Results for 'Augmented virtuality'

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  1.  27
    Virtuality+: The physical body in virtual reality and the path toward augmented virtuality.Philippe Bédard - 2023 - Aisthesis: Pratiche, Linguaggi E Saperi Dell’Estetico 16 (1):61-72.
    While many scholars have decried the erasure of the body in virtual reality (VR), this paper focuses on the body – and the physical reality for which it stands – as a critical component of any experience of virtual reality. Specifically, studying VR from the perspective of the physical body allows for a more nuanced appreciation of the unique reality of this «virtual» reality. Moreover, this paper argues that the body should not be seen as a distraction from the immersive (...)
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  2.  15
    Editorial: Brain-Computer Interfaces and Augmented/Virtual Reality.Felix Putze, Athanasios Vourvopoulos, Anatole Lécuyer, Dean Krusienski, Sergi Bermúdez I. Badia, Timothy Mullen & Christian Herff - 2020 - Frontiers in Human Neuroscience 14.
  3.  25
    Virtual Augmented Reality (VAR): insides for web based management education.Nicolas Van Vosselen, M. Mathew & Fernand Vandamme - forthcoming - Communication and Cognition: Monographies.
  4.  36
    Apophenoetics: Virtual pattern recognition, the origins of creativity and augmenting the evolution of self.Max Kazemzadeh - 2012 - Technoetic Arts 10 (1):115-123.
    Significance appears as an alignment of stimuli, from a sea of randomly and methodically inputted or stored content into what we might call patterns in the mind. What Klaus Conrad refers to as apophenia, Micheal Shermer as patternicity and Jung as synchronicity, significance serves as synaptic moments recognizing formal elements of a thought, in many cases as individualized personal and possibly ethnocentric experience packets in the mind that have some significance to us. Finding significance in something, or associative significance between (...)
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  5.  6
    Editorial: Virtual, mixed, and augmented reality in cognitive neuroscience and neuropsychology.Dalila Burin, Adriana Salatino & Mounia Ziat - 2022 - Frontiers in Psychology 13.
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  6.  7
    From virtual reality to augmented reality: A neuromarketing perspective.Vincenzo Russo, Marco Bilucaglia & Margherita Zito - 2022 - Frontiers in Psychology 13.
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  7.  11
    A Virtual Versus an Augmented Reality Cooking Task Based-Tools: A Behavioral and Physiological Study on the Assessment of Executive Functions.Irene Alice Chicchi Giglioli, Cristina Bermejo Vidal & Mariano Alcañiz Raya - 2019 - Frontiers in Psychology 10.
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  8. Augmented Reality, Augmented Epistemology, and the Real-World Web.Cody Turner - 2022 - Philosophy and Technology 35 (1):1-28.
    Augmented reality (AR) technologies function to ‘augment’ normal perception by superimposing virtual objects onto an agent’s visual field. The philosophy of augmented reality is a small but growing subfield within the philosophy of technology. Existing work in this subfield includes research on the phenomenology of augmented experiences, the metaphysics of virtual objects, and different ethical issues associated with AR systems, including (but not limited to) issues of privacy, property rights, ownership, trust, and informed consent. This paper addresses (...)
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  9. The Ethics of Virtual and Augmented Reality: Building Worlds, written by Erick Jose Ramirez. [REVIEW]Fritz J. McDonald - 2023 - Journal of Moral Philosophy 20 (5-6):592-595.
    Review of The Ethics of Virtual and Augmented Reality: Building Worlds, written by Erick Jose Ramirez.
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  10. Virtual properties: problems and prospects.Alexandre Declos - 2024 - Erkenntnis.
    According to David Chalmers, the virtual entities found in Virtual Reality (VR) and Augmented Reality (AR) environments instantiate virtual properties of a specific kind. It has recently been objected that such a view (i) can’t extend to all types of properties; (ii) leads to a proliferation of property-types; (iii) implausibly ascribes massive errors to VR and AR users; and (iv) faces an analogue of Jackson’s “many-property problem”. My first objective here is to show that advocates of virtual properties can (...)
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  11.  62
    Augmented reality, augmented ethics: who has the right to augment a particular physical space?Erica L. Neely - 2019 - Ethics and Information Technology 21 (1):11-18.
