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  1. Virtual Reality Thought Experiments Module Package (Includes VR Training Room).Erick Ramirez, Scott LaBarge, Miles Elliott & Carl Maggio - manuscript
    A virtual reality module that incorporates a training room (for subjects to become accommodated to virtual environments) and VR translations of Philippa Foot's Trolley Problem and Judith Thomson's Violinist thought experiment. -/- These modules are free to use for classroom or research/x-phi purposes. This set of modules is optimized for the HTC Vive. If you have an Oculus Rift, please see our VR modules optimized for the rift. -/- *Requires an HTC Vive and VR capable computer. To access the simulation, (...)
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  2. Both Physical and Virtual: On Immediacy in Esports.David Ekdahl - 2022 - Frontiers in Sports and Active Living 4.
    This article strives to make novel headway in the debate concerning esports' relationship to sports by focusing on the relationship between esports and physicality. More precisely, the aim of this article is to critically assess the claim that esports fails to be sports because it is never properly “direct” or “immediate” compared to physical sports. To do so, I focus on the account of physicality presented by Jason Holt, who provides a theoretical framework meant to justify the claim that esports (...)
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  3. Effects of Ordered Grasping Movement on Brain Function in the Performance Virtual Reality Task: A Near-Infrared Spectroscopy Study.Xiangyang Li, Jiahui Yin, Huiyuan Li, Gongcheng Xu, Congcong Huo, Hui Xie, Wenhao Li, Jizhong Liu & Zengyong Li - 2022 - Frontiers in Human Neuroscience 16.
    ObjectiveVirtual reality grasping exercise training helps patients participate actively in their recovery and is a critical approach to the rehabilitation of hand dysfunction. This study aimed to explore the effects of active participation and VR grasping on brain function combined with the kinematic information obtained during VR exercises.MethodsThe cerebral oxygenation signals of the prefrontal cortex, the motor cortex, and the occipital cortex were measured by functional near-infrared spectroscopy in 18 young people during the resting state, grasping movements, and VR grasping (...)
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  4. Virtual Reality-Integrated Immersion-Based Teaching to English Language Learning Outcome.Yu Xie, Yang Liu, Fengrui Zhang & Ping Zhou - 2022 - Frontiers in Psychology 12.
    Globalization and informatization are reshaping human life and social behaviors. The purpose is to explore the worldwide strategies to cultivate international talents with a global vision. As a global language with the largest population, English, and especially its learning effect, have always been the major concerns of scholars and educators. This work innovatively studies the combination of immersion-based English teaching with virtual reality technology. Then, based on the experimental design mode, 106 students from a Chinese school were selected for a (...)
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  5. Sing C. Chew, Ecology, Artificial Intelligence, and Virtual Reality: Life in the Digital Dark Ages.Joshua C. Gellers - 2021 - Environmental Values 30 (6):789-791.
  6. “I Am Not Your Robot:” the Metaphysical Challenge of Humanity’s AIS Ownership.Tyler L. Jaynes - 2021 - AI and Society.
    Despite the reality that self-learning artificial intelligence systems are gaining in sophistication, humanity’s focus regarding SLAIS-human interactions are unnervingly centred upon transnational commercial sectors and, most generally, around issues of intellectual property law. But as SLAIS gain greater environmental interaction capabilities in digital spaces, or the ability to self-author code to drive their development as algorithmic models, a concern arises as to whether a system that displays a “deceptive” level of human-like engagement with users in our physical world ought to (...)
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  7. Does What We Dream Feel Present? Two Varieties of Presence and Implications for Measuring Presence in VR.Michael Barkasi - 2020 - Synthese 199 (1-2):2525-2551.
    What’s presented in our normal waking perceptual visual experiences feels present to us, while what we “see” in pictures and imagine does not. What about dreams? Does what we “see” in a dream feel present? Jennifer Windt has argued for an affirmative answer, for all dreams. But the dreams which flow from the brain’s registration of myoclonic twitches present a challenge to this answer. During these dreams motion-guiding vision is shut off, and, as Mohan Matthen has argued, motion-guiding vision seems (...)
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  8. Virtual Existentialism: Meaning and Subjectivity in Virtual Worlds.Stefano Gualeni & Daniel Vella - 2020 - Basingstoke, UK: Palgrave Pivot.
