Results for 'Immersive Technology'

971 found
Order:
  1.  62
    Connecting College Town Communities through Immersive Technology and Direct Interaction of Students and Local.Sadaf Alikhani, Seyed Alireza Seyedi & Asma Mehan - 2024 - In Outreach & Engagement Texas Tech University (ed.), The 6th Annual Engaged Scholarship Symposium, Texas Tech University. Lubbock, Texas, USA: Texas Tech University. pp. 4-5.
    College towns contain mixtures of students and locals, tied to the intitution’s urban life. Due to students’ health, community engagement must be prioritized in these towns. However, technology is often blamed for distancing people. A paradoxical use of it, specifically immersive technology, a youth favorite, can be the solution by focusing on the technological narratives of the institute-related materials to improve community cohesion. This strategy shaped connections between students and locals and among past, present, and future. In (...)
    Download  
     
    Export citation  
     
    Bookmark  
  2.  15
    The Role of Sound in the Immersive Experience.Volha Saroka - 2023 - Avant: Trends in Interdisciplinary Studies 3.
    To create an immersive experience, it is not important to have a plethora of stimuli for different sensors, but to have their coherence, or in other words, multisensory integration. This coherence becomes the necessary basis for immersing oneself in a story, a game, a movie, or any other experience. Sound plays a key role in creating such an experience, both by accompanying the action and emphasizing the narrative flow, and as an independent actor that takes a central role and (...)
    Download  
     
    Export citation  
     
    Bookmark  
  3. Immersion Into Noise.Joseph Nechvatal (ed.) - 2011 - Open Humanities Press in conjunction with the University of Michigan Library's Scholarly Publishing Office.
    The noise factor is the ratio of signal to noise of an input signal to that of the output signal. Noise can block or interfere with the meaning of a message in both human and electronic communication. But in Information Theory, noise is still considered to be information. By refining the definition of noise as that which addresses us outside of our preferred comfort zone, Joseph Nechvatal's Immersion Into Noise investigates multiple aspects of cultural noise by applying the audio understanding (...)
    Download  
     
    Export citation  
     
    Bookmark   1 citation  
  4. 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 (...)
    Download  
     
    Export citation  
     
    Bookmark  
  5. Immersive Sonic Elements from Greek and Roman Ritual through Contemporary Christian Worship: A Closer Walk with Thee.Jeff Hawley - manuscript
    As the lyrics to the traditional nineteenth century gospel hymn state, one of the goals of many magical and religious practices is to experience ‘a closer walk with Thee,’ coming into the presence of the holy in both figurative and arguably literal terms. One of the many ways to improve this likelihood of achieving the deep and immersive presence of the holy—described by the scholar of comparative religion Rudolf Otto as the “gentle tide, [the] pervading [of] the mind with (...)
    Download  
     
    Export citation  
     
    Bookmark  
  6. Real Virtuality: A Code of Ethical Conduct. Recommendations for Good Scientific Practice and the Consumers of VR-Technology.Michael Madary & Thomas Metzinger - 2016 - Frontiers in Robotics and AI 3:1-23.
    The goal of this article is to present a first list of ethical concerns that may arise from research and personal use of virtual reality (VR) and related technology, and to offer concrete recommendations for minimizing those risks. Many of the recommendations call for focused research initiatives. In the first part of the article, we discuss the relevant evidence from psychology that motivates our concerns. In Section “Plasticity in the Human Mind,” we cover some of the main results suggesting (...)
    Download  
     
    Export citation  
     
    Bookmark   20 citations  
  7. Non-Perceptual Representational Immersion in Video Games: A Response to David Chalmers' 'Reality+'.James Cartlidge - 2024 - Philosophy and Technology 37 (85):1-27.
    This article criticises David Chalmers’ ‘Reality+’ by interrogating its distinction of virtual reality (VR) from 2D, non-VR video games, a distinction made on the grounds that VR is immersive and these types of video games are not because immersion is a distinct characteristic of 3D perceptually represented VR. Building on the Balcerak Jacksons’ account of ‘representational immersion’, which they acknowledge has ‘perceptual’ and ‘non-perceptual’ elements, I develop an account of ‘non-perceptual representational immersion’ and use it to critique Chalmers’ treatment (...)
    Download  
     