    Augmented reality blends the virtual and physical worlds such that the virtual content experienced by a user of AR technology depends on the user’s geographical location. Games such as Pokémon GO and technologies such as HoloLens are introducing an increasing number of people to augmented reality. AR technologies raise a number of ethical concerns; I focus on ethical rights surrounding the augmentation of a particular physical space. To address this I distinguish public and private spaces; I also separate (...)
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  12. Augmented Ontologies or How to Philosophize with a Digital Hammer.Stefano Gualeni - 2014 - Philosophy and Technology 27 (2):177-199.
    Could a person ever transcend what it is like to be in the world as a human being? Could we ever know what it is like to be other creatures? Questions about the overcoming of a human perspective are not uncommon in the history of philosophy. In the last century, those very interrogatives were notably raised by American philosopher Thomas Nagel in the context of philosophy of mind. In his 1974 essay What is it Like to Be a Bat?, Nagel (...)
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  13.  23
    The Past, Present, and Future of Virtual and Augmented Reality Research: A Network and Cluster Analysis of the Literature.Pietro Cipresso, Irene Alice Chicchi Giglioli, Mariano Alcañiz Raya & Giuseppe Riva - 2018 - Frontiers in Psychology 9.
  14.  72
    Augmented Reality, Artificial Intelligence, and the Re‐Enchantment of the World.Mohammad Yaqub Chaudhary - 2019 - Zygon 54 (2):454-478.
    There has recently been a surge of development in augmented reality (AR) technologies that has led to an ecosystem of hardware and software for AR, including tools for artists and designers to accelerate the design of AR content and experiences without requiring complex programming. AR is viewed as a key “disruptive technology” and future display technologies (such as digital eyewear) will provide seamless continuity between reality and the digitally augmented. This article will argue that the technologization of human (...)
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  15.  29
    Can Humans Find Security in Augmented and Virtual Realities?Elliot D. Cohen - 2020 - International Journal of Applied Philosophy 34 (1):31-41.
    Logic-Based Therapy, a mode of philosophical counseling I invented beginning in the mid 1980s, under the auspices of Cognitive Behavior Therapy founder Albert Ellis, takes metaphysical security as a sin qua non for human happiness. The goal of LBT is to help people overcome irrational thinking that leads to metaphysical insecurity and to help build constructive, philosophical thinking that promotes metaphysical security. However, the advent of augmented and digital reality are beginning to present new challenges to obtaining metaphysical security. (...)
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  16.  11
    Editorial: Assessing the Therapeutic Uses and Effectiveness of Virtual Reality, Augmented Reality and Video Games for Emotion Regulation and Stress Management.Federica Pallavicini & Stéphane Bouchard - 2019 - Frontiers in Psychology 10.
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  17.  21
    Working alliance inventory applied to virtual and augmented reality : psychometrics and therapeutic outcomes.Marta Miragall, Rosa M. Baños, Ausiàs Cebolla & Cristina Botella - 2015 - Frontiers in Psychology 6.
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  18.  40
    Augmented societies with mirror worlds.Alessandro Ricci, Luca Tummolini & Cristiano Castelfranchi - 2019 - AI and Society 34 (4):745-752.
    Computing systems can function as augmentation of individual humans as well as of human societies. In this contribution, we take mirror worlds as a conceptual blueprint to envision future smart environments in which the physical and the virtual layers are blended into each other. We suggest that pervasive computing technologies can be used to create a coupling between these layers, so that actions or, more generally, events in the physical layer would have an effect in the virtual layer and viceversa. (...)
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  19.  25
    Is Virtually Everything Possible? The Relevance of Ethics and Human Rights for Introducing Extended Reality in Forensic Psychiatry.Sjors Ligthart, Gerben Meynen, Nikola Biller-Andorno, Tijs Kooijmans & Philipp Kellmeyer - 2022 - American Journal of Bioethics Neuroscience 13 (3):144-157.
    Extended Reality (XR) systems, such as Virtual Reality (VR) and Augmented Reality (AR), provide a digital simulation either of a complete environment, or of particular objects within the real world. Today, XR is used in a wide variety of settings, including gaming, design, engineering, and the military. In addition, XR has been introduced into psychology, cognitive sciences and biomedicine for both basic research as well as diagnosing or treating neurological and psychiatric disorders. In the context of XR, the simulated (...)
