Results for 'Virtually real'

970 found
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  1. 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 that (...)
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  2. "Real Places in Virtual Spaces".David Kolb - 2006 - Nordic Journal of Architectural Research 3:69-77.
    Despite what might seem to be the case, "Virtual" reality can be used to create fully "real" places with their own grammar and norms, where real events take place.
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  3. Virtual green, real impact.Tam-Tri Le - 2022 - SM3D Portal.
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  4. 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 (...)
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  5. The Virtual Fourfold: Reading Heidegger’s Fourfold through O’Shiel’s Phenomenology of the Virtual.Jean Du Toit & Gregory Morgan Swer - 2023 - Inscriptions 6 (2):68-77.
    Daniel O’Shiel recently identified four categories of virtuality, which he terms “real virtualities”, that are perpetually present in human perception. These virtual horizons (Self, World, Others, and Values) continuously structure our experience without themselves being directly experienced. This essay argues that O’Shiel’s four categories of the virtual correspond strongly to the concept of the Fourfold found in the writings of the later Heidegger, and that Heidegger’s Fourfold can be fruitfully understood as a phenomenological framework of the virtual.
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  6. Emotion and Ethics in Virtual Reality.Alex Fisher - forthcoming - Australasian Journal of Philosophy.
    It is controversial whether virtual reality should be considered fictional or real. Virtual fictionalists claim that objects and events within virtual reality are merely fictional: they are imagined and do not exist. Virtual realists argue that virtual objects and events really exist. This metaphysical debate might appear important for some of the practical questions that arise regarding how to morally evaluate and legally regulate virtual reality. For instance, one advantage claimed of virtual realism is that only by taking virtual (...)
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  7. Virtual Consumption, Sustainability & Human Well-Being.Kenneth R. Pike & C. Tyler Desroches - 2020 - Environmental Values 29 (3):361-378.
    There is widespread consensus that present patterns of consumption could lead to the permanent impossibility of maintaining those patterns and, perhaps, the existence of the human race. While many patterns of consumption qualify as ‘sustainable’ there is one in particular that deserves greater attention: virtual consumption. We argue that virtual consumption — the experience of authentic consumptive experiences replicated by alternative means — has the potential to reduce the deleterious consequences of real consumption by redirecting some consumptive behavior from (...)
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  8. A Semantics for Virtual Environments and the Ontological Status of Virtual Objects.David Leech Anderson - 2009 - APA Newsletter on Philosophy and Computers 9 (1):15-19.
    Virtual environments engage millions of people and billions of dollars each year. What is the ontological status of the virtual objects that populate those environments? An adequate answer to that question requires a developed semantics for virtual environments. The truth-conditions must be identified for “tree”-sentences when uttered by speakers immersed in a virtual environment (VE). It will be argued that statements about virtual objects have truth-conditions roughly comparable to the verificationist conditions popular amongst some contemporary antirealists. This does not mean (...)
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  9. The Ethics of Virtual Sexual Assault.John Danaher - 2023 - In Carissa Véliz (ed.), The Oxford Handbook of Digital Ethics. Oxford University Press.
    This chapter addresses the growing problem of unwanted sexual interactions in virtual environments. It reviews the available evidence regarding the prevalence and severity of this problem. It then argues that due to the potential harms of such interactions, as well as their nonconsensual nature, there is a good prima facie argument for viewing them as serious moral wrongs. Does this prima facie argument hold up to scrutiny? After considering three major objections – the ‘it’s not real’ objection; the ‘it’s (...)
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  10.  91
    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) led (...)
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  11.  40
    Between Armaments and Ornaments. Weak and Strong Emergent Patterns in Virtual and Real Cellular Automata.Erica Onnis - 2024 - In Ana Cuevas-Badallo, Mariano Martín-Villuendas & Juan Gefaell (eds.), Life and Mind: Theoretical and Applied Issues in Contemporary Philosophy of Biology and Cognitive Sciences. Springer. pp. 67-90.
