Results for 'virtual reality'

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  1. Height and damage.Virtual Reality - 2022 - In Jonah Siegel (ed.), Overlooking damage: art, display, and loss in a time of crisis. Stanford, California: Stanford University Press.
     
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  2. Virtual Reality and Empathy Enhancement: Ethical Aspects.Jon Rueda & Francisco Lara - 2020 - Frontiers in Robotics and AI 7.
    The history of humankind is full of examples that indicate a constant desire to make human beings more moral. Nowadays, technological breakthroughs might have a significant impact on our moral character and abilities. This is the case of Virtual Reality (VR) technologies. The aim of this paper is to consider the ethical aspects of the use of VR in enhancing empathy. First, we will offer an introduction to VR, explaining its fundamental features, devices and concepts. Then, we will (...)
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  3. 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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  4.  32
    Virtual Reality as an Emerging Methodology for Leadership Assessment and Training.Mariano Alcañiz, Elena Parra & Irene Alice Chicchi Giglioli - 2018 - Frontiers in Psychology 9:301393.
    In developed countries, companies are now substantially reliant on the skills and abilities of their leaders to tackle a variety of complex issues. There is a growing consensus that leadership development training and assessment methods should adopt more holistic methodologies, including those associated with the emotional and neuroendocrine aspects of learning. Recent research into the assessment of leadership competencies has proposed the use of objective methods and measurements based on neuroscience. One of the challenges to be faced in the development (...)
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  5. 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 (...)
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  6. Virtual Reality not for “being someone” but for “being in someone else’s shoes”: Avoiding misconceptions in empathy enhancement.Francisco Lara & Jon Rueda - 2021 - Frontiers in Psychology 12:3674.
    Erick J. Ramirez, Miles Elliott and Per‑Erik Milam (2021) have recently claimed that using Virtual Reality (VR) as an educational nudge to promote empathy is unethical. These authors argue that the influence exerted on the participant through virtual simulation is based on the deception of making them believe that they are someone else when this is impossible. This makes the use of VR for empathy enhancement a manipulative strategy in itself. In this article, we show that Ramirez (...)
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  7.  10
    Using Virtual Reality as a Tool in the Rehabilitation of Movement Abnormalities in Schizophrenia.Anastasia Pavlidou & Sebastian Walther - 2021 - Frontiers in Psychology 11:607312.
    Movement abnormalities are prevalent across all stages of schizophrenia contributing to poor social functioning and reduced quality of life. To date, treatments are scarce, often involving pharmacological agents, but none have been shown to improve movement abnormalities effectively. Virtual reality (VR) is a tool used to simulate virtual environments where behavioral performance can be quantified safely across different tasks while exerting control over stimulus delivery, feedback and measurement in real time. Sensory information is transmittedviaa head mounted display (...)
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  8.  33
    Virtual Reality: The Last Human Narrative?Thorsten Botz-Bornstein - 2015 - Boston: 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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  9. Virtual Reality and the Meaning of Life.John Danaher - 2022 - In Iddo Landau (ed.), The Oxford Handbook of Meaning in Life. New York: Oxford University Press.
    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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  10. 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 (2017), 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 (...)
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  11. 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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  12. 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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  13.  37
    Virtual Reality.Derek Stanovsky - 2003 - In Luciano Floridi (ed.), The Blackwell guide to the philosophy of computing and information. Blackwell. pp. 167–177.
    The prelims comprise: Introduction Virtual Reality Virtual Metaphysics Virtual Identity Economic Reality.
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  14.  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 (...)
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  15. 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.  81
    The Aesthetics of Virtual Reality.Grant Tavinor - 2021 - New York: Routledge.
    This is the first book to present an aesthetics of virtual reality media. It situates virtual reality media in terms of the philosophy of the arts, comparing them to more familiar media such as painting, film and photography. When philosophers have approached virtual reality, they have almost always done so through the lens of metaphysics, asking questions about the reality of virtual items and worlds, about the value of such things, and indeed, (...)
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  17. 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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  18.  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 (...)
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  19. Virtual Reality: Fictional all the Way Down (and that’s OK).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 (2017) argues that a virtual calculator (like other entities) 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 (...)
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  20. Emotion and Ethics in Virtual Reality.Alex Fisher - forthcoming - Australasian Journal of Philosophy.
    It is controversial whether virtual reality should be considered fictional or real. Virtual fictionalists claim that objects and events within virtual reality are merely fictional: they are imagined and do not exist. Virtual realists argue that virtual objects and events really exist. This metaphysical debate might appear important for some of the practical questions that arise regarding how to morally evaluate and legally regulate virtual reality. For instance, one advantage claimed of (...)
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  21.  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 (...)
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  22. Virtual reality, ontology, and value.Norman Mooradian - 2006 - Metaphilosophy 37 (5):673-690.