    This book explores what it means to exist in virtual worlds. Chiefly drawing on the philosophical traditions of existentialism, it articulates the idea that — by means of our technical equipment and coordinated practices — human beings disclose contexts or worlds in which they can perceive, feel, act, and think. More specifically, this book discusses how virtual worlds allow human beings to take new perspectives on their values and beliefs, and explore previously unexperienced ways of being. Virtual Existentialism will be (...)
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  9. Blade Runner 2049: A Philosophical Exploration.Timothy Shanahan & Paul Richard Smart (eds.) - 2020 - Abingdon, UK: Routledge.
    Widely acclaimed upon its release as a future classic, Denis Villeneuve’s Blade Runner 2049 is visually stunning, philosophically profound, and a provocative extension of the story in Ridley Scott’s Blade Runner. Containing specially commissioned chapters by a roster of international contributors, this fascinating collection explores philosophical questions that abound in Blade Runner 2049, including: -/- What distinguishes the authentically "human" person? How might natality condition one’s experience of being-in-the-world? How might shared memories feature in the constitution of personal identities? What (...)
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  10. The Joi of Holograms.Paul Smart - 2020 - In Timothy Shanahan & Paul R. Smart (eds.), Blade Runner 2049: A Philosophical Exploration. Abingdon, UK: Routledge. pp. 127–148.
  11. Designing the Smart Operator 4.0 for Human Values: A Value Sensitive Design Approach.Steven Umbrello, Antonio Padovano & Lucia Gazzaneo - 2020 - Procedia Manufacturing 42:219-226.
    Emerging technologies such as cloud computing, augmented and virtual reality, artificial intelligence and robotics, among others, are transforming the field of manufacturing and industry as a whole in unprecedent ways. This fourth industrial revolution is consequentially changing how operators that have been crucial to industry success go about their practices in industrial environments. This short paper briefly introduces the notion of the Operator 4.0 as well as how this novel way of conceptualizing the human operator necessarily implicates human values in (...)
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  12. 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 relaxed. With each (...)
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  13. Programming Planck Units From a Virtual Electron; a Simulation Hypothesis (Summary).Malcolm Macleod - 2018 - Eur. Phys. J. Plus 133:278.
    The Simulation Hypothesis proposes that all of reality, including the earth and the universe, is in fact an artificial simulation, analogous to a computer simulation, and as such our reality is an illusion. In this essay I describe a method for programming mass, length, time and charge (MLTA) as geometrical objects derived from the formula for a virtual electron; $f_e = 4\pi^2r^3$ ($r = 2^6 3 \pi^2 \alpha \Omega^5$) where the fine structure constant $\alpha$ = 137.03599... and $\Omega$ = 2.00713494... (...)
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  14. 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.
  15. The Unreality of Virtual Reality: An Approach From Philosophical Skepticism.Ricardo Guzmán & Milagros Varguez - 2016 - Apuntes Filosóficos 25 (48):69-83.
    Philosophical analysis plays a fundamental role in understanding new forms of human and social configuration in relation to the use of new technologies, such as Virtual Reality. In this article we offer a small contribution to this issue by analyzing the concept of Virtual Reality in the light of two perspectives from philosophical skepticism about reality: that of George Berkeley as a representative of subjective idealism and the derivative of the skeptical hypothesis about the real world represented by the image (...)
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  16. Living-Into, Living-With: A Schutzian Account of the Player/Character Relationship.Rebecca A. Hardesty - 2016 - Glimpse 17:27-34.
    Games Studies reveals the performative nature of playing a character in a virtual-game-world (Nitsche 2008, p.205; Pearce 2006, p.1; Taylor 2002, p.48). Tbe Player/Character relationship is typically understood in terms of the player’s in-game “presence” (Boellstorff 2008, p.89; Schroeder 2002, p.6). This gives the appearance that living-into a game-world is an all-or- nothing affair: either the player is “present” in the game-world, or they are not. I argue that, in fact, a constitutive phenomenology reveals the Player/Character relationship to be a (...)
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  17. Virtual Reality: The Last Human Narrative?Thorsten Botz-Bornstein - 2015 - Brill | Rodopi.
    Is virtual reality the latest grand narrative that humanity has produced? This book attempts to disentangle the common characteristics of human reality and posthuman virtual reality by examining discourses on psychoanalysis, gene-technology, globalization, and contemporary art.
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  18. Critical Gaming: Interactive History and Virtual Heritage.Erik M. Champion - 2015 - London: Routledge.