    Despite the various criteria presented in the literature, most authors engaged in the debate about emergence agree on a fundamental distinction between strong/ontologically robust cases of emergence and weak/metaphysically innocent ones. The former typically involve entities that exhibit new causal capacities, while the latter are primarily associated with deductive unpredictability, conceptual novelty, and other qualities that highlight our epistemic limitations in understanding them. In this paper, I initially examine a paradigmatic example of weak emergence, namely the higher-level patterns generated by (...)
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  12. Virtual reality.Goteti Sekhar - manuscript
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  13. 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. (...)
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  14. 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 (...)
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  15. Visual spatial learning of complex object structures through virtual and real-world data.Chiara Silvestri, Rene Motro, Bernard Maurin & Birgitta Dresp-Langley - 2010 - Design Studies 31:364-380.
    This article probes the visual spatial représentations underlying the creative conceptual design of complex objects.
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  16. 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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  17. Assuming in biology the reality of real virtuality (a come back for entelechy?).Armando Aranda-Anzaldo - 2011 - Ludus Vitalis 19 (36):333-342.
    Since Aristotle the central question in biology was the origin of organic form; a question put in the backyard by neo-Darwinism that considers organic form as a side effect of the interactions between genes and their products. On the other hand, the fashionable notion of self-organization also fails to provide a true causal explanation for organic form. For Aristotle form is both a cause and the principle of intelligibility and this coupled to the classical concepts of potentiality and actuality provides (...)
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  18. The attribute of realness and the internal organization of perceptual reality.Rainer Mausfeld - 2013 - In Liliana Albertazzi (ed.), Handbook of Experimental Phenomenology. Visual Peception of Shape, Space and Appearance. Chichester, West Sussex, UK: Wiley.
    The chapter deals with the notion of phenomenal realness, which was first systematically explored by Albert Michotte. Phenomenal realness refers to the impression that a perceptual object is perceived to have an autonomous existence in our mind-independent world. Perceptual psychology provides an abundance of phenomena, ranging from amodal completion to picture perception, that indicate that phenomenal realness is an independent perceptual attribute that can be conferred to perceptual objects in different degrees. The chapter outlines a theoretical framework that appears particularly (...)
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  19. 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 (...)
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  20. Doing Good with Virtual Reality: The Ethics of Using Virtual Simulations for Improving Human Morality.Jon Rueda - 2023 - In Andrew Kissel & Erick José Ramirez (eds.), Exploring Extended Realities: Metaphysical, Psychological, and Ethical Challenges. Routledge.
    Much of the excitement and concern with virtual reality (VR) has to do with the impact of virtual experiences on our moral conduct in the “real world”. VR technologies offer vivid simulations that may impact prosocial dispositions and abilities or emotions related to morality. Whereas some experiences could facilitate particular moral behaviors, VR could also inculcate bad moral habits or lead to the surreptitious development of nefarious moral traits. In this chapter, I offer an overview of the ethical debate (...)
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  21. VIRTUAL BEAUTY: Orlan and Morimura.Peg Zeglin Brand Weiser - 2001 - L and B (Lier En Boog) 16:92-104.
    This essay offers some thoughts on the editors' (Annette w. Balkema and Henk Slager) project "Exploding Aesthetics" with the goal of extending aesthetics based on a specific type of artistic output. Both artists--Orlan and Morimura--have already expanded the normal parameters of artistic inquiry and the resulting critical discourse. As an aesthetician, I merely offer some elaboration and philosophical backdrop to their creative enterprise. They constitute the paradigm of the avant-garde artist extraordinaire leading us into the uncharted realm of cyberspace and (...)
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  22. Why be Moral in a Virtual World.John McMillan & Mike King - 2017 - Journal of Practical Ethics 5 (2):30-48.