    Export citation  
     
    Bookmark  
  8.  80
    Emerging technologies in urban design pedagogy: augmented reality applications.Asma Mehan & Sina Mostafavi - 2024 - Architectural Intelligence 3 (1):1-14.
    In the contemporary era of urban design, the advent of big data and digital technologies has ushered in innovative approaches to exploring urban spaces. This study focuses on the application of Augmented Reality (AR) and Extended Reality (XR) technologies in the metropolitan areas of Houston and Amsterdam. These technologies create immersive 'Phygital Installations' that blend physical and digital elements, effectively capturing people's perceptions and enhancing urban design proposals. By fostering human-centered planning, AR and XR technologies make urban design more (...)
    Download  
     
    Export citation  
     
    Bookmark  
  9.  48
    The Potential of AI to Simulate Real-Time Historical What-If Scenarios for Immersive Educational Experiences.Mezbah Uddin Rafi - 2024 - SSRN 1 (13 September 2024):16.
    This paper examines the innovative application of Artificial Intelligence (AI) to simulate real-time historical what-if scenarios, exploring its potential for creating immersive and engaging educational experiences. AI-driven simulations could revolutionize the way history is taught, allowing users to engage directly with alternative historical outcomes. By exploring possible scenarios—such as different outcomes for major events like World War II or the Cuban Missile Crisis—students and educators can gain deeper insights into historical processes. This paper discusses the methodologies behind AI-driven historical (...)
    Download  
     
    Export citation  
     
    Bookmark  
  10. Revamping molecular biology for the twentieth first century, or putting back the theoretical horse ahead of the technological cart.Armando Aranda-Anzaldo - 2010 - Ludus Vitalis 18 (33):267-270.
    Molecular biology is a relatively new and very successful branch of science but currently it faces challenges posed by very complex issues that cannot be addressed by a traditional reductionist approach. However, despite its origins in the providential shift of some theoretical physicists to biology, currently molecular biology is immersed in a blind trend in which high-throughput technology, able to generate trillions of data, is becoming the leading edge of a discipline that has traded rational and critical thinking for (...)
    Download  
     
    Export citation  
     
    Bookmark  
  11. BMF CP66: Exceptionalism, virtual world behaviors, and game-playing immersiveness.A. I. S. D. L. Team - 2024 - Sm3D Portal.
    “[…] To alleviate the boredom, after catching a fish, Kingfisher would press all three buttons before swallowing the fish. Pressing the buttons has gradually become somewhat of a new technological ritual.” -/- —In “Innovation”; The Kingfisher Story Collection.
    Download  
     
    Export citation  
     
    Bookmark  
  12. May Kantians commit virtual killings that affect no other persons?Tobias Flattery - 2021 - Ethics and Information Technology 23 (4):751-762.
    Are acts of violence performed in virtual environments ever morally wrong, even when no other persons are affected? While some such acts surely reflect deficient moral character, I focus on the moral rightness or wrongness of acts. Typically it’s thought that, on Kant’s moral theory, an act of virtual violence is morally wrong (i.e., violate the Categorical Imperative) only if the act mistreats another person. But I argue that, on Kant’s moral theory, some acts of virtual violence can be morally (...)
    Download  
     
    Export citation  
     
    Bookmark   4 citations  
  13. The Ethnographic Quest in the Midst of COVID-19.Luis Gregorio Abad Espinoza - 2022 - International Journal of Qualitative Methods 21:1-12.
    The outbreak of SARS-CoV-2 has threatened ethnographic inquiry, undermining its quintessential characteristic. Participant observation, then, has been thoroughly dismembered by the radical measures implemented to prevent the spread of the virus. This phenomenon, in short, has dragged anthropologists to a liminal state within which ethnography is paradoxically caught in an onto-epistemological unstable vortex. The question of being here and not there, during the pandemic, is epitomised in the instability of different spatio-temporal contexts that overlap through technological mediations. Reflecting on previous (...)
    Download  
     
