Results for 'video recording'

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  1. What Do We Lose to a Video?Ian Heckman - 2020 - In Rebecca L. Farinas & Julie Van Camp (eds.), The Bloomsbury Handbook of Dance and Philosophy. New York, NY: Methuen Drama. pp. 339-347.
    I think we have come to a point in the current state of technology where we, as appreciators, makers, and producers of live performances, must ask ourselves an important question. We must ask ourselves whether, in a world where we can easily access videotapes of performances, there is something important that we obtain through our engagement with live performances that we cannot get in our engagement with even the best quality videos. The performing arts, as artforms which perform with real (...)
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  2. Earlier visual N1 latencies in expert video-game players: a temporal basis of enhanced visuospatial performance.Andrew J. Latham, Lucy L. M. Patston, Christine Westermann, Ian J. Kirk & Lynette J. Tippett - 2013 - PLoS ONE 8 (9).
    Increasing behavioural evidence suggests that expert video game players (VGPs) show enhanced visual attention and visuospatial abilities, but what underlies these enhancements remains unclear. We administered the Poffenberger paradigm with concurrent electroencephalogram (EEG) recording to assess occipital N1 latencies and interhemispheric transfer time (IHTT) in expert VGPs. Participants comprised 15 right-handed male expert VGPs and 16 non-VGP controls matched for age, handedness, IQ and years of education. Expert VGPs began playing before age 10, had a minimum 8 years (...)
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  3. State of the Art of Audio- and Video-Based Solutions for AAL.Slavisa Aleksic, Michael Atanasov, Jean Calleja Agius, Kenneth Camilleri, Anto Cartolovni, Pau Climent-Perez, Sara Colantonio, Stefania Cristina, Vladimir Despotovic, Hazim Kemal Ekenel, Ekrem Erakin, Francisco Florez-Revuelta, Danila Germanese, Nicole Grech, Steinunn Gróa Sigurđardóttir, Murat Emirzeoglu, Ivo Iliev, Mladjan Jovanovic, Martin Kampel, William Kearns, Andrzej Klimczuk, Lambros Lambrinos, Jennifer Lumetzberger, Wiktor Mucha, Sophie Noiret, Zada Pajalic, Rodrigo Rodriguez Perez, Galidiya Petrova, Sintija Petrovica, Peter Pocta, Angelica Poli, Mara Pudane, Susanna Spinsante, Albert Ali Salah, Maria Jose Santofimia, Anna Sigríđur Islind, Lacramioara Stoicu-Tivadar, Hilda Tellioglu & Andrej Zgank - 2022 - Alicante: University of Alicante.
    It is a matter of fact that Europe is facing more and more crucial challenges regarding health and social care due to the demographic change and the current economic context. The recent COVID-19 pandemic has stressed this situation even further, thus highlighting the need for taking action. Active and Assisted Living technologies come as a viable approach to help facing these challenges, thanks to the high potential they have in enabling remote care and support. Broadly speaking, AAL can be referred (...)
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  4. When to Dismiss Conspiracy Theories Out of Hand.Ryan Ross - 2023 - Synthese 202 (3):1-26.
    Given that conspiracies exist, can we be justified in dismissing conspiracy theories without concerning ourselves with specific details? I answer this question by focusing on contrarian conspiracy theories, theories about conspiracies that conflict with testimony from reliable sources of information. For example, theories that say the CIA masterminded the assassination of John F. Kennedy, 9/11 was an inside job, or the Freemasons are secretly running the world are contrarian conspiracy theories. When someone argues for a contrarian conspiracy theory, their options (...)
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  5. Deepfakes: a survey and introduction to the topical collection.Dan Cavedon-Taylor - 2024 - Synthese 204 (1):1-19.
    Deepfakes are extremely realistic audio/video media. They are produced via a complex machine-learning process, one that centrally involves training an algorithm on hundreds or thousands of audio/video recordings of an object or person, S, with the aim of either creating entirely new audio/video media of S or else altering existing audio/video media of S. Deepfakes are widely predicted to have deleterious consequences (principally, moral and epistemic ones) for both individuals and various of our social practices and (...)
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  6. No Time to Move: Motion, Painting and Temporal Experience.Jack Shardlow - 2020 - Philosophy 95 (3):239 - 260.
