual reality.Damien Keown - 1998 - In John Wood (ed.), The Virtual Embodied: Presence/Practice/Technology. Routledge. pp. 76--87.
  18. Mind embodied: Computergenerated virtual reality as a new, interactive dualism.C. T. Tart - 1993 - In K. Ramakrishna Rao (ed.), Cultivating Consciousness. Praeger. pp. 123--137.
  19. Embodied knowledge and virtual space.Victor Jeleniewski Seidler - 1998 - In John Wood (ed.), The Virtual Embodied: Presence/Practice/Technology. Routledge.
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  20.  97
    The (oh-so-queerly-embodied) virtual.Jean du Toit - 2020 - South African Journal of Philosophy 39 (4):398-410.
    The virtual has become the latest rostrum for ideological heteronormativity; it increasingly plays host to an insidious rhetoric of unjustifiably fixed and oppositional gender binaries that exhort heterosexuality as a norm. Conservative political and religious groups, as well as consumerist advertising, utilise digital technology to reinforce cast-in-stone and adversarial social perspectives for manipulative and exploitative ends. Contrastingly, the virtual may be mobilised to support and facilitate queering in contemporary societies and may positively counter such fixed ideological heteronormative categories (...)
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  21.  15
    Embodiment Comfort Levels During Motor Imagery Training Combined With Immersive Virtual Reality in a Spinal Cord Injury Patient.Carla Pais-Vieira, Pedro Gaspar, Demétrio Matos, Leonor Palminha Alves, Bárbara Moreira da Cruz, Maria João Azevedo, Miguel Gago, Tânia Poleri, André Perrotta & Miguel Pais-Vieira - 2022 - Frontiers in Human Neuroscience 16.
    Brain–machine interfaces combining visual, auditory, and tactile feedback have been previously used to generate embodiment experiences during spinal cord injury rehabilitation. It is not known if adding temperature to these modalities can result in discomfort with embodiment experiences. Here, comfort levels with the embodiment experiences were investigated in an intervention that required a chronic pain SCI patient to generate lower limb motor imagery commands in an immersive environment combining visual, auditory, tactile, and thermal feedback. Assessments were made (...)
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  22.  11
    Mitigating negative emotions through virtual reality and embodiment.Maria Sansoni, Giovanni Scarzello, Silvia Serino, Elena Groff & Giuseppe Riva - 2022 - Frontiers in Human Neuroscience 16.
    Oncological treatments are responsible for many of the physical changes associated with cancer. Because of this, cancer patients are at high risk of developing mental health problems. The aim of this study is to propose an innovative Virtual Reality training that uses a somatic technique to create a bridge with the bodily dimension of cancer. After undergoing a psycho-educational procedure, a combination of exposure, out-of-body experience, and body swapping will gradually train the patient to cope with cancer-related difficulties, increasing (...)
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  23. 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 (...)
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  24.  59
    Break the “wall” and become creative: Enacting embodied metaphors in virtual reality.Xinyue Wang, Kelong Lu, Mark A. Runco & Ning Hao - 2018 - Consciousness and Cognition 62:102-109.
  25. The Computation of Bodily, Embodied, and Virtual Reality.Durt Christoph - 2020 - Phänomenologische Forschungen 2020 (1):26-40.
    This essay investigates the impact of the digital age on corporality as a constitutive condition of experience. Rather than just considering the multitude of phenomena at the surface of digitalization, the essay uncovers the conceptual development that underlies them. I apply Edmund Husserl’s concept of the “mathematization of nature” to digitalization, and, more specifically, digitization of data from experience. This leads to an explanation of some of the reasons for the apparent and the factual loss of corporality. Building on ideas (...)
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  26. Real people and virtual bodies: How disembodied can embodiment be? [REVIEW]Monica Meijsing - 2006 - Minds and Machines 16 (4):443-461.
    It is widely accepted that embodiment is crucial for any self-aware agent. What is less obvious is whether the body has to be real, or whether a virtual body will do. In that case the notion of embodiment would be so attenuated as to be almost indistinguishable from disembodiment. In this article I concentrate on the notion of embodiment in human agents. Could we be disembodied, having no real body, as brains-in-a-vat with only a virtual (...)
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  27.  25
    Big Handsome Men, Bears and Others: Virtual Constructions of ‘Fat Male Embodiment’.Lee F. Monaghan - 2005 - Body and Society 11 (2):81-111.