    Export citation  
     
    Bookmark  
  14. Interactive art as reflective experience: Imagineers and ultra-technologists as interaction designers.Marianna Charitonidou - 2020 - Visual Resources 36 (4):382-396.
    The article investigates how the use of extended reality technologies and interactive digital interfaces have affected the design of exhibition spaces. Its main objective is to shed light on how these technologies have influenced the ways in which immersive art installations are conceived and experienced. Particular emphasis is placed on the impact of interactive technologies on how visitors experience exhibition spaces. The article examines an ensemble of immersive art cases, paying special attention to the distinction between immersion and (...)
    Download  
     
    Export citation  
     
    Bookmark  
  15. The Ethics of Digital Touch.Nicholas Barrow & Patrick Haggard - manuscript
    This paper aims to outline the foundations for an ethics of digital touch. Digital touch refers to hardware and software technologies, often collectively referred to as ‘haptics’, that provide somatic sensations including touch and kinaesthesis, either as a stand-alone interface to users, or as part of a wider immersive experience. Digital touch has particular promise in application areas such as communication, affective computing, medicine, and education. However, as with all emerging technologies, potential value needs to be considered against potential (...)
    Download  
     
    Export citation  
     
    Bookmark  
  16. Social Norms in Virtual Worlds of Computer Games.Daria Bylieva & Tatiana Nam - 2018 - In Daria Bylieva & Tatiana Nam (eds.), Advances in Social Science, Education and Humanities Research. Proceedings of the International Conference Communicative Strategies of Information Society (CSIS 2018). pp. 369-373.
    Immersing in the virtual world of the Internet, information and communication technologies are changing the human being. In spite of the apparent similarity of on-line and off-line, social laws of their existence are different. According to the analysis of games, based on the violation of the accepted laws of the world off-line, their censoring, as well as the cheating, features of formation and violations of social norms in virtual worlds were formulated. Although the creators of the games have priority in (...)
    Download  
     
    Export citation  
     
    Bookmark  
  17. Augmenting Morality through Ethics Education: the ACTWith model.Jeffrey White - 2024 - AI and Society:1-20.
    Recently in this journal, Jessica Morley and colleagues (AI & SOC 2023 38:411–423) review AI ethics and education, suggesting that a cultural shift is necessary in order to prepare students for their responsibilities in developing technology infrastructure that should shape ways of life for many generations. Current AI ethics guidelines are abstract and difficult to implement as practical moral concerns proliferate. They call for improvements in ethics course design, focusing on real-world cases and perspective-taking tools to immerse students in (...)
    Download  
     
    Export citation  
     
    Bookmark  
  18. The competition for knowledge: Shades of gray and rules of thumb.Luis M. Augusto - 2022 - Journal of Knowledge Structures and Systems 3 (3):50 - 62.
    All research is immersed in the competition for knowledge, but this is not always governed by fairness. In this opinion article, I elaborate on indicators of unfairness to be found in both evaluation guides and evaluation panels, and I spontaneously offer a number of rules of thumb meant to keep it at bay. Although they are explicitly offered to the Portuguese Foundation for Science and Technology (FCT) and in particular to the evaluation panel for Philosophy, Ethics and Religion of (...)
    Download  
     
    Export citation  
     
    Bookmark  
  19. A conceptual investigation of the ontological commensurability of spatial data infrastructures among different cultures.D. J. Saab - 2009 - Earth Science Informatics 2 (4):283-297.
    Humans think and communicate in very flexible and schematic ways, and a Spatial Data Infrastructure (SDI) for the Amazon and associated information system ontologies should reflect this flexibility and the adaptive nature of human cognition in order to achieve semantic interoperability. In this paper I offer a conceptual investigation of SDI and explore the nature of cultural schemas as expressions of indigenous ontologies and the challenges of semantic interoperability across cultures. Cultural schemas are, in essence, our ontologies, but they are (...)
    Download  
     
    Export citation  
     
    Bookmark  
  20.  62
    Book Review of the Encyclopedia of Female Pioneers in Online Learning.S. Hussain - 2022 - Open Praxis.
    The primary objective of this book titled ‘The encyclopedia of female pioneers in online learning’ is to record and disseminate the voices and contributions of women who pioneered online learning. The pioneers themselves contributed the majority of the content. Because of this, this book serves as a timeless, living record of these women’s experiences, stories, and accomplishments at a time when the majority of the world switched from traditional, print-based correspondence to a bewildering array of immersive-learning experiences that are (...)
    Download  
     
