Results for 'Immersive Technology'

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  1.  19
    Immersive Technology for Human-Centric Cyberphysical Systems in Complex Manufacturing Processes: A Comprehensive Overview of the Global Patent Profile Using Collective Intelligence.Usharani Hareesh Govindarajan, Amy J. C. Trappey & Charles V. Trappey - 2018 - Complexity 2018:1-17.
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  2.  12
    Immersive Technology for Cognitive-Motor Training in Parkinson’s Disease.Justin Lau, Claude Regis, Christina Burke, MaryJo Kaleda, Raymond McKenna & Lisa M. Muratori - 2022 - Frontiers in Human Neuroscience 16.
    Background: Parkinson’s disease is a neurodegenerative disease in which the progressive loss of dopaminergic neurons leads to initially sporadic and eventually widespread damage of the nervous system resulting in significant musculoskeletal and cognitive deterioration. Loss of motor function alongside increasing cognitive impairment is part of the natural disease progression. Gait is often considered an automatic activity; however, walking is the result of a delicate balance of multiple systems which maintain the body’s center of mass over an ever-changing base of support. (...)
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  3.  15
    Study of Virtual Reality Immersive Technology Enhanced Mathematics Geometry Learning.Yu-Sheng Su, Hung-Wei Cheng & Chin-Feng Lai - 2022 - Frontiers in Psychology 13.
    Mathematics is an important foundation for the development of science education. In the past, when instructors taught mathematical concepts of geometry shapes, they usually used traditional textbooks and aids to conduct teaching activities, which resulted in students not being able to understand the principles completely. Nowadays, it has become a trend to integrate emerging technologies into mathematics courses and to use digital instructional aids. Emerging technologies can effectively enhance students’ sensory experience while strengthening their impressions and understandings of subject concepts. (...)
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  4.  16
    Immediate Attention Enhancement and Restoration From Interactive and Immersive Technologies: A Scoping Review.Adam C. Barton, Jade Sheen & Linda K. Byrne - 2020 - Frontiers in Psychology 11.
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  5.  23
    Immersive Interactive Technologies for Positive Change: A Scoping Review and Design Considerations.Alexandra Kitson, Mirjana Prpa & Bernhard E. Riecke - 2018 - Frontiers in Psychology 9:370199.
    Practices such as mindfulness, introspection, and self-reflection are known to have positive short and long-term effects on health and well-being. However, in today’s modern, fast-paced, technological world tempted by distractions these practices are often hard to access and relate to a broader audience. Consequently, technologies have emerged that mediate personal experiences, which is reflected in the high number of available applications designed to elicit positive changes. These technologies elicit positive changes by bringing users’ attention to the self – from technologies (...)
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  6.  18
    Immersed In Pellet Technology: Motivation Paths of Innovative DIYers.Stephanie Freeman - 2015 - Outlines. Critical Practice Studies 16 (1):54-80.
    What drives and moves an individual towards certain goals and activities is a familiar question for scholars dealing with motivation in the context of schooling or work practices. However, non-school contexts such as Internet-enabled volunteer-based technical DIY communities are also important to understand since a growing part of everyday social life is spent on the Internet. This article offers the analytical concept of 'motivation path' for understanding changing and dilemmatic motives in innovative pellet DIY development. It also introduces the concept (...)
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  7.  9
    Immersive Versus Non-immersive Experience: Exploring the Feasibility of Memory Assessment Through 360° Technology.Sara Ventura, Eleonora Brivio, Giuseppe Riva & Rosa M. Baños - 2019 - Frontiers in Psychology 10.
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  8.  78
    Immersive Experience and Virtual Reality.Magdalena Balcerak Jackson & Brendan Balcerak Jackson - 2024 - Philosophy and Technology 37 (1):1-24.
    Much of the excitement about virtual reality and its potential for things like entertainment, art, education, and activism is its ability to generate experiences that are powerfully immersive. However, discussions of VR tend to invoke the notion of immersive experience without subjecting it to closer scrutiny; and discussions often take it for granted that immersive experience is a single unified phenomenon. Against this, we argue that there are four distinct types or aspects of immersive experience that (...)
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  9.  27
    Studying social interactions through immersive virtual environment technology: virtues, pitfalls, and future challenges.Dario Bombari, Marianne Schmid Mast, Elena Canadas & Manuel Bachmann - 2015 - Frontiers in Psychology 6.
