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  1. On Luck, the Attribute.Paul Bali - manuscript
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  2. 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 possible in virtual reality. Following (...)
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  3. An Ethical Code for Commercial VR/AR Applications.Erick Jose Ramirez, Jocelyn Tan, Miles Elliott, Mohit Gandhi & Lia Petronio - 2021 - In N. Shaghaghi, F. Lamberti, B. Beams, R. Shariatmadari & A. Amer (eds.), Intelligent Technologies for Interactive Entertainment. Springer.
    The commercial VR/AR marketplace is gaining ground and is becoming an ever larger and more significant component of the global economy. While much attention has been paid to the commercial promise of VR/AR, comparatively little attention has been given to the ethical issues that VR/AR technologies introduce. We here examine existing codes of ethics proposed by the ACM and IEEE and apply them to the unique ethical facets that VR/AR introduces. We propose a VR/AR code of ethics for developers and (...)
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  4. The Circle of Time.Ilexa Yardley - 2021 - Https://Medium.Com/the-Circular-Theory/.
    ‘One’ and ‘Two.’ (Zero and one). Are, technically, circumference and diameter.
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  5. Designing the Smart Operator 4.0 for Human Values: A Value Sensitive Design Approach.Steven Umbrello, Antonio Padovano & Lucia Gazzaneo - 2020 - Procedia Manufacturing 42:219-226.
    Emerging technologies such as cloud computing, augmented and virtual reality, artificial intelligence and robotics, among others, are transforming the field of manufacturing and industry as a whole in unprecedent ways. This fourth industrial revolution is consequentially changing how operators that have been crucial to industry success go about their practices in industrial environments. This short paper briefly introduces the notion of the Operator 4.0 as well as how this novel way of conceptualizing the human operator necessarily implicates human values in (...)
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  6. Virtual Realism: Really Realism or Only Virtually So? A Comment on D. J. Chalmers’s Petrus Hispanus Lectures.Claus Beisbart - 2019 - Disputatio 11 (55):297-331.
    What is the status of a cat in a virtual reality environment? Is it a real object? Or part of a fiction? Virtual realism, as defended by D. J. Chalmers, takes it to be a virtual object that really exists, that has properties and is involved in real events. His preferred specification of virtual realism identifies the cat with a digital object. The project of this paper is to use a comparison between virtual reality environments and scientific computer simulations to (...)
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  7. Old Lies, New Media A Review of "A Defense of Simulated Experience: New Noble Lies" by Mark Silcox. [REVIEW]Nele Van de Mosselaer & Stefano Gualeni - 2019 - Journal of the Philosophy of Games 2 (1).
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  8. Agency and Embodiment: Groups, Human–Machine Interactions, and Virtual Realities.Johannes Himmelreich - 2018 - Ratio 31 (2):197-213.
    This paper develops a taxonomy of kinds of actions that can be seen in group agency, human–machine interactions, and virtual realities. These kinds of actions are special in that they are not embodied in the ordinary sense. I begin by analysing the notion of embodiment into three separate assumptions that together comprise what I call the Embodiment View. Although this view may find support in paradigmatic cases of agency, I suggest that each of its assumptions can be relaxed. With each (...)
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  9. Programming Planck Units From a Virtual Electron; a Simulation Hypothesis (Summary).Malcolm Macleod - 2018 - Eur. Phys. J. Plus 133:278.
    The Simulation Hypothesis proposes that all of reality, including the earth and the universe, is in fact an artificial simulation, analogous to a computer simulation, and as such our reality is an illusion. In this essay I describe a method for programming mass, length, time and charge (MLTA) as geometrical objects derived from the formula for a virtual electron; $f_e = 4\pi^2r^3$ ($r = 2^6 3 \pi^2 \alpha \Omega^5$) where the fine structure constant $\alpha$ = 137.03599... and $\Omega$ = 2.00713494... (...)
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  10. Toward a Philosophy of the Internet.Laszlo Ropolyi - 2018 - APA Newsletter on Philosophy and Computers 17 (2):40-49.
    The paper argues for the necessity of building up a philosophy of the Internet and proposes a version of it, an «Aristotelian» philosophy of the Internet. First, an overview of the recent trends in the Internet research is presented. This train of thoughts leads to a proposal of understanding the nature of the Internet in the spirit of the Aristotelian philosophy i. e., to conceive the Internet as the Internet, as a totality of its all aspects, as a whole entity. (...)
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  11. Living-Into, Living-With: A Schutzian Account of the Player/Character Relationship.Rebecca A. Hardesty - 2016 - Glimpse 17:27-34.
    Games Studies reveals the performative nature of playing a character in a virtual-game-world (Nitsche 2008, p.205; Pearce 2006, p.1; Taylor 2002, p.48). Tbe Player/Character relationship is typically understood in terms of the player’s in-game “presence” (Boellstorff 2008, p.89; Schroeder 2002, p.6). This gives the appearance that living-into a game-world is an all-or- nothing affair: either the player is “present” in the game-world, or they are not. I argue that, in fact, a constitutive phenomenology reveals the Player/Character relationship to be a (...)
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  12. A VISION IN A DREAM, A FRAGMENT- THE ENGLISH LANGUAGE, LET ME [email protected] ... Oxford University Press Usa. Rituparna Ray Chaudhuri (2015). A VISION IN A DREAM, A FRAGMENT- THE ENGLISH LANGUAGE, LET ME TALK..Rituparna Ray Chaudhuri - 2015
    ( http://philpapers.org/profile/112741 )"Let generation know to procure the love, the concept, knowledge and ideas with thoughts they are acquiring on versatile English Language, instead of making themselves to be felt dealing with only burden." -/- I too realize, -/- "Literature is not merely going through a book, It is the moment of definition of per feeling that : I am acquiring through an imagery.".