    Using embodied sociology, this article offers a virtual ethnography of ‘fat male embodiment’. Reporting and analysing qualitative data generated online, it includes a typology of big/fat male body-subjects and supportive/admiring others. These fat-friendly typifications are unpacked by referencing advocated codes of self–body relatedness, sexualities and the relevance of food. The virtual construction of acceptable, admirable or resistant masculinities is then explored under the following headings: (1) appeals to ‘real’ or ‘natural’ masculinity; (2) the admiration and eroticization of (...)
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  28.  9
    Progressive Training for Motor Imagery Brain-Computer Interfaces Using Gamification and Virtual Reality Embodiment.Filip Škola, Simona Tinková & Fotis Liarokapis - 2019 - Frontiers in Human Neuroscience 13:460265.
    This paper presents a gamified motor imagery brain-computer interface (MI-BCI) training in immersive virtual reality. Aim of the proposed training method is to increase engagement, attention, and motivation in co-adaptive event-driven MI-BCI training. This was achieved using gamification, progressive increase of the training pace, and virtual reality design reinforcing the body ownership transfer (embodiment) into the avatar. From the 20 healthy participants performing 6 runs of 2-class MI-BCI training (left/right hand), 19 were trained for a basic level (...)
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  29.  18
    A Merleau-Pontian Account of Embodied Coping in Virtual Reality.Dakota Root - 2022 - Techné Research in Philosophy and Technology 26 (3):374-394.
    Virtual reality (VR) offers a simulated environment where users can interact directly with their surroundings and provokes questions about embodiment and disconnection. This article will demonstrate how VR’s unique embodiment features differentiate it from the experience of non-VR online and video games and allow the transfer of movement and first-person perspective into the ‘gamespace.’ Drawing upon Merleau-Ponty’s concept of embodiment, I will argue that 1) VR is a coping experience, and 2) the VR environment becomes the (...)
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  30.  27
    A New Measure of Hallucinatory States and a Discussion of REM Sleep Dreaming as a Virtual Laboratory for the Rehearsal of Embodied Cognition.Clemens Speth & Jana Speth - 2018 - Cognitive Science 42 (1):311-333.
    Hallucinatory states are experienced not only in connection with drugs and psychopathologies but occur naturally and spontaneously across the human circadian cycle: Our nightly dreams bring multimodal experiences in the absence of adequate external stimuli. The current study proposes a new, tighter measure of these hallucinatory states: Sleep onset, REM sleep, and non-REM sleep are shown to differ with regard to motor imagery indicating interactions with a rich imaginative world, and cognitive agency that could enable sleepers to recognize their hallucinatory (...)
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  31. 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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  32.  7
    “Tricking the Brain” Using Immersive Virtual Reality: Modifying the Self-Perception Over Embodied Avatar Influences Motor Cortical Excitability and Action Initiation.Karin A. Buetler, Joaquin Penalver-Andres, Özhan Özen, Luca Ferriroli, René M. Müri, Dario Cazzoli & Laura Marchal-Crespo - 2022 - Frontiers in Human Neuroscience 15.
    To offer engaging neurorehabilitation training to neurologic patients, motor tasks are often visualized in virtual reality. Recently introduced head-mounted displays allow to realistically mimic the body of the user from a first-person perspective in a highly immersive VR environment. In this immersive environment, users may embody avatars with different body characteristics. Importantly, body characteristics impact how people perform actions. Therefore, alternating body perceptions using immersive VR may be a powerful tool to promote motor activity in neurologic patients. However, the (...)
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  33.  15
    Mimicking Schizophrenia: Reducing P300b by Minimally Fragmenting Healthy Participants’ Selves Using Immersive Virtual Reality Embodiment.Bernhard Spanlang, Birgit Nierula, Maud Haffar & J. Bruno Debruille - 2019 - Frontiers in Human Neuroscience 12.
  34.  24
    Electroencephalographic Correlates of Sensorimotor Integration and Embodiment during the Appreciation of Virtual Architectural Environments.Giovanni Vecchiato, Gaetano Tieri, Andrea Jelic, Federico De Matteis, Anton G. Maglione & Fabio Babiloni - 2015 - Frontiers in Psychology 6.
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  35.  95
    Embodiment and fundamental motor skills in eSports.Ivo van Hilvoorde & Niek Pot - 2016 - Sport, Ethics and Philosophy 10 (1):14-27.
