Results for ' Virtual Action'

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  1.  71
    Virtual action.Jan-Hendrik Heinrichs - 2020 - Ethics and Information Technology 23 (3):317-330.
    In the debate about actions in virtual environments two interdependent types of question have been pondered: What is a person doing who acts in a virtual environment? Second, can virtual actions be evaluated morally? These questions have been discussed using examples from morally dubious computer games, which seem to revel in atrocities. The examples were introduced using the terminology of “virtual murder” “virtual rape” and “virtual pedophilia”. The terminological choice had a lasting impact on (...)
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  2.  57
    Virtual action: O'Regan & noë meet Bergson.Stephen E. Robbins - 2004 - Behavioral and Brain Sciences 27 (6):906-907.
    Bergson, writing in 1896, anticipated “sensorimotor contingencies” under the concept that perception is “virtual action.” But to explain the external image, he embedded this concept in a holographic framework where time-motion is an indivisible and the relation of subject/object is in terms of time. The target article's account of qualitative visual experience falls short for lack of this larger framework. [Objects] send back, then, to my body, as would a mirror, their eventual influence; they take rank in an (...)
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  3. Do virtual actions avoid the chinese room?John G. Taylor - 2002 - In John Mark Bishop & John Preston (eds.), Views Into the Chinese Room: New Essays on Searle and Artificial Intelligence. London: Oxford University Press.
     
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  4. The Ethical Status of Virtual Actions.Geert Gooskens - 2010 - Ethical Perspectives 17 (1):59-78.
    One of the most interesting features of the computer is its ability to create virtual environments. These environments allow us to interact with objects that are simulated by the computer and are not real. They thus allow us to realize actions that have no repercussions whatsoever on the non-virtual world. This seems to qualify virtual environments as an ideal playground to do all kinds of things that would be labelled ethically wrong if realized in the real world. (...)
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  5.  19
    Virtual action and real action have different impacts on comprehension of concrete verbs.Claudia Repetto, Pietro Cipresso & Giuseppe Riva - 2015 - Frontiers in Psychology 6.
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  6.  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 (...)
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  7.  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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  8.  11
    Virtual, visible, and actionable: Data assemblages and the sightlines of justice.Sheila Jasanoff - 2017 - Big Data and Society 4 (2).
    This paper explores the politics of representing events in the world in the form of data points, data sets, or data associations. Data collection involves an act of seeing and recording something that was previously hidden and possibly unnamed. The incidences included in a data set are not random or unrelated but stand for coherent, classifiable phenomena in the world. Moreover, for data to have an impact on law and policy, such information must be seen as actionable, that is, the (...)
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  9. 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 (...)
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  10.  8
    Virtual Reality Action Interactive Teaching Artificial Intelligence Education System.Liangfu Jiang - 2021 - Complexity 2021:1-11.
    Comprehensively improving the level of vocational education and teaching quality has become an important initiative to meet the new round of technological revolution and industrial change. The traditional teaching mode can no longer meet the needs of industries and enterprises for job competences, and all higher education institutions are actively thinking about how to carry out teaching reform. Virtual reality can effectively solve the above-mentioned drawbacks, but the hardware facilities of the existing VR systems are extremely expensive, making it (...)
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  11.  63
    Real action in a virtual world.Melvyn A. Goodale - 2001 - Behavioral and Brain Sciences 24 (5):984-985.
    O'Regan & Noë run into some difficulty in trying to reconcile their “seeing as acting” proposal with the perception and action account of the functions of the two streams of visual projections in the primate cerebral cortex. I suggest that part of the problem is their reluctance to acknowledge that the mechanisms in the ventral stream may play a more critical role in visual awareness and qualia than mechanisms in the dorsal stream.
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  12.  15
    The virtual embodied: presence/practice/technology.John Wood (ed.) - 1998 - New York: Routledge.
    The Virtual Embodied is intended to inform and provoke. It juxtaposes cutting-edge theories, polemics, and creative practices to uncover ethical, aesthetic and ecological implications of why, how and in particular where, human actions, observations and insights take place. It refuses simply to hold a euphoric view of technology yet equally resists the apocalyptic scorn which surrounds the new. The contributors use a range of interdisciplinary strategies to point to a re-worked aesthetic for embodying knowledge and explore such areas as (...)
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  13. Emotion and Ethics in Virtual Reality.Alex Fisher - forthcoming - Australasian Journal of Philosophy.