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  10.  15
    Application of Human Factors in the Development Process of Immersive Visual Technologies: Challenges and Future Improvements.Mina Saghafian, Taufik Akbar Sitompul, Karin Laumann, Kristina Sundnes & Rikard Lindell - 2021 - Frontiers in Psychology 12.
    This study investigates how Human Factors is applied when designing and developing Immersive Visual Technologies, including Augmented Reality, Mixed Reality, and Virtual Reality. We interviewed fourteen people working at different organizations, that develop IVT applications in the Nordic region. We used thematic analysis to derive themes from the interviews. The results showed an insufficient knowledge and application of HF in IVT development, due to the lack of awareness of both scope and significance of HF, resource allocation strategy, market inertia, (...)
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  11.  14
    Immersive practices in the modern cultural space(world and domestic experience).Anastasiia Nikiforova & Natlia Voronova - forthcoming - Philosophy and Culture (Russian Journal).
    The subject of this research is the immersive artistic environments that exist in the modern cultural space. Immersive technologies are used today in educational processes, historical reconstruction, various forms of socialization, in visual arts; immersion is implemented as a special scientific approach in anthropological, ethnographic, art history studies. Interactivity and immersiveness are considered here as complex predictable processes whose algorithms are embedded in the very basis of an artistic work or cultural environment. They make it possible to intensify (...)
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  12.  9
    The Improvement of Teaching Ideological and Political Theory Courses in Universities Based on Immersive Media Technology.Li Su & Mengzuo Li - 2022 - Frontiers in Psychology 13.
    This paper focuses on the characteristics of immersive media technology and the advantages, problems and solutions in applying this technology to improve the teaching effectiveness of ideological and political theory courses in colleges and universities. Firstly, it introduces the current development and characteristics of immersive media technology. Secondly, it analyzed the outstanding advantages of immersive media technology in teaching from the following perspectives: virtual reality and augmented reality; sensory stimulation and emotional experience; and (...)
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  13.  14
    Virtual Immersivity: some semiotic issues.Ilaria Ventura Bordenca - 2023 - Aisthesis: Pratiche, Linguaggi E Saperi Dell’Estetico 16 (1):49-59.
    In this essay, some theoretical semiotic issues concerning immersive technologies are presented and discussed. In particular, the somatic and corporeal dimensions of the construction of the user-visual hybrid, the problematic of point of view and realism, and the narrativity inscribed in immersive technologies will be discussed. The objective is twofold: tracing the semiotic perspective on the real/virtual relationship and questioning certain rhetoric of immersivity that underlies precise ideologies circulating in the contemporary imagery.
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  14.  8
    The Development and Prospects of Socioscientific Issues Teaching in the Context of Immersive Media Technology.Zeming Kong, Shuya Zhang, Fujin Zhu & Junjun Zhang - 2022 - Frontiers in Psychology 13.
    Marshall McLuhan once proposed the concept of “global village,” believing that with the help of electronic media, Earth has become indistinguishable from a community, and there is only one Earth for human beings and one world for all countries. Today, with the continuous development of media technology, the concept of a human destiny community has also gained the general consensus of people around the world. The global value of the human destiny community encompasses the interdependent concept of international power, (...)
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  15.  8
    CortexVR: Immersive analysis and training of cognitive executive functions of soccer players using virtual reality and machine learning.Christian Krupitzer, Jens Naber, Jan-Philipp Stauffert, Jan Mayer, Jan Spielmann, Paul Ehmann, Noel Boci, Maurice Bürkle, André Ho, Clemens Komorek, Felix Heinickel, Samuel Kounev, Christian Becker & Marc Erich Latoschik - 2022 - Frontiers in Psychology 13.
    GoalThis paper presents an immersive Virtual Reality system to analyze and train Executive Functions of soccer players. EFs are important cognitive functions for athletes. They are a relevant quality that distinguishes amateurs from professionals.MethodThe system is based on immersive technology, hence, the user interacts naturally and experiences a training session in a virtual world. The proposed system has a modular design supporting the extension of various so-called game modes. Game modes combine selected game mechanics with specific simulation (...)
