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Artificial Reality

(1983)

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  1. Phenomenology, Pokémon Go, and Other Augmented Reality Games: A Study of a Life Among Digital Objects.Nicola Liberati - 2018 - Human Studies 41 (2):211-232.
    The aim of this paper is to analyse the effects on the everyday world of actual Augmented Reality games which introduce digital objects in our surroundings from a phenomenological point of view. Augmented Reality is a new technology aiming to merge digital and real objects, and it is becoming pervasively used thanks to the application for mobile devices Pokémon Go by Niantic. We will study this game and other similar applications to shed light on their possible effects on our lives (...)
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  • Face, Authenticity, Transformations and Aesthetics in Second Life.Denise Wood & Geraldine F. Bloustien - 2013 - Body and Society 19 (1):52-81.
    In such 3D virtual environments (3DVEs) as Second Life, one can ‘be’ re-created as avatar in whatever form one wants to be, facilitated by extensive beauty and cosmetic industries to help the residents of this world achieve a particular kind of glamorous image – limited only by their imaginations and Linden Dollar accounts. Yet, others in 3DVEs are working hard to re-create their avatars to be replicas of their ‘offline’ selves, appearing as they do in actuality. Such phenomena provide a (...)
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  • Getting It Out on the Net: Decentralized E-learning through On-line Pre-publication.Shane J. Ralston - 2015 - In Petar Jandrić & Damir Boras (eds.), Critical Learning in Digital Networks. Springer. pp. 57-74.
    This chapter explores the personal and professional obstacles faced by Humanities and Social Science scholars contemplating pre-publication of their scholarly work in an on-line network. Borrowing a theoretical framework from the radical educational theorist Ivan Illich, it also develops the idea that pre-publication networks offer higher education a bottom-up, decentralized alternative to business-modeled e-learning. If learners would only embrace this more anarchical medium, appreciating writing for pre-publication as a process of open-ended discovery rather than product delivery, then the prospect of (...)
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  • Negotiating the World of Make-Believe: The Aesthetic Compass.Mihai Nadin - 1995 - Real-Time Imaging 1:173-190.
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  • 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 act (...)
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  • Paradise to gain: Praktische Naturphilosophie für die Postmoderne.Rudolf Seising - 2000 - NTM Zeitschrift für Geschichte der Wissenschaften, Technik und Medizin 8 (1):34-43.
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  • Interactive fiction: Artificial intelligence as a mode of sign production.Peter Bøgh Andersen & Berit Holmqvist - 1989 - AI and Society 4 (4):291-313.
    Interactive media need their own idioms that exploit the characteristics of the computer based sign. The fact that the reader can physically influence the course of events in the system changes the author's role, since he no longer creates a linear text but anarrative space that the reader can use to generate stories. Although stories are not simulations of the real world, they must still contain recognizable parts where everyday constraints of time and space hold. AI-techniques can be used to (...)
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  • The intelligence left in AI.Denis L. Baggi - 2000 - AI and Society 14 (3-4):348-378.
    In its forty years of existence, Artificial Intelligence has suffered both from the exaggerated claims of those who saw it as the definitive solution of an ancestral dream — that of constructing an intelligent machine-and from its detractors, who described it as the latest fad worthy of quacks. Yet AI is still alive, well and blossoming, and has left a legacy of tools and applications almost unequalled by any other field-probably because, as the heir of Renaissance thought, it represents a (...)
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  • 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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  • Una Teoría Realista de los Objetos Digitales.R. Fernán - 2024 - Open Science Framework.
    El propósito de este trabajo es analizar los objetos digitales que pueblan nuestras pantallas y redes: vídeos de YouTube, perfiles de Facebook, imágenes de Flickr, archivos de Dropbox, correos electrónicos, podcasts, blogs, y demás. Estos objetos están codificados en binario (0/1) y, en su forma más elemental, son bits y bytes. Para desentrañar estas entidades intangibles, que son realidades insertas en el tejido de nuestra existencia cotidiana, se examinan los supuestos ontológicos y epistemológicos que las rodean. Desde esta perspectiva, se (...)
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