Results for 'virtual environments'

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  1. 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 (...)
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  2. Worldlets, 3D Thumbnails for Wayfinding in Virtual Environments.David Kirsh, T. Elvins & D. Nadeau - 1997 - UIST 97 ACM Press:21-30.
    Virtual environment landmarks are essential in wayfinding: they anchor routes through a region and provide memorable destinations to return to later. Current virtual environment browsers provide user interface menus that characterize available travel destinations via landmark textual descriptions or thumbnail images. Such characterizations lack the depth cues and context needed to reliably recognize 3D landmarks. This paper introduces a new user interface affordance that captures a 3D representation of a virtual environment landmark into a 3D thumbnail, called (...)
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  3. Artificial Beings Worthy of Moral Consideration in Virtual Environments: An Analysis of Ethical Viability.Stefano Gualeni - 2020 - Journal of Virtual Worlds Research 13 (1).
    This article explores whether and under which circumstances it is ethically viable to include artificial beings worthy of moral consideration in virtual environments. In particular, the article focuses on virtual environments such as those in digital games and training simulations – interactive and persistent digital artifacts designed to fulfill specific purposes, such as entertainment, education, training, or persuasion. The article introduces the criteria for moral consideration that serve as a framework for this analysis. Adopting this framework, (...)
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  4. Where am I? The Problem of Bilocation in Virtual Environments.Geert Gooskens - 2010 - Postgraduate Journal of Aesthetics 7 (3):13-24.
    In this paper, I deal with a striking phenomenon that often occurs when we explore the virtual environment of, for example, a video game. Suppose a friend sees me playing a video game and asks ‘Where are you?’ There are two possible answers to this question. I can either refer to my actual location (‘I am in my room’), but I can also refer to my location in the virtual world (‘I am in a space-ship’). Although my friend (...)
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  5. 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 (...)
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  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 (...)
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  7. LEVERAGING LANDSCAPE ARCHITECTURE AND ENVIRONMENTAL STORYTELLING FOR NEXT-GENERATION GAMING EXPERIENCES: A Holistic Approach to Virtual World Design.Sepehr Vaez Afshar, Sarvin Eshaghi, Sana Vaez Afshar & Ikhwan Kim - 2023 - In Sepehr Vaez Afshar, Sarvin Eshaghi, Sana Vaez Afshar & Ikhwan Kim (eds.), The 11th International Conference of the Arab Society for Computation in Architecture, Art and Design. USA: Arab Society for Computation in Architecture, Art and Design. 5000 THAYER CTR STE C, OAKLAND MD 21550-1139, USA. pp. 639-651.
    Designing a virtual environment within a digital game occupies a large part of the design procedure, requiring holistic attention and a broad arrangement of the game constituents. Considering other design disciplines, they occupy a unified design methodology; however, a comprehensive literature review reveals the lack of the intended design methodology in the digital game domain's virtual environment development, despite a currently proposed theoretical methodology trying to dissolve the issue. Hence, this research aims to determine the industry's requirements and (...)
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  8. 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 (...)
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  9.  77
    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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  10. 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 (...)
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  11. Virtual Embodiment or: When I Enter Cyberspace, What Body Will I Inhabit?Heft Peter - 2023 - Cosmos and History : The Journal of Natural and Social Philosophy 19 (1):193-211.
    The following paper attempts to look at virtual reality technologies—and the (dis)embodiment affected by them—through a phenomenological lens. Specifically, augmenting traditional discussions of virtual reality as a purely technical problem, this paper seeks to bring Maurice Merleau-Ponty’s embodied phenomenology into the discussion to try to make sense of both what body we leave behind and what body we gain as we enter virtual worlds. To do this, I look both at historical examples of virtual reality technologies (...)