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  20.  23
    Augmented Headspace: Digital Parallax.Garfield Benjamin - 2015 - International Journal of Žižek Studies 9 (1).
    This paper discusses an augmented reality installation presented at the 2014 International Žižek Studies Conference in Cincinnati, Ohio. The installation highlighted and expanded the conception of ‘headspace’ within the virtuality of contemporary subjectivity. By displacing our familiar view of reality onto a subjective engagement with cultural artefacts from many different symbolic spaces, remediated through an engagement with digital technology, the work frames the emergence of the contemporary subject as an ontological cyborg. The paper elucidates the theoretical underpinning of (...)
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  21.  11
    Jay David Bolter, Maria Engberg, Blair MacIntyre, Reality media. Augmented and virtual reality Cambridge (MA)-London, The MIT Press, 2021, pp. 248.Lorenzo Manera - 2023 - Studi di Estetica 27 (3).
    Firstly, this contribution proposes to address synthographies – images generated through Text-to-image technologies – by deepening the epistemological shift related to the possibility of transposing the image-creation process from the analogue arts to the notational ones (or, by drawing on Nelson Goodman's terminology, from the “autographic” to the “allographic” forms of art). Secondly, the paper highlights how synthographies can be considered partly autographic and partly allographic, since the linguistic prompts constitute only the notational aspect of the generated images. Furthermore, this (...)
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  22.  12
    Using Augmented Reality Technology in Higher Education Institutions.Roman Gurevych, Anatolii Silveistr, Mykola Мokliuk, Iryna Shaposhnikova, Galyna Gordiichuk & Svitlana Saiapina - 2021 - Postmodern Openings 12 (2).
    One way to increase the effectiveness of a mobile-oriented learning environment is to use augmented reality technology, which enables the integration of real and virtual learning tools using mobile Internet devices. The purpose of the article is to theoretically substantiate the use of augmented reality technology in physics classes. The article describes and substantiates the relevance of the application of augmented reality technology, considers possible uses of this technology in the educational process, in particular in terms of (...)
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  23. Transcendental imaging and augmented reality.Peter Stott - 2011 - Technoetic Arts 9 (1):49-64.
    Man has built tools to extend his visual experience in order to explore reality beyond his sensory capacity, for example microscopes, telescopes, high shutter speed and infrared cameras. However he has yet to build a tool to fully explore visual realms beyond his ordinary cognitive faculties. With the development of computing, comes the possibility of building a tool to explore the virtual forms/spaces of images that are ordinarily inaccessible to the mind. This article identifies how cognition is ordinarily limited and (...)
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  24. Modern online learning tools over the platform of virtual/augmented reality.Jafar Ghazanfarian, Ehsan Khavasi, Hamid Yousefi, Mojtaba Amiraslanpour & Saba Teymouri - 2018 - In A. V. Senthil Kumar (ed.), Optimizing student engagement in online learning environments. Hershey, PA: Information Science Reference.
     
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  25.  57
    Virtual reality for neurorehabilitation and cognitive enhancement.Danko D. Georgiev, Iva Georgieva, Zhengya Gong, Vijayakumar Nanjappan & Georgi V. Georgiev - 2021 - Brain Sciences 11 (2):221.
    Our access to computer-generated worlds changes the way we feel, how we think, and how we solve problems. In this review, we explore the utility of different types of virtual reality, immersive or non-immersive, for providing controllable, safe environments that enable individual training, neurorehabilitation, or even replacement of lost functions. The neurobiological effects of virtual reality on neuronal plasticity have been shown to result in increased cortical gray matter volumes, higher concentration of electroencephalographic beta-waves, and enhanced cognitive performance. Clinical application (...)
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  26.  14
    Virtual Reality as a Moderator of Psychedelic-Assisted Psychotherapy.Agnieszka D. Sekula, Luke Downey & Prashanth Puspanathan - 2022 - Frontiers in Psychology 13:813746.
    Psychotherapy with the use of psychedelic substances, including psilocybin, lysergic acid diethylamide (LSD), ketamine, and 3,4-methylenedioxymethamphetamine (MDMA), has demonstrated promise in treatment of post-traumatic stress disorder (PTSD), anxiety, addiction, and treatment-resistant depression. Psychedelic-assisted psychotherapy (PP) represents a unique psychopharmacological model that leverages the profound effects of the psychedelic experience. That experience is characterized by strong dependency on two key factors: participant mindset and the therapeutic environment. As such, therapeutic models that utilize psychedelics reflect the need for careful design that promotes (...)
