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  1. Ecological and ethical issues in virtual reality research: A call for increased scrutiny.Erick Jose Ramirez - 2018 - Philosophical Psychology 32 (2):211-233.
    We argue that moral judgment studies currently conducted utilizing virtual reality (VR) devices must confront a dilemma due to how virtual environments are designed and how those environments are experienced. We begin by first describing the contexts present in paradigmatic cases of naturalistic moral judgments. We then compare these contexts to current traditional (vignette-based) and VR-based moral judgment research. We show that, contra to paradigmatic cases, vignette-based and VR-based moral judgment research often fails to accurately model the situational features of (...)
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  • How to integrate dreaming into a general theory of consciousness—A critical review of existing positions and suggestions for future research.Jennifer M. Windt & Valdas Noreika - 2011 - Consciousness and Cognition 20 (4):1091-1107.
    In this paper, we address the different ways in which dream research can contribute to interdisciplinary consciousness research. As a second global state of consciousness aside from wakefulness, dreaming is an important contrast condition for theories of waking consciousness. However, programmatic suggestions for integrating dreaming into broader theories of consciousness, for instance by regarding dreams as a model system of standard or pathological wake states, have not yielded straightforward results. We review existing proposals for using dreaming as a model system, (...)
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  • Presence and Cybersickness in Virtual Reality Are Negatively Related: A Review.Séamas Weech, Sophie Kenny & Michael Barnett-Cowan - 2019 - Frontiers in Psychology 10:415654.
    In order to take advantage of the potential offered by the medium of virtual reality, it will be essential to develop an understanding of how to maximize the desirable experience of ‘presence’ in a virtual space (‘being there’), and how to minimize the undesirable feeling of ‘cybersickness’ (a constellation of discomfort symptoms experienced in virtual reality). Although there have been frequent reports of a possible link between the observer’s sense of presence and the experience of bodily discomfort in virtual reality, (...)
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  • Robot telepresence as a practical tool for responsible and open research in trustworthy autonomous systems.Richard Waterstone, Julie M. Robillard & Tony J. Prescott - 2022 - Journal of Responsible Technology 12 (C):100050.
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  • The Evaluation Simulator: A New Approach to Training Music Performance Assessment.George Waddell, Rosie Perkins & Aaron Williamon - 2019 - Frontiers in Psychology 10.
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  • 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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  • Is it distinctively wrong to simulate doing wrong?John Tillson - 2018 - Ethics and Information Technology 20 (3):205-217.
    This paper is concerned with whether there is a moral difference between simulating wrongdoing and consuming non-simulatory representations of wrongdoing. I argue that simulating wrongdoing is (as such) a pro tanto wrong whose wrongness does not tarnish other cases of consuming representations of wrongdoing. While simulating wrongdoing (as such) constitutes a disrespectful act, consuming representations of wrongdoing (as such) does not. I aim to motivate this view in part by bringing a number of intuitive moral judgements into reflective equilibrium, and (...)
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  • Is Consciousness First in Virtual Reality?Mel Slater & Maria V. Sanchez-Vives - 2022 - Frontiers in Psychology 13.
    The prevailing scientific paradigm is that matter is primary and everything, including consciousness can be derived from the laws governing matter. Although the scientific explanation of consciousness on these lines has not been realized, in this view it is only a matter of time before consciousness will be explained through neurobiological activity in the brain, and nothing else. There is an alternative view that holds that it is fundamentally impossible to explain how subjectivity can arise solely out of material processes—“the (...)
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  • Commentary: Virtual Reality, Real Emotions: A Novel Analogue for the Assessment of Risk Factors of Post-traumatic Stress Disorder.Zhongyu Shi - 2022 - Frontiers in Psychology 13.
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  • Virtual Reality as a Potential Tool to Face Frailty Challenges.Silvia Serino, Serena Barello, Francesca Miraglia, Stefano Triberti & Claudia Repetto - 2017 - Frontiers in Psychology 8.
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  • The effect of visual perspective on episodic memory in aging: A virtual reality study.Silvia Serino, Melanie Bieler-Aeschlimann, Andrea Brioschi Guevara, Jean-Francois Démonet & Andrea Serino - 2023 - Consciousness and Cognition 116 (C):103603.