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  12. Embodied involvement in virtual worlds: the case of eSports practitioners.David Ekdahl & Susanne Ravn - 2019 - Sport, Ethics and Philosophy 13 (2):132-144.
    eSports practice designates a unique set of activities tethered to competitive, virtual environments, or worlds. This correlation between eSports practitioner and virtual world, we argue, is inadequately accounted for solely in terms of something physical or intellectual. Instead, we favor a perspective on eSports practice to be analyzed as a perceptual and embodied phenomenon. In this article, we present the phenomenological approach and focus on the embodied sensations of eSports practitioners as they cope with and perceive within (...)
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  13. Virtual Subjectivity: Existence and Projectuality in Virtual Worlds.Daniel Vella & Stefano Gualeni - 2019 - Techné: Research in Philosophy and Technology 23 (2):115-136.
    This paper draws on the notion of the ‘project,’ as developed in the existential philosophy of Heidegger and Sartre, to articulate an understanding of the existential structure of engagement with virtual worlds. By this philosophical understanding, the individual’s orientation towards a project structures a mechanism of self-determination, meaning that the project is understood essentially as the project to make oneself into a certain kind of being. Drawing on existing research from an existential-philosophical perspective on subjectivity in digital game (...), the notion of a ‘virtual subjectivity’ is proposed to refer to the subjective sense of being-in-the-virtual-world. The paper proposes an understanding of virtual subjectivity as standing in a nested relation to the individual’s subjectivity in the actual world, and argues that it is this relation that allows virtual world experience to gain significance in the light of the individual’s projectual existence. The arguments advanced in this paper pave the way for a comprehensive understanding of the transformative, self-transformative, and therapeutic possibilities and advantages afforded by virtual worlds. (shrink)
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  14. Virtual properties: problems and prospects.Alexandre Declos - 2024 - Erkenntnis.
    According to David Chalmers, the virtual entities found in Virtual Reality (VR) and Augmented Reality (AR) environments instantiate virtual properties of a specific kind. It has recently been objected that such a view (i) can’t extend to all types of properties; (ii) leads to a proliferation of property-types; (iii) implausibly ascribes massive errors to VR and AR users; and (iv) faces an analogue of Jackson’s “many-property problem”. My first objective here is to show that advocates of (...)
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  15. A RESEARCH ON THE ONTOLOGY OF VIRTUAL ACTIONS (Sanal Eylemlerin Ontolojisi Üzerine Bir Araştırma).Ergün Avcı - 2023 - Journal of Academic Social Science 11 (145):280-293.
    The study of the ontology of virtual actions is essentially an examination of the nature of actions in virtual environments directly. This article first examined traditional research on the subject and then showed that these researches ignored findings about the nature of virtual actions. Previous studies have dealt with virtual action mostly from an ethical, psychological, or legal framework and focused on the individual or social effects of virtual action. In addition, these studies discuss (...)
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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 (...)
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  17. Mitigating emotional risks in human-social robot interactions through virtual interactive environment indication.Aorigele Bao, Yi Zeng & Enmeng lu - 2023 - Humanities and Social Sciences Communications 2023.
    Humans often unconsciously perceive social robots involved in their lives as partners rather than mere tools, imbuing them with qualities of companionship. This anthropomorphization can lead to a spectrum of emotional risks, such as deception, disappointment, and reverse manipulation, that existing approaches struggle to address effectively. In this paper, we argue that a Virtual Interactive Environment (VIE) exists between humans and social robots, which plays a crucial role and demands necessary consideration and clarification in order to mitigate potential emotional (...)
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  18. Comparing Tangible and Virtual Exploration of Archaeological Objects.David Kirsh - 2010 - Cyber-Archaeology:119-124.
    Can virtual engagement enable the sort of interactive coupling with objects enjoyed by archaeologists who are physically present at a site? To explore this question I consider three points: 1) Tangible interaction: What role does encounter by muscle and sinew play in experiencing and understanding objects? 2) Thinking with things. What sorts of interactions are involved when we manipulate things to facilitate thought? 3) Projection and imagination. Archaeological inquiry involves processes beyond perception. Material engagement of things stimulates these processes. (...)