    This paper is concerned with the senses in which paintings do and do not depict various temporal phenomena, such as motion, stasis and duration. I begin by explaining the popular – though not uncontroversial – assumption that depiction, as a pictorial form of representation, is a matter of an experiential resemblance between the pictorial representation and that which it is a depiction of. Given this assumption, I illustrate a tension between two plausible claims: that paintings do not depict motion in (...)
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  7. Performing the Future.Winnie Toonders, Roald P. Verhoeff & Hub Zwart - 2016 - Science & Education 25 (7-8):869-895.
    Drama is a relatively unexplored tool in academic science education. This paper addresses in what way the use of drama may allow science students to deepen their understanding of recent developments in the emerging and controversial field of neuro-enhancement, by means of a case study approach. First, we emphasise the congruency between drama and science, notably the dramatic dimension of experimental research. Subsequently, we draw on educational literature to elaborate the potential of using drama as a teaching modality, specifically focusing (...)
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  8. Paradoxical lived experiences of the newly-hired faculty in a university setting.Ivy Eran & Manuel Caingcoy - 2019 - Journal of Advances in Humanities and Social Sciences 5 (5):216-225.
    This study explored the experiences of the newly-hired faculty in the university to acquire an in-depth and profound understanding of these experiences. It involved eight purposively chosen faculty in a semi-structured interview and focus group discussion documented in voice and video recorders. Using Colaizzi’s seven step-approach to data analysis, results revealed three paradoxical themes: the joys and struggles of teaching, successes and pains of learning, and the privileges and challenges of serving. On the one hand, the joys and struggles (...)
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  9. Enacting dialogue: the impact of promoting Philosophy for Children on the literate thinking of identified poor readers, aged 10.Philip Jenkins - 2010 - Language and Education 24 (6):459-472.
    The Philosophy for Children in Schools Project (P4CISP) is a research project to monitor and evaluate the impact of Philosophy for Children (P4C) on classroom practices. In this paper the impact of P4C on the thinking skills of you children aged 10 is examined. Standardised tests indicated the children had below-average reading ages. The pupils were video recorded while engaged in discussion of questions they had formulated themselves in response to a series of texts in preparation for a community (...)
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  10. Reciprocity practices of nomadic hunter gatherer Rāute of Nepal.Shahu Man Bahadur - 2019 - Hunter Gatherer Research 4 (2):257-285.
    This paper focuses on reciprocity among the nomadic hunter-gatherer Rāute and sedentary groups, ie farmers and artisans. The Rāute’s reciprocal relation depends on social contracts, trust, territorial relations and residential propinquity. These facets of reciprocity can be accepted, denied or even cancelled. I argue that the Rāute are economically prosperous because of their regular exchange of woodenwares for grains and other necessary items, though they refrain from storing resources, earning cash incomes, and eschew agricultural production and animal husbandry. Sharing, exchange, (...)
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  11. Skepticism and the Digital Information Environment.Matthew Carlson - 2021 - SATS 22 (2):149-167.
    Deepfakes are audio, video, or still-image digital artifacts created by the use of artificial intelligence technology, as opposed to traditional means of recording. Because deepfakes can look and sound much like genuine digital recordings, they have entered the popular imagination as sources of serious epistemic problems for us, as we attempt to navigate the increasingly treacherous digital information environment of the internet. In this paper, I attempt to clarify what epistemic problems deepfakes pose and why they pose these (...)
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  12. What Studios Do.Eliot Bates - 2012 - Journal on the Art of Record Production 7 (1).
    Studios resist reductive analyses. Although isolated, they have their own frontstages and backstages, and like the laboratories studied by Knorr-Cetina, function as more than simply “internal environments.” The placeness of studios leaves both audible traces (the early reflections of sounds) and visible ones, if we think of those studios that become shrines or pilgrimage sites, or photo or video documentation of studios that provide the outside world a brief glimpse into the interior isolation of recording studio life. It (...)
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  13. Stumpf’s Cylinders: On the Externalization of Musical Memory and the Future of Traditional Music.John T. Giordano - 2018 - Fifth Princess Galyani Vadhana International Symposium August 30Th-September 1St, 2018.
    In the year 1900, the German philosopher Carl Stumpf made one of the earliest phonograph recordings to document an example of traditional music. The ensemble he recorded was the Siamese Court Orchestra which was performing in Germany at that time. This led to the establishment of the Berlin Phonogramm-Archiv and the beginning of the extensive recording of world traditional music. While written scores have begun to break traditional music away from its dependence on initiation and apprenticeship, the recording (...)