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  • Influence of Music on Anxiety Induced by Fear of Heights in Virtual Reality.Sofia Seinfeld, Ilias Bergstrom, Ausias Pomes, Jorge Arroyo-Palacios, Francisco Vico, Mel Slater & Maria V. Sanchez-Vives - 2015 - Frontiers in Psychology 6.
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  • Anomalous self-experience in depersonalization and schizophrenia: A comparative investigation.Louis Sass, Elizabeth Pienkos, Barnaby Nelson & Nick Medford - 2013 - Consciousness and Cognition 22 (2):430-441.
    Various forms of anomalous self-experience can be seen as central to schizophrenia and other psychiatric disorders. We examined similarities and differences between anomalous self-experiences common in schizophrenia-spectrum disorders, as listed in the EASE , and those described in published accounts of severe depersonalization. Our aims were to consider anomalous self-experience in schizophrenia in a comparative context, to refine and enlarge upon existing descriptions of experiential disturbances in depersonalization, and to explore hypotheses concerning a possible core process in schizophrenia . Numerous (...)
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  • What makes a mental state feel like a memory: feelings of pastness and presence.Melanie Rosen & Michael Barkasi - 2021 - Estudios de Filosofía (Universidad de Antioquia) 64:95-122.
    The intuitive view that memories are characterized by a feeling of pastness, perceptions by a feeling of presence, while imagination lacks either faces challenges from two sides. Some researchers complain that the “feeling of pastness” is either unclear, irrelevant or isn’t a real feature. Others point out that there are cases of memory without the feeling of pastness, perception without presence, and other cross-cutting cases. Here we argue that the feeling of pastness is indeed a real, useful feature, and although (...)
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  • Being in the Past and Perform the Future in a Virtual World: VR Applications to Assess and Enhance Episodic and Prospective Memory in Normal and Pathological Aging.Azzurra Rizzo, Giuditta Gambino, Pierangelo Sardo & Valerio Rizzo - 2020 - Frontiers in Human Neuroscience 14.
  • What it’s like to be a ___: Why it’s (often) unethical to use VR as an empathy nudging tool.Erick Jose Ramirez, Miles Elliott & Per-Erik Milam - 2021 - Ethics and Information Technology 1 (3):527-542.
    In this article, we apply the literature on the ethics of choice-architecture (nudges) to the realm of virtual reality (VR) to point out ethical problems with using VR for empathy-based nudging. Specifically, we argue that VR simulations aiming to enhance empathic understanding of others via perspective-taking will almost always be unethical to develop or deploy. We argue that VR-based empathy enhancement not only faces traditional ethical concerns about nudge (autonomy, welfare, transparency), but also a variant of the semantic variance problem (...)
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  • 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 that (...)
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  • How to (dis)solve the Gamer’s Dilemma.Erick Jose Ramirez - 2020 - Ethical Theory and Moral Practice (1):1-21.
    The Gamer's Dilemma challenges us to find a distinction between virtual murder and virtual pedophilia. Without such a distinction, we are forced to conclude that either both are morally acceptable or that both should be morally illicit. This paper argues that the best way to solve the dilemma is, in one sense, to dissolve it. The Gamer's Dilemma rests on a misunderstanding in the sense that it does not distinguish between the form of a simulation and its surface content. A (...)
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  • Ethical Issues with Simulating the Bridge Problem in VR.Erick Jose Ramirez & Scott LaBarge - 2020 - Science and Engineering Ethics 26 (6):3313-3331.
    We aim to generate a dilemma for virtual reality-based research that we motivate through an extended case study of Judith Thomson’s (1985) Bridge variant of the trolley problem. Though the problem we generate applies more broadly than the Bridge problem, we believe it makes a good exemplar of the kind of case we believe is problematic. First, we argue that simulations of these thought experiments run into a practicality horn that makes it practically impossible to produce them. These problems revolve (...)
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  • Immersing oneself into one’s past: subjective presence can be part of the experience of episodic remembering.Denis Perrin & Michael Barkasi - 2024 - Philosophy and the Mind Sciences 5.
    A common view about the phenomenology of episodic remembering has it that when we remember a perceptual experience, we can relive or re-experience many of its features, but not its characteristic presence. In this paper, we challenge this common view. We first say that presence in perception divides into temporal and locative presence, with locative having two sides, an objective and a subjective one. While we agree with the common view that temporal and objective locative presence cannot be relived in (...)