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  27.  5
    Augmented Reality for Presenting Real-Time Data During Students’ Laboratory Work: Comparing a Head-Mounted Display With a Separate Display.Michael Thees, Kristin Altmeyer, Sebastian Kapp, Eva Rexigel, Fabian Beil, Pascal Klein, Sarah Malone, Roland Brünken & Jochen Kuhn - 2022 - Frontiers in Psychology 13.
    Multimedia learning theories suggest presenting associated pieces of information in spatial and temporal contiguity. New technologies like Augmented Reality allow for realizing these principles in science laboratory courses by presenting virtual real-time information during hands-on experimentation. Spatial integration can be achieved by pinning virtual representations of measurement data to corresponding real components. In the present study, an Augmented Reality-based presentation format was realized via a head-mounted display and contrasted to a separate display, which provided a well-arranged data matrix (...)
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  28.  40
    Virtual Reality Church as a New Mission Frontier in the Metaverse: Exploring Theological Controversies and Missional Potential of Virtual Reality Church.Guichun Jun - 2020 - Transformation: An International Journal of Holistic Mission Studies 37 (4):297-305.
    The combination of COVID-19 and the Fourth Industrial Revolution has brought an unprecedented new normal, which has affected all aspects of human life, including religious activities. As a consequence, church mission and different ministries have found themselves more dependent on media. Furthermore, the convergent digital technology continually develops augmented reality and virtual reality, in which churches are planted and continue to carry out their mission and ministries. Although virtual reality churches are new mission frontiers in the digital age, there (...)
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  29.  26
    Peirce, Virtuality, and Semiotic.Peter Skagestad - 1998 - The Paideia Archive: Twentieth World Congress of Philosophy 19:47-52.
    The adjective 'virtual,' practically unheard-of a few years ago, has become a primary buzzword of the 90's. Yet the word 'virtual' is nothing new, although its ubiquity is new, as is perhaps its current meaning or meanings. In 1902 the word was defined by Charles Peirce as follows: 'A virtual X is something, not an X, which has the deficiency of an X.' Peirce also references Scotus's concept of virtual knowledge, the concept of virtual velocity in physics, and Edmund Burke's (...)
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  30.  54
    Virtual Reality, Empathy and Ethics.Matthew Cotton - 2021 - Springer Verlag.
    This book examines the ethics of virtual reality technologies. New forms of virtual reality are emerging in society, not just from low-cost gaming headsets, or augmented reality apps on phones, but from simulated “deep fake” images and videos on social media. This book subjects the new VR technological landscape to ethical scrutiny: assessing the benefits, risks and regulatory practices that shape it. Though often associated with gaming, education and therapy, VR can also be used for moral enhancement. Journalists, artists, (...)
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  31.  56
    The Realism and Ecology of Augmented Reality.Giovanni Simonetta - 2015 - Techné: Research in Philosophy and Technology 19 (1):92-112.
    Unlike in the phrase “Virtual Reality,” in the phrase “Augmented Reality” the stress is put on the word “reality.” It seems, though, that we still lack a concept of reality which can fit the world of both humans and computers. In connection with this philosophical issue, this paper aims to provide the background for a better insight into the meaning of Augmented Reality and its impact on human behavior. My thesis is that an ecological version of direct perception’s (...)
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  32.  13
    Elders’ experience with augmented gaze: preliminary observations.Claudio de’Sperati, Jacopo Ippolito, Roberto Cozzi, Emil Rosenlund Høeg, Gabriel Baud-Bovy, Michela Moretti & Vittorio Dalmasso - 2023 - Gestalt Theory 45 (1-2):115-119.
    Research on elders’ acceptance of virtual technologies is much needed. Here we studied the user experience of elders (N = 10, mean age = 88.2 years) during virtual biking, an exergame where participants pedal on a cycle ergometer and wear a Head-Mounted Display that provides them an immersive experience of a bike ride. We tested the effects of augmented gaze on user experience. Augmented gaze is a condition in which horizontal head turns yield amplified visual shifts, which is (...)
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  33.  9
    Playtest and the Power of Virtual Reality.Claire Benn - 2020 - In William Irwin & David Kyle Johnson (eds.), Black Mirror and Philosophy. Wiley. pp. 92–100.