    It is controversial whether virtual reality should be considered fictional or real. Virtual fictionalists claim that objects and events within virtual reality are merely fictional: they are imagined and do not exist. Virtual realists argue that virtual objects and events really exist. This metaphysical debate might appear important for some of the practical questions that arise regarding how to morally evaluate and legally regulate virtual reality. For instance, one advantage claimed of virtual realism (...)
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  14. 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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  15.  6
    Virtual Religious Conflict: From Cyberspace to Reality.Awaludin Pimay & Agus Riyadi - 2023 - HTS Theological Studies 79 (1):6.
    Freedom of expression on social media is sometimes carried out unethically and often undermines religious symbols, resulting in friction and destructive actions. This research was conducted with the aim of knowing the polarisation of religious conflict in cyberspace and the process of diffusion of religious conflict from the virtual world to the real world. This type of research is descriptive qualitative. This research was conducted in Central Java, namely, in the cities of Solo and Semarang. The results of the (...)
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  16.  12
    Owning a virtual body entails owning the value of its actions in a detection-of-deception procedure.Maria Pyasik & Lorenzo Pia - 2021 - Cognition 212 (C):104693.
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  17. The ethics of representation and action in virtual reality.Philip Brey - 1999 - Ethics and Information Technology 1 (1):5-14.
    This essay addresses ethical aspects of the design and use of virtual reality (VR) systems, focusing on the behavioral options made available in such systems and the manner in which reality is represented or simulated in them. An assessment is made of the morality of immoral behavior in virtual reality, and of the virtual modeling of such behavior. Thereafter, the ethical aspects of misrepresentation and biased representation in VR applications are discussed.
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  18. Joint action goals reduce visuomotor interference effects from a partner’s incongruent actions.Sam Clarke, Luke McEllin, Anna Francová, Marcell Székely, Stephen Andrew Butterfill & John Michael - 2019 - Scientific Reports 9 (1).
    Joint actions often require agents to track others’ actions while planning and executing physically incongruent actions of their own. Previous research has indicated that this can lead to visuomotor interference effects when it occurs outside of joint action. How is this avoided or overcome in joint actions? We hypothesized that when joint action partners represent their actions as interrelated components of a plan to bring about a joint action goal, each partner’s movements need not be represented in (...)
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  19.  7
    Deep-Breathing Biofeedback Trainability in a Virtual-Reality Action Game: A Single-Case Design Study With Police Trainers.Abele Michela, Jacobien M. van Peer, Jan C. Brammer, Anique Nies, Marieke M. J. W. van Rooij, Robert Oostenveld, Wendy Dorrestijn, Annika S. Smit, Karin Roelofs, Floris Klumpers & Isabela Granic - 2022 - Frontiers in Psychology 13.
    It is widely recognized that police performance may be hindered by psychophysiological state changes during acute stress. To address the need for awareness and control of these physiological changes, police academies in many countries have implemented Heart-Rate Variability biofeedback training. Despite these trainings now being widely delivered in classroom setups, they typically lack the arousing action context needed for successful transfer to the operational field, where officers must apply learned skills, particularly when stress levels rise. The study presented here (...)
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  20.  8
    “Tricking the Brain” Using Immersive Virtual Reality: Modifying the Self-Perception Over Embodied Avatar Influences Motor Cortical Excitability and Action Initiation.Karin A. Buetler, Joaquin Penalver-Andres, Özhan Özen, Luca Ferriroli, René M. Müri, Dario Cazzoli & Laura Marchal-Crespo - 2022 - Frontiers in Human Neuroscience 15.
    To offer engaging neurorehabilitation training to neurologic patients, motor tasks are often visualized in virtual reality. Recently introduced head-mounted displays allow to realistically mimic the body of the user from a first-person perspective in a highly immersive VR environment. In this immersive environment, users may embody avatars with different body characteristics. Importantly, body characteristics impact how people perform actions. Therefore, alternating body perceptions using immersive VR may be a powerful tool to promote motor activity in neurologic patients. However, the (...)
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  21.  10
    Using Virtual Reality as a Tool in the Rehabilitation of Movement Abnormalities in Schizophrenia.Anastasia Pavlidou & Sebastian Walther - 2021 - Frontiers in Psychology 11:607312.