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  16.  7
    Investigating Reflexive Responses to Explicit and Implicit Forms of Social Exclusion Using Immersive Virtual Environment Technology.Claire Nicole Prendergast & Thomas Schubert - 2020 - Frontiers in Psychology 11.
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  17. Immersive ideals / critical distances : study of the affinity between artistic ideologies in virtual Reality and previous immersive idioms.Joseph Nechvatal (ed.) - 2010 - Berlin: LAP Lambert Academic Publishing AG & Co KG.
    My research into Virtual Reality technology and its central property of immersion has indicated that immersion in Virtual Reality (VR) electronic systems is a significant key to the understanding of contemporary culture as well as considerable aspects of previous culture as detected in the histories of philosophy and the visual arts. The fundamental change in aesthetic perception engendered by immersion, a perception which is connected to the ideal of total-immersion in virtual space, identifies certain shifts in ontology which are (...)
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  18. Immersion Into Noise.Joseph Nechvatal (ed.) - 2011 - Open Humanities Press in conjunction with the University of Michigan Library's Scholarly Publishing Office.
    The noise factor is the ratio of signal to noise of an input signal to that of the output signal. Noise can block or interfere with the meaning of a message in both human and electronic communication. But in Information Theory, noise is still considered to be information. By refining the definition of noise as that which addresses us outside of our preferred comfort zone, Joseph Nechvatal's Immersion Into Noise investigates multiple aspects of cultural noise by applying the audio understanding (...)
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  19.  5
    Immersive: A Violent Interruption to a Visual Silence.Brad Evans & Chantal Meza - 2022 - Washington University Review of Philosophy 2:219-235.
    This essay addresses the violence of the digital world through its relationship to the visuality of noise and how it shapes the image of thought. Noting how deep and contemplative silence is integral to any creative and critical process, it fleshes out the ways the hyper-technologization of life is throwing us into an immersive abyss. This represents another indicator in the digital colonization of the human condition, through which the poetic is being completely appropriated by a technological vision for (...)
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  20.  9
    Flow Immersive: A Multiuser, Multidimensional, Multiplatform Interactive Covid-19 Data Visualization Tool.Michael DiBenigno, Mehmet Kosa & Mina C. Johnson-Glenberg - 2021 - Frontiers in Psychology 12.
    Covid-19 has prompted a surge of data visualizations that have been published for public consumption, yet, many have not had broad appeal or may have not been well-understood by laypeople. A data storytelling platform called Flow Immersive has been created to successfully engage both laypeople and experts in understanding complex information. This tool integrates emerging technologies [e.g., augmented reality and virtual reality ] with a multiplatform, multiuser publishing approach. From October 2020 to December 2020, Flow’s Covid-19 AR videos captured (...)
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  21.  9
    White urban immersion, intersubjectivity, and an ethics of care in south Africa.Rachel C. Schneider - 2020 - Journal of Religious Ethics 48 (4):620-641.
    The past decades have seen a rise in religious and secular responses to inequality that seek to offer those who are relatively wealthy an opportunity to personally engage with impoverished people and places. This article examines three cases of elite white South Africans who intentionally immersed themselves in poor urban environments. In dialogue with the anthropology of ethics, I argue that immersion was seen as an experimental tool for transforming the self and cultivating virtues of empathy and responsibility towards others. (...)
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  22.  10
    Virtual Reality-Integrated Immersion-Based Teaching to English Language Learning Outcome.Yu Xie, Yang Liu, Fengrui Zhang & Ping Zhou - 2022 - Frontiers in Psychology 12.
    Globalization and informatization are reshaping human life and social behaviors. The purpose is to explore the worldwide strategies to cultivate international talents with a global vision. As a global language with the largest population, English, and especially its learning effect, have always been the major concerns of scholars and educators. This work innovatively studies the combination of immersion-based English teaching with virtual reality technology. Then, based on the experimental design mode, 106 students from a Chinese school were selected for (...)
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  23.  7
    Contemplating or Acting? Which Immersive Modes Should Be Favored in Virtual Reality During Physiotherapy for Breast Cancer Rehabilitation.Hélène Buche, Aude Michel, Christina Piccoli & Nathalie Blanc - 2021 - Frontiers in Psychology 12.