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  • Putting yourself in the skin of a black avatar reduces implicit racial bias.Tabitha C. Peck, Sofia Seinfeld, Salvatore M. Aglioti & Mel Slater - 2013 - Consciousness and Cognition 22 (3):779-787.
    Although it has been shown that immersive virtual reality can be used to induce illusions of ownership over a virtual body , information on whether this changes implicit interpersonal attitudes is meager. Here we demonstrate that embodiment of light-skinned participants in a dark-skinned VB significantly reduced implicit racial bias against dark-skinned people, in contrast to embodiment in light-skinned, purple-skinned or with no VB. 60 females participated in this between-groups experiment, with a VB substituting their own, with full-body visuomotor synchrony, reflected (...)
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  • Peripersonal space as the space of the bodily self.Jean-Paul Noel, Christian Pfeiffer, Olaf Blanke & Andrea Serino - 2015 - Cognition 144:49-57.
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  • Attitude change induced by different appearances of interaction agents.Shuichi Nishio & Hiroshi Ishiguro - 2011 - International Journal of Machine Consciousness 3 (01):115-126.
  • Crossing the Fictional Line: Moral Graveness, the Gamer’s Dilemma, and the Paradox of Fictionally Going Too Far.Thomas Montefiore & Paul Formosa - 2023 - Philosophy and Technology 36 (3):1-21.
    The Gamer’s Dilemma refers to the philosophical challenge of justifying the intuitive difference people seem to see between the moral permissibility of enacting virtual murder and the moral impermissibility of enacting virtual child molestation in video games (Luck Ethics and Information Technology, 1:31, 2009). Recently, Luck in Philosophia, 50:1287–1308, 2022 has argued that the Gamer’s Dilemma is actually an instance of a more general “paradox”, which he calls the “paradox of treating wrongdoing lightly”, and he proposes a graveness resolution to (...)
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  • Flow and Immersion in Video Games: The Aftermath of a Conceptual Challenge.Lazaros Michailidis, Emili Balaguer-Ballester & Xun He - 2018 - Frontiers in Psychology 9:393107.
    One of the most pleasurable aspects of video games is their ability to induce immersive experiences. However, there appears to be a tentative conceptualization of what an immersive experience is. In this short review, we specifically focus on the terms of flow and immersion, as they are the most widely used and applied definitions in the video game literature, whilst their differences remain disputable. We critically review the concepts separately and proceed with a comparison on their proposed differences. We conclude (...)
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  • Why are dreams interesting for philosophers? The example of minimal phenomenal selfhood, plus an agenda for future research.Thomas Metzinger - 2013 - Frontiers in Psychology 4:746.
    This metatheoretical paper develops a list of new research targets by exploring particularly promising interdisciplinary contact points between empirical dream research and philosophy of mind. The central example is the MPS-problem. It is constituted by the epistemic goal of conceptually isolating and empirically grounding the phenomenal property of “minimal phenomenal selfhood,” which refers to the simplest form of self-consciousness. In order to precisely describe MPS, one must focus on those conditions that are not only causally enabling, but strictly necessary to (...)
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  • 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.
  • Hacking into Cybertherapy: Considering a Gesture-enhanced Therapy with Avatars (g+TA).Gerner Alexander Matthias - 2020 - Kairos 23 (1):32–87.
    This paper will philosophically extend Julian Leff’s Avatar therapy paradigm (AT) for voice-like hallucinations that was initially proposed for treatment-resistant Schizophrenia patients into the realm of gesture-enhanced embodied cognition and Virtual Reality (VR), entitled g+TA (gesture-enhanced Avatar Therapy). I propose an philosophy of technology approach of embodied rhetorics of triadic kinetic “actions” in the sense of Charles Sanders Peirce that transforms the voice hallucination incorporated by an avatar- and that can confront acousmatic voice-like hallucinations with a method of gesture synchronization (...)
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  • Real, rubber or virtual: The vision of “one’s own” body as a means for pain modulation. A narrative review.Matteo Martini - 2016 - Consciousness and Cognition 43:143-151.
  • “Being there” and remembering it: Presence improves memory encoding.Dominique Makowski, Marco Sperduti, Serge Nicolas & Pascale Piolino - 2017 - Consciousness and Cognition 53:194-202.
  • Intentionality and virtual objects: the case of Qiu Chengwei’s dragon sabre.Michael Madary - 2014 - Ethics and Information Technology 16 (3):219-225.