    Movement abnormalities are prevalent across all stages of schizophrenia contributing to poor social functioning and reduced quality of life. To date, treatments are scarce, often involving pharmacological agents, but none have been shown to improve movement abnormalities effectively. Virtual reality (VR) is a tool used to simulate virtual environments where behavioral performance can be quantified safely across different tasks while exerting control over stimulus delivery, feedback and measurement in real time. Sensory information is transmittedviaa head mounted display allowing (...)
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  22.  87
    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 (...) outlined in this paper, none are satisfactory. An argument for the immorality of the action in questions based upon the fairness/sportsmanship distinction is offered.Originality/valueThe development of case‐based ethical studies, which draw upon current and controversial events within popular virtual environments, are useful in the construction of a deeper understanding of moral action within such spaces. (shrink)
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  23. Trusting virtual trust.Paul B. de Laat - 2005 - Ethics and Information Technology 7 (3):167-180.
    Can trust evolve on the Internet between virtual strangers? Recently, Pettit answered this question in the negative. Focusing on trust in the sense of ‘dynamic, interactive, and trusting’ reliance on other people, he distinguishes between two forms of trust: primary trust rests on the belief that the other is trustworthy, while the more subtle secondary kind of trust is premised on the belief that the other cherishes one’s esteem, and will, therefore, reply to an act of trust in kind (...)
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  24. My avatar, my self: Virtual harm and attachment.Jessica Wolfendale - 2007 - Ethics and Information Technology 9 (2):111-119.
    Multi-user online environments involve millions of participants world-wide. In these online communities participants can use their online personas – avatars – to chat, fight, make friends, have sex, kill monsters and even get married. Unfortunately participants can also use their avatars to stalk, kill, sexually assault, steal from and torture each other. Despite attempts to minimise the likelihood of interpersonal virtual harm, programmers cannot remove all possibility of online deviant behaviour. Participants are often greatly distressed when their avatars are (...)
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  25.  14
    Trusting Virtual Trust.Paul Laat - 2005 - Ethics and Information Technology 7 (3):167-180.
    Can trust evolve on the Internet between virtual strangers? Recently, Pettit answered this question in the negative. Focusing on trust in the sense of ‘dynamic, interactive, and trusting’ reliance on other people, he distinguishes between two forms of trust: primary trust rests on the belief that the other is trustworthy, while the more subtle secondary kind of trust is premised on the belief that the other cherishes one’s esteem, and will, therefore, reply to an act of trust in kind (...)
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  26.  18
    Bergson on virtuality and perception.Marc Parmentier - 2017 - Methodos 17.
    L'article se propose d'étudier le rôle important que Bergson fait jouer à la notion de « virtuel » dans la théorie de la « perception pure » exposée dans le premier chapitre de Matière et mémoire. Cette théorie fait en effet intervenir successivement les concepts de « perception virtuelle », d'« action virtuelle », d' « image virtuelle ». Malgré les similarités qui apparaissent entre les mécanismes de la perception et de la mémoire qui s'ordonnent toutes deux autour de (...)
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  27. Real wrongs in virtual communities.Thomas M. Powers - 2003 - Ethics and Information Technology 5 (4):191-198.
    Beginning with the well-knowncyber-rape in LambdaMOO, I argue that it ispossible to have real moral wrongs in virtualcommunities. I then generalize the account toshow how it applies to interactions in gamingand discussion communities. My account issupported by a view of moral realism thatacknowledges entities like intentions andcausal properties of actions. Austin's speechact theory is used to show that real people canact in virtual communities in ways that bothestablish practices and moral expectations, andwarrant strong identifications betweenthemselves and their online identities. (...)
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  28. 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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  29.  46
    Work in the virtual enterprise—creating identities, building trust, and sharing knowledge.Lauge Baungaard Rasmussen & Arne Wangel - 2006 - AI and Society 21 (1-2):184-199.
    The emergence of the virtual network enterprise represents a dynamic response to the crisis of the vertical bureaucracy type of business organisation. However, its key performance criteria—interconnectedness and consistency—pose tremendous challenges as the completion of the distributed tasks of the network must be integrated across the barriers of missing face-to-face clues and cultural differences. The social integration of the virtual network involves the creation of identities of the participating nodes, the building of trust between them, and the sharing (...)
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  30. Learning Motivation and Utilization of Virtual Media in Learning Mathematics.Almighty Tabuena & Jupeth Pentang - 2021 - Asia-Africa Journal of Recent Scientific Research 1 (1):65-75.