    BackgroundEven though virtual reality is more and more considered for its power of distraction in different medical contexts, the optimal conditions for its use still have to be determined in order to design interfaces adapted to therapeutic support in oncology.ObjectiveThe objective of this study was to examine the benefits of VR using two immersion methods and comparing them with each other in a population of women with breast cancer who have undergone breast surgery, during scar massage sessions.MethodsIn a physiotherapy center, (...)
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  24.  13
    Comparison Between Conventional Intervention and Non-immersive Virtual Reality in the Rehabilitation of Individuals in an Inpatient Unit for the Treatment of COVID-19: A Study Protocol for a Randomized Controlled Crossover Trial.Talita Dias da Silva, Patricia Mattos de Oliveira, Josiane Borges Dionizio, Andreia Paiva de Santana, Shayan Bahadori, Eduardo Dati Dias, Cinthia Mucci Ribeiro, Renata de Andrade Gomes, Marcelo Ferreira, Celso Ferreira, Íbis Ariana Peña de Moraes, Deise Mara Mota Silva, Viviani Barnabé, Luciano Vieira de Araújo, Heloísa Baccaro Rossetti Santana & Carlos Bandeira de Mello Monteiro - 2021 - Frontiers in Psychology 12:622618.
    Background: The new human coronavirus that leads to COVID-19 has spread rapidly around the world and has a high degree of lethality. In more severe cases, patients remain hospitalized for several days under treatment of the health team. Thus, it is important to develop and use technologies with the aim to strengthen conventional therapy by encouraging movement, physical activity, and improving cardiorespiratory fitness for patients. In this sense, therapies for exposure to virtual reality are promising and have been shown to (...)
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  25. Real Virtuality: A Code of Ethical Conduct. Recommendations for Good Scientific Practice and the Consumers of VR-Technology.Michael Madary & Thomas Metzinger - 2016 - Frontiers in Robotics and AI 3:1-23.
    The goal of this article is to present a first list of ethical concerns that may arise from research and personal use of virtual reality (VR) and related technology, and to offer concrete recommendations for minimizing those risks. Many of the recommendations call for focused research initiatives. In the first part of the article, we discuss the relevant evidence from psychology that motivates our concerns. In Section “Plasticity in the Human Mind,” we cover some of the main results suggesting (...)
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  26.  6
    The Value of Immersive Media in Expanding Chinese Public Cultural Participation and Its Realization Path From the Perspective of Cultural Education.Wujin Cai & Yuan Liu - 2022 - Frontiers in Psychology 13.
    This paper mainly introduces the application of immersive media in Chinese public cultural participation from the perspective of cultural education, as well as the important value of the application of immersive media in expanding the breadth, accuracy, and depth of education and thereby improving the quality of education. On this basis, the realistic path of the role of immersive media technology in further realizing public cultural participation is discussed. First of all, through a questionnaire survey, it (...)
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  27.  13
    Technological Competence Is a Pre-condition for Effective Implementation of Virtual Reality Head Mounted Displays in Human Neuroscience: A Technological Review and Meta-Analysis.Panagiotis Kourtesis, Simona Collina, Leonidas A. A. Doumas & Sarah E. MacPherson - 2019 - Frontiers in Human Neuroscience 13:481367.
    Immersive virtual reality (VR) emerges as a promising research and clinical tool. However, several studies suggest that VR induced adverse symptoms and effects (VRISE) may undermine the health and safety standards, and the reliability of the scientific results. In the current literature review, the technical reasons for the adverse symptomatology are investigated to provide suggestions and technological knowledge for the implementation of VR head-mounted display (HMD) systems in cognitive neuroscience. The technological systematic literature indicated features pertinent to display, sound, (...)
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  28.  29
    Virtual reality and human consciousness: The use of immersive environments in delirium therapy.Marko Suvajdzic, Azra Bihorac, Parisa Rashidi, Triton Ong & Joel Applebaum - 2018 - Technoetic Arts 16 (1):75-83.
    Immersive virtual environments can produce a state of behaviour referred to as ‘presence’, during which the individual responds to the virtual environment as if it were real. Presence can be arranged to scientifically evaluate and affect our consciousness within a controlled virtual environment. This phenomenon makes the use of virtual environments amenable to existing and in-development forms of therapy for various conditions. Delirium in the intensive care unit (ICU) is one such condition for which virtual reality (VR) technology (...)