    This article offers an analysis of intentionality for virtual objects and explores some of the ethical implications of this analysis. The main example which serves as a motivation for the article is the case of a Chinese gamer who, in 2005, committed murder in retaliation for the theft of a virtual object, the theft of his virtual dragon sabre. The intentional analysis reveals that the way in which we experience virtual objects shares a structural similarity with the way in which (...)
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  • Pre-Reflective Self-Consciousness.Dorothée Legrand - 2007 - Janus Head 9 (2):493-519.
    Empirical and experiential investigations allow the distinction between observational and non-observational forms of subjective bodily experiences. From a first-person perspective, the biological body can be (1) an "opaque body" taken as an intentional object of observational consciousness, (2) a "performative body" pre-reflectively experienced as a subject/agent, (3) a "transparent body" pre-reflectively experienced as the bodily mode of givenness of objects in the external world, or (4) an "invisible body" absent from experience. It is proposed that pre-reflective bodily experiences rely on (...)
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  • Fractured phenomenologies: Thought insertion, inner speech, and the puzzle of extraneity.Peter Langland-Hassan - 2008 - Mind and Language 23 (4):369-401.
    Abstract: How it is that one's own thoughts can seem to be someone else's? After noting some common missteps of other approaches to this puzzle, I develop a novel cognitive solution, drawing on and critiquing theories that understand inserted thoughts and auditory verbal hallucinations in schizophrenia as stemming from mismatches between predicted and actual sensory feedback. Considerable attention is paid to forging links between the first-person phenomenology of thought insertion and the posits (e.g. efference copy, corollary discharge) of current cognitive (...)
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  • Optimised Multi-Channel Transcranial Direct Current Stimulation (MtDCS) Reveals Differential Involvement of the Right-Ventrolateral Prefrontal Cortex (rVLPFC) and Insular Complex in those Predisposed to Aberrant Experiences.Shalmali D. Joshi, Giulio Ruffini, Helen E. Nuttall, Derrick G. Watson & Jason J. Braithwaite - 2024 - Consciousness and Cognition 117 (C):103610.
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  • Enactive subjectivity as flesh.John Jenkinson - 2017 - Phenomenology and the Cognitive Sciences 16 (5):931-951.
    Maurice Merleau-Ponty’s philosophy of embodiment has been widely adopted by enactivists seeking to provide an account of cognition that is both embodied and embedded. Yet very little attention has been paid to Merleau-Ponty’s later works. This is troubling given that in The Visible and the Invisible Merleau-Ponty revises his conception of embodied subjectivity because he came to the realization that understanding consciousness through the concepts of subject and object imposed a dualistic framework that he was trying to escape. To overcome (...)
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  • The Enactive Approach to Architectural Experience: A Neurophysiological Perspective on Embodiment, Motivation, and Affordances.Andrea Jelić, Gaetano Tieri, Federico De Matteis, Fabio Babiloni & Giovanni Vecchiato - 2016 - Frontiers in Psychology 7.
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  • The Michelangelo Effect: Art Improves the Performance in a Virtual Reality Task Developed for Upper Limb Neurorehabilitation.Marco Iosa, Merve Aydin, Carolina Candelise, Natascia Coda, Giovanni Morone, Gabriella Antonucci, Franco Marinozzi, Fabiano Bini, Stefano Paolucci & Gaetano Tieri - 2021 - Frontiers in Psychology 11.
    The vision of an art masterpiece is associated with brain arousal by neural processes occurring quite spontaneously in the viewer. This aesthetic experience may even elicit a response in the motor areas of the observers. In the neurorehabilitation of patients with stroke, art observation has been used for reducing psychological disorders, and creative art therapy for enhancing physical functions and cognitive abilities. Here, we developed a virtual reality task which allows patients, by moving their hand on a virtual canvas, to (...)
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  • The Principles of Art Therapy in Virtual Reality.Irit Hacmun, Dafna Regev & Roy Salomon - 2018 - Frontiers in Psychology 9.
    In recent years, the field of virtual reality (VR) has shown tremendous advancements and is utilized in fields ranging from entertainment, scientific research, social networks, artistic creation as well as numerous approaches to employ VR for psychotherapy. While the use of VR in psychotherapy has been widely discussed, little attention has been given to the potential of this new medium for art therapy. Artistic expression in virtual reality is a novel medium which offers unique possibilities, extending beyond classical expressive art (...)