    This study aims to describe the learning motivation of students using virtual media when they are learning mathematics in grade 5. The research design applied in this research is classroom action research. The research is conducted in two phases which involve planning, action and observation and reflection. The results of the study revealed that intrinsic motivation to learn is most prevalent in the form of fun to learn mathematics with virtual media. Other forms of intrinsic motivation (...)
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  31.  22
    Virtual identity crisis: The phenomenology of Lockean selfhood in the “Age of Disruption”.Michael F. Deckard & Stephen Williamson - 2020 - Indo-Pacific Journal of Phenomenology 20 (1):e1887573.
    From the end of the seventeenth century to now well into the 21st, John Locke’s theory of personal identity has been foundational in the field of philosophy and psychology. Here we suggest that there are two fundamental threads intertwined in Lockean identity, the flux of perception-thought-action (i.e. continuity of consciousness) and memory. Using Maurice Merleau-Ponty, Paul Ricoeur, and Bernard Steigler as guides we will see that these threads constitute a phenomenological self (l’ésprit), a lived experience of our identity that (...)
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  32.  41
    Immersive Virtual Reality Reminiscence Reduces Anxiety in the Oldest-Old Without Causing Serious Side Effects: A Single-Center, Pilot, and Randomized Crossover Study.Kazuyuki Niki, Megumi Yahara, Michiya Inagaki, Nana Takahashi, Akira Watanabe, Takeshi Okuda, Mikiko Ueda, Daisuke Iwai, Kosuke Sato & Toshinori Ito - 2021 - Frontiers in Human Neuroscience 14.
    Background: Dementia is one the major problems of aging societies, and, novel and effective non-drug therapies are required as interventions in the oldest-old to prevent cognitive decline.Objective: This study aims to examine the efficacy and safety of reminiscence using immersive virtual reality focusing on anxiety that often appears with cognitive decline. The secondary objective is to reveal the preference for VR image types for reminiscence: live-action or computer graphics.Methods: This was a pilot, open-label, and randomized crossover study which (...)
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  33.  25
    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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  34.  12
    What's your point? Insights from virtual reality on the relation between intention and action in the production of pointing gestures.Renuka Raghavan, Limor Raviv & David Peeters - 2023 - Cognition 240 (C):105581.
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  35. A sensorimotor account of vision and visual consciousness-Open Peer Commentary-Real action in a virtual world.M. A. Goodale - 2001 - Behavioral and Brain Sciences 24 (5):984-984.
     
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  36. 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 (...)
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  37.  8
    Deanthropological aspects of inauthentic virtuality.Igor Davydov - 2023 - Sotsium I Vlast 1:26-38.
    Introduction. The influence of virtual reality on the processes of deanthropologization becomes an obvious fact of the development of numerical rela- tions that determine philosophical concepts in the direction of posthumanistic discourse. In this type of discourse, a person is reduced to a numerical operation, an intermediate procedural link in the network structure of a numerical relationship with other objects of the digital network. The purpose of the article is to identify the rela- tionship between virtuality and imagination, the (...)
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  38. Habermas on Understanding: Virtual Participation, Dialogue and the Universality of Truth. [REVIEW]Kyung-Man Kim - 2011 - Human Studies 34 (4):393-406.
    Although the success of Habermas’s theory of communicative action depends on his dialogical model of understanding in which a theorist is supposed to participate in the debate with the actors as a ‘virtual participant’ and seek context-transcendent truth through the exchange of speech acts, current literature on the theory of communicative action rarely touches on the difficulties it entails. In the first part of this paper, I will examine Habermas’s argument that understanding other cultural practices requires the (...)
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  39.  87
    How do “virtual” photons and mesons transmit forces between charged particles and nucleons?C. W. Rietdijk - 1977 - Foundations of Physics 7 (5-6):351-374.
    Examining the process of action at a distance, we arrive at the following conclusions: (a) The virtual photons and mesons transmitting Coulomb and nuclear forces, respectively, do not arise from “temporary violations of energy conservation,” but, on the contrary, exactly embody the potential energy corresponding to the relevant forceF that they transmit on their collision with the charged particles or nucleons via the formula Δp=FΔt. (b) In the case of an attractive force, the energy of these photons and (...)
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  40. 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 us (...)
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  41.  8
    Semiclassical Models for Virtual Antiparticle Pairs, the Unit of Charge e, and the QCD Coupling αs.David Batchelor - 2002 - Foundations of Physics 32 (1):51-76.
