Results for 'Virtual activities'

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  1.  4
    Active View and Passive View in Virtual Reality Have Different Impacts on Memory and Impression.Kyoko Hine & Hodaka Tasaki - 2019 - Frontiers in Psychology 10:472011.
    Virtual reality (VR) through a head-mounted display (HMD) can provide new experiences. However, it remains unclear how the characteristics of HMDs affect users’ memory. To use HMDs more effectively and appropriately in several applied fields, including education, it is necessary to clarify what characteristics of HMDs affect users’ memory. A head-tracking function mounted on an HMD helps to detect the user’s head direction to enable a simulation experience akin to the real world. When we experience a simulation on an (...)
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  2.  15
    Physical Activity Levels of Adult Virtual Football Players.Ana M. Pereira, Evert Verhagen, Pedro Figueiredo, André Seabra, António Martins & João Brito - 2021 - Frontiers in Psychology 12.
    Esports, including virtual football, are a worldwide phenomenon. Yet, little is known about the physical activity levels of individuals engaged in virtual football game play. Therefore, we aimed to perform a preliminary evaluation of the levels of physical activity, sedentarism, and habits of physical training of adults engaged with virtual football in Portugal. This was a cross-sectional investigation based on a structured online survey using the International Physical Activity Questionnaire and a set of questions regarding habits of (...)
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  3.  23
    Active control as evidence in favor of sense of ownership in the moving Virtual Hand Illusion.Victòria Brugada-Ramentol, Ivar Clemens & Gonzalo G. de Polavieja - 2019 - Consciousness and Cognition 71:123-135.
  4.  3
    Multiple Players Tracking in Virtual Reality: Influence of Soccer Specific Trajectories and Relationship With Gaze Activity.Alexandre Vu, Anthony Sorel, Annabelle Limballe, Benoit Bideau & Richard Kulpa - 2022 - Frontiers in Psychology 13.
    The perceptual-cognitive ability to track multiple moving objects and its contribution to team sports performance has traditionally been studied in the laboratory under non-sports specific conditions. It is thus questionable whether the measured visual tracking performance and the underlying gaze activity reflected the actual ability of team sports players to track teammates and opponents on a real field. Using a Virtual Reality-based visual tracking task, the ability of participants to track multiple moving virtual players as they would do (...)
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  5.  9
    Looking for Image Statistics: Active Vision With Avatars in a Naturalistic Virtual Environment.Dominik Straub & Constantin A. Rothkopf - 2021 - Frontiers in Psychology 12.
    The efficient coding hypothesis posits that sensory systems are tuned to the regularities of their natural input. The statistics of natural image databases have been the topic of many studies, which have revealed biases in the distribution of orientations that are related to neural representations as well as behavior in psychophysical tasks. However, commonly used natural image databases contain images taken with a camera with a planar image sensor and limited field of view. Thus, these images do not incorporate the (...)
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  6.  34
    What kind of an activity is a virtual game? A postmodern approach in relation to concept of phantasm by Deleuze and the philosophy of Huizinga.Barış Şentuna & Dinçer Kanbur - 2016 - Sport, Ethics and Philosophy 10 (1):42-50.
    ABSTRACTVirtual games are played by millions of people today. Almost everyone has the means to access virtual worlds in most places in the world. Virtual games are new worlds for the players waiting to be discovered. Video games in this new world are considered to be sports activities by some people, while some oppose to this conception. In this regard, philosophical approaches set out and the current state of whether video games are considered as sports activities (...)
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  7.  68
    Repeated Exposure to Illusory Sense of Body Ownership and Agency Over a Moving Virtual Body Improves Executive Functioning and Increases Prefrontal Cortex Activity in the Elderly.Dalila Burin & Ryuta Kawashima - 2021 - Frontiers in Human Neuroscience 15:674326.
    We previously showed that the illusory sense of ownership and agency over a moving body in immersive virtual reality can trigger subjective and physiological reactions on the real subject’s body and, therefore, an acute improvement of cognitive functions after a single session of high-intensity intermittent exercise performed exclusively by one’s own virtual body, similar to what happens when we actually do physical activity. As well as confirming previous results, here, we aimed at finding in the elderly an increased (...)
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  8.  14
    Prefrontal Cortex Activation Upon a Demanding Virtual Hand-Controlled Task: A New Frontier for Neuroergonomics.Marika Carrieri, Andrea Petracca, Stefania Lancia, Sara Basso Moro, Sabrina Brigadoi, Matteo Spezialetti, Marco Ferrari, Giuseppe Placidi & Valentina Quaresima - 2016 - Frontiers in Human Neuroscience 10.