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  13. Towards a Science of Emerging Media.Barry Smith - 2015 - In J. E. Katz & J. Floyd (eds.), Philosophy of Emerging Media: Understanding, Appreciation and Application. Oxford University Press. pp. 29-48.
    If media studies are to become established as a genuine science, then it needs to be determined what the subject matter of this science is to be. I propose a specification of this subject matter as consisting in: 1. the new sorts of digital entities that have been added to social reality through the invention of the digital computer, and 2. the new sorts of interactions involving human beings which such entities make possible. I support this proposal by examining examples (...)
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  14. Philosophy of the Internet. A Discourse on the Nature of the Internet.Laszlo Ropolyi - 2013 - Budapest: Eötvös University.
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  15. Introduction to Singularity Edition of JCS.Uziel Awret - 2012 - Journal of Consciousness Studies 19 (1-2):7-15.
    This special interactive interdisciplinary issue of JCS on the singularity and the future relationship of humanity and AI is the first of two issues centered on David Chalmers’ 2010 JCS article ‘The Singularity, a Philosophical Analysis’. These issues include more than 20 solicited commentaries to which Chalmers responds. To quote Chalmers: -/- "One might think that the singularity would be of great interest to Academic philosophers, cognitive scientists, and artificial intelligence researchers. In practice, this has not been the case. Good (...)
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  16. Beyond Good and Evil? Morality in Video Games.Geert Gooskens - 2011 - Philosophical Writings (1):37-44.
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  17. 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 are distinguished. The paper (...)
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  18. Where Am I? The Problem of Bilocation in Virtual Environments.Geert Gooskens - 2010 - Postgraduate Journal of Aesthetics 7 (3):13-24.
    In this paper, I deal with a striking phenomenon that often occurs when we explore the virtual environment of, for example, a video game. Suppose a friend sees me playing a video game and asks ‘Where are you?’ There are two possible answers to this question. I can either refer to my actual location (‘I am in my room’), but I can also refer to my location in the virtual world (‘I am in a space-ship’). Although my friend is probably (...)
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  19. Virtual Reality: Consciousness Really Explained! (Third Edition).Jerome Iglowitz - 2010 - JERRYSPLACE Publishing.
    Employing the ideas of modern mathematics and biology, seen in the context of Ernst Cassirer's "Symbolic Forms, the author presents an entirely new and novel solution to the classical mind-brain problem. This is a "hard" book, I'm sorry, but it is the problem itself, and not me which has made it so. I say that Dennett, and, indeed, the whole of academia is wrong.
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  20. Immersive Ideals / Critical Distances : Study of the Affinity Between Artistic Ideologies in Virtual Reality and Previous Immersive Idioms.Joseph Nechvatal (ed.) - 2010 - Berlin: LAP Lambert Academic Publishing AG & Co KG.
    My research into Virtual Reality technology and its central property of immersion has indicated that immersion in Virtual Reality (VR) electronic systems is a significant key to the understanding of contemporary culture as well as considerable aspects of previous culture as detected in the histories of philosophy and the visual arts. The fundamental change in aesthetic perception engendered by immersion, a perception which is connected to the ideal of total-immersion in virtual space, identifies certain shifts in ontology which are relevant (...)
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  21. Realitätsrepräsentation: Das Ziel der Ontologie.Barry Smith - 2008 - In Ludger Jansen & Barry Smith (eds.), Biomedizinische Ontologie. Philosophie – Lebenswissenschaften - Informationstechnik. Zurich: vdf (UTB Forum). pp. 31-46.
    The development of ontologies for the purposes of data curation is an important element in modern-day data and information sciences. Unfortunately, much of the work on these applied ontologies is associated with a relativist or conceptualist point of view, according to which ontologies represent (for example) the concepts in the minds of human beings. The paper describes a series of problems with such views, and defends an alternative realist interpretation.
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  22. My Avatar, My Self: Virtual Harm and Attachment.Jessica Wolfendale - 2007 - Ethics and Information Technology 9 (2):111-119.
    Multi-user online environments involve millions of participants world-wide. In these online communities participants can use their online personas – avatars – to chat, fight, make friends, have sex, kill monsters and even get married. Unfortunately participants can also use their avatars to stalk, kill, sexually assault, steal from and torture each other. Despite attempts to minimise the likelihood of interpersonal virtual harm, programmers cannot remove all possibility of online deviant behaviour. Participants are often greatly distressed when their avatars are harmed (...)
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  23. Reality, Sex, and Cyberspace.P. D. Magnus - 2000 - In MacHack conference proceedings.
    Typical discussions of virtual reality (VR) fixate on technology for providing sensory stimulation of a certain kind. They thus fail to understand reality as the place wherein we live and work, misunderstanding it instead as merely a sort of presentation. The first half of the paper examines popular conceptions of VR. The most common conception is a shallow one according to which VR is a matter of simulating appearances. Yet there is, even in popular depictions, a second, more subtle conception (...)
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  24. The Dreams of Alpha-Lupi: A Trip In Virtual Reality.Francisco Valdez - manuscript
    Dreams as Virtual Reality simulations. When David Chalmers wrote “The Virtual and the Real” the argument many focused on the metaphysical and epistemic nature Virtual Reality and how it compares to waking states and dreaming sates. But one interesting segment of the paper is where he defends his thesis by claiming that dreams are not experiences. This is where I take issue and, in my paper, I claim that dreams as much as VR are epistemically similar enough to be called (...)
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