    This article raises the question of how the ontological status of virtual objects bears on their intrinsic value. If virtual objects are unreal or less real than physical objects, does it mean that they will have less intrinsic value? If they have intrinsic value, what are the explanations for this value, and how do they relate to the ontological status of the virtual objects? First, the article reviews recent work concerning the ontological status of virtual (...) and virtual objects. Second, it argues that in some cases the ontological status of virtual objects does undermine the value placed in them, in that the objects can fail to have the properties that ground the value attributions made to them, while in other cases their ontological status is not important. Finally, the article relates the grounding of value attributions to philosophical theories of value, in particular, perfectionism and hedonism. (shrink)
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  23.  86
    Virtual Reality, Embodiment, and Allusion: an Ecological-Enactive Approach.Giovanni Rolla, Guilherme Vasconcelos & Nara M. Figueiredo - 2022 - Philosophy and Technology 35 (4):1-23.
    It is common in the cognitive and computational sciences to regard virtual reality (VR) as composed of illusory experiences, given its immersive character. In this paper, we adopt an ecological-enactive perspective on cognition (Sect. 3) to evaluate the nature of VR and one’s engagement with it. Based on a post-cognitivist conception of illusion, we reject the commonly held assumption that virtual reality experiences (VREs) are illusory (Sect. 4). Our positive take on this issue is that VR (...)
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  24. 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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  25.  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, (...)
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  26.  30
    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 (...)
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  27. 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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  28.  18
    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 9:422663.
    Understanding how people behave when facing hazardous situations, how intrinsic and extrinsic factors influence the risk taking (RT) decision making process and to what extent it is possible to modify their reactions externally, are questions that have long interested academics and society in general. In the spheres of Occupational Safety and Health (OSH), the military, finance and sociology, this topic has multidisciplinary implications because we all constantly face risk taking situations. Researchers have hitherto assessed risk taking profiles by conducting questionnaires (...)
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  29.  54
    Virtual Reality, Empathy and Ethics.Matthew Cotton - 2021 - Springer Verlag.
    This book examines the ethics of virtual reality technologies. New forms of virtual reality are emerging in society, not just from low-cost gaming headsets, or augmented reality apps on phones, but from simulated “deep fake” images and videos on social media. This book subjects the new VR technological landscape to ethical scrutiny: assessing the benefits, risks and regulatory practices that shape it. Though often associated with gaming, education and therapy, VR can also be used for (...)
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  30.  14
    Virtual Reality as a Moderator of Psychedelic-Assisted Psychotherapy.Agnieszka D. Sekula, Luke Downey & Prashanth Puspanathan - 2022 - Frontiers in Psychology 13:813746.
    Psychotherapy with the use of psychedelic substances, including psilocybin, lysergic acid diethylamide (LSD), ketamine, and 3,4-methylenedioxymethamphetamine (MDMA), has demonstrated promise in treatment of post-traumatic stress disorder (PTSD), anxiety, addiction, and treatment-resistant depression. Psychedelic-assisted psychotherapy (PP) represents a unique psychopharmacological model that leverages the profound effects of the psychedelic experience. That experience is characterized by strong dependency on two key factors: participant mindset and the therapeutic environment. As such, therapeutic models that utilize psychedelics reflect the need for careful design that promotes (...)
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  31.  10
    Virtual Reality from the Standpoint of Complexity Science.Helena Knyazeva - 2021 - Filosofiya-Philosophy 30 (3):244-260.
    An extended approach to the comprehension of virtual reality is developed in the article. Virtual reality is understood not only as a logically possible or cybernetically constructed reality but also as continuous turbulence of potencies of the complex natural and social world we live in, the wandering of complex systems and organizations over a field of possibilities, such a realization of forms and structures in which many formations remain in latent, potential forms, and are in (...)
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  32.  23
    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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  33.  33
    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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  34. Physical, psychological and virtual realities.Max Velmans - 1998 - In Joanne A. Wood (ed.), [Book Chapter]. 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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  35.  43
    Synthetic Vision in Virtual Reality Documentaries.Jihoon Kim - 2021 - Film-Philosophy 25 (3):321-345.
    Based on a nuanced understanding of immersion and sense of presence as two key aesthetic effects that the application of virtual reality to cinema is believed to innovate, this paper develops the concept of synthetic vision as fundamental to understanding the visual experience of VR media, particularly VR documentaries. The concept contends that viewers’ experience in VR is based on two visions that seemingly contradict each other: first, a disembodied vision that transports them to a simulated world, and (...)
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  36.  22
    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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  37. 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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  38.  8
    How Exergaming with Virtual Reality Enhances Specific Cognitive and Visuo‐Motor Abilities: An Explorative Study.Sidney Grosprêtre, Philémon Marcel-Millet, Pauline Eon & Bettina Wollesen - 2023 - Cognitive Science 47 (4):e13278.
    Virtual reality (VR) is the computer simulation of a three‐dimensional environment that a person can interact with using special electronic equipment, such as a headset with an integrated display. Often coupled with VR, exergames are video games that involve physical exercise. Little is known regarding the chronic effects of exergaming through VR chon cognitive functions. Eleven young participants were enrolled in this crossover exploratory study. They had to follow two trainings of 5 consecutive days, 15 min per day, (...)