  9.  18
    Slowing of Hippocampal Activity Correlates with Cognitive Decline in Early Onset Alzheimer’s Disease. An MEG Study with Virtual Electrodes.Marjolein M. A. Engels, Arjan Hillebrand, Wiesje M. van der Flier, Cornelis J. Stam, Philip Scheltens & Elisabeth C. W. van Straaten - 2016 - Frontiers in Human Neuroscience 10.
  10. Virtual machines and consciousness.Aaron Sloman & Ronald L. Chrisley - 2003 - Journal of Consciousness Studies 10 (4-5):133-172.
    Replication or even modelling of consciousness in machines requires some clarifications and refinements of our concept of consciousness. Design of, construction of, and interaction with artificial systems can itself assist in this conceptual development. We start with the tentative hypothesis that although the word “consciousness” has no well-defined meaning, it is used to refer to aspects of human and animal informationprocessing. We then argue that we can enhance our understanding of what these aspects might be by designing and building (...)-machine architectures capturing various features of consciousness. This activity may in turn nurture the development of our concepts of consciousness, showing how an analysis based on information-processing virtual machines answers old philosophical puzzles as well enriching empirical theories. This process of developing and testing ideas by developing and testing designs leads to gradual refinement of many of our pre-theoretical concepts of mind, showing how they can be construed as implicitly “architecture-based” concepts. Understanding how humanlike robots with appropriate architectures are likely to feel puzzled about qualia may help us resolve those puzzles. The concept of “qualia” turns out to be an “architecture-based” concept, while individual qualia concepts are “architecture-driven”. (shrink)
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  11. Virtual reality as a path to self-knowledge.Lukas Schwengerer - 2023 - Synthese 202 (87):1-21.
    I discuss how virtual reality can be used to acquire self-knowledge. Lawlor (Philos Phenomenol Res 79(1):47–75, 2009) and Cassam (Vices of the mind: from the intellectual to the political. OUP, Oxford, 2014) develop inferential accounts of self-knowledge in which one can use imagination to acquire self-knowledge. This is done by actively prompting imaginary scenarios and observing one’s reactions to those scenarios. These reactions are then used as the inferential basis for acquiring self-knowledge. I suggest that the imaginary scenarios can (...)
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  12.  5
    Exercising With a Six Pack in Virtual Reality: Examining the Proteus Effect of Avatar Body Shape and Sex on Self-Efficacy for Core-Muscle Exercise, Self-Concept of Body Shape, and Actual Physical Activity.Jih-Hsuan Tammy Lin, Dai-Yun Wu & Ji-Wei Yang - 2021 - Frontiers in Psychology 12.
    This study investigates the Proteus effect from the first-person perspective and during avatar embodiment in actual exercise. In addition to the immediate measurements of the Proteus effect, prolonged effects such as next-day perception and exercise-related outcomes are also explored. We theorized the Proteus effect as altered perceived self-concept and explored the association between virtual reality avatar manipulation and self-concept in the exercise context. While existing studies have mainly investigated the Proteus effect in a non-VR environment or after VR embodiment, (...)
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  13. Virtual Machine Functionalism: The only form of functionalism worth taking seriously in Philosophy of Mind.Aaron Sloman -
    Most philosophers appear to have ignored the distinction between the broad concept of Virtual Machine Functionalism (VMF) described in Sloman&Chrisley (2003) and the better known version of functionalism referred to there as Atomic State Functionalism (ASF), which is often given as an explanation of what Functionalism is, e.g. in Block (1995). -/- One of the main differences is that ASF encourages talk of supervenience of states and properties, whereas VMF requires supervenience of machines that are arbitrarily complex networks of (...)
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  14.  8
    Active Networks and Active Network Management: A Proactive Management Framework.Stephen F. Bush & Amit B. Kulkarni - 2001 - Springer.
    Active networking is an exciting new paradigm in digital networking that has the potential to revolutionize the manner in which communication takes place. It is an emerging technology, one in which new ideas are constantly being formulated and new topics of research are springing up even as this book is being written. This technology is very likely to appeal to a broad spectrum of users from academia and industry. Therefore, this book was written in a way that enables all these (...)
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  15. Virtuality as a basis for problem solving?Gianni Degli Antoni & Rita Pizzi - 1991 - AI and Society 5 (3):239-245.