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  19. (1 other version)Adaptable Rooms, Virtual Collaboration and Cognitive Workflow.David Kirsh - 1998 - Cooperative Buildings - Integrating Information, Organization, and Architecture.
    This paper introduces the concept of Adaptive Rooms, which are virtual environments able to dynamically adapt to users’ needs, including ‘physical’ and cognitive workflow requirements, number of users, differing cognitive abilities and skills. Adaptive rooms are collections of virtual objects, many of them self-transforming objects, housed in an architecturally active room with information spaces and tools. An ontology of objects used in adap- tive rooms is presented. Virtual entities are classified as passive, reactive, ac- tive, and (...)
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  20. 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 (...) and scientific computer simulations to critically engage with Chalmers’s position. I first argue that, if it is sound, his virtual realism should also be applied to objects that figure in scientific computer simulations, e.g. to simulated galaxies. This leads to a slippery slope because it implies an unreasonable proliferation of digital objects. A philosophical analysis of scientific computer simulations suggests an alternative picture: The cat and the galaxies are parts of fictional models for which the computer provides model descriptions. This result motivates a deeper analysis of the way in which Chalmers builds up his realism. I argue that he buys realism too cheap. For instance, he does not really specify what virtual objects are supposed to be. As a result, rhetoric aside, his virtual realism isn’t far from a sort of fictionalism. (shrink)
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  21. Chapter 10: Preserving Authenticity in Virtual Heritage, Virtual Heritage: A Guide.Erik M. Champion - 2021 - In Erik Malcolm Champion (ed.), Virtual Heritage: A Guide. London:
    Virtual heritage has been explained as virtual reality applied to cultural heritage, but this definition only scratches the surface of the fascinating applications, tools and challenges of this fast-changing interdisciplinary field. This book provides an accessible but concise edited coverage of the main topics, tools and issues in virtual heritage. -/- Leading international scholars have provided chapters to explain current issues in accuracy and precision; challenges in adopting advanced animation techniques; shows how archaeological learning can be developed (...)
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  22. 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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  23.  75
    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 (...)
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  24. 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 (...)
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  25. WIIFM: Absorptive capacity for digital natives in explorative space and tech education for survival in the virtual world.Quan-Hoang Vuong, Tam-Tri Le, Ruining Jin, Giang Hoang, Quang-Loc Nguyen & Minh-Hoang Nguyen - manuscript
    Humankind is facing many existential global problems that require international and transgenerational efforts to be solved. Preparing our next generation with sufficient knowledge and skills to deal with such problems is imperative. Fortunately, the digital environment provides foundational conditions for children’s and adolescents’ exploration and self-learning, which might help them cultivate the necessary knowledge and skills for future survival. We conducted the Bayesian Mindsponge Framework (BMF) analytics on a dataset of 2069 students from 54 Vietnamese elementary, secondary, and high schools (...)
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  26. A Multinational Data Set of Game Players' Behaviors in a Virtual World and Environmental Perceptions.Vuong Quan-Hoang, Manh-Toan Ho, Viet-Phuong La, Tam-Tri Le, Thanh Huyen T. Nguyen & Minh-Hoang Nguyen - 2021 - Data Intelligence 3 (4):606-630.
    Video gaming has been rising rapidly to become one of the primary entertainment media, especially during the COVID-19 pandemic. Playing video games has been reported to associate with many psychological and behavioral traits. However, little is known about the connections between game players' behaviors in the virtual environment and environmental perceptions. Thus, the current data set offers valuable resources regarding environmental worldviews and behaviors in the virtual world of 640 Animal Crossing: New Horizons (ACNH) game players from 29 (...)
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  27. A Comparative Analysis of the Acquisition Transaction of Management Information Systems through Virtual and Face-to-Face Negotiations—The Perspective of Green IT Industry in Poland.Bartosz Wachnik, Aleksandra Krupa & Krzysztof Santarek - 2022 - Sustainability 14 (15):9531.
