Results for 'Virtual morality'

986 found
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  1.  8
    Negritud afroargentina en la literatura regionalista folklórica de Draghi Lucero. Esclavos y Mandingas en Las mil y una noches argentinas.Orlando Gabriel Morales - 2018 - Corpus: Archivos virtuales de la alteridad americana.
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  2.  9
    Negritud afroargentina en la literatura regionalista folklórica de Draghi Lucero. Esclavos y Mandingas en Las mil y una noches argentinas.Orlando Gabriel Morales - 2018 - Corpus: Archivos virtuales de la alteridad americana.
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  3.  12
    Negritud afroargentina en la literatura regionalista folklórica de Draghi Lucero. Esclavos y Mandingas en Las mil y una noches argentinas.Orlando Gabriel Morales - 2018 - Corpus: Archivos virtuales de la alteridad americana.
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  4.  17
    Recognizing Personality Traits Using Consumer Behavior Patterns in a Virtual Retail Store.Jaikishan Khatri, Javier Marín-Morales, Masoud Moghaddasi, Jaime Guixeres, Irene Alice Chicchi Giglioli & Mariano Alcañiz - 2022 - Frontiers in Psychology 13.
    Virtual reality is a useful tool to study consumer behavior while they are immersed in a realistic scenario. Among several other factors, personality traits have been shown to have a substantial influence on purchasing behavior. The primary objective of this study was to classify consumers based on the Big Five personality domains using their behavior while performing different tasks in a virtual shop. The personality recognition was ascertained using behavioral measures received from VR hardware, including eye-tracking, navigation, posture (...)
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  5.  18
    Application of Supervised Machine Learning for Behavioral Biomarkers of Autism Spectrum Disorder Based on Electrodermal Activity and Virtual Reality.Mariano Alcañiz Raya, Irene Alice Chicchi Giglioli, Javier Marín-Morales, Juan L. Higuera-Trujillo, Elena Olmos, Maria E. Minissi, Gonzalo Teruel Garcia, Marian Sirera & Luis Abad - 2020 - Frontiers in Human Neuroscience 14.
  6.  8
    Negritud afroargentina en la literatura regionalista folklórica de Draghi Lucero. Esclavos y Mandingas en Las mil y una noches argentinasAfroargentine negritude in folkloristic regional literature by Draghi Lucero. Slaves and Mandingas in Las mil y una noches argentinas. [REVIEW]Orlando Gabriel Morales - forthcoming - Corpus: Archivos virtuales de la alteridad americana.
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  7.  50
    Virtual morality: transitioning from moral judgment to moral action?Kathryn B. Francis, Charles Howard, Ian S. Howard, Michaela Gummerum, Giorgio Ganis, Grace Anderson & Sylvia Terbeck - unknown
    The nature of moral action versus moral judgment has been extensively debated in numerous disciplines. We introduce Virtual Reality (VR) moral paradigms examining the action individuals take in a high emotionally arousing, direct action-focused, moral scenario. In two studies involving qualitatively different populations, we found a greater endorsement of utilitarian responses–killing one in order to save many others–when action was required in moral virtual dilemmas compared to their judgment counterparts. Heart rate in virtual moral dilemmas was significantly (...)
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  8.  40
    Virtual morality in the helping professions: simulated action and resilience.Kathryn B. Francis, Michaela Gummerum, Giorgio Ganis, Ian S. Howard & Sylvia Terbeck - 2018 - British Journal of Psychology 109 (3):442-465.
    Recent advances in virtual technologies have allowed the investigation of simulated moral actions in aversive moral dilemmas. Previous studies have employed diverse populations in order to explore these actions, with little research considering the significance of occupation on moral decision-making. For the first time, in this study we have investigated simulated moral actions in Virtual Reality made by professionally trained paramedics and fire service incident commanders who are frequently faced with and must respond to moral dilemmas. We found (...)
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  9. Virtual moral agency, virtual moral responsibility: on the moral significance of the appearance, perception, and performance of artificial agents. [REVIEW]Mark Coeckelbergh - 2009 - AI and Society 24 (2):181-189.