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  29.  40
    Digital Technologies for Schizophrenia Management: A Descriptive Review.Olga Chivilgina, Bernice S. Elger & Fabrice Jotterand - 2021 - Science and Engineering Ethics 27 (2):1-22.
    While the implementation of digital technology in psychiatry appears promising, there is an urgent need to address the implications of the absence of ethical design in the early development of such technologies. Some authors have noted the gap between technology development and ethical analysis and have called for an upstream examination of the ethical issues raised by digital technologies. In this paper, we address this suggestion, particularly in relation to digital healthcare technologies for patients with schizophrenia spectrum disorders. (...)
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  30.  18
    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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  31. The reality of friendship within immersive virtual worlds.Nicholas John Munn - 2012 - Ethics and Information Technology 14 (1):1-10.
    In this article I examine a recent development in online communication, the immersive virtual worlds of Massively Multiplayer Online Role-Playing Games (MMORPGs). I argue that these environments provide a distinct form of online experience from the experience available through earlier generation forms of online communication such as newsgroups, chat rooms, email and instant messaging. The experience available to participants in MMORPGs is founded on shared activity, while the experience of earlier generation online communication is largely if not wholly dependent (...)
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  32.  27
    Digital Metempsychosis? A Critique of the Two-Worlds Model of Immersivity.Alessandro De Cesaris - 2023 - Techné Research in Philosophy and Technology 27 (2):168-182.
    The paper proposes the notion of “Two-Worlds Model” (TWM) as a theoretical framework in order to analyse some currents in the contemporary debate on technologically mediated experience. According to this model, technologically mediated experience—especially immersive experience—can be described as a form of “digital metempsychosis”—a feeling of being elsewhere. The paper argues that this model is not new in the history of philosophy, and that it is a very common theoretical and cultural strategy, often used to reduce medial differences—differences in (...)
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  33. Sex and Technology: The Ethics of Virtual Connection.Neil McArthur - 2022 - In Raja Halwani, Jacob M. Held, Natasha McKeever & Alan Soble (eds.), The Philosophy of Sex: Contemporary Readings, 8th edition. Lanham, Md.: Rowman & Littlefield. pp. 331-352.
    This essay discusses the moral costs and benefits of sexual technology. It starts with first-wave sexual technology, such as dating apps, messaging apps, and social networks, and then discusses second-wave sexual technology, which offers users more immersive experiences, such as virtual reality and sex robots. The paper argues that, overall, such technologies provide more benefits than they incur costs. Finally, the paper discusses the rise of a new identity—digisexuality, explaining that digisexuals are people who consider sexual (...)
     
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  34.  12
    Revolutionary technologies: Praxical Time as a Way of Overcoming Reification.Roisin Lally - 2011 - Presenting EPIS 4.
    This article argues that by recognizing the fundamental relationship between praxical time and dwelling as a matrix of interweaving modes of being, society can subvert the potential reification of humanity by technology. This can only be achieved through a democratic process that involves participatory agents not only at the design level but also in the event of naming future innovations. By looking at the work of Alain Badiou, it is shown how a fusion of Heideggerian-inspired phenomenology and speculative ontology (...)
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  35. Experiencing an art education program through immersive virtual reality or iPad: Examining the mediating effects of sense of presence and extraneous cognitive load on enjoyment, attention, and retention.Qingyang Tang, Yanyun Wang, Hao Liu, Qian Liu & Shen Jiang - 2022 - Frontiers in Psychology 13.
    Sense of presence and extraneous cognitive load are the two psychological effects widely employed to explain the cognitive outcomes caused by high-immersive media. This study identified the concepts of both technological affordance and the psychological effects of VR learning. It investigated the mechanism by which immersion leads to better or worse communication in the context of art education. We operationalized the concept of immersion into two levels: a high-immersive VR system and a low-immersive tablet system. Through a (...)
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  36.  18
    Zona Autónoma Militarizada. Europa [zam~]: A multimedia archive and immersive, 360°, reactive and interactive audio-visual system based on field studies across militarized European borders and hotspots where trafficking cells operate.Miguel Oliveros - 2018 - Technoetic Arts 16 (3):345-352.
    In 2015 the first mass migration and the first geopolitical and transnational crisis of the digital age began. This brought along the awakening of a new phase in slavery trade and trafficking of human beings (THB) at the European borders. In this article I introduce an ongoing field study I began in January 2016, in collaboration with experts from Spanish and European institutions, that so far has taken me to hotspots and borders, and to the accumulation of a vast multimedia (...)
