Results for 'virtual reality'

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  1. Virtual Reality and the Meaning of Life.John Danaher - forthcoming - In Oxford Handbook on Meaning in Life.
    It is commonly assumed that a virtual life would be less meaningful (perhaps even meaningless). As virtual reality technologies develop and become more integrated into our everyday lives, this poses a challenge for those that care about meaning in life. In this chapter, it is argued that the common assumption about meaninglessness and virtuality is mistaken. After clarifying the distinction between two different visions of virtual reality, four arguments are presented for thinking that meaning is (...)
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  2. Virtual Reality: Digital or Fictional?Neil McDonnell & Nathan Wildman - 2019 - Disputatio 11 (55):371-397.
    Are the objects and events that take place in Virtual Reality genuinely real? Those who answer this question in the affirmative are realists, and those who answer in the negative are irrealists. In this paper we argue against the realist position, as given by Chalmers, and present our own preferred irrealist account of the virtual. We start by disambiguating two potential versions of the realist position—weak and strong— and then go on to argue that neither is plausible. (...)
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  3. Consciousness, Dreams and Virtual Realities.Antti Revonsuo - 1995 - Philosophical Psychology 8 (1):35-58.
    In this paper I develop the thesis that dreams are essential to an understanding of waking consciousness. In the first part I argue in opposition to the philosophers Malcolm and Dennett that empirical evidence now shows dreams to be real conscious experiences. In the second part, three questions concerning consciousness research are addressed. (1) How do we isolate the system to be explained (consciousness) from other systems? (2) How do we describe the system thus isolated? (3) How do we reveal (...)
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  4.  11
    Virtual Reality for Enhanced Ecological Validity and Experimental Control in the Clinical, Affective and Social Neurosciences.Thomas D. Parsons - 2015 - Frontiers in Human Neuroscience 9.
  5.  50
    Virtual Reality: Fictional All the Way Down.Jesper Juul - 2019 - Disputatio 11 (55):333-343.
    Are virtual objects real? I will claim that the question sets us up for the wrong type of conclusion: Chalmers argues that a virtual calculator is a real calculator when it is “organizationally invariant” with its non-virtual counterpart—when it performs calculation. However, virtual reality and games are defined by the fact that they always selectively implement their source material. Even the most detailed virtual car will still have an infinite range of details which are (...)
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  6.  90
    The Virtual Reality of Homo Economicus.Philip Pettit - 1995 - The Monist 78 (3):308-329.
    The economic explanation of individual behaviour, even behaviour outside the traditional province of the market, projects a distinctively economic image on the minds of the agents involved. It suggests that, in regard to motivation and rationality, they conform to the profile of homo economicus. But this suggestion, by many lights, flies in the face of common sense; it conflicts with our ordinary assumptions about how we each feel and think in most situations, certainly most non-market situations, and about how that (...)
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  7. Virtual Reality Thought Experiments Module Package (Includes VR Training Room).Erick Ramirez, Scott LaBarge, Miles Elliott & Carl Maggio - manuscript
    A virtual reality module that incorporates a training room (for subjects to become accommodated to virtual environments) and VR translations of Philippa Foot's Trolley Problem and Judith Thomson's Violinist thought experiment. -/- These modules are free to use for classroom or research/x-phi purposes. This set of modules is optimized for the HTC Vive. If you have an Oculus Rift, please see our VR modules optimized for the rift. -/- *Requires an HTC Vive and VR capable computer. To (...)
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  8.  88
    Virtual Reality Translation of Philippa Foot's Trolley Problem.Erick Ramirez, Scott LaBarge, Miles Elliott & Carl Maggio - manuscript
    A virtual reality translation of Philippa Foot's original "Trolley Problem." These modules are free to download and use in the classroom and for research/x-phi purposes. -/- *Requires an Oculus Rift or HTC Vive and VR capable computer. To open the files, uncompress the downloaded .zip folder and run the executable (.exe) file.