  10.  45
    Socratic nudges, virtual moral assistants and the problem of autonomy.Francisco Lara & Blanca Rodríguez-López - forthcoming - AI and Society:1-13.
    Many of our daily activities are now made more convenient and efficient by virtual assistants, and the day when they can be designed to instruct us in certain skills, such as those needed to make moral judgements, is not far off. In this paper we ask to what extent it would be ethically acceptable for these so-called virtual assistants for moral enhancement to use subtle strategies, known as “nudges”, to influence our decisions. To achieve our goal, we will (...)
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  11. Graham Houston, Virtual Morality[REVIEW]Gordon Graham - 1998 - Ends and Means 3 (1).
     
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  12. 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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  13.  13
    Artificial Morality: Virtuous Robots for Virtual Games.Peter Danielson - 1992 - London: Routledge.
    This book explores the role of artificial intelligence in the development of a claim that morality is person-made and rational. Professor Danielson builds moral robots that do better than amoral competitors in a tournament of games like the Prisoners Dilemma and Chicken. The book thus engages in current controversies over the adequacy of the received theory of rational choice. It sides with Gauthier and McClennan, who extend the devices of rational choice to include moral constraint. Artificial Morality goes (...)
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  14.  5
    Artificial Morality: Virtuous Robots for Virtual Games.Peter Danielson - 1992 - Routledge.
    This book explores the role of artificial intelligence in the development of a claim that morality is person-made and rational. Professor Danielson builds moral robots that do better than amoral competitors in a tournament of games like the Prisoners Dilemma and Chicken. The book thus engages in current controversies over the adequacy of the received theory of rational choice. It sides with Gauthier and McClennan, who extend the devices of rational choice to include moral constraint. _Artificial Morality_ goes further, (...)
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  15. Virtual worlds and moral evaluation.Jeff Dunn - 2012 - Ethics and Information Technology 14 (4):255-265.
    Consider the multi-user virtual worlds of online games such as EVE and World of Warcraft, or the multi-user virtual world of Second Life. Suppose a player performs an action in one of these worlds, via his or her virtual character, which would be wrong, if the virtual world were real. What is the moral status of this virtual action? In this paper I consider arguments for and against the Asymmetry Thesis: the thesis that such (...) actions are never wrong. I also explain how the truth of the Asymmetry Thesis is closely aligned with the possibility of what Edward Castronova has called closed synthetic worlds. With some qualifications, the ultimate conclusion is that the Asymmetry Thesis is false and that these closed worlds are impossible. (shrink)
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  16.  52
    Moral Judgments, Fantasies, and Virtual Worlds.Earl Spurgin - 2009 - International Journal of Applied Philosophy 23 (2):271-284.
    Some argue that moral judgments apply to fantasies because they can lead to action. Others argue that we should not assume that fantasies will lead to action and should not judge them morally unless they do. Still others argue that evaluating fantasies through their possible connections to action is misguided since fantasies contribute to our characters. I argue for the liberal position that fantasies that do not contribute causally to immoral acts are not subject to moral judgments. I make that (...)
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  17.  41
    Moral Hazards on the Road to the “Virtual” Corporation.Thomas M. Jones & Norman E. Bowie - 1998 - Business Ethics Quarterly 8 (2):273-292.
    In recent years, two topics have made prominent debuts in the management literature—“virtual” corporations and trust within and among organizations. These two themes are related in that trust is important to the success of the virtual corporation. This article argues that confidence in the development of virtual corporations may be premature because of what we call the Virtual Corporation Paradox. This paradox can be succinctly stated: the short-term, transient deal-making on which the efficiency of the (...) corporation rests greatly impedes the development of the mutually trusting and cooperative relationships on which its success depends. We examine both economic and sociological explanations for the emergence of trust in similar situations and find both deficient. We conclude that the success of virtual corporations will ultimately depend on an ethics-based form of corporate “character” that allows firms to develop trusting relationships without the usual safeguards or social norms. (shrink)
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  18.  14
    A Virtual Prosthesis for Morality? Experiential Learning through XR Technologies for Autonomy Enhancement of Psychiatric Offenders.Jon Rueda & Emma Dore-Horgan - 2022 - American Journal of Bioethics Neuroscience 13 (3):163-165.