    This paper is an attempt to develop a paradigm in problem solving where the notion of virtuality plays a central role. Following a brief discussion on virtual simulation, the paper attempts to identify a notion of virtuality based on the identification of the self (man or computer) with the problem solver. It is shown that such an identification/distinction possibly violates some general principle of the problem environment.To deal with this violation, a new problem is generated and a new virtualization (...)
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  16. Collaborative Virtual Worlds and Productive Failure.Michael J. Jacobson, Charlotte Taylor, Anne Newstead, Wai Yat Wong, Deborah Richards, Meredith Taylor, Porte John, Kartiko Iwan, Kapur Manu & Hu Chun - 2011 - In Michael J. Jacobson, Charlotte Taylor, Anne Newstead, Wai Yat Wong, Deborah Richards, Meredith Taylor, Porte John, Kartiko Iwan, Kapur Manu & Hu Chun (eds.), Proceedings of the CSCL (Computer Supported Cognition and Learning) III. University of Hong Kong.
    This paper reports on an ongoing ARC Discovery Project that is conducting design research into learning in collaborative virtual worlds (CVW).The paper will describe three design components of the project: (a) pedagogical design, (b)technical and graphics design, and (c) learning research design. The perspectives of each design team will be discussed and how the three teams worked together to produce the CVW. The development of productive failure learning activities for the CVW will be discussed and there will be (...)
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  17.  21
    Application of Supervised Machine Learning for Behavioral Biomarkers of Autism Spectrum Disorder Based on Electrodermal Activity and Virtual Reality.Mariano Alcañiz Raya, Irene Alice Chicchi Giglioli, Javier Marín-Morales, Juan L. Higuera-Trujillo, Elena Olmos, Maria E. Minissi, Gonzalo Teruel Garcia, Marian Sirera & Luis Abad - 2020 - Frontiers in Human Neuroscience 14.
  18. It's how you get there: walking down a virtual alley activates premotor and parietal areas.Johanna Wagner, Teodoro Solis-Escalante, Reinhold Scherer, Christa Neuper & Gernot Müller-Putz - 2014 - Frontiers in Human Neuroscience 8.
  19.  48
    Virtual Heritage.Lynn Holden - 2007 - Techné: Research in Philosophy and Technology 10 (3):55-61.
    Virtual Heritage (VH) is the use of electronic media to recreate or interpret culture and cultural artifacts as they are today or as they might have been in the past (Moltenbrey, 2001; Roehl, 1997). By definition, VH applications employ some kind of three dimensional representation; the means used to display it range from still photos to immersive Virtual Reality. Virtual Heritage is a very active area of research and development in both the academic and the commercial realms. (...)
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  20.  41
    Virtual Heritage.Jeffrey Jacobson & Lynn Holden - 2007 - Techné: Research in Philosophy and Technology 10 (3):55-61.
    Virtual Heritage is the use of electronic media to recreate or interpret culture and cultural artifacts as they are today or as they might have been in the past. By definition, VH applications employ some kind of three dimensional representation; the means used to display it range from still photos to immersive Virtual Reality. Virtual Heritage is a very active area of research and development in both the academic and the commercial realms.. Most VH applications are intended (...)
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  21.  19
    Virtual Heritage.Jeffrey Jacobson & Lynn Holden - 2007 - Techné: Research in Philosophy and Technology 10 (3):55-61.
    Virtual Heritage (VH) is the use of electronic media to recreate or interpret culture and cultural artifacts as they are today or as they might have been in the past (Moltenbrey, 2001; Roehl, 1997). By definition, VH applications employ some kind of three dimensional representation; the means used to display it range from still photos to immersive Virtual Reality. Virtual Heritage is a very active area of research and development in both the academic and the commercial realms. (...)
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  22.  10
    Personalized Virtual Reality Human-Computer Interaction for Psychiatric and Neurological Illnesses: A Dynamically Adaptive Virtual Reality Environment That Changes According to Real-Time Feedback From Electrophysiological Signal Responses.Jacob Kritikos, Georgios Alevizopoulos & Dimitris Koutsouris - 2021 - Frontiers in Human Neuroscience 15.
    Virtual reality constitutes an alternative, effective, and increasingly utilized treatment option for people suffering from psychiatric and neurological illnesses. However, the currently available VR simulations provide a predetermined simulative framework that does not take into account the unique personality traits of each individual; this could result in inaccurate, extreme, or unpredictable responses driven by patients who may be overly exposed and in an abrupt manner to the predetermined stimuli, or result in indifferent, almost non-existing, reactions when the stimuli do (...)