    Critical Gaming: Interactive History and Virtual Heritage can be seen as a collection of chapters designed to provoke thought and discussion, or it can be seen and used as separate chapters that may help class debate in courses dealing with the digital humanities, game studies (especially in the areas of serious games and game-based learning) or aspects of virtual heritage. While there are very few books in this intersecting area, the range of topics that could be investigated and debated is (...)
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  19. Fantasies of Identity, Love, and Self-Knowledge in the Age of the Web and Virtual Reality.Gila Safran Naveh - 2015 - Semiotics:185-194.
  20. Connecting Interactive Arts and Virtual Reality with Enaction.Pierre De Loor, Kristen Manac'H., Charlie Windelschmidt, Frédéric Devillers, Pierre Chevaillier & Jacques Tisseau - 2014 - Journal of Virtual Reality and Broadcasting 11 (4).
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  21. Good Practice in Virtual Worlds Teaching: Designing a Framework Through the Euroversity Project.Judith Molka-Danielsen, Darren Mundy, Stella Hadjistassou & Cristina Stefannelli - 2014 - Iris 35.
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  22. The Aesthetic of Immersion in the Immersive Dome Environment : Stepping Between the Real and the Virtual Worlds for Further Self-Constitution?Isabella Buczek - 2012 - Technoetic Arts 10 (1):3-10.
  23. Affectivity, Biopolitics and the Virtual Reality of War.Pasi Väliaho - 2012 - Theory, Culture and Society 29 (2):63-83.
    At the focal point of contemporary biopolitical knowledge and power is human life in its contingent, evolutionary and emergent properties: the living as adaptive and affective beings, characterized in particular by their capacity to experience stress and fear that works together with vital survival mechanisms. This article addresses new techniques of psychiatric power and therapeutic epistemologies that have emerged in present-day military-scientific as well as media technological assemblages to define and capture the human in its psychobiological states of emergency. Specifically, (...)
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  24. Hello Avatar: Dijital Neslin Yükselişi.Beth Coleman - 2011 - MIT Press.
    What is an avatar -- More than just another pretty face : the avatar effect -- Interview with the virtual cannibal -- Virtual presence -- X-reality, a conclusion.
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  25. Information Dynamics in Virtual Worlds: Gaming and Beyond.Woody Evans - 2011 - Chandos.
    Presents a broad examination of the nature of virtual worlds and the potential they provide in managing and expressing information practices through that medium, grounding information professionals and students of new media in the fundamental elements of virtual worlds and online gaming. The book details the practical issues in finding and using information in virtual environments and presents a general theory of librarianship as it relates to virtual gaming worlds. It is encompassed by a set of best practice methods that (...)
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  26. Playing With The Past.Erik M. Champion - 2010 - London: Springer.
    How can we increase awareness and understanding of other cultures using interactive digital visualizations of past civilizations? In order to answer the above question, this book first examines the needs and requirements of virtual travelers and virtual tourists. Is there a market for virtual travel? Erik Champion examines the overall success of current virtual environments, especially the phenomenon of computer gaming. Why are computer games and simulations so much more successful than other types of virtual environments? Arguments that virtual environments (...)
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  27. Mindreal: How the Mind Creates its Own Virtual Reality.Robert Evan Ornstein - 2008 - Malor Books.
    The world we touch, see and hear is not the "real" world -- How the mind transforms the world : the life of the mind -- The time to create the mind's reality -- Priming consciousness -- Mixing and remixing the elements of experience -- The mind plays its little shell games -- A change of pace for a change of mind.
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  28. Virtual Aspects of the Fairy Tale: Philosophical Approach.Alekseeva Olga Pavlovna - 2008 - Proceedings of the Xxii World Congress of Philosophy 26:77-79.
    Virtual elements can be found not only in information and computer technologies but in such cultural phenomenon as fairy tale. "Virtual" as a philosophical concept has no any categorical and generally shared definition nowadays. The main properties of a virtual reality are geniture, actuality, autonomy and interactivity. In the fairy tale context we treat virtual as a transformed form, a feature of being artificial and created with the help of imagination, built-on a day-to-day existence, having self-entirety and determinancy and crossing (...)
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  29. Thinking Through Virtual Reality.Richard Coyne - 2007 - Techne 10 (3):26-38.
    Critics and researchers apply various criteria to evaluate the efficacy of VR, including the conformity of VR environments to the character of place. I wish to add a further test: do VR environments enable thought? The paper thus applies to VR the controversial proposition advanced by Clark and others that thinking, i.e. human cognitive processes, are situated and spatial. As a further term in this mix I introduce the concept of non-place, as elucidated by Augé and propose that non-places can (...)