    Export citation  
     
    Bookmark  
  21.  68
    Anti-Realist City Symphony vs. Virtual Realist Walking Tour: Everyday Human and Visual Privacy.Doga Col - 2024 - In Asena Temelli Coşgun & İhsan Eken (eds.), Medya, İletişim ve Toplum. İstanbul: Çizgi. pp. 217-243.
    The aim in this chapter is to explore the similarities and differences between the city symphony film genre of the 1920s and 1930s and the contemporary virtual city walking tours that are popular on YouTube these days, eventually discussing the change in representation of the individual in daily life over a century. The city symphony was born with modernism in the early 20th century initially to present an interpretation of the city with daily activities, human beings, their interaction with industrial (...)
    Download  
     
    Export citation  
     
    Bookmark  
  22. It's All in the Game: A 3D Learning Model for Business Ethics.Suzy Jagger, Haytham Siala & Diane Sloan - 2016 - Journal of Business Ethics 137 (2):383-403.
    How can we improve business ethics education for the twenty first century? This study evaluates the effectiveness of a visual case exercise in the form of a 3D immersive game given to undergraduate students at two UK Universities as part of a mandatory business ethics module. We propose that due to evolving learning styles, the immersive nature of interactive games lends itself as a vehicle to make the learning of ethics more ‘concrete’ and ‘personal’ and therefore more engaging. (...)
    Download  
     
    Export citation  
     
    Bookmark   2 citations  
  23. Philosophy of games.C. Thi Nguyen - 2017 - Philosophy Compass 12 (8):e12426.
    What is a game? What are we doing when we play a game? What is the value of playing games? Several different philosophical subdisciplines have attempted to answer these questions using very distinctive frameworks. Some have approached games as something like a text, deploying theoretical frameworks from the study of narrative, fiction, and rhetoric to interrogate games for their representational content. Others have approached games as artworks and asked questions about the authorship of games, about the ontology of the work (...)
    Download  
     
    Export citation  
     
    Bookmark   18 citations  
  24. Echoes of Union Depot: A virtual reality educational game for historic preservation and public awareness.Sepehr Vaez Afshar, Sarvin Eshaghi & Mahyar Hadighi - 2023 - In Sepehr Vaez Afshar, Sarvin Eshaghi & Mahyar Hadighi (eds.), Proceedings of the 9th Regional International Symposium on Education and Research in Computer Aided Architectural Design in Europe. Tallinn: eCAADe Tallinn University of Technology, Department of Civil Engineering and Architecture. pp. 129-138.
    This paper presents the design, development, and potential impact of Echoes of Union Depot, a virtual reality (VR) game aimed at promoting historic preservation and raising public awareness about El Paso's Union Depot, a building listed on the National Register of Historic Places Inventory. The game leverages the immersive capabilities of VR technology and 360° images to engage players in exploring the site's rich history and architectural evolution. Players assume the role of a time-traveling detective, guiding lost spirits (...)
    Download  
     
    Export citation  
     
    Bookmark  
  25. De-Roling from Experiences and Identities in Virtual Worlds.Stefano Gualeni - 2017 - Journal of Virtual Worlds Research 10 (2).
    Within dramatherapy and psychodrama, the term ‘de-roling’ indicates a set of activities that assist the subjects of therapy in ‘disrobing’ themselves from their fictional characters. Starting from the psychological needs and the therapeutic goals that ‘de-roling’ techniques address in dramatherapy and psychodrama, this text provides a broader understanding of procedures and exercises that define and ease transitional experiences across cultural practices such as religious rituals and spatial design. After this introductory section, we propose a tentative answer as to why game (...)
    Download  
     
    Export citation  
     
    Bookmark  
  26. Walking Through Everyday Life: Tensions and Disruptions within the Ordinary.Nélio Conceição - 2023 - Open Philosophy 6 (1):7-55.
    Bringing together a genealogy of authors, concepts, and aesthetic case studies, this article aims to contribute to the discussion on ordinary aesthetics by focusing on the tensions that are intrinsic to walking as a fundamental embodied action in everyday urban life. These tensions concern the movement of walking itself and its relation to one’s surroundings, but it also concerns a certain complementarity between home (familiarity) and wandering. Experiencing space and thresholds that disrupt one’s relationship with home and the everyday can (...)
    Download  
     