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  23. Virtual symposium on virtual mind.Patrick Hayes, Stevan Harnad, Donald Perlis & Ned Block - 1992 - Minds and Machines 2 (3):217-238.
    When certain formal symbol systems (e.g., computer programs) are implemented as dynamic physical symbol systems (e.g., when they are run on a computer) their activity can be interpreted at higher levels (e.g., binary code can be interpreted as LISP, LISP code can be interpreted as English, and English can be interpreted as a meaningful conversation). These higher levels of interpretability are called "virtual" systems. If such a virtual system is interpretable as if it had a mind, is such (...)
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  24. Analysis of Teaching Practices During the COVID-19 Pandemic: Teachers’ Goals and Activities in Virtual Classrooms.María-Puy Pérez Echeverría, Juan-Ignacio Pozo & Beatriz Cabellos - 2022 - Frontiers in Psychology 13.
    To research teachers’ priorities on what was to be taught and learned during the COVID-19 lockdown, we asked Spanish Primary and Secondary teachers to choose and describe the activity they preferred among those carried out with their students during the pandemic. Our interest was to investigate what really happened in the classrooms, the type of learning favored by the practices, and the agreement between the teacher’s goals and their teaching We obtained 272 activities that we analyzed according to the (...)
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  25.  58
    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. (...)
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  26.  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 (...)
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  27.  17
    "Virtual reality" as a tool for global manipulation of socio-cultural identity.Pavel Gennadievich Bylevskiy - forthcoming - Philosophy and Culture (Russian Journal).
    The subject of the article is the philosophical and cultural methodology of digital "virtual reality", comparing the declarations of developers with the practical possibilities and social consequences of using such technologies. The developers presented projects of online digital content services for all five senses using special equipment (glasses, headphones, interactive gloves, joysticks, costumes, printers of smells and tastes, etc.). It was assumed that virtual reality would surpass the reliability of previous multimedia content and interactive computer games, and the (...)
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  28.  31
    The virtual simulation of child sexual abuse: online gameworld users’ views, understanding and responses to sexual ageplay.Carla Reeves - 2018 - Ethics and Information Technology 20 (2):101-113.
    This paper explores cultural understandings of virtual sexual ageplay in the online world of Second Life. Online sexual ageplay is the virtual simulation of child abuse by consensual adults operating in-world with child computer characters. Second Life is primarily governed by Community Standards which rely on residents to recognise sexual ageplay and report it, which requires an appreciation of how residents view, understand and construct sexual ageplay. The research presented drew on 12 months of resident blog posts referring (...)
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  29.  28
    Ethics in the Virtual World: The Morality and Psychology of Gaming.Garry Young - 2013 - Durham, UK: Routledge.
    Ethics in the Virtual World examines the gamer's enactment of taboo activities in the context of both traditional and contemporary philosophical approaches to morality. The book argues that it is more productive to consider what individuals are able to cope with psychologically than to determine whether a virtual act or representation is necessarily good or bad. The book raises pertinent questions about one of the most rapidly expanding leisure pursuits in western culture: should virtual enactments warrant (...)
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  30.  14
    Preface: Virtual Entities in Science.Robert Harlander, Jean-Philippe Martinez, Friedrich Steinle & Adrian Wüthrich - 2024 - Perspectives on Science 32 (3):263-268.
    In lieu of an abstract, here is a brief excerpt of the content:Preface: Virtual Entities in ScienceRobert Harlander, Jean-Philippe Martinez, Friedrich Steinle, and Adrian WüthrichIt is not only since the sudden increase of online communication due to the COVID-19 situation that the concept of the “virtual” has made its way into everyday language. In this context, it mostly denotes a digital substitute for a real object or process. Virtual reality is perhaps the best-known term in this respect. (...)
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  31.  46
    Involving the Virtual Subject.Bakardjieva Maria & Feenberg Andrew - 2000 - Ethics and Information Technology 2 (4):233-240.
    As users of computer networks have become more active in producing their own electronic records, in the form of transcripts of onlinediscussions, ethicists have attempted to interpret this new situation interms of earlier models of personal data protection. But thistransference results in unprecedented problems for researchers. Thispaper examines some of the central dichotomies and paradoxes in thedebate on research ethics online in the context of the concrete study ofa virtual community that we carried out. We argue that alienation, notprivacy, (...)