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  14. Deepfakes, Deep Harms.Regina Rini & Leah Cohen - 2022 - Journal of Ethics and Social Philosophy 22 (2).
    Deepfakes are algorithmically modified video and audio recordings that project one person’s appearance on to that of another, creating an apparent recording of an event that never took place. Many scholars and journalists have begun attending to the political risks of deepfake deception. Here we investigate other ways in which deepfakes have the potential to cause deeper harms than have been appreciated. First, we consider a form of objectification that occurs in deepfaked ‘frankenporn’ that digitally fuses the parts (...)
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  15. IoT Based Intruder Prevention using Fogger.T. Krishna Prasath - 2021 - Journal of Science Technology and Research (JSTAR) 2 (1):81-90.
    Anamoly detection in videos plays an important role in various real-life applications. Most of traditional approaches depend on utilizing handcrafted features which are problem-dependent and optimal for specific tasks. Nowadays, there has been a rise in the amount of disruptive and offensive activities that have been happening. Due to this, security has been given principal significance. Public places like shopping centers, avenues, banks, etc. are increasingly being equipped with CCTVs to guarantee the security of individuals. Subsequently, this inconvenience is making (...)
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  16.  43
    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 (...)
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  17. Deepfakes and the Epistemic Backstop.Regina Rini - 2020 - Philosophers' Imprint 20 (24):1-16.
    Deepfake technology uses machine learning to fabricate video and audio recordings that represent people doing and saying things they've never done. In coming years, malicious actors will likely use this technology in attempts to manipulate public discourse. This paper prepares for that danger by explicating the unappreciated way in which recordings have so far provided an epistemic backstop to our testimonial practices. Our reasonable trust in the testimony of others depends, to a surprising extent, on the regulative effects of (...)
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  18. Deepfakes and the epistemic apocalypse.Joshua Habgood-Coote - 2023 - Synthese 201 (3):1-23.
    [Author note: There is a video explainer of this paper on youtube at the new work in philosophy channel (search for surname+deepfakes).] -/- It is widely thought that deepfake videos are a significant and unprecedented threat to our epistemic practices. In some writing about deepfakes, manipulated videos appear as the harbingers of an unprecedented _epistemic apocalypse_. In this paper I want to take a critical look at some of the more catastrophic predictions about deepfake videos. I will argue for (...)
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  19. Listen to me! The moral value of the poetry performance space.Karen Simecek - 2021 - In Lucy English and Jack McGowan (ed.), Spoken Word in the UK.
    Performance is increasingly important to the poet, which is evidenced by the growing numbers of videos and audio recordings online including YouTube, the National Poetry library, and Poetry Archive. As a result, there are greater opportunities to engage with poets reading their own work and consequently, there is a need to move away from thinking of poetry as primary something that takes shape on the page. Furthermore, by refocusing attention to poetry as an oral artform, in particular to poetry performance, (...)
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  20. Some Epistemic Benefits of Action-Tetris, a Case Study.David Kirsh & P. Maglio - 1992 - Proceedings of the 14th Annual Conference of the Cognitive Science Society.
    We present data and argument to show that in Tetris—a real-time interactive video game—certain cognitive and perceptual problems are more quickly, easily, and reliably solved by performing actions in the world rather than by performing computational actions in the head alone. We have found that some translations and rotations are best understood as being used to implement a plan, or to implement a reaction. To substantiate our position we have implemented a computational laboratory that lets us record keystrokes and (...)
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  21. How to do things with deepfakes.Tom Roberts - 2023 - Synthese 201 (2):1-18.
    In this paper, I draw a distinction between two types of deepfake, and unpack the deceptive strategies that are made possible by the second. The first category, which has been the focus of existing literature on the topic, consists of those deepfakes that act as a fabricated record of events, talk, and action, where any utterances included in the footage are not addressed to the audience of the deepfake. For instance, a fake video of two politicians conversing with one (...)
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  22. New Frontiers in Translational Research: Touchscreens, Open Science, and the Mouse Translational Research Accelerator Platform (MouseTRAP).Jacqueline Anne Sullivan - 2021 - Genes, Brain and Behavior 20 (1):e12705.