    In Playtest, our thrill‐seeking protagonist Cooper tests SaitoGemu's “interactive augmented reality system.” As the fears he must face in “the most personal survival horror game in history” ramp up, Cooper begins to lose the ability to tell what's real and what isn't and decides he wants out, only to find that isn't so simple. But will virtual reality really be that scary? Perhaps no more than books, films and traditional video games, especially when the novelty wears off. Perhaps the (...)
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  34.  18
    Disappearing boundaries? Reality, virtuality and the possibility of “pure” mixed reality (MR).Daniel O’Shiel - 2020 - Indo-Pacific Journal of Phenomenology 20 (1):e1887570.
    This article argues that reality and virtuality are still very much phenomenologically distinguishable, although this might not be the case forever. I argue for two main types of virtuality – one inherently involved in the dynamic horizons of perceptual experiences, while the other is all of our experiences of digital images – in order to show that a particular possible instantiation of the latter type, namely “pure” mixed reality (MR), might come to blur and collapse various experiential categories (...)
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  35.  6
    Corpo vissuto ed esperienza virtuale. Una prospettiva fenomenologica.Martina Properzi - 2019 - Rivista Internazionale di Filosofia e Psicologia 10 (3):250-264.
    Riassunto: Può la corporalità dirsi ancora una condizione costitutiva dell’esperienza nella presente era digitale? Esistono due fondamentali modi di affrontare la questione, la cui rilevanza è stata di recente sottolineata da ricercatori attivi nei campi dell’ Intelligenza Artificiale Incorporata. Il primo interpreta la questione come incentrata su un’indagine della relazione fra corporalità e digitalizzazione, il processo cioè di digitalizzare dati il quale rende possibile simulare, aumentare e perfino costruire la realtà all’interno di uno spazio di esperienza virtuale, assumendo l’idea tradizionale (...)
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  36. Adaptable Rooms, Virtual Collaboration and Cognitive Workflow.David Kirsh - 1998 - Lecture Notes in Computer Science.
    This paper introduces the concept of Adaptive Rooms, which are virtual environments able to dynamically adapt to users’ needs, including ‘physical’ and cognitive workflow requirements, number of users, differing cognitive abilities and skills. Adaptive rooms are collections of virtual objects, many of them self-transforming objects, housed in an architecturally active room with information spaces and tools. An ontology of objects used in adap- tive rooms is presented. Virtual entities are classified as passive, reactive, ac- tive, and information entities, and their (...)
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  37.  22
    There’s something in your eye: ethical implications of augmented visual field devices.Marty J. Wolf, Frances S. Grodzinsky & Keith W. Miller - 2016 - Journal of Information, Communication and Ethics in Society 14 (3):214-230.
    Purpose This paper aims to explore the ethical and social impact of augmented visual field devices, identifying issues that AVFDs share with existing devices and suggesting new ethical and social issues that arise with the adoption of AVFDs. Design/methodology/approach This essay incorporates both a philosophical and an ethical analysis approach. It is based on Plato’s Allegory of the Cave, philosophical notions of transparency and presence and human values including psychological well-being, physical well-being, privacy, deception, informed consent, ownership and property (...)
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  38. Adaptable Rooms, Virtual Collaboration and Cognitive Workflow.David Kirsh - 1998 - Cooperative Buildings - Integrating Information, Organization, and Architecture.
    This paper introduces the concept of Adaptive Rooms, which are virtual environments able to dynamically adapt to users’ needs, including ‘physical’ and cognitive workflow requirements, number of users, differing cognitive abilities and skills. Adaptive rooms are collections of virtual objects, many of them self-transforming objects, housed in an architecturally active room with information spaces and tools. An ontology of objects used in adap- tive rooms is presented. Virtual entities are classified as passive, reactive, ac- tive, and information entities, and their (...)
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  39.  17
    Educación Patrimonial y aplicaciones de Arqueología Virtual en museos y yacimientos arqueológicos.María José Cerdá Bertoméu, Daniel Mateo Corredor & Juan Francisco Álvarez Tortosa - 2022 - Human Review. International Humanities Review / Revista Internacional de Humanidades 11 (4):1-14.
