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The Virtual and the Real

Disputatio 9 (46):309-352 (2017)

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  1. Anarchy, State, and Utopia.Robert Nozick - 1974 - New York: Basic Books.
    Winner of the 1975 National Book Award, this brilliant and widely acclaimed book is a powerful philosophical challenge to the most widely held political and social positions of our age--liberal, socialist, and conservative.
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  • What Are Videogames Anyway?Grant Tavinor - 2009-09-21 - In Dominic McIver Lopes (ed.), The Art of Videogames. Wiley‐Blackwell. pp. 15–33.
    This chapter contains sections titled: On Definition Theories of Gaming A Definition of Videogames.
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  • False reflections.Maarten Steenhagen - 2017 - Philosophical Studies 174 (5):1227-1242.
    Philosophers and psychologists often assume that mirror reflections are optical illusions. According to many authors, what we see in a mirror appears to be behind it. I discuss two strategies to resist this piece of dogma. As I will show, the conviction that mirror reflections are illusions is rooted in a confused conception of the relations between location, direction, and visibility. This conception is unacceptable to those who take seriously the way in which mirrors contribute to our experience of the (...)
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  • The building blocks of the full body ownership illusion.Antonella Maselli & Mel Slater - 2013 - Frontiers in Human Neuroscience 7.
  • Cognitive Penetration of Colour Experience: Rethinking the Issue in Light of an Indirect Mechanism.Fiona Macpherson - 2011 - Philosophy and Phenomenological Research 84 (1):24-62.
    Can the phenomenal character of perceptual experience be altered by the states of one's cognitive system, for example, one's thoughts or beliefs? If one thinks that this can happen then one thinks that there can be cognitive penetration of perceptual experience; otherwise, one thinks that perceptual experience is cognitively impenetrable. I claim that there is one alleged case of cognitive penetration that cannot be explained away by the standard strategies one can typically use to explain away alleged cases. The case (...)
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  • Cognition does not affect perception: Evaluating the evidence for “top-down” effects.Chaz Firestone & Brian J. Scholl - 2016 - Behavioral and Brain Sciences 39:1-72.
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  • Specular Space.Clare Mac Cumhaill - 2011 - Proceedings of the Aristotelian Society 111 (3pt3):487-495.
    I argue that when empty space is seen in mirrors—that is, when perceptual specular experience is veridical—specular empty space is, like pictorial empty space, seen-in. I explain how the phenomenal expansiveness of specular reflections can nonetheless be reconciled with the see-through look of specular space.
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  • Against Brain-in-a-Vatism: On the Value of Virtual Reality.Jon Cogburn & Mark Silcox - 2014 - Philosophy and Technology 27 (4):561-579.
    The term “virtual reality” was first coined by Antonin Artaud to describe a value-adding characteristic of certain types of theatrical performances. The expression has more recently come to refer to a broad range of incipient digital technologies that many current philosophers regard as a serious threat to human autonomy and well-being. Their concerns, which are formulated most succinctly in “brain in a vat”-type thought experiments and in Robert Nozick's famous “experience machine” argument, reflect a fundamental misunderstanding of the way that (...)
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  • Philosophy Through Video Games.Jon Cogburn & Mark Silcox - 2008 - New York: Routledge. Edited by Mark Silcox.
    How can _Wii Sports_ teach us about metaphysics? Can playing _World of Warcraft_ lead to greater self-consciousness? How can we learn about aesthetics, ethics and divine attributes from _Zork_, _Grand Theft Auto_, and _Civilization_? A variety of increasingly sophisticated video games are rapidly overtaking books, films, and television as America's most popular form of media entertainment. It is estimated that by 2011 over 30 percent of US households will own a Wii console - about the same percentage that owned a (...)
     
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  • Virtual Realism.Michael Heim - 2000 - Oxford University Press USA.
    Virtual Realism is an art form and a way of living with technology. To explain it, Michael Heim draws on a hypertext of topics, from answering machines to interactive art, from engineering to television programs, from the meaning of UFOs to the Internet. The book begins with the primer 'VR 101'. The issues are discussed, then several chapters illustrate virtual realism with tours through art exhibits and engineering projects. Each chapter suggests a harmony of technology with lifestyle.
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  • The Conscious Mind: In Search of a Fundamental Theory (2nd edition).David J. Chalmers - 1996 - Oxford University Press.
    The book is an extended study of the problem of consciousness. After setting up the problem, I argue that reductive explanation of consciousness is impossible , and that if one takes consciousness seriously, one has to go beyond a strict materialist framework. In the second half of the book, I move toward a positive theory of consciousness with fundamental laws linking the physical and the experiential in a systematic way. Finally, I use the ideas and arguments developed earlier to defend (...)
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  • Philosophy through video games.Jon Cogburn - 2009 - New York: Routledge. Edited by Mark Silcox.
    I, player : the puzzle of personal identity (MMORPGS and Virtual Communities) -- The game inside the mind, the mind inside the game (The Nintendo Wii Gaming Console) -- Realistic blood and gore : do violent games make violent gamers? (First-person Shooters) -- Games and God's goodness (World-builder and Tycoon Games) -- The metaphysics of interactive art (Puzzle and Adventure Games) -- Artificial and human intelligence (Single-player RPGS) -- Epilogue: Video games and the meaning of life.
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  • Anarchy, State, and Utopia.Robert Nozick - 1974 - Philosophy 52 (199):102-105.
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  • The matrix as metaphysics.David J. Chalmers - 2005 - In Christopher Grau (ed.), Philosophers Explore the Matrix. Oxford University Press. pp. 132.
    The Matrix presents a version of an old philosophical fable: the brain in a vat. A disembodied brain is floating in a vat, inside a scientist’s laboratory. The scientist has arranged that the brain will be stimulated with the same sort of inputs that a normal embodied brain receives. To do this, the brain is connected to a giant computer simulation of a world. The simulation determines which inputs the brain receives. When the brain produces outputs, these are fed back (...)
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  • Fiction and Fictional Worlds in Videogames.Aaron Meskin & Jon Robson - 2012 - In J. R. Sageng, T. M. Larsen & H. Fossheim (eds.), The Philosophy of Computer Games. Springer. pp. 201-18.
  • Affordances and the Contents of Perception.Susanna Siegel - 2014 - In Berit Brogaard (ed.), Does Perception Have Content? Oxford University Press. pp. 39-76.