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  9.  73
    Virtual Reality Translation of Judith Thomson's Violinist Analogy.Erick Ramirez, Miles Elliott, Scott LaBarge & Carl Maggio - manuscript
    A virtual reality translation of Judith Thomson's Violinist Analogy. These modules are free to download and use in the classroom and for research/x-phi purposes. -/- *Requires an Oculus Rift or HTC Vive and VR capable computer. To open the files, uncompress the downloaded .zip folder and run the executable (.exe) file.
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  10.  12
    Virtual Reality Analgesia During Venipuncture in Pediatric Patients With Onco-Hematological Diseases.Barbara Atzori, Hunter G. Hoffman, Laura Vagnoli, David R. Patterson, Wadee Alhalabi, Andrea Messeri & Rosapia Lauro Grotto - 2018 - Frontiers in Psychology 9.
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  11.  18
    Immersive Virtual Reality and Virtual Embodiment for Pain Relief.Marta Matamala-Gomez, Tony Donegan, Sara Bottiroli, Giorgio Sandrini, Maria V. Sanchez-Vives & Cristina Tassorelli - 2019 - Frontiers in Human Neuroscience 13.
  12.  89
    The Convergence of Virtual Reality and Social Networks: Threats to Privacy and Autonomy.Fiachra O’Brolcháin, Tim Jacquemard, David Monaghan, Noel O’Connor, Peter Novitzky & Bert Gordijn - 2016 - Science and Engineering Ethics 22 (1):1-29.
    The rapid evolution of information, communication and entertainment technologies will transform the lives of citizens and ultimately transform society. This paper focuses on ethical issues associated with the likely convergence of virtual realities and social networks, hereafter VRSNs. We examine a scenario in which a significant segment of the world’s population has a presence in a VRSN. Given the pace of technological development and the popularity of these new forms of social interaction, this scenario is plausible. However, it brings (...)
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  13.  19
    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 (...)
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  14. Realistic Virtual Reality and Perception.John Dilworth - 2010 - Philosophical Psychology 23 (1):23-42.
    Realistic uses of Virtual Reality technology closely integrate user training on virtual objects with VR-assisted user interactions with real objects. This paper shows how the Interactive Theory of Perception may be extended to cover such cases. Virtual objects are explained as concrete models that have an inner generation mechanism, and the ITP is used to explain how VR users can both perceive such local CMs, and perceptually represent remote real objects. Also, concepts of modeling and representation (...)
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  15.  48
    Virtual Reality Interview (Metaphysics and Epistemology): "Welcome Back!".Erick Jose Ramirez & Miles Elliott - manuscript
    This is a virtual reality simulation that imagines its subject as emerging from a long stint in Robert Nozick's "Experience Machine." The simulation is an interview (with many branching paths) meant to gauge the subject's views on the metaphysics of virtual objects and the ethics of virtual actions. It draws heavily from the published work of David Chalmers, Mark Silcox, Jon Cogburn, Morgan Luck, and Nick Bostrom. *Requires an Oculus Rift (or Rift-S) or HTC Vive and (...)
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  16.  8
    Virtual Reality: The Last Human Narrative?Thorsten Botz-Bornstein - 2015 - Brill | Rodopi.
    Is virtual reality the latest grand narrative that humanity has produced? This book attempts to disentangle the common characteristics of human reality and posthuman virtual reality by examining discourses on psychoanalysis, gene-technology, globalization, and contemporary art.
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  17.  14
    Virtual Reality in Marketing: A Framework, Review, and Research Agenda.Mariano Alcañiz, Enrique Bigné & Jaime Guixeres - 2019 - Frontiers in Psychology 10.
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  18.  92
    Virtual Reality Translation of Nozick's Experience Machine.Erick Ramirez, Carl Maggio, Miles Elliott & Lia Petronio - manuscript
    A virtual reality translation of Robert Nozick's "Experience Machine" thought experiment from his "Anarchy, State, and Utopia" (1974). These modules are free to download and use in the classroom and for research/x-phi purposes. NPCs are randomized for gender during startup of each run. *Requires an Oculus Rift or HTC Vive and VR capable computer. To open the files, uncompress the downloaded .zip folder and run the executable (.exe) file. -/- V1.2 Fixed missing projector video footage during experience machine (...)