    Esta investigación tiene como objetivo principal reflexionar sobre la efectividad de las aplicaciones de arqueología virtual en públicos escolares para la comprensión y el aprendizaje del patrimonio arqueológico con el fin de aprehender de qué manera las tecnologías, como la Realidad Aumentada y la Realidad Virtual, pueden aportar un valor añadido a las propuestas educativas realizadas por museos y sitios arqueológicos que no cuentan con esta inclusión. El análisis exploratorio del caso se realiza en el Museo del Mar de Santa (...)
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  40.  19
    Linguistic Marketing in a marketplace of ideas: Language choice and intertextuality in a Nigerian virtual community.Presley Ifukor - 2011 - Pragmatics and Society 2 (1):110-147.
    The virtual community under consideration is called theNigerian Village Square, ‘…a marketplace of ideas’. As an online discussion forum, NVS combines the features of listservs and newsgroups with a more elegant and user-friendly interface. While computer-mediated communication technologies augment political discourse in established democracies, new media and mobile technologies create avenues for a virtual sphere among Nigerians. Therefore, the ideal virtual sphere guarantees equal access to all connected netizens, equal right for all languages in netizens’ linguistic repertoire, and it fosters (...)
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  41.  15
    Reducing Cognitive Load and Improving Warfighter Problem Solving With Intelligent Virtual Assistants.Celso M. de Melo, Kangsoo Kim, Nahal Norouzi, Gerd Bruder & Gregory Welch - 2020 - Frontiers in Psychology 11:554706.
    Recent times have seen increasing interest in conversational assistants (e.g., Amazon Alexa) designed to help users in their daily tasks. In military settings, it is critical to design assistants that are, simultaneously, helpful and able to minimize the user’s cognitive load. Here we show that embodiment plays a key role in achieving that goal. We present an experiment where participants engaged in the desert survival task in augmented reality. Participants were paired with a voice assistant, an embodied assistant, or (...)
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  42.  39
    Shared Privacy and Public Intimacy: The Hybrid Spaces of Augmented Reality Art.Horea Avram - 2016 - Cultura 13 (2):173-182.
    Can we speak about a specific real-virtual spatiality in the contexts offered by the post-desktop technological philosophy and practice? Does Augmented Reality have the potential to produce a different type of space in which private and public converge up to the point of their cross identification? More exactly, to create, what media theoretician Jenny Edbauer Rice names a “zone of public intimacy”? The goal of this essay is to explore the possible answers to these questions. At the core of (...)
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  43.  17
    A Wearable Mixed Reality Platform to Augment Overground Walking: A Feasibility Study.Emily Evans, Megan Dass, William M. Muter, Christopher Tuthill, Andrew Q. Tan & Randy D. Trumbower - 2022 - Frontiers in Human Neuroscience 16.
    Humans routinely modify their walking speed to adapt to functional goals and physical demands. However, damage to the central nervous system often results in abnormal modulation of walking speed and increased risk of falls. There is considerable interest in treatment modalities that can provide safe and salient training opportunities, feedback about walking performance, and that may augment less reliable sensory feedback within the CNS after injury or disease. Fully immersive virtual reality technologies show benefits in boosting training-related gains in walking (...)
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  44. The Law and Ethics of Virtual Sexual Assault.John Danaher - forthcoming - In Barfield Enter Author Name Without Selecting A. Profile: Woodrow & Blitz Enter Author Name Without Selecting A. Profile: Marc (eds.), The Law of Virtual and Augmented Reality. Edward Elgar Press.
    This chapter provides a general overview and introduction to the law and ethics of virtual sexual assault. It offers a definition of the phenomenon and argues that there are six interesting types. It then asks and answers three questions: (i) should we criminalise virtual sexual assault? (ii) can you be held responsible for virtual sexual assault? and (iii) are there issues with 'consent' to virtual sexual activity that might make it difficult to prosecute or punish virtual sexual assault?
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  45.  19
    Technological Unemployment and Meaning in Life, a Buen Vivir Critique of the Virtual Utopia.Ignacio Cea, Anja Lueje Seeger & Thomas Wachter - 2023 - Humana Mente 16 (44).
    In this article, we address the problem of the potential crisis in people’s life’s meaning due to massive automation-driven technological unemployment. Assuming that the problem of (re)distribution of economic resources to the whole of society in such a scenario will be solved (e.g. through provision of a Universal Basic Income), the question arises concerning the meaning of people’s lives in a world in which almost everyone does not have to (or even could not) work in order to live. Here, we (...)