  19.  42
    Virtuality and Morality.Lucas D. Introna - 2001 - Philosophy in the Contemporary World 8 (1):31-39.
    This paper critically describes the mediation of social relations by information technology, drawing on the work of Emmanuel Levinas. In the first of three movements, I discuss ethical relations as primordial sociality based in proximity. In the second movement I discuss the how the self encounters the Other, the ethical contact. How can the self make contact with the Other without turning the Other into a theme, a concept or a category? In the third movement, I discuss the electronic mediation (...)
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  20. 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 (...)
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  21.  29
    Ethics in the Virtual World: The Morality and Psychology of Gaming.Garry Young - 2013 - Durham, UK: Routledge.
    Ethics in the Virtual World examines the gamer's enactment of taboo activities in the context of both traditional and contemporary philosophical approaches to morality. The book argues that it is more productive to consider what individuals are able to cope with psychologically than to determine whether a virtual act or representation is necessarily good or bad. The book raises pertinent questions about one of the most rapidly expanding leisure pursuits in western culture: should virtual enactments warrant (...)
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  22. Human Decisions in Moral Dilemmas are Largely Described by Utilitarianism: Virtual Car Driving Study Provides Guidelines for Autonomous Driving Vehicles.Anja K. Faulhaber, Anke Dittmer, Felix Blind, Maximilian A. Wächter, Silja Timm, Leon R. Sütfeld, Achim Stephan, Gordon Pipa & Peter König - 2019 - Science and Engineering Ethics 25 (2):399-418.
    Ethical thought experiments such as the trolley dilemma have been investigated extensively in the past, showing that humans act in utilitarian ways, trying to cause as little overall damage as possible. These trolley dilemmas have gained renewed attention over the past few years, especially due to the necessity of implementing moral decisions in autonomous driving vehicles. We conducted a set of experiments in which participants experienced modified trolley dilemmas as drivers in virtual reality environments. Participants had to make decisions (...)
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  23. Doing Good with Virtual Reality: The Ethics of Using Virtual Simulations for Improving Human Morality.Jon Rueda (ed.) - 2023 - New York: Routledge.
    Much of the excitement and concern with virtual reality (VR) has to do with the impact of virtual experiences on our moral conduct in the “real world”. VR technologies offer vivid simulations that may impact prosocial dispositions and abilities or emotions related to morality. Whereas some experiences could facilitate particular moral behaviors, VR could also inculcate bad moral habits or lead to the surreptitious development of nefarious moral traits. In this chapter, I offer an overview of the (...)
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  24. Artificial Beings Worthy of Moral Consideration in Virtual Environments: An Analysis of Ethical Viability.Stefano Gualeni - 2020 - Journal of Virtual Worlds Research 13 (1).
    This article explores whether and under which circumstances it is ethically viable to include artificial beings worthy of moral consideration in virtual environments. In particular, the article focuses on virtual environments such as those in digital games and training simulations – interactive and persistent digital artifacts designed to fulfill specific purposes, such as entertainment, education, training, or persuasion. The article introduces the criteria for moral consideration that serve as a framework for this analysis. Adopting this framework, the article (...)
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  25.  47
    Why a Virtual Assistant for Moral Enhancement When We Could have a Socrates?Francisco Lara - 2021 - Science and Engineering Ethics 27 (4):1-27.
    Can Artificial Intelligence be more effective than human instruction for the moral enhancement of people? The author argues that it only would be if the use of this technology were aimed at increasing the individual's capacity to reflectively decide for themselves, rather than at directly influencing behaviour. To support this, it is shown how a disregard for personal autonomy, in particular, invalidates the main proposals for applying new technologies, both biomedical and AI-based, to moral enhancement. As an alternative to these (...)
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  26.  60
    The Real, the Virtual, and the Moral: Ethics at the Intersection of Consciousness.Thomas H. Bivins & Julianne H. Newton - 2003 - Journal of Mass Media Ethics 18 (3-4):213-229.
    The promise of virtual reality is that it may eventually lead us to a "third state of consciousness" transcending the objective reality of our embodied beings and opening up to us a world of expanded realization. However, the recurring themes of our hero myths, both religious and secular, remind us of the importance of remaining grounded in the real world of embodied people and phenomenal perception. Advances in neuroscience even suggest that unconscious processing of perceptual stimuli may guide our (...)