    New semiclassical models of virtual antiparticle pairs are used to compute the pair lifetimes, and good agreement with the Heisenberg lifetimes from quantum field theory (QFT) is found. The modeling method applies to both the electromagnetic and color forces. Evaluation of the action integral of potential field fluctuation for each interaction potential yields ≈ℏ/2 for both electromagnetic and color fluctuations, in agreement with QFT. Thus each model is a quantized semiclassical representation for such virtual antiparticle pairs, to (...)
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  42.  13
    Virtual Mourning and Memory Construction on Facebook: Here Are the Terms of Use.Kathleen Scheaffer & Rhonda N. McEwen - 2013 - Bulletin of Science, Technology and Society 33 (3-4):64-75.
    This article investigates the online information practices of persons grieving and mourning via Facebook. It examines how, or whether, these practices and Facebook’s terms of use policies have implications for the bereaved and/or the memory of the deceased. To explore these questions, we compared traditional publicly recorded asynchronous modes of grieving (i.e., obituaries) with Facebook’s asynchronous features (i.e., pages, photos, messages, profiles, comments). Additionally, by applying observational techniques to Facebook memorial pages and Facebook profiles, conducting a survey, and interviewing respondents (...)
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  43.  80
    The self is virtual, the will is not illusory.George Ainslie - 2004 - Behavioral and Brain Sciences 27 (5):659-660.
    Wegner makes an excellent case that our sense of ownership of our actions depends on multiple factors, to such an extent that it could be called virtual or even illusory. However, two other core functions of will are initiation of movement and maintenance of resolution, which depend on our accurate monitoring of them. This book shows that will is not an imponderable black box but, rather, an increasingly accessible set of specific functions.
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  44.  7
    Virtual reality boxing: Gaze-contingent manipulation of stimulus properties using blur.Annabelle Limballe, Richard Kulpa, Alexandre Vu, Maé Mavromatis & Simon J. Bennett - 2022 - Frontiers in Psychology 13.
    It has been reported that behavior of experts and novices in various sporting tasks is impervious to the introduction of blur. However, studies have used diverse methods of blurring the visual stimulus, and tasks that did not always preserve the normal perception-action coupling. In the current study, we developed a novel experimental protocol to examine the effect of different levels of Gaussian blur on interception performance and eye gaze data using an immersive VR task. Importantly, this provided a realistic (...)
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  45.  20
    ‘Mind-forg’d Manacles’: Virtual Experience and Innocent Publication.Francine Rochford - 2023 - International Journal for the Semiotics of Law - Revue Internationale de Sémiotique Juridique 36 (5):2193-2206.
    In _Fairfax Media Publications Pty Ltd v Voller_ (‘_Voller_’) the Australian High Court held that media companies maintaining Facebook comment pages could be liable for the defamatory posts of commenters on those sites. The decision focussed entirely on whether, by maintaining the Facebook page, the companies had ‘published’ the statements of commenters. Hearings on other aspects of the tort litigation continue. This paper considers the implications of the tort of defamation on public participation on political will formation where, as is (...)
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  46. Meillassoux’s Virtual Future.Graham Harman - 2011 - Continent 1 (2):78-91.
    continent. 1.2 (2011): 78-91. This article consists of three parts. First, I will review the major themes of Quentin Meillassoux’s After Finitude . Since some of my readers will have read this book and others not, I will try to strike a balance between clear summary and fresh critique. Second, I discuss an unpublished book by Meillassoux unfamiliar to all readers of this article, except those scant few that may have gone digging in the microfilm archives of the École normale (...)
     
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  47.  35
    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 (...)
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  48. 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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    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. (...)
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    Foucault’s Virtual Force Ontology.Christopher Penfield - 2023 - Journal of Speculative Philosophy 37 (3):447-457.
    ABSTRACT Gilles Deleuze’s monograph on Michel Foucault has often been construed as a “metaphysical fiction,” to use Frédéric Gros’s sympathetic phrase. This article takes a different approach, arguing that Foucault’s microphysics of power and Deleuze’s metaphysics of the virtual in fact share a common ontology of forces. In addition to enriching understanding of the two thinkers’ philosophical relation, the article argues that this virtual force ontology clarifies the continuity between Foucault’s earlier and later formulations of power, from microphysics (...)
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