    This article considers two related and fundamental issues about morality in a virtual world. The first is whether the anonymity that is a feature of virtual worlds can shed light upon whether people are moral when they can act with impunity. The second issue is whether there are any moral obligations in a virtual world and if so what they might be. -/- Our reasons for being good are fundamental to understanding what it is that makes us moral or indeed (...)
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  23. Is Chalmers' Virtual Reality "Mirror Argument" Sound?Shaohua Xue - 2022 - Journal of Human Cognition 6 (1):24-32.
    Extended reality devices provide users with unprecedented immersive and hybrid perceptual experiences, and users will act their bodies according to the information perceived. This shows that visual perception plays a crucial role in the formation and shaping of self-perception and spatial position. Users have a strong perceptual experience of their physical presence and self-perception in the real world as a result of their avatar perspective based on visual perception in a virtual hybrid environment, as is issued by Chalmers in (...)
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  24. Virtual World-Weariness: On Delaying the Experiential Erosion of Digital Environments.Stefano Gualeni - 2019 - In Andri Gerber & Ulrich Götz (eds.), The Architectonics of Game Spaces: The Spatial Logic of the Virtual and its Meaning for the Real. Transcript. pp. 153-165.
    A common understanding of the role of a game developer includes establishing (or at least partially establishing) what is interactively and perceptually available in (video)game environments: what elements and behaviors those worlds include and allow, and what is – instead – left out of their ‘possibility horizon’. The term ‘possibility horizon’ references the Ancient Greek origin of the term ‘horizon’, ὄρος (oros), which denotes a frontier – a spatial limit. On this etymological foundation, ‘horizon’ is used here to indicate the (...)
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  25. ORLAN Revisited: Disembodied Virtual Hybrid Beauty.Peg Zeglin Brand Weiser - 2013 - In Peg Brand Weiser (ed.), Beauty Unlimited. Indiana University Press. pp. 306-340.
    I argued in 2000 that the French artist ORLAN may have moved away from her Reincarnation performances toward her Self-Hybridizations because she thought that in the latter she would be more transparently obvious in meaning and less frequently misunderstood. I may have overstated the ability of audiences to comprehend, however. In this essay I argue that the virtual beauty that ORLAN unfolds in her ongoing series Self-Hybridizations is not a real or actual beauty but rather a fake beauty, causally (...)
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  26. Augmented Reality, Augmented Epistemology, and the Real-World Web.Cody Turner - 2022 - Philosophy and Technology 35 (1):1-28.
    Augmented reality (AR) technologies function to ‘augment’ normal perception by superimposing virtual objects onto an agent’s visual field. The philosophy of augmented reality is a small but growing subfield within the philosophy of technology. Existing work in this subfield includes research on the phenomenology of augmented experiences, the metaphysics of virtual objects, and different ethical issues associated with AR systems, including (but not limited to) issues of privacy, property rights, ownership, trust, and informed consent. This paper addresses some epistemological issues (...)
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  27. Kant on Negative Quantities, Real Opposition and Inertia.Jennifer McRobert - manuscript
    Kant's obscure essay entitled An Attempt to Introduce the Concept of Negative Quantities into Philosophy has received virtually no attention in the Kant literature. The essay has been in English translation for over twenty years, though not widely available. In his original 1983 translation, Gordon Treash argues that the Negative Quantities essay should be understood as part of an ongoing response to the philosophy of Christian Wolff. Like Hoffmann and Crusius before him, the Kant of 1763 is at odds (...)
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  28. 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 (...)
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  29. Parasites with parasites: The corona virus and the end of non-virtual education.John-Michael Kuczynski - manuscript
    Education has to go digital, and this will involve a lot more than just on-lining brick-and-mortar classes. Also, the process of doing this will be real epistemology, as in, it will involve people doing epistemology, instead of just impotently and unoriginally talking about it.
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  30. Endangered Experiences: Skipping Newfangled Technologies and Sticking to Real Life.Marc Champagne - manuscript
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  31. Realms of Consciousness and the Real.Samuel Bendeck Sotillos - 2023 - Spirituality Studies 9 (1):12-21.