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  39.  24
    Presence and Cybersickness in Virtual Reality Are Negatively Related: A Review.Séamas Weech, Sophie Kenny & Michael Barnett-Cowan - 2019 - Frontiers in Psychology 10:415654.
    In order to take advantage of the potential offered by the medium of virtual reality, it will be essential to develop an understanding of how to maximize the desirable experience of ‘presence’ in a virtual space (‘being there’), and how to minimize the undesirable feeling of ‘cybersickness’ (a constellation of discomfort symptoms experienced in virtual reality). Although there have been frequent reports of a possible link between the observer’s sense of presence and the experience of (...)
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  40.  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 (...)
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  41.  91
    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.
  42.  16
    What is Real in Virtual Reality?Paweł Grabarczyk - 2024 - Roczniki Filozoficzne 72 (1):79-98.
    The paper discusses the thesis of virtual realism presented by David Chalmers in his paper “The Virtual and the Real” (2017). Here, I suggest an even stronger version of the claim that I call “virtual physicalism”. According to this view, virtual objects are not only real but physical as they are identical to the physical states of computers that run VR software. I suggest that virtual objects should have a similar ontological status to toys—they should (...)
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    The Effect of Virtual Reality Technology on the Imagery Skills and Performance of Target-Based Sports Athletes.Deniz Bedir & Süleyman Erim Erhan - 2021 - Frontiers in Psychology 11.
    The aim of this study is the examination of the effect of virtual reality based imagery (VRBI) training programs on the shot performance and imagery skills of athletes and, and to conduct a comparison with Visual Motor Behavior Rehearsal and Video Modeling (VMBR + VM). In the research, mixed research method and sequential explanatory design were used. In the quantitative dimension of the study the semi-experimental model was used, and in the qualitative dimension the case study design was (...)
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  44.  28
    Social Virtual Reality (VR) Involvement Affects Depression When Social Connectedness and Self-Esteem Are Low: A Moderated Mediation on Well-Being.Hyun-Woo Lee, Sanghoon Kim & Jun-Phil Uhm - 2021 - Frontiers in Psychology 12.
    While social interaction and play in a VR environment are becoming ever more popular, little is known about how social VR games affect users. The purpose of this study was to elucidate the role of several contingent factors in social VR games by modeling the relationships between involvement, well-being, depression, self-esteem, and social connectedness. A conditional process-moderated mediation model of the measured variables was analyzed with 220 pieces of collected data. The result showed that: the direct effect of involvement on (...)
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  45.  43
    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.
  46.  33
    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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  47.  41
    Immersive Virtual Reality Reminiscence Reduces Anxiety in the Oldest-Old Without Causing Serious Side Effects: A Single-Center, Pilot, and Randomized Crossover Study.Kazuyuki Niki, Megumi Yahara, Michiya Inagaki, Nana Takahashi, Akira Watanabe, Takeshi Okuda, Mikiko Ueda, Daisuke Iwai, Kosuke Sato & Toshinori Ito - 2021 - Frontiers in Human Neuroscience 14.
    Background: Dementia is one the major problems of aging societies, and, novel and effective non-drug therapies are required as interventions in the oldest-old to prevent cognitive decline.Objective: This study aims to examine the efficacy and safety of reminiscence using immersive virtual reality focusing on anxiety that often appears with cognitive decline. The secondary objective is to reveal the preference for VR image types for reminiscence: live-action or computer graphics.Methods: This was a pilot, open-label, and randomized crossover study which (...)
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  48.  17
    Factors Associated With Virtual Reality Sickness in Head-Mounted Displays: A Systematic Review and Meta-Analysis.Dimitrios Saredakis, Ancret Szpak, Brandon Birckhead, Hannah A. D. Keage, Albert Rizzo & Tobias Loetscher - 2020 - Frontiers in Human Neuroscience 14:512264.
    The use of head-mounted displays (HMD) for virtual reality (VR) application-based purposes including therapy, rehabilitation, and training is increasing. Despite advancements in VR technologies, many users still experience sickness symptoms. VR sickness may be influenced by technological differences within HMDs such as resolution and refresh rate, however, VR content also plays a significant role. The primary objective of this systematic review and meta-analysis was to examine the literature on HMDs that report Simulator Sickness Questionnaire (SSQ) scores to determine (...)
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  49.  35
    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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  50. Virtual reality and technologically mediated love.Emma C. Gordon - unknown
    An emerging line of research in bioethics questions whether enhanced love is less significant or valuable than otherwise, where "enhanced love" generally refers to cases where drugs (e.g., oxytocin, etc.) are relied on to maintain romantic relationships. Separate from these debates is a recent body of literature on the philosophy and psychology of "Virtual Reality (VR) dating," where romantic relationships are developed and sustained in a way that is mediated by VR. Interestingly, these discussions have proceeded largely independently (...)
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