Results for 'Telepresence'

9 found
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  1.  74
    Telepresence as a social-historical mode of being. ChatGPT and the ontological dimensions of digital representation.Alexandros Schismenos - 2024 - Lessico di Etica Pubblica (1-2/2023):37-52.
    Nel 1956, in piena guerra fredda, una conferenza di scienziati al Dartmouth College negli Stati Uniti annunciò il lancio di un audace progetto scientifico, l’Intelligenza Artificiale (I.A.). Dopo l’iniziale fallimento degli sforzi della “Hard AI” di produrre un’intelligenza simile a quella umana, alla fine del XX secolo è emerso il movimento della “Soft AI”. Invece di essere orientato a imitare il comportamento umano in relazione a compiti specifici, ha preferito cercare modi alternativi di eseguire i compiti basati sulle particolari funzioni (...)
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  2. Telepresence and the Role of the Senses.Ingvar Tjostheim, Wolfgang Leister & J. Waterworth - 2019 - In Matteo Vincenzo D'Alfonso & Don Berkich (eds.), On the Cognitive, Ethical, and Scientific Dimensions of Artificial Intelligence. Springer Verlag. pp. 169-187.
    The telepresence experience can be evoked in a number of ways. A well-known example is a player of videogames who reports about a telepresence experience, a subjective experience of being in one place or environment, even when physically situated in another place. In this paper we set the phenomenon of telepresence into a theoretical framework. As people react subjectively to stimuli from telepresence, empirical studies can give more evidence about the phenomenon. Thus, our contribution is to (...)
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  3. Telepresence: from epistemic failure to successful observability.Luciano Floridi - 2005 - In L. Magnani & R. Dossena (eds.), Computing, Philosophy and Cognition. pp. 4–37.
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  4. The philosophy of presence: from epistemic failure to successful observability.Luciano Floridi - 2005 - Presence Teleoperators and Virtual Environments 14 (6):656–667.
    The paper introduces a new model of telepresence. First, it criticises the standard model of presence as epistemic failure, showing it to be inadequate. It then replaces it with a new model of presence as successful observability. It further provides reasons to distinguish between two types of presence, backward and forward. The new model is then tested against two ethical issues whose nature has been modified by the development of digital information and communication technologies, namely pornography and privacy, and (...)
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  5. A study of player behavior andmotivation to purchase Dota 2virtual in game items.Hussam Al Halbusi - 2022 - Kybernetes 78 (0368-492X):1-25.
    Purpose – The goal of this study is to examine the factors (e.g. enjoyment, skills, challenge, telepresence and flow) that influence players’ purchase intention toward Dota 2 virtual in-game as well as examine the effect of flow toward purchase intention of Dota 2 through the critical mechanism (i.e. continuous intention). Notably, the analysis of the moderating role of enjoyment of buying on the relation of (a) flow and purchase intention of Dota 2 in-game, as well as (b) between flow (...)
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  6. Embodied Cognition and the Magical Future of Interaction Design.David Kirsh - 2013 - ACM Transactions on Computer-Human Interaction 20 (1):30.
    The theory of embodied cognition can provide HCI practitioners and theorists with new ideas about interac-tion and new principles for better designs. I support this claim with four ideas about cognition: (1) interacting with tools changes the way we think and perceive – tools, when manipulated, are soon absorbed into the body schema, and this absorption leads to fundamental changes in the way we perceive and conceive of our environments; (2) we think with our bodies not just with our brains; (...)
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  7. Changing the Rules: Architecture and the New Millennium.David Kirsh - 2001 - Convergence 7 (2):113-125.
    Architecture is about to enter its first magical phase: a time when buildings actively co-operate with their inhabitants; when objects know what they are, where they are, what is near them; when social and physical space lose their type coupling; when wall and partitions change with mood and task. As engineers and scientists explore how to digitse the world around us, the classical constraints of design, ruled so long by the physics of space, time, and materials, are starting to crumble. (...)
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  8. Rethinking the Human Body in the Digital Age.Teodor Negru - 2013 - European Journal of Science and Theology 9 (1):123-132.
    The theory of information and Cybernetics allowed the transcendence of the material substrata of the human being by thinking it in terms of information units. The whole material world is reduced to information flows, which are encoded in various forms and which, by means of algorithms can be processed and reconfigured with a view to multiple simulation of the physical reality we live in. By applying these codes, communication and information technologies open the possibility of multidimensional reconstruction of the body (...)
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  9. The world is a big network. Pandemic, the Internet and institutions.Constantin Vica - 2020 - Revista de Filosofie Aplicata 3 (Supplementary Issue):136-161.
    2020 is the year of the first pandemic lived through the Internet. More than half of the world population is now online and because of self-isolation, our moral and social lives unfold almost exclusively online. Two pressing questions arise in this context: how much can we rely on the Internet, as a set of technologies, and how much should we trust online platforms and applications? In order to answer these two questions, I develop an argument based on two fundamental assumptions: (...)
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