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  27.  93
    Theft of virtual items in online multiplayer computer games: an ontological and moral analysis.Litska Strikwerda - 2012 - Ethics and Information Technology 14 (2):89-97.
    In 2009 Dutch judges convicted several minors for theft of virtual items in the virtual worlds of online multiplayer computer games. From a legal point of view these convictions gave rise to the question whether virtual items should count as “objects” that can be “stolen” under criminal law. This legal question has both an ontological and a moral component. The question whether or not virtual items count as “objects” that can be “stolen” is an ontological question. (...)
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  28.  59
    Empathy training through virtual reality: moral enhancement with the freedom to fall?Anda Zahiu, Emilian Mihailov, Brian D. Earp, Kathryn B. Francis & Julian Savulescu - 2023 - Ethics and Information Technology 25 (4):1-14.
    We propose to expand the conversation around moral enhancement from direct brain-altering methods to include technological means of modifying the environments and media through which agents can achieve moral improvement. Virtual Reality (VR) based enhancement would not bypass a person’s agency, much less their capacity for reasoned reflection. It would allow agents to critically engage with moral insights occasioned by a technologically mediated intervention. Users would gain access to a vivid ‘experience machine’ that allows for embodied presence and immersion (...)
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  29.  7
    El Progreso Moral Del Espacio Virtual: Del Otro Significante Al Otro Generalizado.Jose Felipe Alarcón González - 2023 - Endoxa 51.
    El uso del espacio virtual invita a una reflexión ética sobre su impacto moral. Sociólogos, psicólogos y filósofos son incapaces acordar sus implicaciones éticas. El presente artículo examina el espacio virtual a través de la teoría de La Construcción Social de la Realidad de Peter L. Berger y Thomas Luckmann, que sostiene que el otro significante conforma el carácter del individuo. Se argumenta que el ciberespacio produce un progreso moral. Por un lado, la multiplicidad de otros significantes representa (...)
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  30.  85
    Crashing a virtual funeral: morality in MMORPGs.Morgan Luck - 2009 - Journal of Information, Communication and Ethics in Society 7 (4):280-285.
    PurposeThe purpose of this paper is to outline a case where people's intuitions regarding the ethical status of an action performed in a massively multiplayer online role‐playing game are divided, and provide an argument to resolve this division.Design/methodology/approachThis paper takes a philosophical approach, from the analytical tradition. It details the main arguments for each side and provides counter‐arguments in order to indicate the salient points.FindingsThe paper argues that, of the three arguments for the morality of particular virtual action (...)
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  31. 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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  32. 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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  33.  19
    The effect of professional ethics workshop with virtual follow-up on nurses moral distress.Ali Ghahremani, Fatemeh Esmaelzadeh, Mahboobeh Khosravani & Mohaddeseh Mohsenpour - 2022 - Clinical Ethics 17 (2):191-197.
    Research objectivesMoral distress is a common phenomenon among nurses and can negatively affect their mental health and quality of the care. This study aimed to determine the effect of professional ethics workshop with virtual follow-up on the moral distress of nurses.MethodsThis experimental study was performed on 50 nurses in Ghaem Hospital, Mashhad, Iran. The intervention group received 8-hour professional ethics workshop and 4 weeks follow-up through social network. The moral distress was evaluated through the Moral Distress Scale-Revised at the (...)
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  34. Peter Danielson, Artificial Morality: Virtuous Robots for Virtual Games Reviewed by.Paul Viminitz - 1993 - Philosophy in Review 13 (5):223-225.
     
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  35.  92
    The Grave Resolution to the Gamer’s Dilemma: an Argument for a Moral Distinction Between Virtual Murder and Virtual Child Molestation.Morgan Luck - 2022 - Philosophia 50 (3):1287-1308.
    In this paper a new resolution to the gamer’s dilemma is presented. The first part of the paper is devoted to strictly formulating the dilemma, and the second to establishing its resolution. The proposed resolution, the grave resolution, aims to resolve not only the gamer’s dilemma, but also a wider set of analogous paradoxes – which together make up the paradox of treating wrongdoing lightly.