    Export citation  
     
    Bookmark  
  27. Online Footprint -A Serious Game for Reducing Digital Carbon Emission.Sepehr Vaez Afshar, Gülşen Aytaç, Sarvin Eshaghi & Sana Vaez Afshar - 2022 - In Sepehr Vaez Afshar, Gülşen Aytaç, Sarvin Eshaghi & Sana Vaez Afshar (eds.), XXVI International Conference of the Ibero-American Society of Digital Graphics. Universidad Peruana de Ciencias Aplicadas: Ibero-American Society of Digital Graphics. pp. 1043-1052.
    Life is getting digital more than ever as technology improves. While the Internet is responsible for two percent of global greenhouse gas emissions, it is underestimated as a pollutant. Since public awareness is one of the most important preservation methods, it can contribute to protecting the environment from carbon emissions by raising people's understanding. In this regard, serious games, as a type of gamification transmitting educational content besides entertainment, immerse the player in enjoyment while teaching them a specific topic (...)
    Download  
     
    Export citation  
     
    Bookmark  
  28.  54
    AUGMENTED REALITY AND IOT-INTEGRATED SMART HOMES: ENHANCING USER EXPERIENCE AND AUTOMATION.S. Yoheswari - 2024 - Journal of Science Technology and Research (JSTAR) 5 (1):389-394.
    The integration of Augmented Reality (AR) and the Internet of Things (IoT) within smart homes represents a significant leap forward in home automation and user experience. This paper explores a comprehensive framework that combines these technologies to create an immersive, efficient, and user-friendly smart home environment. By utilizing AR, users can interact with and control IoT-enabled devices in real time through visual and intuitive interfaces. This integration not only simplifies the management of home systems but also enhances the overall (...)
    Download  
     
    Export citation  
     
    Bookmark  
  29. m-Reading: Fiction reading from mobile phones.Anezka Kuzmicova, Theresa Schilhab & Michael Burke - 2018 - Convergence: The International Journal of Research Into New Media Technology:1–17.
    Mobile phones are reportedly the most rapidly expanding e-reading device worldwide. However, the embodied, cognitive and affective implications of smartphone-supported fiction reading for leisure (m-reading) have yet to be investigated empirically. Revisiting the theoretical work of digitization scholar Anne Mangen, we argue that the digital reading experience is not only contingent on patterns of embodied reader–device interaction (Mangen, 2008 and later) but also embedded in the immediate environment and broader situational context. We call this the situation constraint. Its application to (...)
    Download  
     
    Export citation  
     
    Bookmark   1 citation  
  30.  70
    VIRTUAL LANDSCAPE IN SERIOUS GAMES: A FRAMEWORK FOR ENHANCING THE PLAYER INTERACTION FOCUSING ON THE LEARNING RATE.Sepehr Vaez Afshar - 2021 - Dissertation, Istanbul Technical University
    Throughout history, education has always been essential for humanity's justice and fundamental for the creation of a free and satisfying society with the dissemination of knowledge. Hence, in addition to the life occurrences educating people, traditional higher education methods have played an important role for a long period. However, the age of technology has changed the educational system along with the people's lifestyles to meet the continuously changing conditions. During the past twenty years, the Information and Communication Technologies (ICTs) (...)
    Download  
     
    Export citation  
     
    Bookmark  
  31. Turning queries into questions: For a plurality of perspectives in the age of AI and other frameworks with limited (mind)sets.Claudia Westermann & Tanu Gupta - 2023 - Technoetic Arts 21 (1):3-13.
    The editorial introduces issue 21.1 of Technoetic Arts via a critical reflection on the artificial intelligence hype (AI hype) that emerged in 2022. Tracing the history of the critique of Large Language Models, the editorial underscores that there are substantial ethical challenges related to bias in the training data, copyright issues, as well as ecological challenges which the technology industry has consistently downplayed over the years. -/- The editorial highlights the distinction between the current AI technology’s reliance on (...)
    Download  
     