    Electronic sports and other variants of ‘digital sports’ have increased in popularity all over the world and may even come to challenge hegemonic concepts of sport. More relevant than the apparent opposition between ‘physical’ and ‘non-physical’ is the question what kind of embodiment is manifested within virtual environments. In this paper, we argue that eSports do require the learning and performance of motor skills and that embodiment within a virtual environment may be considered playful or even (...)
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  36.  22
    Putting Oneself in the Body of Others: A Pilot Study on the Efficacy of an Embodied Virtual Reality System to Generate Self-Compassion.Ausiàs Cebolla, Rocío Herrero, Sara Ventura, Marta Miragall, Miguel Bellosta-Batalla, Roberto Llorens & Rosa Ma Baños - 2019 - Frontiers in Psychology 10.
  37. Virtual Limitations of the Flesh: Merleau-Ponty and the Phenomenology of Technological Determinism.Gregory Morgan Swer & Jean Du Toit - 2021 - Phenomenology and Mind 20:20-31.
    The debate between instrumentalist and technological determinist positions on the nature of technology characterised the early history of the philosophy of technology. In recent years however technological determinism has ceased to be viewed as a credible philosophical position within the field. This paper uses Merleau-Ponty’s phenomenology to reconsider the technological determinist outlook in phenomenological terms as an experiential response to the encounter with the phenomenon of modern technology. Recasting the instrumentalist-determinist debate in a phenomenological manner enables one to reconcile the (...)
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  38.  19
    How We Became Posthuman: Virtual Bodies in Cybernetics, Literature, and Informatics.N. Katherine Hayles - 1999 - University of Chicago Press.
    In this age of DNA computers and artificial intelligence, information is becoming disembodied even as the "bodies" that once carried it vanish into virtuality. While some marvel at these changes, envisioning consciousness downloaded into a computer or humans "beamed" _Star Trek_-style, others view them with horror, seeing monsters brooding in the machines. In _How We Became Posthuman,_ N. Katherine Hayles separates hype from fact, investigating the fate of embodiment in an information age. Hayles relates three interwoven stories: how information (...)
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  39.  48
    Embodiment and fundamental motor skills in eSports.Ivo van Hilvoorde & Niek Pot - 2016 - Sport, Ethics and Philosophy 10 (1):14-27.
    Electronic sports and other variants of ‘digital sports’ have increased in popularity all over the world and may even come to challenge hegemonic concepts of sport. More relevant than the apparent opposition between ‘physical’ and ‘non-physical’ is the question what kind of embodiment is manifested within virtual environments. In this paper, we argue that eSports do require the learning and performance of motor skills and that embodiment within a virtual environment may be considered playful or even (...)
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  40. Parables for the Virtual: Movement, Affect, Sensation.Brian Massumi - 2002 - Durham: Duke University Press.
    Although the body has been the focus of much contemporary cultural theory, the models that are typically applied neglect the most salient characteristics of embodied existence—movement, affect, and sensation—in favor of concepts derived from linguistic theory. In _Parables for the Virtual_ Brian Massumi views the body and media such as television, film, and the Internet, as cultural formations that operate on multiple registers of sensation beyond the reach of the reading techniques founded on the standard rhetorical and semiotic models. Renewing (...)
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  41.  55
    Robustly embodied imagination and the limits of perspective-taking.María Jimena Clavel Vázquez & Adriana Clavel-Vázquez - 2023 - Philosophical Studies 180 (4):1395-1420.
    Experiential imagination consists in an imaginative projection that aims at simulating the experiences one would undergo in different circumstances. It has been traditionally thought to play a role in how we build our lives, engage with other agents, and appreciate art. Although some philosophers have recently expressed doubts over the capacity of experiential imagination to offer insight into the perspective of someone other than our present-selves, experiential imagination remains a much sought-after tool. This paper substantiates pessimism about the epistemological value (...)
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  42. Embodied tools, cognitive tools and brain-computer interfaces.Richard Heersmink - 2011 - Neuroethics 6 (1):207-219.
    In this paper I explore systematically the relationship between Brain-Computer Interfaces (BCIs) and their human users from a phenomenological and cognitive perspective. First, I functionally decompose BCI systems and develop a typology in which I categorize BCI applications with similar functional properties into three categories, those with (1) motor, (2) virtual, and (3) linguistic applications. Second, developing and building on the notions of an embodied tool and cognitive tool, I analyze whether these distinct BCI applications can be seen as (...)