    Many neurodegenerative and neuropsychiatric diseases and other brain disorders are accompanied by impairments in high-level cognitive functions including memory, attention, motivation, and decision-making. Despite several decades of extensive research, neuroscience is little closer to discovering new treatments. Key impediments include the absence of validated and robust cognitive assessment tools for facilitating translation from animal models to humans. In this review, we describe a state-of-the-art platform poised to overcome these impediments and improve the success of translational research, the Mouse Translational Research (...)
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  23. Self-treatment of psychosis and complex post-traumatic stress disorder with LSD and DMT—A retrospective case study.Mika Turkia - 2022 - Psychiatry Research Case Reports 1 (2):100029.
    This article describes a case of a teenager with early complex trauma due to chronic domestic violence. Cannabis use triggered auditory hallucinations, after which the teenager was diagnosed with an acute schizophrenia-like psychotic disorder. Antipsychotic medication did not fully resolve symptoms. Eventually the teenager chose to self-medicate with LSD in order to resolve a suicidal condition. The teenager carried out six unsupervised LSD sessions, followed by an extended period of almost daily use of inhaled low-dose DMT. Psychotic symptoms were mostly (...)
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  24. PERSONALIZED TEACHING: A READING REMEDIATION STRATEGY.Neljane Suarnaba & Jaymie Rellon - 2023 - Southeast Asian Journal of Multidisciplinary Studies 3 (3).
    This study aimed to unveil the lived experiences of teachers implementing personalized reading strategy. A qualitative design was utilized in this study to fourteen elementary teachers from Nuling Integrated School, Sultan Kudarat. These teachers were selected via purposive sampling who were subjected to Focus Group Discussion. A semi-structured questionnaire was validated and utilized in this study. The interview responses were audio-taped recorded with the consent from the participants. From the generated results, there were 6 emerging themes that described teachers’ challenges (...)
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  25. A Philosophy of “Doing” in the Digital.Stefano Gualeni - 2018 - In Alberto Romele & Enrico Terrone (eds.), Towards a Philosophy of Digital Media. Cham: Springer Verlag. pp. 225-255.
    Playing in counterpoint with the general theoretical orientation of the book, this chapter does not focus its attention on the recording and archiving capabilities of the digital medium. Instead, it proposes an understanding of the digital medium that focuses on its disclosing various forms of “doing.” Gualeni’s chapter begins by offering an understanding of “doing in the digital” that methodologically separates “doing as acting” from “doing as making.” After setting its theoretical framework, the chapter discusses an “interactive thought experiment” (...)
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  26. People, posts, and platforms: reducing the spread of online toxicity by contextualizing content and setting norms.Isaac Record & Boaz Miller - 2022 - Asian Journal of Philosophy 1 (2):1-19.
    We present a novel model of individual people, online posts, and media platforms to explain the online spread of epistemically toxic content such as fake news and suggest possible responses. We argue that a combination of technical features, such as the algorithmically curated feed structure, and social features, such as the absence of stable social-epistemic norms of posting and sharing in social media, is largely responsible for the unchecked spread of epistemically toxic content online. Sharing constitutes a distinctive communicative act, (...)
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  27. Taking iPhone Seriously: Epistemic Technologies and the Extended Mind.Isaac Record & Boaz Miller - forthcoming - In Duncan Pritchard, Jesper Kallestrup‎, Orestis Palermos & J. Adam Carter‎ (eds.), Extended ‎Epistemology. Oxford University Press.
    David Chalmers thinks his iPhone exemplifies the extended mind thesis by meeting the criteria ‎that he and Andy Clark established in their well-known 1998 paper. Andy Clark agrees. We take ‎this proposal seriously, evaluating the case of the GPS-enabled smartphone as a potential mind ‎extender. We argue that the “trust and glue” criteria enumerated by Clark and Chalmers are ‎incompatible with both the epistemic responsibilities that accompany everyday activities and the ‎practices of trust that enable users to discharge them. Prospects (...)
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  28. Technology and Epistemic Possibility.Isaac Record - 2013 - Journal for General Philosophy of Science / Zeitschrift für Allgemeine Wissenschaftstheorie (2):1-18.
    My aim in this paper is to give a philosophical analysis of the relationship between contingently available technology and the knowledge that it makes possible. My concern is with what specific subjects can know in practice, given their particular conditions, especially available technology, rather than what can be known “in principle” by a hypothetical entity like Laplace’s Demon. The argument has two parts. In the first, I’ll construct a novel account of epistemic possibility that incorporates two pragmatic conditions: responsibility and (...)