    Export citation  
     
    Bookmark   1 citation  
  32. Методика підготовки майбутніх IT-фахівців до стратегічної та тактичної діяльності в бізнес-організаціях.Olena Lavrentieva & Oleksandr P. Krupskyi - 2023 - Вісник Університету Імені Альфреда Нобеля. Серія «Педагогіка І Психологія». Педагогічні Науки 1 (25):51-61.
    The article emphasizes the relevance of revising the content of professional activities and the range of powers of specialists of IT departments in business organizations and, accordingly, the conceptual foundations of their professional training. The need for forming future IT specialists with unique skills and abilities to carry out strategic and tactical activities and develop the relevant competencies, which allows them to be active participants in the construction and implementation of the organization’s business strategies, has been clarified. The purpose of (...)
    Download  
     
    Export citation  
     
    Bookmark  
  33. Androide a chi? Nier: Automata di Yoko Taro.Simone Santamato - 2023 - Fata Morgana Web.
    Can a videogame tell us something about what it means to be human? Or even further, what is human as such? Yoko Taro's NieR: Automata tries to answer these questions with the astonishing characteristic of the videogames: the immersion. Thanks to a coherent coincidence between playing subjectivity and virtuality given by the joypad, videogames can deeply investigate the subject about moral, ethical and existential questions. My aim in the paper is to explain what is about of the human in Taro's (...)
    Download  
     
    Export citation  
     
    Bookmark  
  34. Understanding Digital Events: Process Philosophy and Causal Autonomy.David Kreps, Frantz Rowe & Jessica Muirhead - 2020 - Proceedings of 53rd Hawaiian International Conference on Systems Sciences.
    This paper argues that the ubiquitous digital networks in which we are increasingly becoming immersed present a threat to our ability to exercise free will. Using process philosophy, and expanding upon understandings of causal autonomy, the paper outlines a thematic analysis of diary studies and interviews gathered in a project exploring the nature of digital experience. It concludes that without mindfulness in both the use and design of digital devices and services we run the risk of allowing such services to (...)
    Download  
     
    Export citation  
     
    Bookmark  
  35. BMF CP63: Gaming experience, isolation, social distancing, and disconnection from the outside world.A. I. S. D. L. Team - 2024 - Sm3D Portal.
    “[…] To alleviate the boredom, after catching a fish, Kingfisher would press all three buttons before swallowing the fish. Pressing the buttons has gradually become somewhat of a new technological ritual.” -/- —In “Innovation”; The Kingfisher Story Collection [1].
    Download  
     
    Export citation  
     
    Bookmark  
  36. From Virtual Reality to Metaverse : Ethical Risks and the Co-governance of Real and Virtual Worlds.Yi Zeng & Aorigele Bao - 2022 - Philosophical Trends 2022:43-48+127.
    Firstly, the "Metaverse" possesses two distinctive features, "thickness" and "imagination," promising the public a structure of unknown scenarios but with unclear definitions. Attempts to establish an open framework through incompleteness, however, fail to facilitate interactions between humans and the scenario. Due to the dilemma of "digital twinning," the "Metaverse" cannot be realized as "another universe". Hence, the "Metaverse" is, in fact, only a virtual experiential territory created by aggregating technologies that offer immersion and interactivity. Secondly, when artificial intelligence serves as (...)
    Download  
     
    Export citation  
     
    Bookmark  
  37. Los derechos fundamentales ante las aporías de la era digital.Cristina Benlloch Domènech & Joaquin Sarrion Esteve - 2022 - Cuestiones Constitucionales. Revista Mexicana de Derecho Constitucional 46:1-28.
    Resumen. El proceso de transformación digital que vivimos y el desarrollo progresivo de las tecnologías disruptivas emergentes están afectando al derecho, y en particular al constitucional, al menos tal y como se había entendido hasta ahora, especialmente desde la perspectiva del paradigma de los derechos fundamentales y de las categorías y conceptos utilizados en la dogmática constitucional. Este pequeño trabajo, desde una perspectiva multidiciplinar, incluyendo la dogmática constitucional (análisis constitucional) y la sociología jurídica (análisis social), constituye una aportación al debate (...)
    Download  
     