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  36.  72
    Gary Young, Resolving the gamer’s dilemma: examining the moral and psychological differences between virtual murder and virtual paedophilia: Palgrave Macmillan, 2016. ISBN 978-3-319-46594-4; pp. v, 139.Ryan Dennison - 2017 - Ethics and Information Technology 19 (3):237-239.
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  37. Why virtual friendship is no genuine friendship.Barbro Fröding & Martin Peterson - 2012 - Ethics and Information Technology 14 (3):201-207.
    Based on a modern reading of Aristotle’s theory of friendship, we argue that virtual friendship does not qualify as genuine friendship. By ‘virtual friendship’ we mean the type of friendship that exists on the internet, and seldom or never is combined with real life interaction. A ‘traditional friendship’ is, in contrast, the type of friendship that involves substantial real life interaction, and we claim that only this type can merit the label ‘genuine friendship’ and thus qualify as morally (...)
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  38.  74
    On crimes and punishments in virtual worlds: bots, the failure of punishment and players as moral entrepreneurs.Stefano De Paoli & Aphra Kerr - 2012 - Ethics and Information Technology 14 (2):73-87.
    This paper focuses on the role of punishment as a critical social mechanism for cheating prevention in MMORPGs. The role of punishment is empirically investigated in a case study of the MMORPG Tibia and by focusing on the use of bots to cheat. We describe the failure of punishment in Tibia, which is perceived by players as one of the elements facilitating the proliferation of bots. In this process some players act as a moral enterprising group contributing to the reform (...)
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  39.  62
    Virtual competitions and the gamer’s dilemma.Karim Nader - 2020 - Ethics and Information Technology 22 (3):239-245.
    This paper expands Rami Ali’s dissolution of the gamer’s dilemma (Ethics Inf Technol 17:267-274, 2015). Morgan Luck’s gamer’s dilemma (Ethics Inf Technol 11(1):31-36, 2009) rests on our having diverging intuition when considering virtual murder and virtual child molestation in video games. Virtual murder is seemingly permissible, when virtual child molestation is not and there is no obvious morally relevant difference between the two. Ali argues that virtual murder and virtual child molestation are equally permissible/impermissible (...)
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  40. The Ethics of Virtual Sexual Assault.John Danaher - 2023 - In Carissa Véliz (ed.), The Oxford Handbook of Digital Ethics. Oxford University Press.
    This chapter addresses the growing problem of unwanted sexual interactions in virtual environments. It reviews the available evidence regarding the prevalence and severity of this problem. It then argues that due to the potential harms of such interactions, as well as their nonconsensual nature, there is a good prima facie argument for viewing them as serious moral wrongs. Does this prima facie argument hold up to scrutiny? After considering three major objections – the ‘it’s not real’ objection; the ‘it’s (...)
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  41. Getting 'virtual' wrongs right.Robert Francis John Seddon - 2013 - Ethics and Information Technology 15 (1):1-11.
    Whilst some philosophical progress has been made on the ethical evaluation of playing video games, the exact subject matter of this enquiry remains surprisingly opaque. ‘Virtual murder’, simulation, representation and more are found in a literature yet to settle into a tested and cohesive terminology. Querying the language of the virtual in particular, I suggest that it is at once inexplicit and laden with presuppositions potentially liable to hinder anyone aiming to construct general philosophical claims about an ethics (...)
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  42. Virtual Reality Translation of Philippa Foot's Trolley Problem.Erick Ramirez, Scott LaBarge, Miles Elliott & Carl Maggio - manuscript
    A virtual reality translation of Philippa Foot's original "Trolley Problem." These modules are free to download and use in the classroom and for research/x-phi purposes. -/- *Requires an Oculus Rift or HTC Vive and VR capable computer. To open the files, uncompress the downloaded .zip folder and run the executable (.exe) file.
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  43. Jogos eletrônicos e aspectos morais: a borda entre o virtual e o atual // Electronic games and moral aspects: the border between virtual and actual.Daniela Karine Ramos - 2013 - Conjectura: Filosofia E Educação 18 (1):105-119.