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  29. Wrong on the Internet: Why some common prescriptions for addressing the spread of misinformation online don’t work.Isaac Record & Boaz Miller - 2022 - Communique 105:22-27.
    Leading prescriptions for addressing the spread of fake news, misinformation, and other forms of epistemically toxic content online target either the platform or platform users as a single site for intervention. Neither approach attends to the intense feedback between people, posts, and platforms. Leading prescriptions boil down to the suggestion that we make social media more like traditional media, whether by making platforms take active roles as gatekeepers, or by exhorting individuals to behave more like media professionals. Both approaches are (...)
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  30. Justified Belief in a Digital Age: On the Epistemic Implications of Secret Internet Technologies.Boaz Miller & Isaac Record - 2013 - Episteme 10 (2):117 - 134.
    People increasingly form beliefs based on information gained from automatically filtered Internet ‎sources such as search engines. However, the workings of such sources are often opaque, preventing ‎subjects from knowing whether the information provided is biased or incomplete. Users’ reliance on ‎Internet technologies whose modes of operation are concealed from them raises serious concerns about ‎the justificatory status of the beliefs they end up forming. Yet it is unclear how to address these concerns ‎within standard theories of knowledge and justification. (...)
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  31. Responsible Epistemic Technologies: A Social-Epistemological Analysis of Autocompleted Web Search.Boaz Miller & Isaac Record - 2017 - New Media and Society 19 (12):1945-1963.
    Information providing and gathering increasingly involve technologies like search ‎engines, which actively shape their epistemic surroundings. Yet, a satisfying account ‎of the epistemic responsibilities associated with them does not exist. We analyze ‎automatically generated search suggestions from the perspective of social ‎epistemology to illustrate how epistemic responsibilities associated with a ‎technology can be derived and assigned. Drawing on our previously developed ‎theoretical framework that connects responsible epistemic behavior to ‎practicability, we address two questions: first, given the different technological ‎possibilities available (...)
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  32. (1 other version)Video Games as Self‐Involving Interactive Fictions.Jon Robson & Aaron Meskin - 2012 - Journal of Aesthetics and Art Criticism 74 (2):165-177.
    This article explores the nature and theoretical import of a hitherto neglected class of fictions which we term ‘self-involving interactive fictions’. SIIFs are interactive fictions, but they differ from standard examples of interactive fictions by being, in some important sense, about those who consume them. In order to better understand the nature of SIIFs, and the ways in which they differ from other fictions, we focus primarily on the most prominent example of the category: video-game fictions. We argue that (...)
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  33. Videos, Police Violence, and Scrutiny of the Black Body.Sherri Irvin - 2022 - Social Research: An International Quarterly 89 (4):997-1023.
    The ability of videos to serve as evidence of racial injustice is complex and contested. This essay argues that scrutiny of the Black body has come to play a key role in how videos of police violence are mined for evidence, following a long history of racialized surveillance and attributions of threat and superhuman powers to Black bodies. Using videos to combat injustice requires incorporating humanizing narratives and cultivating resistant modes of looking.
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  34. Headed records: A model for memory and its failures.John Morton, Richard H. Hammersley & D. A. Bekerian - 1985 - Cognition 20 (1):1-23.
    It is proposed that our memory is made up of individual, unconnected Records, to each of which is attached a Heading. Retrieval of a Record can only be accomplished by addressing the attached Heading, the contents of which cannot itself be retrieved. Each Heading is made up of a mixture of content in more or less literal form and context, the latter including specification of environment and of internal states (e.g. drug states and mood). This view of memory allows an (...)
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  35. Exploring Video Feedback in Philosophy.Tanya Hall, Dean Tracy & Andy Lamey - 2016 - Teaching Philosophy 39 (2):137-162.
    This paper explores the benefits of video feedback for teaching philosophy. Our analysis, based on results from a self-report student survey along with our own experience, indicates that video feedback possesses a number of advantages over traditional written comments. In particular we argue that video feedback is conducive to providing high-quality formative feedback, increases detail and clarity, and promotes student engagement. In addition, we argue that the advantages of video feedback make the method an especially apt (...)
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  36. Video-Based Instruction as a Remediation in Teaching Thermodynamics among Prospective Science Teachers.Resty Samosa, Kimberly Castro, Christian Roel Gabriel, Isaiah Yvette Lozano, Christian Paul Paglicawan & Reden Precalin - 2023 - Studies in Technology and Education 2 (1):43-51.