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  32.  3
    Virtual reality as a transformed form.С. А Смирнов - 2023 - Philosophy Journal 16 (1):21-38.
    The article provides an analysis of one problem related to the discussion of the ontologi­cal status of virtual reality. The author proposes to discuss the problem of the reality of virtual worlds in terms of transformed forms. In this regard, an analysis is given of how this concept was introduced by K. Marx and how it was discussed further in the scientific literature. It is proposed to perceive the transformed form not as a perverted or false real­ity, but (...)
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  33. Are virtual photons the elementary carriers of consciousness?Herms Romijn - 2002 - Journal of Consciousness Studies 9 (1):61-81.
    Based on neurobiological data, modern concepts of self-organization and a careful rationale, the hypothesis is put forward that the fleeting, highly ordered patterns of electric and/or magnetic fields, generated by assemblies of dendritic trees of specialized neuronal networks, should be thought of as the end-product of chaotic, dynamically governed self-organization. Such patterns encode for subjective experiences such as pain and pleasure, or perceiving colours. Because by quantum mechanical definition virtual photons are the theoretical constituents of electric and magnetic fields, (...)
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  34.  25
    Virtual Witnessing and the Role of the Reader in a New Natural Philosophy.Richard Cunningham - 2001 - Philosophy and Rhetoric 34 (3):207 - 224.
    In lieu of an abstract, here is a brief excerpt of the content:Philosophy and Rhetoric 34.3 (2001) 207-224 [Access article in PDF] Virtual Witnessing and the Role of the Reader in a New Natural Philosophy Richard Cunningham [Figures]How did the self-described new natural philosophies of the early modern period displace other philosophic (moral, ethical, legal), and specifically religious, discourses as the locus of truth in our culture? Natural philosophy's rejection of disputation and of revelation as means of producing truth (...)
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  35.  6
    Fast and Forceful: Modulation of Response Activation Induced by Shifts of Perceived Depth in Virtual 3D Space.Thorsten Plewan & Gerhard Rinkenauer - 2016 - Frontiers in Psychology 7.
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  36.  55
    The Agent of Virtual Communications.Maxim Lebedev - 2008 - Proceedings of the Xxii World Congress of Philosophy 39:129-135.
    It will be argued that the virtual agent (VA) can be characterized using phenomenological descriptive tools and other conceptual means within related paradigms of the analysis of subjectivity. From such a point of view, the main features of VA are: •VA is constituted by its communicative valencies; •VA is intentionally active in perception, and it is the case also at the intersubjective level; •VA establishes and supports the truth of its statements, which come out as a creative boundary, an (...)
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  37.  25
    The Virtual Linguistics.Pronin Mikhail - 2008 - Proceedings of the Xxii World Congress of Philosophy 39:309-317.
    In the report are considered initial theses – philosophical ideas and paradigmatic representations, - for formation of a new scientific direction – virtual linguistics: virtual philosophy of linguistics. Focus of interests of virtual linguistics lays in studying attitudes of the internal (virtual) human and language as virtual object of the internal (virtual) human. For ordinary consciousness virtual - concerning computers. It only is partly true. The virtualistic as the paradigmatic direction is developed in (...)
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  38.  45
    Socratic nudges, virtual moral assistants and the problem of autonomy.Francisco Lara & Blanca Rodríguez-López - forthcoming - AI and Society:1-13.
    Many of our daily activities are now made more convenient and efficient by virtual assistants, and the day when they can be designed to instruct us in certain skills, such as those needed to make moral judgements, is not far off. In this paper we ask to what extent it would be ethically acceptable for these so-called virtual assistants for moral enhancement to use subtle strategies, known as “nudges”, to influence our decisions. To achieve our goal, we (...)
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  39. Embodied involvement in virtual worlds: the case of eSports practitioners.David Ekdahl & Susanne Ravn - 2019 - Sport, Ethics and Philosophy 13 (2):132-144.
    eSports practice designates a unique set of activities tethered to competitive, virtual environments, or worlds. This correlation between eSports practitioner and virtual world, we argue, is inadequately accounted for solely in terms of something physical or intellectual. Instead, we favor a perspective on eSports practice to be analyzed as a perceptual and embodied phenomenon. In this article, we present the phenomenological approach and focus on the embodied sensations of eSports practitioners as they cope with and perceive within (...)
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  40.  14
    Constraints upon Learning Novel Muscle Activation Patterns after Virtual Tendon Transfer.Jahanabadi Hossein, Carroll Timothy, Cresswell Andrew & De Rugy Aymar - 2015 - Frontiers in Human Neuroscience 9.