    In our post-Enlightenment world, reality has been reduced to only that which can be known through the faculty of reason, or empirically verified by the five senses; all higher levels of knowing have virtually been banished. Current approaches to psychotherapy have failed to discern that, without a proper understanding of the mind in all its dimensions, any discussion about effective mental health is not even possible. This paper seeks to demonstrate that certain pernicious limitations in modern Western psychology today (...)
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  32.  60
    What a World! The Pluralistic Universe of Innocent Realism.Susan Haack - 2024 - Journal of Philosophical Investigations 17 (45):29-35.
    The method of metaphysics: Metaphysics is empirical but depends not, like the sciences, on recondite experience but on close attention to aspects of everyday experience we ordinarily scarcely notice. "Real" is a broader concept than "exists" (which applies only to particulars) and also applies to phenomena, kinds, and laws, which are real, but not, of course, existent entities. But "there are real kinds, laws, etc." doesn't imply that all the kinds and laws we believe are real, (...)
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  33. A new solution to the gamer’s dilemma.Rami Ali - 2015 - Ethics and Information Technology 17 (4):267-274.
    Luck (2009) argues that gamers face a dilemma when it comes to performing certain virtual acts. Most gamers regularly commit acts of virtual murder, and take these acts to be morally permissible. They are permissible because unlike real murder, no one is harmed in performing them; their only victims are computer-controlled characters, and such characters are not moral patients. What Luck points out is that this justification equally applies to virtual pedophelia, but gamers intuitively think that such acts are (...)
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  34. Artırılmış Gerçekliğin Sanat Üzerindeki Etkisi: Artırılmış Sanatın Keşfi (The Discovery of Augmented Art).Ergün Avcı - 2023 - İstanbul: Zeytinburnu Belediyesi Kültür Yayınları.
    Augmented Reality combines the virtual and the real. It brings the virtual to the real and the real to the virtual. It is a technology that overlays computer-generated visuals, sensory input such as sound, and interactive atmosphere over the existing environment in real time. In Augmented Reality, real and virtual are simultaneously intertwined. That's why Augmented Reality has a greater impact on art than other virtual fields. Art in Augmented Reality has a counterpart in both (...)
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  35. How Can We Be Moved to Shoot Zombies? A Paradox of Fictional Emotions and Actions in Interactive Fiction.Nele Van de Mosselaer - 2018 - Journal of Literary Theory 12 (2):279-299.
    How can we be moved by the fate of Anna Karenina? By asking this question, Colin Radford introduced the paradox of fiction, or the problem that we are often emotionally moved by characters and events which we know don’t really exist (1975). A puzzling element of these emotions that always resurfaced within discussions on the paradox is the fact that, although these emotions feel real to the people who have them, their difference from ›real‹ emotions is that they (...)
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  36. The Hard Problem of Consciousness Made Slightly Easier.Dan Bruiger - manuscript
    We can best understand the nature of consciousness through metaphor, by putting ourselves imaginatively in the place of the brain. Neural processes evoke sensation and meaning in the way that words evoke mental images. Conscious experience is (like) a virtual reality produced by the brain, guided by interaction with the external world. Explanation occurs in the field of view of the subject, so to speak. To explain the existence of that field inevitably involves circularity.
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  37. 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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  38. (1 other version)The internet: which future for organised knowledge, Frankenstein or Pygmalion? Part 1.Luciano Floridi - 1995 - International Journal of Human-Computer Studies 43 (2):261–274.
    The Internet is like a new country, with a growing population of millions of well educated citizens. If it wants to keep track of its own cultural achievements in real time, it will have to provide itself with an infostructure like a virtual National Library system. This paper proposes that institutions all over the world should take full advantage of the new technologies available, and promote and coordinate such a global service. This is essential in order to make possible (...)
