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  1. Feeling togetherness online: a phenomenological sketch of online communal experiences.Lucy Osler - 2020 - Phenomenology and the Cognitive Sciences 19 (3):569-588.
    The internet provides us with a multitude of ways of interacting with one another. In discussions about how technological innovations impact and shape our interpersonal interactions, there is a tendency to assume that encountering people online is essentially different to encountering people offline. Yet, individuals report feeling a sense of togetherness with one another online that echoes offline descriptions. I consider how we can understand people’s experiences of being together with others online, at least in certain instances, as arising out (...)
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  • Hacking into Cybertherapy: Considering a Gesture-enhanced Therapy with Avatars (g+TA).Gerner Alexander Matthias - 2020 - Kairos 23 (1):32–87.
    This paper will philosophically extend Julian Leff’s Avatar therapy paradigm (AT) for voice-like hallucinations that was initially proposed for treatment-resistant Schizophrenia patients into the realm of gesture-enhanced embodied cognition and Virtual Reality (VR), entitled g+TA (gesture-enhanced Avatar Therapy). I propose an philosophy of technology approach of embodied rhetorics of triadic kinetic “actions” in the sense of Charles Sanders Peirce that transforms the voice hallucination incorporated by an avatar- and that can confront acousmatic voice-like hallucinations with a method of gesture synchronization (...)
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  • Hacking into Cybertherapy: Considering a Gesture-enhanced Therapy with Avatars (g+TA).Alexander Matthias Gerner - 2020 - Kairos 23 (1):32-87.
    This paper will philosophically extend Julian Leff’s Avatar therapy paradigm (AT) for voice-like hallucinations that was initially proposed for treatment-resistant Schizophrenia patients into the realm of gesture-enhanced embodied cognition and Virtual Reality (VR), entitled g+TA (gesture-enhanced Avatar Therapy). I propose an philosophy of technology approach of embodied rhetorics of triadic kinetic “actions” in the sense of Charles Sanders Peirce that transforms the voice hallucination incorporated by an avatar- and that can confront acousmatic voice-like hallucinations with a method of gesture synchronization (...)
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  • What Is Immersion? Towards a Phenomenology of Virtual Reality.Saulius Geniusas - 2022 - Journal of Phenomenological Psychology 53 (1):1-24.
    Although the importance of the concept of immersion in game studies is indisputable, its meaning remains imprecise and ambiguous. My goal here is to develop a phenomenological clarification of this concept. I begin by clarifying how immersion has been understood in game studies. I further contend that immersion in digital games should be recognized as one modality of immersion among others. This basic realization allows one to open a dialogue between game studies and phenomenology. I develop a phenomenological conception of (...)
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  • 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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  • Social bodies in virtual worlds: Intercorporeality in Esports.David Ekdahl & Susanne Ravn - 2021 - Phenomenology and the Cognitive Sciences 21 (2):293-316.
    As screen-based virtual worlds have gradually begun facilitating more and more of our social interactions, some researchers have argued that the virtual worlds of these interactions do not allow for embodied social understanding. The aim of this article is to examine exactly the possibility of this by looking to esports practitioners’ experiences of interacting with each other during performance. By engaging in an integration of qualitative research methodologies and phenomenology, we investigate the actual first-person experiences of interaction in the virtual (...)
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  • Embodiment, Disembodiment and Re-embodiment in the Construction of the Digital Self.Federica Buongiorno - 2019 - Humana Mente 12 (36).
    In this article I will show that the problem of embodiment goes back to the question of the mind-body split, as this has been established and discussed by the philosophical tradition. With the digital turn and the advent of ubiquitous computing the problem of embodiment has taken new forms that have led scholars to introduce the notion of a “new digital Cartesianism.” Subjectivation processes within digital culture have mostly been explained by resorting to what I will call the “E-D-R scheme,” (...)
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