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  30. Economy As Virtual Reality.Jörg Wurzer - 2007 - The Proceedings of the Twenty-First World Congress of Philosophy 5:171-174.
    National economies have developed self-reinforcing tendencies and detached themselves from real economic life. In order to understand this phenomenon and find political instruments to control it, systems of national economies can be conceived as virtual realities. This requires a new comprehension of reality. The author suggests different ontological classes, which can be described in terms of the relations among them.
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  31. The Ethics of Reality and Virtual Reality: Latour, Facts and Values.Mariam Fraser - 2006 - History of the Human Sciences 19 (2):45-72.
    In the context of the question of the extent to which science studies is able to mount an adequate critique of contemporary developments in science and technology, and in view of the proliferating interest in ethics across the social sciences, this article has two aims. Firstly to address some of the implications for ethics of Bruno Latour's, and to a lesser extent Alfred North Whitehead’s, conceptions of reality, both of which have a bearing on the long-standing dichotomy between facts and (...)
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  32. The Concept of Strong and Weak Virtual Reality.Andreas Martin Lisewski - 2006 - Minds and Machines 16 (2):201-219.
    We approach the virtual reality phenomenon by studying its relationship to set theory. This approach offers a characterization of virtual reality in set theoretic terms, and we investigate the case where this is done using the wellfoundedness property. Our hypothesis is that non-wellfounded sets (so-called hypersets) give rise to a different quality of virtual reality than do familiar wellfounded sets. To elaborate this hypothesis, we describe virtual reality through Sommerhoff’s categories of first- and second-order self-awareness; introduced as necessary conditions for (...)
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  33. At the Interface: Theology and Virtual Reality, by Sr. Mary Timothy Prokes.Louise A. Mitchell - 2005 - The National Catholic Bioethics Quarterly 5 (4):851-854.
  34. Virtual Reality and Dreams: Towards the Autistic Condition?Thorsten Botz-Borstein - 2004 - Philosophy in the Contemporary World 11 (2):1-10.
    The virtual annuls all suspension of time that could, through its tragic or stylistic character, confer to time an existential value. This condition is contrasted with time as it functions in dreams. On the grounds of these observations it is shown that there are resemblances between “autistic” symptoms and the virtual world.
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  35. Virtual Reality.Derek Stanovsky - 2004 - In L. Floridi (ed.), The Blackwell Guide to the Philosophy of Computing and Information. Blackwell. pp. 167--177.
  36. The Reality of the Virtual: Continental Philosophy and the Digital Age.Noah M. Horwitz - 2003 - Dissertation, Loyola University of Chicago
    What is the 'virtual'? While the 'virtual' in its traditional, metaphysical determination has been construed as something illusory or 'less real' , if the virtual poses a contemporary question, it is because the new computer-mediated phenomena for which this term is currently invoked do not lack reality, but rather have a specific reality unto themselves. For this reason, instead of trying to understand virtual reality as a secondary or illusory world, it is rather, for us, a question of determining the (...)
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  37. Process and (Virtual) Reality: Thoughts on Technology and Value.Peter Limper - 2002 - Process Studies 31 (1):130-145.
  38. Virtual Reality and Metastable Interactivity.Neb Kujunszic - 2001 - Ends and Means 5 (1).
  39. Surviving the Age of Virtual Reality.Thomas Langan - 2000 - University of Missouri.
    As the technological phenomenon known as the worldwide web permeates civilization, it creates some cultures and destroys others. In this pioneering book, philosopher Thomas Langan explores "virtual reality"Can inherently contradictory phrase"and the effects of technology on our very being. In our present-day high- technology environment, making simple, everyday decisions is difficult because the virtual world we've created doesn't necessarily operate according to the old "common sense." To retain our intellectual fitness, we must, Langan argues, consider these essential questions: If virtual (...)
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  40. The Corporeal Body in Virtual Reality.Craig D. Murray & Judith Sixsmith - 1999 - Ethos: Journal of the Society for Psychological Anthropology 27 (3):315-343.
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  41. Theory of the Artificial: Virtual Replications and the Revenge of Reality.Massimo Negrotti - 1999 - Intellect Books.
