Results for 'virtual media'

999 found
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  1. Learning Motivation and Utilization of Virtual Media in Learning Mathematics.Almighty Tabuena & Jupeth Pentang - 2021 - Asia-Africa Journal of Recent Scientific Research 1 (1):65-75.
    This study aims to describe the learning motivation of students using virtual media when they are learning mathematics in grade 5. The research design applied in this research is classroom action research. The research is conducted in two phases which involve planning, action and observation and reflection. The results of the study revealed that intrinsic motivation to learn is most prevalent in the form of fun to learn mathematics with virtual media. Other forms of intrinsic motivation (...)
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  2. SOCIAL MEDIA AND RELIGIOSITY A (POST)PHENOMENOLOGICAL ACCOUNT.Ehsan Arzroomchilar - 2022 - Journal for the Study of Religions and Ideologies 21 (63).
    As access to the internet continues to grow, so do concerns about its effects on individuals. This digital revolution is not without its religious implications, and it appears that opinions are divided on how religiosity is being affected. On the one hand, it is possible that the emergence of virtual Islam could lead to an increase in extremism. On the other hand, with more exposure to diverse perspectives, religious tolerance may be bolstered. This article examines the potential effects of (...)
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  3. Budaya Media Sosial dan Game Online Dalam Pandangan Filsafat Teknologi Don Ihde.Mahendra Wibawa - 2015 - In Anik Juwariyah & Prima Vidya Asteria (eds.), Konstelasi Kebudayaan Indonesia 1. Bintang Surabaya. pp. 298-310.
    Berbagai macam aktifitas manusia tidak bisa dipisahkan dari teknologi sebagai wujud alat bantu untuk melaksanakan tugas-tugasnya dengan lebih efektif dan efisien dan terobosan teknologi di bidang informatika telah menghasilkan bentukan teknologi yang berbasis komunikasi yang selain efektif juga bersifat menyenangkan. Media sosial dan game online adalah dua diantara berbagai macam produk hasil pengembangan teknologi di bidang tersebut. Dalam kedua media ini manusia mengalami sebuah perpindahan realitas dari dunia nyata ke dalam dunia virtual. Filsafat teknologi yang dicetuskan oleh (...)
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  4. A Virtual Pulse: Cautionary Notes about Public Mourning in the Digital Age.Shelley M. Park - 2016 - APA Newsletter on LGBTQ Issue 16 (1):3-6.
    Reflections on digital mourning in the wake of the mass shooting at the Pulse nightclub in Orlando 2016.
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  5. Ornamentality in the New Media.Eran Guter - 2010 - In Anat Biletzki (ed.), Hues of Philosophy: Essays in Memory of Ruth Manor. College Publications. pp. 83-96.
    Ornamentality is pervasive in the new media and it is related to their essential characteristics: dispersal, hypertextuality, interactivity, digitality and virtuality. I utilize Kendall Walton's theory of ornamentality in order to construe a puzzle pertaining to the new media. the ornamental erosion of information. I argue that insofar as we use the new media as conduits of real life, the excessive density of ornamental devices which is prevalent in certain new media environments, forces us to conduct (...)
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  6.  39
    Extending the Gamer’s Dilemma: empirically investigating the paradox of fictionally going too far across media.Thomas Montefiore, Paul Formosa & Vince Polito - forthcoming - Philosophical Psychology.
    The Gamer’s Dilemma is based on the intuitions that in single-player video games fictional acts of murder are seen as morally acceptable whereas fictional acts of sexual assault are seen as morally unacceptable. Recently, it has been suggested that these intuitions may apply across different forms of media as part of a broader Paradox of Fictionally Going Too Far. This study aims to empirically explore this issue by determining whether fictional murder is seen as more morally acceptable than fictional (...)
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  7. Commentary to "Turning Virtual Public Spaces into Laboratories".Mark Tunick - 2014 - Analyses of Social Issues and Public Policy 14 (1):371-73.
    Evaluates a criticism based on privacy and other ethical grounds of Bond's study using 61 million persons on Facebook to determine whether political mobilization messages shared on social media can influence voting behavior.
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  8. Cultural Statistics, the Media and the Planning and Development of Calabar.Lawrence Ekwok - 2019 - GNOSI: An Interdisciplinary Journal of Human Theory and Praxis 2 (2).
    This paper, “Cultural Statistics, the Media and the Planning and Development of Calabar, Nigeria” stresses the need for the use of Cultural Statistics and effective media communication in the planning and development of Calabar, the Cross River State Capital. This position is anchored on the fact that in virtually every sphere of life, there can be no development without planning, and there can be no proper planning without accurate data or information. Cultural Statistics, and effective use of the (...)
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  9. The Problem of Evil in Virtual Worlds.Brendan Shea - 2017 - In Mark Silcox (ed.), Experience Machines: The Philosophy of Virtual Worlds. Lanham, MD: Rowman & Littlefield. pp. 137-155.
    In its original form, Nozick’s experience machine serves as a potent counterexample to a simplistic form of hedonism. The pleasurable life offered by the experience machine, its seems safe to say, lacks the requisite depth that many of us find necessary to lead a genuinely worthwhile life. Among other things, the experience machine offers no opportunities to establish meaningful relationships, or to engage in long-term artistic, intellectual, or political projects that survive one’s death. This intuitive objection finds some support in (...)