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  19.  14
    Virtual Reality as an Emerging Methodology for Leadership Assessment and Training.Mariano Alcañiz, Elena Parra & Irene Alice Chicchi Giglioli - 2018 - Frontiers in Psychology 9.
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  20.  6
    A Virtual Reality Simulation of Drug Users’ Everyday Life: The Effect of Supported Sensorimotor Contingencies on Empathy.Maria Christofi, Despina Michael-Grigoriou & Christos Kyrlitsias - 2020 - Frontiers in Psychology 11.
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  21. Virtual Reality, Ontology, and Value.Norman Mooradian - 2006 - Metaphilosophy 37 (5):673-690.
  22.  17
    Virtual Reality as a Vehicle to Empower Motor-Cognitive Neurorehabilitation.Daniel Perez-Marcos, Mélanie Bieler-Aeschlimann & Andrea Serino - 2018 - Frontiers in Psychology 9.
  23.  5
    Virtual Reality as a New Approach for Risk Taking Assessment.Carla de-Juan-Ripoll, José L. Soler-Domínguez, Jaime Guixeres, Manuel Contero, Noemi Álvarez Gutiérrez & Mariano Alcañiz - 2018 - Frontiers in Psychology 9.
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  24.  16
    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.
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  25.  37
    The Virtual Reality of the Invisible Hand.Emma Tieffenbach - 2016 - Social Science Information 55 (1):115-134.
    Self-centred based explanations such as invisible-hand accounts look like armchair constructions with no relevance to the real world. Whether and how they nonetheless provide an insight into social reality is a puzzling matter. Philip Pettit’s idea of self-interest virtually bearing on choices offers the prospect of a solution. In order to assess the latter we first distinguish between three variants of invisible-hand explanations, namely: a normative, an historical and a theoretical one. We then show that, while the model of (...)
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    Virtual Reality Analgesia for Pediatric Dental Patients.Barbara Atzori, Rosapia Lauro Grotto, Andrea Giugni, Massimo Calabrò, Wadee Alhalabi & Hunter G. Hoffman - 2018 - Frontiers in Psychology 9.
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  27.  11
    Virtual Reality or Real Virtuality: The Space of Flows and Nursing Practice.Lynne Barnes & Trudy Rudge - 2005 - Nursing Inquiry 12 (4):306-315.
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  28.  4
    Virtual Reality, Real Emotions: A Novel Analogue for the Assessment of Risk Factors of Post-Traumatic Stress Disorder.Pauline Dibbets & Michel A. Schulte-Ostermann - 2015 - Frontiers in Psychology 6.
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  29.  6
    Immersive Virtual Reality Field Trips Facilitate Learning About Climate Change.David M. Markowitz, Rob Laha, Brian P. Perone, Roy D. Pea & Jeremy N. Bailenson - 2018 - Frontiers in Psychology 9.
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  30.  10
    Virtual Reality for Anxiety Reduction Demonstrated by Quantitative EEG: A Pilot Study.Jeff Tarrant, Jeremy Viczko & Hannah Cope - 2018 - Frontiers in Psychology 9.
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  31.  86
    Physical, Psychological and Virtual Realities.Max Velmans - 1998 - In John Wood (ed.), The Virtual Embodied: Presence, Practice, Technology. London: Routledge. pp. 45-60.
    This chapter examines the similarities and differences between physical, psychological and virtual realities, and challenges some conventional, implicitly dualist assumptions about how these relate to each other. Virtual realities are not easily understood in either dualist or materialist reductive terms, as they exemplify the reflexive nature of perception. The chapter summarises some of the evidence for this “reflexive model”—and examines some of its consequences for the “hard” problem of consciousness. The chapter then goes on to consider how these (...)
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  32.  7
    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 (...)
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  33.  23
    Virtual Reality as Experiential Learning.Daniel Collette - 2019 - Teaching Philosophy 42 (1):29-39.