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  37.  20
    Humanities on Demand and the Demands on the Humanities: Between Technological and Lived Time.Paul Atkinson & Tim Flanagan - 2024 - Studies in Philosophy and Education 43 (2):143-160.
    The digital humanities have developed in concert with online systems that increase the accessibility and speed of learning. Whereas previously students were immersed in the fluidity of campus life, they have become suspended and drawn-into various streams and currents of digital pedagogy, which articulate new forms of epistemological movement, often operating at speeds outside the lived time and rhythm of human thought. When assessing learning technologies, we have to consider the degree to which they complement the rhythms immanent to human (...)
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  38. Real character-friends: Aristotelian friendship, living together, and technology.Michael T. McFall - 2012 - Ethics and Information Technology 14 (3):221-230.
    Aristotle’s account of friendship has largely withstood the test of time. Yet there are overlooked elements of his account that, when challenged by apparent threats of current and emerging communication technologies, reveal his account to be remarkably prescient. I evaluate the danger that technological advances in communication pose to the future of friendship by examining and defending Aristotle’s claim that perfect or character-friends must live together. I concede that technologically-mediated communication can aid existing character-friendships, but I argue that character-friendships cannot (...)
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  39.  34
    Standing on the Shoulders of Giants—And Then Looking the Other Way? Epistemic Opacity, Immersion, and Modeling in Hydraulic Engineering.Matthijs Kouw - 2016 - Perspectives on Science 24 (2):206-227.
    Over the course of the twentieth century, hydraulic engineering has come to rely primarily on the use of computational models. Disco and van den Ende hint towards the reasons for widespread adoption of computational models by pointing out that such models fulfill a crucial role as management tools in Dutch water management, and meet a more general desire to quantify water-related phenomena. The successful application of computational models implies blackboxing : “[w]hen a machine runs efficiently … one need focus only (...)
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  40.  4
    Catch the Open! A Gamified Interactive Immersion Into Open Educational Practices for Higher Education Educators.Natalia Padilla-Zea, Daniel Burgos, Alicia García-Holgado, Francisco José García-Peñalvo, Mélanie Pauline Harquevaux, Colin de-la-Higuera, James Brunton & Ahmed Tlili - 2022 - Frontiers in Psychology 13.
    Open Education opens up learning opportunities to, potentially, every person in the world. Additionally, it allows teachers, researchers, and practitioners to find, share, reuse, and improve existing resources under a dependable legal framework. Aiming to spread and foster the introduction of open policies in Higher Education institutions, the gamified interactive learning experience Catch the Open! was developed. Catch the Open! targets HE educators who wish to learn, or who wish to deepen their existing knowledge, about OE and Open Educational Practices. (...)
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  41.  49
    Harm, Consent, and Virtual Selves in Full-Body Ownership Illusions: Real Concerns for Immersive Virtual Reality Therapies.Maria Botero & Elise Whatley - 2020 - Cambridge Quarterly of Healthcare Ethics 29 (4):585-591.
    This paper analyzes in the use of virtual reality when used to induce full-body ownership in violent offenders in order to elicit empathetic feelings by allowing them to embody the virtual body of a victim of domestic abuse. The authors explore potentially harmful effects to individuals participating in this kind of therapy and question whether consent is fully informed. The paper concludes with guidelines for ethical research and rehabilitation using this innovative technology.
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  42.  43
    Toward mutual dependency between empathy and technology.Toyoaki Nishida - 2013 - AI and Society 28 (3):277-287.
    Technology explosion induced by information explosion will eventually change artifacts into intelligent autonomous agents consisting of surrogates and mediators from which humans can receive services without special training. Four potential problems might arise as a result of the paradigm shift: technology abuse, responsibility flaw, moral in crisis, and overdependence on artifacts. Although the first and second might be resolved in principle by introduction of public mediators, the rest seems beyond technical solution. Under the circumstances, a reasonable goal might (...)
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  43.  27
    Technology and the Lifeworld. [REVIEW]Douglas Browning - 1991 - Review of Metaphysics 44 (3):639-641.
