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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. Virtual Augmented Reality (VAR): insides for web based management education.Nicolas Van Vosselen, M. Mathew & Fernand Vandamme - forthcoming - Communication and Cognition: Monographies.
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  3. Augmented Reality in the AI Era: A Scientific and Philosophical Exploration | Shubham K Dominic |.Shubham K. Dominic - 2024 - Emerging Technology 9 (xii).
    Augmented Reality (AR), driven by Artificial Intelligence (AI), is transforming how we interact with the world. Recent technologies, like AI-powered smart glasses, are increasingly blending the physical and digital realms. While AR presents exciting new possibilities, it also raises deeper philosophical questions about what we consider reality.
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  4. Virtual Embodiment or: When I Enter Cyberspace, What Body Will I Inhabit?Heft Peter - 2023 - Cosmos and History : The Journal of Natural and Social Philosophy 19 (1):193-211.
    The following paper attempts to look at virtual reality technologies—and the (dis)embodiment affected by them—through a phenomenological lens. Specifically, augmenting traditional discussions of virtual reality as a purely technical problem, this paper seeks to bring Maurice Merleau-Ponty’s embodied phenomenology into the discussion to try to make sense of both what body we leave behind and what body we gain as we enter virtual worlds. To do this, I look both at historical examples of virtual reality technologies and their methods of (...)
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  5. Virtual reality as a path to self-knowledge.Lukas Schwengerer - 2023 - Synthese 202 (87):1-21.
    I discuss how virtual reality can be used to acquire self-knowledge. Lawlor (Philos Phenomenol Res 79(1):47–75, 2009) and Cassam (Vices of the mind: from the intellectual to the political. OUP, Oxford, 2014) develop inferential accounts of self-knowledge in which one can use imagination to acquire self-knowledge. This is done by actively prompting imaginary scenarios and observing one’s reactions to those scenarios. These reactions are then used as the inferential basis for acquiring self-knowledge. I suggest that the imaginary scenarios can be (...)
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  6. Entra nei miei sogni. Recensione di G. Grossi, La notte dei simulacri. Sogno, cinema, realtà virtuale, Johan & Levy, Monza 2021. [REVIEW]Giulia Andreini - 2022 - Cinergie 22:207-209.
  7. Virtual Teaching: Arabic language Teachers' Perspectives on Online Virtual Classroom Effectiveness During and Beyond COVID-19.Abdullah Bin Mohammed Al-Subaie - 2022 - Postmodern Openings 13 (3):439-452.
    The aim was to investigate and assess the acceptance of virtual classes among Arabic language student teachers during and beyond covid-19. Quantitative research is carried out with the aim to assess the acceptance of virtual classes among Arabic language student teachers during and beyond covid-19. It uses a survey-based methodology to obtain data from the respondents. An online questionnaire was used to collect data via Facebook and WhatsApp groups. 450 questionnaire responses were received. They were 300 males, and 150 females. (...)
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  8. 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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  9. Piloting Virtual Reality Photo-Based Tours among Students of a Filipino Language Class: A Case of Emergency Remote Teaching in Japan.Roberto Bacani Figueroa Jr, Florinda Amparo Palma Gil & Hiroshi Taniguchi - 2022 - Avant: Trends in Interdisciplinary Studies 13 (2).
    The State of Emergency declaration in Japan due to the COVID-19 pandemic affected many aspects of society in the country, much like the rest of the world. One sector that felt its disruptive impact was education. As educational institutions raced to implement emergency remote teaching (ERT) to continue providing the learning needs of students, some have opened to innovative interventions. This paper describes a case of ERT where Filipino vocabulary was taught to a class of Japanese students taking Philippine Studies (...)
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  10. What Is Immersion? Towards a Phenomenology of Virtual Reality.Saulius Geniusas - 2022 - Journal of Phenomenological Psychology 53 (1):1-24.
    Although the importance of the concept of immersion in game studies is indisputable, its meaning remains imprecise and ambiguous. My goal here is to develop a phenomenological clarification of this concept. I begin by clarifying how immersion has been understood in game studies. I further contend that immersion in digital games should be recognized as one modality of immersion among others. This basic realization allows one to open a dialogue between game studies and phenomenology. I develop a phenomenological conception of (...)
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  11. Chalmers on Virtual Reality: Realism on the Cheap?Steffen Koch - 2022 - Analysis 82 (4):766-774.
    You sit in your office and put on the latest pair of virtual reality (VR) goggles. Suddenly, you stand in the middle of Times Square. A car almost hits you. You.