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  39.  41
    Review of Tom Beaudoin, Consuming Faith: Integrating Who We Are with What We Buy[REVIEW]D. Seiple - 2003 - Journal of the American Academy of Religion 73 (2):521-523.
    This aims to be a prophetic book. In his previous work from 1998, Tom Beaudoin had begun articulating, on behalf of his own generation, a quest that reflected GenXers' irreverence toward social institutions, which have typically failed to address the spiritual dimensions of their own experience. Beaudoin began to notice that many of his own cohort were getting lost in hyperspace, collapsing their real identity into a virtual artifice. Since then, in the age of internet and Instagram, this has (...)
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  40. Kuznetsov V. From studying theoretical physics to philosophical modeling scientific theories: Under influence of Pavel Kopnin and his school.Volodymyr Kuznetsov - 2017 - ФІЛОСОФСЬКІ ДІАЛОГИ’2016 ІСТОРІЯ ТА СУЧАСНІСТЬ У НАУКОВИХ РОЗМИСЛАХ ІНСТИТУТУ ФІЛОСОФІЇ 11:62-92.
    The paper explicates the stages of the author’s philosophical evolution in the light of Kopnin’s ideas and heritage. Starting from Kopnin’s understanding of dialectical materialism, the author has stated that category transformations of physics has opened from conceptualization of immutability to mutability and then to interaction, evolvement and emergence. He has connected the problem of physical cognition universals with an elaboration of the specific system of tools and methods of identifying, individuating and distinguishing objects from a scientific theory domain. The (...)
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  41. Theory of erasing (dropping) the Present.Jalal Khawaldeh - 2023 - Https://Papers.Ssrn.Com/Sol3/Papers.Cfm?Abstract_Id=4568243.
    Time has puzzled scientists. Some see it as just a tool and a unit of measurement, while others consider time to be a real thing and needs to be measured. There are also those who believe that time is an ancient thing that arose with the creation of the universe and the Earth, running parallel to life in them, and counting every movement, event, or speed in them. While some see it as an essential part and a major component (...)
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  42. The Whiteness of AI.Stephen Cave & Kanta Dihal - 2020 - Philosophy and Technology 33 (4):685-703.
    This paper focuses on the fact that AI is predominantly portrayed as white—in colour, ethnicity, or both. We first illustrate the prevalent Whiteness of real and imagined intelligent machines in four categories: humanoid robots, chatbots and virtual assistants, stock images of AI, and portrayals of AI in film and television. We then offer three interpretations of the Whiteness of AI, drawing on critical race theory, particularly the idea of the White racial frame. First, we examine the extent to which (...)
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  43. Extinction Risks from AI: Invisible to Science?Vojtech Kovarik, Christiaan van Merwijk & Ida Mattsson - manuscript
    In an effort to inform the discussion surrounding existential risks from AI, we formulate Extinction-level Goodhart’s Law as “Virtually any goal specification, pursued to the extreme, will result in the extinction of humanity”, and we aim to understand which formal models are suitable for investigating this hypothesis. Note that we remain agnostic as to whether Extinction-level Goodhart’s Law holds or not. As our key contribution, we identify a set of conditions that are necessary for a model that aims to (...)
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  44. On the Concept of Creal: The Politico-Ethical Horizon of a Creative Absolute.Luis De Miranda - 2017 - In De Miranda Luis (ed.), The Dark Precursor: Deleuze and Artistic Research. Leuven University Press. pp. 510-516.
    Process philosophies tend to emphasise the value of continuous creation as the core of their discourse. For Bergson, Whitehead, Deleuze, and others the real is ultimately a creative becoming. Critics have argued that there is an irreducible element of (almost religious) belief in this re-evaluation of immanent creation. While I don’t think belief is necessarily a sign of philosophical and existential weakness, in this paper I will examine the possibility for the concept of universal creation to be a political (...)
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  45. GEO BASED CUSTOMER INSIGHT 360 APPROACH.Praveen Kumar & Mohit Gangwar - 2024 - Wesleyan Journal of Research 17 (12):224-234.