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  46.  11
    Standard CBT versus integrative and multimodal CBT assisted by virtual-reality for generalized anxiety disorder.Cosmin Octavian Popa, Florin Alin Sava, Simona Muresan, Alina Schenk, Cristiana Manuela Cojocaru, Lorena Mihaela Muntean & Peter Olah - 2022 - Frontiers in Psychology 13.
    IntroductionGeneralized Anxiety Disorder is a prevalent emotional disorder associated with increased dysfunctionality, which has a lasting impact on the individual’s quality of life. Besides medication, Cognitive-Behavioral Therapy represents the golden standard psychotherapeutic approach for GAD, integrating multilevel techniques and various delivery formats that enable the development of tailored treatment protocols. The objective of this study was to compare the efficiency of a standard CBT protocol targeting worries, dysfunctional beliefs, and intolerance of uncertainty with an integrative and multimodal CBT intervention (...) with Virtual Reality.Materials and methodsThis study included 66 participants with moderate GAD symptoms that were randomized to the standard CBT group and the Integrative and Multimodal CBT augmented with VR group. The interventions comprised 10 weekly sessions conducted by trained CBT therapists, including cognitive restructuring, problem-solving, behavioral exposure, and relaxation techniques. Baseline and post-assessments were conducted with both groups. Primary outcome measures included the Hamilton Anxiety Rating Scale and Penn-State Worry Questionnaire to evaluate the severity of GAD symptoms and worries, respectively. Secondary outcomes involved the administration of Automatic Thoughts Questionnaire, Dysfunctional Attitudes Scale and Unconditional Self-Acceptance Questionnaire.ResultsBoth interventions determined statistically significant effects on both primary and secondary outcomes in the expected direction. However, CBTs was associated with higher effect sizes for anxiety and worries, in contrast to IM-VRCBT. Also, secondary analyses revealed positive correlations between changes in anxiety and worries level and the reduction of dysfunctional cognitive processes.ConclusionThis research emphasized the effectiveness of CBT interventions for treating adults with moderate GAD symptomatology. Specifically, both interventions were efficient for reducing anxiety symptomatology present at individuals with GAD. However, regarding cognitive dysfunctions like worries, the standard CBT protocol performed better, as compared to the IM-VRCBT. In addition, we conclude that VR could be integrated within CBT interventions in a single protocol for GAD treatment. (shrink)
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    Negative Knowledge in Virtual and Game-Based Environments.Maria Solomou, Charlotte Jonasson & Martin Gartmeier - 2017 - In José María Ariso (ed.), Augmented Reality: Reflections on its Contribution to Knowledge Formation. Berlin: De Gruyter. pp. 217-234.
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  48.  48
    Multi-interfaces approach to situated knowledge management for complex instruments: first step toward industrial deployment. [REVIEW]Loic Merckel & Toyoaki Nishida - 2010 - AI and Society 25 (2):211-223.
    This paper presents an approach to managing knowledge specific to a particular location for complex instruments. The goal is to improve the knowledge communication between experts and end-users of scientific instruments. We propose a computational framework that integrates augmented reality and augmented virtuality as interface for manipulating knowledge. The augmented virtuality-based interface can be produced and distributed without extra costs. It allows knowledge dissemination at a larger scale. The prominent feature of our model is that (...)
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    Customer Engagement in Multi-Sensory Virtual Reality Advertising: The Effect of Sound and Scent Congruence.Malaika Brengman, Kim Willems & Laurens De Gauquier - 2022 - Frontiers in Psychology 13.
    Despite the power of VR in immersing viewers in an experience, it generally only targets viewers via visual and auditory cues. Human beings use more senses to gather information, so expectedly, the full potential of this medium is currently not yet tapped. This study contributes in answering two research questions: How can conventional VR ads be enriched by also addressing the forgotten sense of smell?; and Does doing so indeed instill more engaging experiences? A 2 × 3 between-subjects study is (...)
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  50.  11
    On the Epistemic Potential of Virtual Realities for the Historical Sciences. A Methodological Framework.Steffen Lepa & Stefan Weinzierl - 2017 - In José María Ariso (ed.), Augmented Reality: Reflections on its Contribution to Knowledge Formation. Berlin: De Gruyter. pp. 61-80.
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