    This study examined the effectiveness of video-based instruction (VBI) as a learning remediation strategy in teaching Laws of Thermodynamics among Prospective Science Teachers at Bulacan State University. The researchers employed – a one-group pretest–posttest design to assess the 35 prospective science teachers who were purposively selected. More so, data was gathered through researcher-made pretest-posttest achievement tests and an adapted Likert survey questionnaire. The data was treated descriptively and inferentially. The findings showed that VBI as a learning remediation strategy positively (...)
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  37. Video Feedback in Philosophy.Andy Lamey - 2015 - Metaphilosophy 46 (4-5):691-702.
    Marginal comments on student essays are a near-universal method of providing feedback in philosophy. Widespread as the practice is, however, it has well-known drawbacks. Commenting on students' work in the form of a video has the potential to improve the feedback experience for both instructors and students. The advantages of video feedback can be seen by examining it from both the professor's and the student's perspective. In discussing the professor's perspective, this article shares observations based on the author's (...)
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  38. Track Records: A Cautionary Tale.Alice C. W. Huang - forthcoming - British Journal for the Philosophy of Science.
    In the literature on expert trust, it is often assumed that track records are the gold standard for evaluating expertise, and the difficulty of expert identification arises from either the lack of access to track records, or the inability to assess them. I show, using a computational model, that even in an idealized environment where agents have a God’s eye view on track records, they may fail to identify experts. Under plausible conditions, selecting testimony based on track records ends up (...)
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  39. Euthanasia in Video Games – Exemplifying the Importance of Moral Experience in Digital Gameworlds.Luka Perušić - 2022 - Pannoniana 6 (1):53-98.
    The paper classifies euthanasia and discusses its typological presence in storytelling video games. It aims to illustrate the importance of experiencing simulated moral challenges in the context of gameworlds as a significantly influential, exponentially growing form of interactive media. In contrast to older works of art and media, such as film and literature, the difference should be emphasized in light of the player’s ability to make choices in video games. Although the influence of gameworld content depends on the (...)
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  40. The Use of Video-based Instructional Material to Improve Learning Competency of the Students in Selected Topics in Biology at Satriwithaya School Bangkok Thailand (20th edition).Albert Jayfferson Roy - 2024 - Psychology and Education: A Multidisciplinary Journal 20 (8):1066-1077.
    This research explored the utilization of video-based instructional material in enhancing learning competency among a group of sixty (60) students enrolled in grade 8 at Satriwithaya School in Bangkok, Thailand. The study was carried out. out during the 2nd semester of S.Y. 2023–2024. The respondents were chosen using the approach of purposive sampling. The research study employed an experimental approach and utilized quantitative research. Through the use of of a one-group pre- and post-test, the researcher was able to gather (...)
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  41. The Status of Video Games as Self-Involving Interactive Fictions: Fuzzy Intervals and Hard Identifications.Kristina Šekrst - 2023 - Sic: Journal of Literature, Culture and Literary Translation 3.
    The goal of this paper is to see how mental and language representations are unique from a video-game perspective, using two main criteria. First, I will posit that the level of being both an interactive work of fiction and a self-involving interactive fiction belongs to a fuzzy interval and that some works – and, therefore, some video games – are more immersive than others. Second, I will observe how propositions tie the player’s representations of the real world and (...)
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  42. Defending the morality of violent video games.Marcus Schulzke - 2010 - Ethics and Information Technology 12 (2):127-138.
    The effect of violent video games is among the most widely discussed topics in media studies, and for good reason. These games are immensely popular, but many seem morally objectionable. Critics attack them for a number of reasons ranging from their capacity to teach players weapons skills to their ability to directly cause violent actions. This essay shows that many of these criticisms are misguided. Theoretical and empirical arguments against violent video games often suffer from a number of (...)
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  43. The virtual brain: 30 years of video-game play and cognitive abilities.Andrew J. Latham, Lucy L. M. Patston & Lynette J. Tippett - 2013 - Frontiers in Psychology 4.
    Forty years have passed since video-games were first made widely available to the public and subsequently playing games has become a favorite past-time for many. Players continuously engage with dynamic visual displays with success contingent on the time-pressured deployment, and flexible allocation, of attention as well as precise bimanual movements. Evidence to date suggests that both brief and extensive exposure to video-game play can result in a broad range of enhancements to various cognitive faculties that generalize beyond the (...)