    While the pedagogical benefits of experiential learning are well known, classroom technology is a more contentious topic. In my experience, philosophy instructors are hesitant to embrace technology in their pedagogy. A great deal of this trepidation is justified: when technology serves only to replicate existing methods without contributing to course objectives, it unnecessarily adds extra work for the instructor and can even be a distraction from learning. However, I believe, if applied appropriately, technology can be used to positively enhance the (...)
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  34. The Ethics of Virtual Reality Technology: Social Hazards and Public Policy Recommendations.James Spiegel - 2018 - Science and Engineering Ethics 24 (5):1537-1550.
    This article explores four major areas of moral concern regarding virtual reality technologies. First, VR poses potential mental health risks, including Depersonalization/Derealization Disorder. Second, VR technology raises serious concerns related to personal neglect of users’ own actual bodies and real physical environments. Third, VR technologies may be used to record personal data which could be deployed in ways that threaten personal privacy and present a danger related to manipulation of users’ beliefs, emotions, and behaviors. Finally, there are other (...)
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  35.  5
    Virtual Reality and Imagination - a Possible Ethical Framework Based on the Thought of Gregory of Nazianzus.Václav Ježek - 2020 - Ethics and Bioethics (in Central Europe) 10 (3-4):116-132.
    The present article discusses the thoughts of Gregory of Nazianzus in relation to virtual reality especially man-made virtual reality in all its forms. We argue that the benefits of virtual reality, such as freedom, imagination, creativity can be paradoxically curtailed by virtual reality itself, since it is highly subjective and as its medium shows, can be an a priori matrix and prison for the human being. Gregory of Nazianzus, building his theology on (...)
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  36.  11
    Psychiatric Interventions in Virtual Reality: Why We Need an Ethical Framework.Maria Marloth, Jennifer Chandler & Kai Vogeley - 2020 - Cambridge Quarterly of Healthcare Ethics 29 (4):574-584.
    Recent improvements in virtual reality allow for the representation of authentic environments and multiple users in a shared complex virtual world in real time. These advances have fostered clinical applications including in psychiatry. However, although VR is already used in clinical settings to help people with mental disorders, the related ethical issues require greater attention. Based on a thematic literature search the authors identified five themes that raise ethical concerns related to the clinical use of VR: (...) and its representation, autonomy, privacy, self-diagnosis and self-treatment, and expectation bias. Reality and its representation is a theme that lies at the heart of VR, but is also of specific significance in a clinical context when perceptions of reality are concerned, for example, during psychosis. Closely associated is the autonomy of VR users. Although autonomy is a much-considered topic in biomedical ethics, it has not been sufficiently discussed when it comes to applications of VR in psychiatry. In this review, the authors address the different themes and recommend the development of an ethical framework for the clinical use of VR. (shrink)
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  37. Presence and Cybersickness in Virtual Reality Are Negatively Related: A Review.Séamas Weech, Sophie Kenny & Michael Barnett-Cowan - 2019 - Frontiers in Psychology 10.
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  38. Virtual Reality.Michael Heim - 1998 - In Michael Kelly (ed.), Encyclopedia of Aesthetics. Oxford University Press. pp. 4--442.
     
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  39. Against Brain-in-a-Vatism: On the Value of Virtual Reality.Jon Cogburn & Mark Silcox - 2014 - Philosophy and Technology 27 (4):561-579.
    The term “virtual reality” was first coined by Antonin Artaud to describe a value-adding characteristic of certain types of theatrical performances. The expression has more recently come to refer to a broad range of incipient digital technologies that many current philosophers regard as a serious threat to human autonomy and well-being. Their concerns, which are formulated most succinctly in “brain in a vat”-type thought experiments and in Robert Nozick's famous “experience machine” argument, reflect a fundamental misunderstanding of the (...)
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  40. Virtual Reality'and 'Virtual Actuality.Marianne Richter - 2011 - In Charles Ess & May Thorseth (eds.), Trust and Virtual Worlds. Peter Lang.