    The COVID-19 pandemic that began in 2020 has significantly impacted businesses, regardless of size or industry. The hybrid and remote working models have moved all meetings with potential and existing suppliers to an online environment. This also applies to small- and medium-sized enterprises (SMEs), which have had to adapt themselves to the new situation and implement the solutions necessary to survive on the market. On the other hand, clients have become more aware of the environment and its changes. Customers are (...)
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  28. Preserving narrative identity for dementia patients: Embodiment, active environments, and distributed memory.Richard Heersmink - 2022 - Neuroethics 15 (8):1-16.
    One goal of this paper is to argue that autobiographical memories are extended and distributed across embodied brains and environmental resources. This is important because such distributed memories play a constitutive role in our narrative identity. So, some of the building blocks of our narrative identity are not brain-bound but extended and distributed. Recognising the distributed nature of memory and narrative identity, invites us to find treatments and strategies focusing on the environment in which dementia patients are situated. A second (...)
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  29. TOWARDS A WITTGENSTEINEAN LADDER FOR THE UNIVERSAL VIRTUAL CLASSROOM (UVC).Bernhard Heiden, Bianca Tonino-Heiden & Monika Decleva - 2020 - In Sandra Lisa Lattacher & Daniela Krainer (eds.), Proceedings of SMART LIVING FORUM 2019 - 14 November 2019, Villach, Austria. pp. 71-77.
    The aim of this work is to move from the foreign dominated to the self-dominated by encouraging people to draw their own conclusions with the help of own rational consideration. Here a room as an environment that is encouraging innovation, which can be denoted as “Innovation Lab”, and making processes as can be regarded as “Smart Lab” is an essential base. The question related to this generalized self-organizational learning method investigated in our paper is how a UVC, which is a (...)
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  30. (1 other version)The Question of Algorithmic Personhood and Being (Or: On the Tenuous Nature of Human Status and Humanity Tests in Virtual Spaces—Why All Souls are ‘Necessarily’ Equal When Considered as Energy).Tyler Jaynes - 2021 - J (2571-8800) 3 (4):452-475.
    What separates the unique nature of human consciousness and that of an entity that can only perceive the world via strict logic-based structures? Rather than assume that there is some potential way in which logic-only existence is non-feasible, our species would be better served by assuming that such sentient existence is feasible. Under this assumption, artificial intelligence systems (AIS), which are creations that run solely upon logic to process data, even with self-learning architectures, should therefore not face the opposition they (...)
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  31. Digital Theology: Is the Resurrection Virtual?Eric Steinhart - 2012 - In Morgan Luck (ed.), Philosophical Explorations of New and Alternative Religious Movements. Ashgate. pp. 133 - 152.
    Many recent writers have developed a rich system of theological concepts inspired by computers. This is digital theology. Digital theology shares many elements of its eschatology with Christian post-millenarianism. It promises a utopian perfection via technological progress. Modifying Christian soteriology, digital theology makes reference to four types of immortality. I look critically at each type. The first involves transferring our minds from our natural bodies to superior computerized bodies. The second and third types involve bringing into being a previously living (...)
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  32. Strategy of Digital Competence Formation Using a Hybrid Learning Environment Based on Microsoft 365 Services.Maksym Bezpartochnyi - 2022 - Kosice: Vysoká škola bezpečnostného manažérstva v Košiciach.
    COVID-19 and military actions on the territory of Ukraine fundamentally changed the organization of the educational process, forcing educational institutions to transfer classroom learning to virtual space. To organize the educational process remotely, we need to organize an educational environment in which we can ensure the implementation of all types of educational activities, as well as creation and selection of e-resources depending on their types. Having guidelines in the form of modes, forms and learning outcomes, it is necessary to (...)
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  33. When Windmills Turn Into Giants.Erik Champion - 2007 - Techné: Research in Philosophy and Technology 10 (3):1-16.