    Export citation  
     
    Bookmark  
  38. Philosophy for the Metaverse.James Sirois - manuscript
    "The Metaverse", a concept which has now become the symbolic term for the next evolution of the internet, is an immersive environment of almost metaphysical proportions. In this article, I discuss how the additional degrees of freedom in this transhumanist reality might saddle future generations with a massive existential crisis if philosophy is not well understood and applied by individuals.
    Download  
     
    Export citation  
     
    Bookmark  
  39. Does a person have a right to attention? Depends on what she is doing.Kaisa Kärki & Visa Kurki - 2023 - Philosophy and Technology 36 (86):1-16.
    It has been debated whether the so-called attention economy, in which the attention of agents is measured and sold, jeopardizes something of value. One strand of this discussion has focused on so-called attention rights, asking: should attention be legally protected, either by introducing novel rights or by extending the scope of pre-existing rights? In this paper, however, in order to further this discussion, we ask: How is attention already protected legally? In what situations does a person have the right to (...)
    Download  
     
    Export citation  
     
    Bookmark   1 citation  
  40. Digital distraction, attention regulation, and inequality.Kaisa Kärki - 2024 - Philosophy and Technology 37 (8):1-21.
    In the popular and academic literature on the problems of the so-called attention economy, the cost of attention grabbing, sustaining, and immersing digital medias has been addressed as if it touched all people equally. In this paper I ask whether everyone has the same resources to respond to the recent changes in their stimulus environments caused by the attention economy. I argue that there are not only differences but disparities between people in their responses to the recent, significant increase in (...)
    Download  
     
    Export citation  
     
    Bookmark  
  41. Moisture Level And Water Absorption In The Most Popular Types Of Woods In Albania.Klodjan Xhexhi - 2023 - Journal of Multidisciplinary Engineering Science and Technology (Jmest) 10 (3):15812-15817.
    This paper is going to deal with water absorption in different types of wood such as: pine, oak, beech, and fir. The amount of water absorbed by these types of wood is known as water absorption and it is determined using the material's initial state and after their immersion in water. The major goal of this study is to explain the effects of water absorption in hardwood materials and to demonstrate the changes that will take place in them over the (...)
    Download  
     
    Export citation  
     
    Bookmark  
  42. AR Watch Try – On Application for Android Devices.M. Madan Mohan - 2021 - Journal of Science Technology and Research (JSTAR) 2 (1):39-48.
    In recent days Augmented Reality is an emerging trend in marketing and sales strategies. Augmented reality ads are immersive, which means they help marketers create a certain emotional connection with customers. Unlike images or banners, for example, AR ads are interactive and lifelike consumers can see and even interact with them. Now-a-days people prefer online shopping rather than the traditional window shopping and Augmented Reality allows brands to give customers unique experiences with the convenience of tapping into their mobile (...)
    Download  
     
    Export citation  
     
    Bookmark  
  43. Imaginative immersion, regulation, and doxastic mediation.Alon Chasid - 2021 - Synthese 199 (3-4): 1-43.
    This paper puts forward an account of imaginative immersion. Elaborating on Kendall Walton’s thesis that imagining aims at the fictional truth, it first argues that imaginings are inherently rule- or norm-governed: they are ‘regulated’ by that which is presented as fictionally true. It then shows that an imaginer can follow the rule or norm mandating her to imagine the propositions presented as fictional truths either by acquiring explicit beliefs about how the rule (norm) is to be followed, or directly, without (...)
    Download  
     
    Export citation  
     
    Bookmark   6 citations  
  44. Immersion is Attention / Becoming Immersed.Shen-yi Liao - manuscript
    Children sometimes lose themselves in make-believe games. Actors sometimes lose themselves in their roles. Readers sometimes lose themselves in their books. From people's introspective self-reports and phenomenological experiences, these immersive experiences appear to differ from ordinary experiences of simply playing a game, simply acting out a role, and simply reading a book. What explains the difference? My answer: attention. -/- [Unpublishable 2007-2017. This paper was referenced in Liao and Doggett (2014).].
    Download  
     