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  12. 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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  13. 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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  14. Chapter 10: Preserving Authenticity in Virtual Heritage, Virtual Heritage: A Guide.Erik M. Champion - 2021 - In Erik Malcolm Champion (ed.), Virtual Heritage: A Guide. London:
    Virtual heritage has been explained as virtual reality applied to cultural heritage, but this definition only scratches the surface of the fascinating applications, tools and challenges of this fast-changing interdisciplinary field. This book provides an accessible but concise edited coverage of the main topics, tools and issues in virtual heritage. -/- Leading international scholars have provided chapters to explain current issues in accuracy and precision; challenges in adopting advanced animation techniques; shows how archaeological learning can be developed in Minecraft; they (...)
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  15. 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.
  16. “I Am Not Your Robot:” the metaphysical challenge of humanity’s AIS ownership.Tyler L. Jaynes - 2021 - AI and Society 37 (4):1689-1702.
    Despite the reality that self-learning artificial intelligence systems (SLAIS) 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 (...)
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  17. 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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  18. 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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  19. 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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  20. Virtual Reality in Marketing: A Framework, Review, and Research Agenda.Mariano Alcañiz, Enrique Bigné & Jaime Guixeres - 2019 - Frontiers in Psychology 10.
  21. Blade Runner 2049: A Philosophical Exploration.Timothy Shanahan & Paul Smart (eds.) - 2019 - 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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  22. The Joi of Holograms.Paul Smart - 2019 - In Timothy Shanahan & Paul Smart (eds.), Blade Runner 2049: A Philosophical Exploration. Abingdon, UK: Routledge. pp. 127–148.
  23. 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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  24. (1 other version)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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  25. 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.
  26. The Virtual Reality of the Invisible Hand.Tieffenbach Emma - 2016 - Social Science Information 55 (1):115-134.
    Self-centred based explanations such as invisible-hand accounts look like armchair constructions with no relevance to the real world. Whether and how they nonetheless provide an insight into social reality is a puzzling matter. Philip Pettit’s idea of self-interest virtually bearing on choices offers the prospect of a solution. In order to assess the latter we first distinguish between three variants of invisible-hand explanations, namely: a normative, an historical and a theoretical one. We then show that, while the model of virtual (...)
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  27. 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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  28. 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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  29. Virtual Reality: The Last Human Narrative?Thorsten Botz-Bornstein - 2015 - Boston: 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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  30. Critical Gaming: Interactive History and Virtual Heritage.Erik 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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  31. Fantasies of Identity, Love, and Self-Knowledge in the Age of the Web and Virtual Reality.Gila Safran Naveh - 2015 - Semiotics:185-194.
  32. 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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  33. Virtual Worlds as Philosophical Tools - How to Philosophize with a Digital Hammer.Stefano Gualeni - 2014 - Basingstoke, UK: Palgrave.
    What is it like to be a human being in a simulated world? Will experiencing worlds that are not “actual” change our way of structuring thought? Can virtual worlds open up new possibilities for philosophizing? -/- Virtual Worlds as Philosophical Tools tries to answer those questions from a perspective that is informed and inspired by the philosophy of technology, media theory and the design of digital games. Despite being presented here in a form that is almost exclusively textual, its contents (...)
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  34. 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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  35. The aesthetic of immersion in the immersive dome environment (IDE): Stepping between the real and the virtual worlds for further self-constitution?Isabella Buczek - 2012 - Technoetic Arts 10 (1):3-10.
    In the immersion process the border between the canvas and the spectator or between screen and user dissolves, and the distance or physical separation between virtual and physical space is no longer given. The self can expand into the virtual, to test its own boundaries by abandoning the materiality of the limited corpus (Ostermann and Wenzel 2011). This phenomenon can also be understood as a dialogue, an important exchange, which can be itself an illuminating experience for the self and the (...)
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  36. 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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  37. 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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  38. 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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  39. 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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  40. Virtual reality and computer simulation.Philip Brey - 2008 - In K. E. Himma & H. T. Tavani (eds.), The handbook of information and computer ethics. Wiley. pp. 361–384.
  41. MindReal: how the mind creates its own virtual reality.Robert Evan Ornstein - 2008 - Boston, MA: Malor Books. Edited by Ted Dewan.
    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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  42. Virtual Aspects of the Fairy Tale.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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  43. Thinking through Virtual Reality.Richard Coyne - 2007 - Techné: Research in Philosophy and Technology 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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  44. 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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  45. 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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  46. 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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  47. 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.
  48. Virtual Reality and Dreams.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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  49. Emagic Logic Virtual Instruments: A User's Guide.Stephen Bennett - 2003 - Pc.
    Emagic Logic is shipped with several virtual instruments. Though similar to VST instruments (VSTi), they are available only for Logic and thus have been written to tightly integrate with the sequencer and preserve precious CPU resources. Some of these are free with the program and some need to be purchased from Emagic. They range from simple to complex synthesisers alongside virtual emulations of several classic keyboards.This book covers the set-up and use of these Logic Instruments, along with tips and tricks. (...)
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  50. (1 other version)An Explorer of Virtual Reality.O. Herec - 2003 - Filozofia 58:636-655.
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