    While many papers may claim that virtual environments have much to gain from architectural and urban planning theory, few seem to specify in any verifiable or falsifiable way, how notions of place and interaction are best combined and developed for specific needs. The following is an attempt to summarize a theory of place for virtual environments and explain both the shortcomings and the advantages of this theory.
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  34. I, avatar: Towards an extended theory of selfhood in immersive VR (4th edition).Anda Zahiu - 2019 - Információs Társadalom: Társadalomtudományi Folyóirat 19 (4):7-28.
    In this paper, I argue that virtual manifestations of selfhood in VR environments have a transformative effect on the users, which in turn has spillover effects in the physical world. I will argue in favor of extending our notion of personal identity as to include VR avatars as negotiable bodies that constitute a genuine part of who we are. Recent research in VR shows that users can experience the Proteus Effect and other lasting psychological changes after being immersed (...)
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  35. 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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  36. 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 bridge the theoretical with (...)
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  37.  34
    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 directs (...)
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  38. Worldlets, 3D Thumbnails for 3D Browsing.David Kirsh, T. Elvins, D. Nadeau & R. Schul - 1998 - Proceedings of the Computer Human Interaction Society ACM Press.
    Dramatic advances in 3D Web technologies have recently led to widespread development of virtual world Web browsers and 3D content. A natural question is whether 3D thumbnails can be used to find one’s way about such 3D content the way that text and 2D thumbnail images are used to navigate 2D Web content. We have conducted an empirical experiment that shows interactive 3D thumbnails, which we call worldlets, improve travelers’ landmark knowledge and expedite wayfinding in virtual environments.
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  39. THE USE OF GAMIFICATION TO ENRICH THE PARK EXPERIENCE FOR THE VISITORS: ISTANBUL ATATÜRK URBAN FOREST PARK CASE STUDY.Sarvin Eshaghi - 2022 - Dissertation, Istanbul Technical University
    The excessive population growth leading to urbanization and, subsequent to it, urban sprawl, increases the size and number of urban settlements. Consequently, to fulfill the land needed for this expansion, humans encroach the public open areas, including highly crucial urban green spaces. Generally, any kind of greenness within the city, known as urban green spaces, benefits the ecosystem and the inhabitants. Hence, the green infrastructure, universally, should be preserved. Urban parks, specifically urban forest parks, serving as recreational green public spaces, (...)
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  40. Use of Cloud Computing in University Libraries In view of the Technology Acceptance Model.Ahmewd L. Ferdi - 2017 - Iraqi Journal for Information 8 (12):98-131.
    Cloud computing is considered as a new type of technology, in fact, it is an extension of the information technology's developments which are based on the pooling of resources and infrastructure to provide services depend on using the cloud, in the sense that instead of these services and resources exist on local servers or personal devices, they are gathered in the cloud and be shared on the Internet. This technology has achieved an economic success no one can deny it and (...)
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  41. Hacking the Simulation: From the Red Pill to the Red Team.Roman V. Yampolskiy - manuscript
    Many researchers have conjectured that the humankind is simulated along with the rest of the physical universe – a Simulation Hypothesis. In this paper, we do not evaluate evidence for or against such claim, but instead ask a computer science question, namely: Can we hack the simulation? More formally the question could be phrased as: Could generally intelligent agents placed in virtual environments find a way to jailbreak out of them. Given that the state-of-the-art literature on AI containment (...)
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  42. Informational Mode of the Brain Operation and Consciousness as an Informational Related System.Florin Gaiseanu - 2019 - Archives in Biomedical Engineering and Biotechnology 1 (5):1-7.
    Introduction: the objective of the investigation is to analyse the informational operating-mode of the brain and to extract conclusions on the structure of the informational system of the human body and consciousness. Analysis: the mechanisms and processes of the transmission of information in the body both by electrical and non-electrical ways are analysed in order to unify the informational concepts and to identify the specific essential requirements supporting the life. It is shown that the electrical transmission can be described by (...)