  41.  36
    Adolescent Hippocampal and Prefrontal Brain Activation During Performance of the Virtual Morris Water Task.Jennifer T. Sneider, Julia E. Cohen-Gilbert, Derek A. Hamilton, Elena R. Stein, Noa Golan, Emily N. Oot, Anna M. Seraikas, Michael L. Rohan, Sion K. Harris, Lisa D. Nickerson & Marisa M. Silveri - 2018 - Frontiers in Human Neuroscience 12.
  42.  15
    What is special about our own face? Commentary: Tuning of temporo-occipital activity by frontal oscillations during virtual mirror exposure causes erroneous self-recognition.Maria L. Filippetti - 2015 - Frontiers in Psychology 6.
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  43.  6
    Corrigendum: Exercising With a Six Pack in Virtual Reality: Examining the Proteus Effect of Avatar Body Shape and Sex on Self-Efficacy for Core-Muscle Exercise, Self-Concept of Body Shape, and Actual Physical Activity.Jih-Hsuan Tammy Lin, Dai-Yun Wu & Ji-Wei Yang - 2022 - Frontiers in Psychology 13.
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  44.  24
    Active Net.Stephen F. Bush - 2007 - In Hossein Bidgoli (ed.), Volume Iii: Distributed Networks, Network Planning, Control, Management, and New Trends and Applications. Wiley. pp. 985--1011.
    Active networking is an exciting new paradigm in digital networking that has the potential to revolutionize the manner in which communication takes place. It is an emerging technology, one in which new ideas are constantly being formulated and new topics of research are springing up even as this book is being written. This technology is very likely to appeal to a broad spectrum of users from academia and industry. Therefore, this book was written in a way that enables all these (...)
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  45.  19
    Active Networks and Active Network Management a Proactive Management Framework: Solution Manual.Stephen F. Bush & Amit B. Kulkarni - 2001 - Kluwer Academic/Plenum Publishers.
    Active networking is an exciting new paradigm in digital networking that has the potential to revolutionize the manner in which communication takes place. It is an emerging technology, one in which new ideas are constantly being formulated and new topics of research are springing up even as this book is being written. This technology is very likely to appeal to a broad spectrum of users from academia and industry. Therefore, this book was written in a way that enables all these (...)
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  46.  7
    Virtual Daime: When Psychedelic Ritual Migrates Online.Ido Hartogsohn - 2022 - Frontiers in Psychology 13.
    During the 2020 COVID-19 epidemic a variety of social activities migrated online, including religious ceremonies and rituals. One such instance is the case of Santo Daime, a Brazilian rainforest religion that utilizes the hallucinogenic brew ayahuasca in its rituals. During the pandemic, multiple Santo Daime rituals involving the consumption of ayahuasca took place online, mediated through Zoom and other online platforms. The phenomenon is notable since the effects of hallucinogens are defined by context and Santo Daime rituals are habitually (...)
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  47.  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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  48. Expressive Avatars: Vitality in Virtual Worlds.David Ekdahl & Lucy Osler - 2023 - Philosophy and Technology 36 (2):1-28.
    Critics have argued that human-controlled avatar interactions fail to facilitate the kinds of expressivity and social understanding afforded by our physical bodies. We identify three claims meant to justify the supposed expressive limits of avatar interactions compared to our physical interactions. First, “The Limited Expressivity Claim”: avatars have a more limited expressive range than our physical bodies. Second, “The Inputted Expressivity Claim”: any expressive avatarial behaviour must be deliberately inputted by the user. Third, “The Decoding Claim”: users must infer or (...)
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  49.  92
    How are Australian higher education institutions contributing to innovative teaching and learning through virtual worlds?Brent Gregory, Sue Gregory, Bogdanovych A., Jacobson Michael, Newstead Anne & Simeon Simoff and Many Others - 2011 - In Gregory Sue (ed.), Ascilite (Australian Society of Computers in Tertiary Education). Ascilite.
    Over the past decade, teaching and learning in virtual worlds has been at the forefront of many higher education institutions around the world. The DEHub Virtual Worlds Working Group (VWWG) consisting of Australian and New Zealand higher education academics was formed in 2009. These educators are investigating the role that virtual worlds play in the future of education and actively changing the direction of their own teaching practice and curricula. 47 academics reporting on 28 Australian higher education (...)
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  50. 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 include curiosity, (...)
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