    Location analytics is key to get into the current market. It deals with movements data of customer which tells about the customer’s lifestyle, their behavior through understanding the visiting pattern. A geo-fence is a virtual boundary for a real-world geographic area. A geo-fence can be generated as per user’s need by considering different radius, or a geo-fence can be a predefined set of boundaries. Geo-fencing is use of geo-fence. Geo fencing is a feature that uses the global positioning system (...)
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  46. Machiavelli.Gazziero Leone - 2022 - In Lewis Michael & Rose David (eds.), The Bloomsbury Italian Philosophy Reader. Bloomsbury. pp. 51-58.
    L. Gazziero, « Machiavelli », in M. Lewis and D. Rose (ed.), The Bloomsbury Italian Philosophy Reader, London, Bloomsbury, 2022, p. 51-58 Confusion verging on chaos aptly describes Italian politics between any two points in time. That being said, the amount of outright violence, political backstabbing and social upheaval Machiavelli had to put up with - as a successful bureaucrat and diplomat first (1498-1512), and later as a disgraced citizen (1512-27) is, with few if any exceptions, virtually unmatched in (...)
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  47. Tools, Objects, and Chimeras: Connes on the Role of Hyperreals in Mathematics.Vladimir Kanovei, Mikhail G. Katz & Thomas Mormann - 2013 - Foundations of Science 18 (2):259-296.
    We examine some of Connes’ criticisms of Robinson’s infinitesimals starting in 1995. Connes sought to exploit the Solovay model S as ammunition against non-standard analysis, but the model tends to boomerang, undercutting Connes’ own earlier work in functional analysis. Connes described the hyperreals as both a “virtual theory” and a “chimera”, yet acknowledged that his argument relies on the transfer principle. We analyze Connes’ “dart-throwing” thought experiment, but reach an opposite conclusion. In S , all definable sets of reals are (...)
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  48. The Grand Narrative of the Age of Re-Embodiments: Beyond Modernism and Postmodernism.Arran Gare - 2013 - Cosmos and History : The Journal of Natural and Social Philosophy 9 (1):327-357.
    The delusory quest for disembodiment, against which the quest for re-embodiment is reacting, is characteristic of macroparasites who live off the work, products and lives of others. The quest for disembodiment that characterizes modernism and postmodernism, it is argued, echoes in a more extreme form the delusions on which medieval civilization was based where the military aristocracy and the clergy, defining themselves through the ideal forms of Neo-Platonic Christianity, despised nature, the peasantry and in the case of the clergy, women. (...)
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  49. The Duplicity of Online Behavior.Joseph Ulatowski - 2015 - In Berrin A. Beasley & Mitchell R. Haney (eds.), Social Media and Living Well. Lexington Books. pp. 31-43.
    People commonly believe that any form of deception, no matter how innocuous it is and no matter whether the deceiving person intended it otherwise, is always morally wrong. In this paper, I will argue that deceiving in real-time is morally distinguishable from deceiving on-line because online actions aren’t as fine-grained as actions occurring in real-time. Our failure to detect the fine-grained characteristics of another avatar leads us to believe that that avatar intended to do a moral harm. Openly (...)
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  50. A Kantian response to the Gamer’s Dilemma.Samuel Ulbricht - 2023 - Ethics and Information Technology 25 (3):1-11.
    The Gamer’s Dilemma consists of three intuitively plausible but conflicting assertions: (i) Virtual murder is morally permissible. (ii) Virtual child molestation is morally forbidden. (iii) There is no relevant moral difference between virtual murder and virtual child molestation in computer games. Numerous attempts to resolve (or dissolve) the Gamer’s Dilemma line the field of computer game ethics. Mostly, the phenomenon is approached using expressivist argumentation: Reprehensible virtual actions express something immoral in their performance but are not immoral by themselves. Consequentialists, (...)
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