     
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  41.  17
    Designing Awe in Virtual Reality: An Experimental Study.Alice Chirico, Francesco Ferrise, Lorenzo Cordella & Andrea Gaggioli - 2018 - Frontiers in Psychology 8.
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  42.  2
    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 (...)
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  43. Virtual Reality Video Image Classification Based on Texture Features.Guofang Qin & Guoliang Qin - 2021 - Complexity 2021:1-11.
    As one of the most widely used methods in deep learning technology, convolutional neural networks have powerful feature extraction capabilities and nonlinear data fitting capabilities. However, the convolutional neural network method still has disadvantages such as complex network model, too long training time and excessive consumption of computing resources, slow convergence speed, network overfitting, and classification accuracy that needs to be improved. Therefore, this article proposes a dense convolutional neural network classification algorithm based on texture features for images in (...) reality videos. First, the texture feature of the image is introduced as a priori information to reflect the spatial relationship between pixels and the unique characteristics of different types of ground features. Second, the grey level cooccurrence matrix is used to extract the grey level correlation features of the image in space. Then, Gauss Markov Random Field is used to establish the statistical correlation characteristics between neighbouring pixels, and the extracted GLCM-GMRF texture feature and image intensity vector are combined. Finally, based on DenseNet, an improved shallow layer dense convolutional neural network is proposed, which can compress network parameters and improve the feature extraction ability of the network. The experimental results show that compared with the current classification method, this method can effectively suppress the influence of coherent speckle noise and obtain better classification results. (shrink)
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  44. Ground Truth and Virtual Reality: Hacking Vs. Van Fraassen.William Seager - 1995 - Philosophy of Science 62 (3):459-478.
    Hacking argues against van Fraassen's constructive empiricism by appeal to features of microscopic imaging. Hacking relies on both our practices involving imaging instruments and the structure of the images produced by these micropractices. Van Fraassen's reply is formally correct yet fundamentally unsatisfying. I aim to strengthen van Fraassen's reply, but must then extend constructive empiricism, specifically the central notion of "theoretical immersion." I argue that immersion is more analogous to entering a virtual reality than to learning a language. (...)
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  45.  4
    Virtual Reality Reward Training for Anhedonia: A Pilot Study.Kelly Chen, Nora Barnes-Horowitz, Michael Treanor, Michael Sun, Katherine S. Young & Michelle G. Craske - 2021 - Frontiers in Psychology 11.
    Anhedonia is a risk factor for suicide and poor treatment response in depressed individuals. Most evidence-based psychological therapies target symptoms of heightened negative affect instead of deficits in positive affect and typically show little benefit for anhedonia. Viewing positive scenes through virtual reality has been shown to increase positive affect and holds great promise for addressing anhedonic symptoms. In this pilot study, six participants with clinically significant depression completed 13 sessions of exposure to positive scenes in a controlled (...)
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    From Virtual Reality to Phantomatics and Back.Paisley Nathan Livingston - unknown
    Paisley Livingston on Stanislaw Lem and the history and philosophy of Virtual Reality. The technologies and speculations associated with “virtual reality” and cognate terms have recently made it possible for scores of journalists and academics to develop variations on a favorite theme - the newness of the new, and more specifically, the newness of that new and wildly different world-historical epoch, era, or Zeitgeist into which we are supposedly entering with the creation of powerful new machines (...)
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    The Virtual Reality of Fact Vs. Value: A Symposium Commentary.William C. Frederick - 1994 - Business Ethics Quarterly 4 (2):171-173.
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    Virtual Reality Exposure Therapy for Anxiety Disorders: Small Samples and No Controls?Sarah Page & Matthew Coxon - 2016 - Frontiers in Psychology 7.
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    Virtual Reality and Wearable Technologies to Support Adaptive Responding of Children and Adolescents With Neurodevelopmental Disorders: A Critical Comment and New Perspectives.Fabrizio Stasolla - 2021 - Frontiers in Psychology 12.
  50.  18
    Virtual Reality.Derek Stanovsky - 2004 - In L. Floridi (ed.), The Blackwell Guide to the Philosophy of Computing and Information. Blackwell. pp. 167--177.
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