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  43.  18
    Virtual Reality as a New Approach for Risk Taking Assessment.Carla de-Juan-Ripoll, José L. Soler-Domínguez, Jaime Guixeres, Manuel Contero, Noemi Álvarez Gutiérrez & Mariano Alcañiz - 2018 - Frontiers in Psychology 9:422663.
    Understanding how people behave when facing hazardous situations, how intrinsic and extrinsic factors influence the risk taking (RT) decision making process and to what extent it is possible to modify their reactions externally, are questions that have long interested academics and society in general. In the spheres of Occupational Safety and Health (OSH), the military, finance and sociology, this topic has multidisciplinary implications because we all constantly face risk taking situations. Researchers have hitherto assessed risk taking profiles by conducting questionnaires (...)
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  44. XR Embodiment and the Changing Nature of Sexual Harassment.Erick José Ramirez, Shelby Jennett, Jocelyn Tan, Sydney Campbell & Raghav Gupta - 2023 - Societies 13 (36).
    In this paper, we assess the impact of extended reality technologies as they relate to sexual forms of harassment. We begin with a brief history of the nature of sexual harassment itself. We then offer an account of extended reality technologies focusing specifically on psychological and hardware elements most likely to comprise what has been referred to as “the metaverse”. Although different forms of virtual spaces exist (i.e., private, semi-private, and public), we focus on public social metaverse spaces. We (...)
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  45.  44
    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, (...)
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  46.  41
    The Virtual Other: Empathy in the Age of Virtuality.Thomas Fuchs - 2014 - Journal of Consciousness Studies 21 (5-6):152-173.
    In an age of growing virtual communication the question arises what role the human capacity of empathy plays in virtual relations. May empathy be detached from the immediate, embodied contact with others and be transferred to such relations? In order to answer this question, the paper distinguishes between primary, intercorporeal empathy and extended empathy which is based on the imaginative representation of the other, and fictional empathy which is directed to imagined or completely fictitious persons. The latter is (...)
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  47.  34
    Embodiment is the foundation, not a level.Jerome A. Feldman - 1997 - Behavioral and Brain Sciences 20 (4):746-747.
    Embodiment, the explicit dependence of cognition on the properties of the human body, is the foundation of contemporary cognitive science. Ballard et al.'s target article makes an important contribution to the embodiment story by suggesting how limitations on neural binding ability lead to deictic strategies for many tasks. It also exploits the powerful experimental method of instrumented virtual reality. This commentary suggests some ways in which the target article might be misinterpreted and offers other cautions.
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  48.  20
    Virtual reality or real virtuality: the space of flows and nursing practice.Lynne Barnes & Trudy Rudge - 2005 - Nursing Inquiry 12 (4):306-315.
    The use of virtual environments for the provision of health‐care is on the increase, and with each new development brings debates about their impact on care, nursing and nursing practice. Such environments offer opportunities for extending care and improvements in communication. Others believe these developments threaten aspects of nursing they hold sacrosanct. This paper explores the development of an assemblage of computer networks, databases, information systems, software programs and management systems that together work to manage health‐care in Australia, namely (...)
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  49. Virtually nothing: Re-evaluating the significance of cyberspace.Andy Miah - unknown
    This paper provides a critical analysis of virtual environments made in recent leisure and cultural studies discussions, which claim virtual reality to be the technotopia of post-modern society. Such positions describe virtual realities as worlds of in nite freedom, which transcend human subjectivity and where identity becomes no longer burdened by the prejudices of persons. Arguing that cyberspace offers little more than a token gesture towards such liberation, the paper suggests a shift in focus from the power (...)
     
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  50.  12
    Virtual Laboratories and Posthuman Learning.Sanne Lisborg & Oliver Tafdrup - 2023 - Techné Research in Philosophy and Technology 27 (3):299-321.
    The increasing use of virtual laboratories in education raises new philosophical—and perhaps especially phenomenological—questions related to how this type of technological mediation affects the user’s sense of situated embodied being: sensory perception. The empirical basis of this phenomenological inquiry is a case study conducted in a Danish school setting. This allows us to compare analog laboratory work with virtual. Inspired by Maurice Merleau-Ponty, we describe how pupils’ bodily and multisensory interactions with laboratory tools differ across physical and (...) settings. Virtual laboratories are complex, sociotechnical, often opaque practices that affect the pupils’ sense of embodiment, thus prompting the need for in situ development of hermeneutical strategies for bridging the gap between the simulated laboratory and the physical world. In the final section, we discuss how these strategies can be considered posthuman learning processes. (shrink)
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