    Export citation  
     
    Bookmark   1 citation  
  45. Immersing oneself into one’s past: subjective presence can be part of the experience of episodic remembering.Denis Perrin & Michael Barkasi - 2024 - Philosophy and the Mind Sciences 5.
    A common view about the phenomenology of episodic remembering has it that when we remember a perceptual experience, we can relive or re-experience many of its features, but not its characteristic presence. In this paper, we challenge this common view. We first say that presence in perception divides into temporal and locative presence, with locative having two sides, an objective and a subjective one. While we agree with the common view that temporal and objective locative presence cannot be relived in (...)
    Download  
     
    Export citation  
     
    Bookmark  
  46. Technology and the Lifeworld: From Garden to Earth.Don Ihde - 1990 - Indiana University Press.
    "... Dr. Ihde brings an enlightening and deeply humanistic perspective to major technological developments, both past and present." —Science Books & Films "Don Ihde is a pleasure to read.... The material is full of nice suggestions and details, empirical materials, fun variations which engage the reader in the work... the overall points almost sneak up on you, they are so gently and gradually offered." —John Compton "A sophisticated celebration of cultural diversity and of its enabling technologies.... perhaps the best single (...)
    Download  
     
    Export citation  
     
    Bookmark   333 citations  
  47.  78
    INTERTWINED IMMERSION: THE DEVELOPMENT OF CHINESE BUDDHIST MASTER COSTUMES AS AN EXAMPLE.Fung Kei Cheng - 2020 - Religious Studies: An International Journal 8 (1):23-44.
    Cultural pluralism and diversity give rise to debates on conflicts and inclusiveness. Scholars largely investigate how people manage their culture of origin within their host culture, and how the host culture helps them adapt to the changes they experience within their new environment. However, both cultures can merge peacefully and the involved cultures can flourish as a result. The evolvement of jiasha, the attire of Chinese Buddhist masters, illustrates intertwined immersion, in which traditional Chinese (domestic) and Buddhist (imported) cultures show (...)
    Download  
     
    Export citation  
     
    Bookmark  
  48. How Technology Changes Our Idea of the Good.Mark Sentesy - 2011 - In Laverdure Paul & Mbonimpa Melchior (eds.), Eth-ICTs: Ethics and the New Information and Communication Technologies. University of Sudbury. pp. 109-123.
    The ethical neutrality of technology has been widely questioned, for example, in the case of the creation and continued existence of weapons. At stake is whether technology changes the ethical character of our experience: compare the experience of seeing a beating to videotaping it. Interpreting and elaborating on the work of George Grant and Marshall McLuhan, this paper consists of three arguments: 1) the existence of technologies determines the structures of civilization that are imposed on the world, 2) (...)
    Download  
     
    Export citation  
     
    Bookmark  
  49. Are Technological Unemployment and a Basic Income Guarantee Inevitable or Desirable?James J. Hughes - 2014 - Journal of Ethics and Emerging Technologies 24 (1):1-4.
    Robotics and artificial intelligence are beginning to fundamentally change the relative profitability and productivity of investments in capital versus human labor; creating technological unemployment at all levels of the workforce; from the North to the developing world. As robotics and expert systems become cheaper and more capable the percentage of the population that can find employment will also fall; stressing economies already trying to curtail "entitlements" and adopt austerity. Two additional technology-driven trends will exacerbate the structural unemployment crisis in (...)
    Download  
     
    Export citation  
     
    Bookmark   3 citations  
  50. Spatial justice through immersive art: an interdisciplinary approach.Asma Mehan & Sina Mostafavi - 2024 - In C. Gray, E. Ciliotta Chehade, P. Hekkert, L. Forlano, P. Ciuccarelli & P. Lloyd (eds.), DRS2024: Boston. Boston, USA: DRS2024: Boston. pp. 1-15.
    This paper explores spatial justice in urban environments through immersive art and design, focusing on Amsterdam and Houston. It presents a case study from the Venice Biennale 2023, showcasing art's potential in fostering inclusive urban spaces. The study delves into the socio-political complexities of urban areas, highlighting often-ignored liminal spaces and their tensions and possibilities. Immersive art emerges as a transformative medium, capable of challenging and reshaping perceptions of space, and addressing systemic socio-economic disparities. Adopting a transdisciplinary approach, (...)
    Download  
     
    Export citation  
     
    Bookmark  
1 — 50 / 971