    The Theory of the Artificial aims at what happens when people try to reproduce a natural object or process in the scientific fields, from artificial intelligence to bio-engineering, and also in art and communication where the reproduction process is itself a central issue. What does it mean to create the artificial? What are its limits? What are the features of an object built to reproduce natural objects or processes? As observations are linked to the generation of both mental and cultural (...)
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  42. Physical, Psychological and Virtual Realities.Max Velmans - 1998 - In John Wood (ed.), The Virtual Embodied: Presence, Practice, Technology. London: Routledge. pp. 45-60.
    This chapter examines the similarities and differences between physical, psychological and virtual realities, and challenges some conventional, implicitly dualist assumptions about how these relate to each other. Virtual realities are not easily understood in either dualist or materialist reductive terms, as they exemplify the reflexive nature of perception. The chapter summarises some of the evidence for this “reflexive model”—and examines some of its consequences for the “hard” problem of consciousness. The chapter then goes on to consider how these realities might (...)
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  43. Leibniz's Palace of the Fates: A 17th Century Virtual Reality System.Eric Steinhart - 1997 - Presence: Teleoperators and Virtual Environments 6 (1):133-135.
    One way to think logically about virtual reality systems is to think of them as interactive depictions of possible worlds. Leibniz's "Palace of the Fates" is probably the earliest description of an interactive virtual reality system. Leibniz describes a system for the simulation of possible worlds by a human user in the actual world. He describes a user-interface for interacting multiple possible worlds and their histories.
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  44. Over-Writing the Body: Virtual Reality and Cartesian Metahysics.Robert Switzer - 1997 - Philosophy Today 41 (4):507.
  45. Geography, Identity, and Embodiment in Virtual Reality.Kenneth James Hillis - 1996 - Dissertation, The University of Wisconsin - Madison
    Virtual Reality is a hybrid term that refers to immersive and non-immersive forms of interactive Information Technology, as well as the environments these technologies construct. Virtual environments are iconographic representational spaces that propose particular geographic illusions and fantasies. Virtual Reality promotes a long-standing belief that absolute space exerts independent force. However, the technology also suggests that personal control over space can be achieved in a relational or even relative fashion. Virtual Reality makes a semi-explicit claim that it organizes a place (...)
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  46. The Virtual Reality of Homo Economicus.Philip Pettit - 1995 - The Monist 78 (3):308-329.
    The economic explanation of individual behaviour, even behaviour outside the traditional province of the market, projects a distinctively economic image on the minds of the agents involved. It suggests that, in regard to motivation and rationality, they conform to the profile of homo economicus. But this suggestion, by many lights, flies in the face of common sense; it conflicts with our ordinary assumptions about how we each feel and think in most situations, certainly most non-market situations, and about how that (...)
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  47. Spiritual Franciscan Classics and Religious Formation in the Age of Virtual Reality and Infomania.T. Johnson - 1994 - Miscellanea Francescana 94 (1-2):3-19.
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  48. Virtual Reality: Theory, Practice, and Promise.Sandra K. Helsel & Judith Paris Roth - 1991 - Information Today Incorporated.
    On the creation of highly interactive, computer-based multimedia environments in which the user becomes a participant with the computer in a "virtually real" world. Essentially, the volume is a republication of articles published in the summer 1990 issue of Multimedia review, plus an additional previously unpublished article on metaphysics, a directory of companies and individuals working with virtual reality concepts and technology, and a suggested readings list. Annotation copyrighted by Book News, Inc., Portland, OR.
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  49. Virtual Laboratories and Virtual Worlds.Piet Hut - unknown
    Since we cannot put stars in a laboratory, astrophysicists had to wait till the invention of computers before becoming laboratory scientists. For half a century now, we have been conducting experiments in our virtual laboratories. However, we ourselves have remained behind the keyboard, with the screen of the monitor separating us from the world we are simulating. Recently, 3D on-line technology, developed first for games but now deployed in virtual worlds like Second Life, is beginning to make it possible for (...)
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  50. Knowledge, Uncertainty and Belief in the Age of Virtual Reality.Ramona Fotiade - unknown
    This paper explores notions of realism, evidence, undecidability and faith in the context of our relationship with images following the digital revolution and the transition from a culture of analog photographic and filmic records to the new space-time of virtual reality. The argument provide a reappraisal of modern and post-modern conceptions of the photographic image and of film, which have queried the inherent realism of the indexical photographic sign, and have highlighted the fraught ontological and temporal nature of images supposed (...)
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