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  43. Augmented Ontologies or How to Philosophize with a Digital Hammer.Stefano Gualeni - 2014 - Philosophy and Technology 27 (2):177-199.
    Could a person ever transcend what it is like to be in the world as a human being? Could we ever know what it is like to be other creatures? Questions about the overcoming of a human perspective are not uncommon in the history of philosophy. In the last century, those very interrogatives were notably raised by American philosopher Thomas Nagel in the context of philosophy of mind. In his 1974 essay What is it Like to Be a Bat?, Nagel (...)
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  44. 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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  45. What do VR experiments teach us about time?Andrew J. Latham & Alex Holcombe - 2023 - Frontiers in Psychology 13:1082844.
    Gruber and Smith (2019) have conducted some interesting virtual reality (VR) experiments, but we think that these experiments fail to illuminate why people think that the present is special. Their experiments attempted to test a suggestion by Hartle (2005) that with VR one might construct scenarios in which people experience the same present twice. If that’s possible, then it could give us a reason to think that when we experience the present as being special, that’s not because it’s objectively (...)
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  46. Games 2.0 jako próba konstrukcji społeczno-kulturowego perpetuum mobile.Andrzej Klimczuk - 2008 - Homo Communicativus 5:177--187.
    Increase in popularity of games like "Second Life" has contributed not only to significant changes in the development of the electronic entertainment industry. Promoting Games 2.0, the new trend of video game production that are assumed to be the virtual worlds that contain user-generated content makes both measured with a specific technological innovation, as well as a serious change in the organization of socio-cultural heritage. The article presents problems of the existing difficulties of terminology, the implications of the availability (...)
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  47. Two theoretical dimensions of the cyber hate crime.Cesar Rommel Salas - 2017 - Social Research: An International Quarterly 1 (01):1-4.
    The impact and relationship between technologies and society establish the development of certain adaptive models, based on coexistence (Human-information-Machine), as well as several behavioral and cognitive changes of the human being, and new models of influence and social control through ubiquitous communication. which is the basis of a new social units called "virtual communities". The rupture of social norms that accompanies rapid social change, and subsequently the appearance of sub-cultural values establishes gaining status of participation in criminal activities, the (...)
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  48. How the Brain Makes Up the Mind: a heuristic approach to the hard problem of consciousness.Dan Bruiger - manuscript
    A solution to the “hard problem” requires taking the point of view of the organism and its sub- agents. The organism constructs phenomenality through acts of fiat, much as we create meaning in language, through the use of symbols that are assigned meaning in the context of an embodied evolutionary history. Phenomenality is a virtual representation, made to itself by an executive agent (the conscious self), which is tasked with monitoring the state of the organism and its environment, planning (...)
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  49. Can Science Explain Consciousness?Bruiger Dan - manuscript
    For diverse reasons, the problem of phenomenal consciousness is persistently challenging. Mental terms are characteristically ambiguous, researchers have philosophical biases, secondary qualities are excluded from objective description, and philosophers love to argue. Adhering to a regime of efficient causes and third-person descriptions, science as it has been defined has no place for subjectivity or teleology. A solution to the “hard problem” of consciousness will require a radical approach: to take the point of view of the cognitive system itself. To facilitate (...)
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  50. Can Science Explain consciousness? Toward a solution to the 'hard problem'.Dan J. Bruiger - manuscript
    For diverse reasons, the problem of phenomenal consciousness is persistently challenging. Mental terms are characteristically ambiguous, researchers have philosophical biases, secondary qualities are excluded from objective description, and philosophers love to argue. Adhering to a regime of efficient causes and third-person descriptions, science as it has been defined has no place for subjectivity or teleology. A solution to the “hard problem” of consciousness will require a radical approach: to take the point of view of the cognitive system itself. To facilitate (...)
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