    In this important and challenging contribution to the rapidly developing philosophy of technology Ihde proposes nothing less than a "systematic reformulation of a framework and set of questions regarding technology in its cultural setting". More specifically, he sees his task as twofold: to provide a perspective from which to view "the phenomenon of human-technology relations" and to offer a "framework or 'paradigm' for understanding". Rejecting the distanced, objective, or "bird's-eye" perspective as inappropriate for considering a subject-matter in (...)
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  44.  10
    A Perspective on Implementation of Technology-Driven Exergames for Adults as Telerehabilitation Services.Cécil J. W. Meulenberg, Eling D. de Bruin & Uros Marusic - 2022 - Frontiers in Psychology 13.
    A major concern of public health authorities is to also encourage adults to be exposed to enriched environments during the pandemic lockdown, as was recently the case worldwide during the COVID-19 outbreak. Games for adults that require physical activity, known as exergames, offer opportunities here. In particular, the output of the gaming industry nowadays offers computer games with extended reality which combines real and virtual environments and refers to human-machine interactions generated by computers and wearable technologies. For example, playing the (...)
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  45.  24
    A classification of cultural engagements in community technology design: introducing a transcultural approach.Heike Winschiers-Theophilus, Tariq Zaman & Colin Stanley - 2019 - AI and Society 34 (3):419-435.
    Community technology design has been deeply affected by paradigm shifts and dominant discourses of its seminal disciplines, such as Human Computer Interaction, Cultural and Design theories, and Community Development as reflected in Community Narratives. A particular distinction of community technology design endeavours has been their cultural stance, which directs the agendas, interactions, and outcomes of the collaboration. Applying different cultural lenses to community technology design, shifts not only practices but also directs the levels of awareness, thereby unfolding (...)
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  46.  69
    Informed Consent in the Fields of Medical Technological Practice.Lotte Asveld - 2006 - Techné: Research in Philosophy and Technology 10 (1):16-29.
    Technological developments often bring about new risks. Informed consent has been proposed as a means to legitimize the imposition of technological risks. This principle was first introduced in medical practice to assure the autonomy of the patient.The introduction of IC in the field of technological practice raises questions about the comparability of the type of informed consent. To what extent are thepossibilities to include laypeople in making decisions regarding risks similar in the technological field to giving informed consent in the (...)
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  47.  8
    The Last Recreational Land VR experience: A non-naturalistic artistic visualization practice with emerging technologies.Hin Nam Fong - 2023 - Technoetic Arts 21 (1):15-33.
    This article introduces a novel use of technologies to visualize space and temporary structures in public space as a critical and speculative method for artistic research. Imitation and iconification have been vital in visual culture since civilization began. Science has become proficient in picturing invisible matter and numerical data. However, we are limited to visualizing these data in an iconic, ‘understandable’ way, that is, to some extent, reductionist. A non-naturalistic artistic visualization (NNAVi) method is proposed to discover and present the (...)
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  48.  42
    Gaming, Texting, Learning? Teaching Engineering Ethics Through Students' Lived Experiences With Technology.Georgina Voss - 2013 - Science and Engineering Ethics 19 (3):1375-1393.
    This paper examines how young peoples’ lived experiences with personal technologies can be used to teach engineering ethics in a way which facilitates greater engagement with the subject. Engineering ethics can be challenging to teach: as a form of practical ethics, it is framed around future workplace experience in a professional setting which students are assumed to have no prior experience of. Yet the current generations of engineering students, who have been described as ‘digital natives’, do however have immersive (...)
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  49.  10
    The Use of Deep Learning and VR Technology in Film and Television Production From the Perspective of Audience Psychology.Yangfan Tong, Weiran Cao, Qian Sun & Dong Chen - 2021 - Frontiers in Psychology 12.
    As the development of artificial intelligence technology, the deep-learning -based Virtual Reality technology, and DL technology are applied in human-computer interaction, and their impacts on modern film and TV works production and audience psychology are analyzed. In film and TV production, audiences have a higher demand for the verisimilitude and immersion of the works, especially in film production. Based on this, a 2D image recognition system for human body motions and a 3D recognition system for human body (...)
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  50.  94
    Guidelines for Research Ethics in Science and Technology.National Committee For Research Ethics In Science And Technology - 2009 - Jahrbuch für Wissenschaft Und Ethik 14 (1):255-266.
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