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  • Disowning one’s seen real body during an out-of-body illusion.Arvid Guterstam & H. Henrik Ehrsson - 2012 - Consciousness and Cognition 21 (2):1037-1042.
    Under normal circumstances, we experience that our center of awareness is located behind our eyes and inside our own body. To learn more about the perceptual processes that underlie this tight coupling between the spatial dimensions of our consciously perceived self and our physical body, we conducted a series of experiments using an ‘out-of-body illusion’. In this illusion, the conscious sense of self is displaced in the testing room by experimental manipulation of the congruency of visual and tactile information and (...)
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  • Questionnaire Measures and Physiological Correlates of Presence: A Systematic Review.Simone Grassini & Karin Laumann - 2020 - Frontiers in Psychology 11.
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  • Hacking into Cybertherapy: Considering a Gesture-enhanced Therapy with Avatars (g+TA).Alexander Matthias Gerner - 2020 - Kairos 23 (1):32-87.
    This paper will philosophically extend Julian Leff’s Avatar therapy paradigm (AT) for voice-like hallucinations that was initially proposed for treatment-resistant Schizophrenia patients into the realm of gesture-enhanced embodied cognition and Virtual Reality (VR), entitled g+TA (gesture-enhanced Avatar Therapy). I propose an philosophy of technology approach of embodied rhetorics of triadic kinetic “actions” in the sense of Charles Sanders Peirce that transforms the voice hallucination incorporated by an avatar- and that can confront acousmatic voice-like hallucinations with a method of gesture synchronization (...)
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  • May Kantians commit virtual killings that affect no other persons?Tobias Flattery - 2021 - Ethics and Information Technology 23 (4):751-762.
    Are acts of violence performed in virtual environments ever morally wrong, even when no other persons are affected? While some such acts surely reflect deficient moral character, I focus on the moral rightness or wrongness of acts. Typically it’s thought that, on Kant’s moral theory, an act of virtual violence is morally wrong (i.e., violate the Categorical Imperative) only if the act mistreats another person. But I argue that, on Kant’s moral theory, some acts of virtual violence can be morally (...)
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  • Felt Reality and the Opacity of Perception.Jérôme Dokic & Jean-Rémy Martin - 2017 - Topoi 36 (2):299-309.
    We investigate the nature of the sense of presence that usually accompanies perceptual experience. We show that the notion of a sense of presence can be interpreted in two ways, corresponding to the sense that we are acquainted with an object, and the sense that the object is real. In this essay, we focus on the sense of reality. Drawing on several case studies such as derealization disorder, Parkinson’s disease and virtual reality, we argue that the sense of reality is (...)
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  • Is it the real deal? Perception of virtual characters versus humans: an affective cognitive neuroscience perspective.Aline W. de Borst & Beatrice de Gelder - 2015 - Frontiers in Psychology 6.
  • The influence of visual and vestibular orientation cues in a clock reading task.Nicolas Davidenko, Yeram Cheong, Amanda Waterman, Jacob Smith, Barrett Anderson & Sarah Harmon - 2018 - Consciousness and Cognition 64:196-206.
  • Distraction of attention with the use of virtual reality. Influence of the level of game complexity on the level of experienced pain.Marcin Czub & Joanna Piskorz - 2014 - Polish Psychological Bulletin 45 (4):480-487.
    : Research done in recent years shows that Virtual Reality can be an effective tool for distracting attention from pain. The purpose of this study was to test how the complexity of Virtual Environment influences the experienced intensity of thermal pain stimuli. A within-subjects design experiment was conducted, using cold pressor test for pain stimulation. Research was done on 31 students of Wroclaw Universities. Participants played games created for the purpose of the study, using head mounted displays and movement sensors. (...)
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  • The Senses of Agency and Ownership: A Review.Niclas Braun, Stefan Debener, Nadine Spychala, Edith Bongartz, Peter Sörös, Helge H. O. Müller & Alexandra Philipsen - 2018 - Frontiers in Psychology 9.
  • Heart Rate Variability Biofeedback Based on Slow-Paced Breathing With Immersive Virtual Reality Nature Scenery.Johannes Blum, Christoph Rockstroh & Anja S. Göritz - 2019 - Frontiers in Psychology 10.
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  • 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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  • Virtual social environments as a tool for psychological assessment.Felix D. Schönbrodt & Jens B. Asendorpf - unknown