    Este trabalho tem como objetivo discutir aspectos relacionados à virtualização e à liberdade presentes nos jogos eletrônicos que se configuram como novos espaços de vivências, interação e subjetivação. Para tanto, buscamos captar a singularidade presente na relação que os jogadoresestabelecem com o espaço virtual, utilizando como inspiração metodológica a cartografia. Na pesquisa, cinco jovens foram observados e relataram suas experiências com os jogos eletrônicos. A partir disso, identificamos que os jogos eletrônicos como espaços virtuais permitem lidar com a noção (...)
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  44.  81
    Virtual killing.Carl David Https://Orcidorg191X Mildenberger - 2017 - Philosophical Studies 174 (1):185-203.
    Debates that revolve around the topic of morality and fiction rarely explicitly treat virtual worlds like, for example, Second Life. The reason for this disregard cannot be that all users of virtual worlds only do the right thing while online—for they sometimes even virtually kill each other. Is it wrong to kill other people in a virtual world? It depends. This essay analyzes on what it depends, why it is that killing people in a virtual (...)
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  45.  86
    Virtual Reality Interview (Metaphysics and Epistemology): "Welcome Back!".Erick Jose Ramirez & Miles Elliott - manuscript
    This is a virtual reality simulation that imagines its subject as emerging from a long stint in Robert Nozick's "Experience Machine." The simulation is an interview (with many branching paths) meant to gauge the subject's views on the metaphysics of virtual objects and the ethics of virtual actions. It draws heavily from the published work of David Chalmers, Mark Silcox, Jon Cogburn, Morgan Luck, and Nick Bostrom. *Requires an Oculus Rift (or Rift-S) or HTC Vive and a (...)
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  46. Virtual fictional actions.Karim Nader - forthcoming - Journal of Aesthetics and Art Criticism.
    Virtual fictionalism is the view that virtual reality is a kind of fiction. We imagine that what we see and hear in virtual reality is real, although it is not. The problem with this view is that there are real moral concerns with our use of virtual reality, from violent video games to cases of virtual groping on social platforms. If what we do in virtual reality is just make-believe, the fictionalist cannot explain the (...)
     
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  47. Virtual Reality not for “being someone” but for “being in someone else’s shoes”: Avoiding misconceptions in empathy enhancement.Francisco Lara & Jon Rueda - 2021 - Frontiers in Psychology 12:3674.
    Erick J. Ramirez, Miles Elliott and Per‑Erik Milam (2021) have recently claimed that using Virtual Reality (VR) as an educational nudge to promote empathy is unethical. These authors argue that the influence exerted on the participant through virtual simulation is based on the deception of making them believe that they are someone else when this is impossible. This makes the use of VR for empathy enhancement a manipulative strategy in itself. In this article, we show that Ramirez et (...)
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  48. Book note: Danielson, P. artificial morality: virtuous robots for virtual games.Luc Bovens - 1993 - Political Studies 41:719.
  49. Virtual Reality Translation of Nozick's Experience Machine.Erick Ramirez, Carl Maggio, Miles Elliott & Lia Petronio - manuscript
    A virtual reality translation of Robert Nozick's "Experience Machine" thought experiment from his "Anarchy, State, and Utopia" (1974). These modules are free to download and use in the classroom and for research/x-phi purposes. NPCs are randomized for gender during startup of each run. *Requires an Oculus Rift or HTC Vive and VR capable computer. To open the files, uncompress the downloaded .zip folder and run the executable (.exe) file. -/- V1.2 Fixed missing projector video footage during experience machine sales (...)
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  50.  30
    The virtual simulation of child sexual abuse: online gameworld users’ views, understanding and responses to sexual ageplay.Carla Reeves - 2018 - Ethics and Information Technology 20 (2):101-113.
    This paper explores cultural understandings of virtual sexual ageplay in the online world of Second Life. Online sexual ageplay is the virtual simulation of child abuse by consensual adults operating in-world with child computer characters. Second Life is primarily governed by Community Standards which rely on residents to recognise sexual ageplay and report it, which requires an appreciation of how residents view, understand and construct sexual ageplay. The research presented drew on 12 months of resident blog posts referring (...)
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