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  44. Video meliora proboque, deteriora sequor. Zur Irreführung des Gewissens bei Kant“, in: Sara Di Giulio, Alberto Frigo (Hrsg.), Kasuistik und Theorie des Gewissens. Von Pascal bis Kant, Berlin/Boston: De Gruyter 2020, S. 233–287.Sara Di Giulio - 2020 - In Sara Di Giulio & Alberto Frigo (eds.), Kasuistik und Theorie des Gewissens. Von Pascal bis Kant. pp. 233–287.
    In juxtaposition with the myth and tragedy of Ovid’s Medea, this paper investigates the possibility within the Kantian conception of agency of understanding moral evil as acting against one’s better judgment. It defends the thesis that in Kant self-deception, i. e. the intentional untruthfulness to oneself, provides the fundamental structure for choosing against the moral law. I argue that, as Kant’s thought progresses, self-deception slowly proceeds to become the paradigmatic case of moral evil. This is discussed with regard to two (...)
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  45. An Intelligent Tutoring System for Health Problems Related To Addiction of Video Game Playing.Mohran H. Al-Bayed & Samy S. Abu Naser - 2017 - International Journal of Advanced Scientific Research 2 (1):4-10.
    Lately in the past couple of years, there are an increasing in the normal rate of playing computer games or video games compared to the E-learning content that are introduced for the safety of our children, and the impact of the video game addictiveness that ranges from (Musculoskeletal issues, Vision problems and Obesity). Furthermore, this paper introduce an intelligent tutoring system for both parent and their children for enhancement the experience of gaming and tell us about the health (...)
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  46. Recordings as Performances.Christy Mag Uidhir - 2007 - British Journal of Aesthetics 47 (3):298-314.
    This article claims that there is no in principle aesthetic difference between a live performance and a recording of that performance, and as such, performance individuation ought to be revised to reflect this. We ought to regard performances as types able to be instantiated both by live performances and by recordings of those performances, or we ought to abandon performances qua aesthetic objects.
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  47. Video Nasty: The Moral Apocalypse in Koji Suzuki’s Ring.Steve Jones - 2012 - Lit 23 (3):212-225.
    Although overshadowed by its filmic adaptations (Hideo Nakata, 1998 and Gore Verbinski, 2002), Koji Suzuki’s novel Ring (1991) is at the heart of the international explosion of interest in Japanese horror. This article seeks to explore Suzuki’s overlooked text. Unlike the film versions, the novel is more explicitly focused on the line between self-preservation and self-sacrifice, critiquing the ease with which the former is privileged over the latter. In the novel then, the horror of Sadako’s curse raises questions about the (...)
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  48. Code is Law: Subversion and Collective Knowledge in the Ethos of Video Game Speedrunning.Michael Hemmingsen - 2020 - Sport, Ethics and Philosophy 15 (3):435-460.
    Speedrunning is a kind of ‘metagame’ involving video games. Though it does not yet have the kind of profile of multiplayer e-sports, speedrunning is fast approaching e-sports in popularity. Aside from audience numbers, however, from the perspective of the philosophy of sport and games, speedrunning is particularly interesting. To the casual player or viewer, speedrunning appears to be a highly irreverent, even pointless, way of playing games, particularly due to the incorporation of “glitches”. For many outside the speedrunning community, (...)
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  49.  79
    What Are Lacking in Sora and V-JEPA’s World Models? -A Philosophical Analysis of Video AIs Through the Theory of Productive Imagination.Jianqiu Zhang - unknown
    Sora from Open AI has shown exceptional performance, yet it faces scrutiny over whether its technological prowess equates to an authentic comprehension of reality. Critics contend that it lacks a foundational grasp of the world, a deficiency V-JEPA from Meta aims to amend with its joint embedding approach. This debate is vital for steering the future direction of Artificial General Intelligence(AGI). We enrich this debate by developing a theory of productive imagination that generates a coherent world model based on Kantian (...)
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  50. The Semiotics of Video Games.Christophe Bruchansky - 2011
    What is the difference between a game and life? Is the game really ending when we go back to our everyday activities? Or could The Sims video game not be a good representation of our existence? It is with these questions in mind that I decided to explore the interdependence that exists between our everyday cultural reality and the rhetoric manifesting itself in video games. This paper introduces some of the key concepts used in the semiotics of (...) games and attempts to articulate them in a single frame. It is a short introduction to storyworlds, procedural rhetoric and gamespace. (shrink)
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