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  10. Can Social Media Be Seen as a New Public Sphere in the Context of Hannah Arendt's Public Sphere Theory?Metehan Karakurt & Aykut Aykutalp - 2020 - Londra, Birleşik Krallık: IJOPEC Publication Limited.
    With the 21st century, we are witnessing the mass spread of the communication technologies and social media revolution. Interactive networks built on a global scale have led to the formation of a virtual world of reality that is connecting the whole world. With the global spread of communication networks, the question of whether social media points to a new public sphere has been raised. Social media applications such as Facebook, Twitter and Instagram are nowadays seen as (...)
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  11. "Hegelian Buddhist Hypertextual Media Inhabitation, or, Criticism in the Age of Electronic Immersion".David Kolb - 2002 - Bucknell Review 46 (2):90--108.
    What can it mean to criticize when you are inside the work itself? In a immersive electronic or digital environment critic is not distanced on a platform based on firm principles. Yet criticism self-awareness and commentary remain possible. This essay examines various techniques for dealing with immersive environments critically.
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  12. International Aspects of Recent Phenomena in Media and Culture.Martin A. M. Gansinger - 2021 - Newcastle: Cambridge Scholars Publishing.
    The volume provides an updated perspective on international aspects of various developments in media and culture. It includes discussions on how the digital environment contributes to the transformation and re-interpretation of existing phenomena, such as violence-on-demand in online movies, the internet appeal of virtual gangsta rappers, or the revived battle rap tradition, which operates outside the commercial limitations of the music industry and generates more views on social media than most recording artists. -/- The book offers a (...)
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  13. Old Lies, New Media A Review of "A Defense of Simulated Experience: New Noble Lies" by Mark Silcox. [REVIEW]Nele Van de Mosselaer & Stefano Gualeni - 2019 - Journal of the Philosophy of Games 2 (1).
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  14. 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 (...)
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  15.  86
    Realtà, mondo e rappresentazione. Il problema del virtuale e la realtà digitale.Mattia Papa - 2019 - Eda – Esempi di Architettura (Special Issue):37-45.
    The paper attempts to describe a kind of transformation of the way we represent the world in the digital age. Starting from the definition of a precise meaning of “the term "digital", a conceptualisation of digital representation is proposed based on some moments of Immanuel Kant’s thought and concluded with some current reflections.
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  16. From aesthetics to vitality semiotics - From l´art pour l´art to responsibility. Historical change of perspective exemplified on Josef Albers.Martina Sauer - 2020 - In Grabbe, Lars Christian ; Rupert-Kruse, Patrick ; Schmitz, Norbert M. (Hrsgg.): Bildgestalten : Topographien medialer Visualität. Marburg: Büchner. Büchner Verlag. pp. 194-213.
    The paper follows the thesis, that the perception of real or virtual media shares the anthropological state of "Ausdruckswahrnehmung" or perception of expression (Ernst Cassirer). This kind of perception does not represent a distant, neutral point of view, but one that is guided by feelings or "vitality affects" (Daniel N. Stern). The prerequisites, however, for triggering these feelings/"vitality affects" are not recognizable objects or motifs, but rather their sensually evaluable “abstract representations” or their formal logical structures. In contrast (...)
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  17. 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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  18. Crossing the Fictional Line: Moral Graveness, the Gamer’s Dilemma, and the Paradox of Fictionally Going Too Far.Thomas Montefiore & Paul Formosa - 2023 - Philosophy and Technology 36 (3):1-21.
    The Gamer’s Dilemma refers to the philosophical challenge of justifying the intuitive difference people seem to see between the moral permissibility of enacting virtual murder and the moral impermissibility of enacting virtual child molestation in video games (Luck Ethics and Information Technology, 1:31, 2009). Recently, Luck in Philosophia, 50:1287–1308, 2022 has argued that the Gamer’s Dilemma is actually an instance of a more general “paradox”, which he calls the “paradox of treating wrongdoing lightly”, and he proposes a graveness (...)
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  19. The Post-Cinematic Gesture: Redhack.Ekin Erkan - 2020 - Zapruder World 6.
    Over the last thirty years, once staunchly film history scholars such as Thomas Elsaesser, Jane Gaines, Siegfried Zielinski, André Gaudreault and Benoît Turquety (to name just a few) have abandoned history for historiography and film studies for media archaeology. Considering the heightened attention given to kulturtechnik (Siegert), the database as a dominant symbolic metaphor,1 and the decentered networked tenants of the postmodern global present, cinema is taking on the characteristics of new media, existing in increasingly intertextual space. Thus, (...)
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  20. 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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  21. Interactive art as reflective experience: Imagineers and ultra-technologists as interaction designers.Marianna Charitonidou - 2020 - Visual Resources 36 (4):382-396.
    The article investigates how the use of extended reality technologies and interactive digital interfaces have affected the design of exhibition spaces. Its main objective is to shed light on how these technologies have influenced the ways in which immersive art installations are conceived and experienced. Particular emphasis is placed on the impact of interactive technologies on how visitors experience exhibition spaces. The article examines an ensemble of immersive art cases, paying special attention to the distinction between immersion and interactivity. Two (...)
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  22. The Duplicity of Online Behavior.Joseph Ulatowski - 2015 - In Berrin Beasley & Mitchell Haney (eds.), Social Media and Living Well. Lanham, MD: 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 deceiving someone (...)
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  23. Digital Fabrication and Its Meaning for Film.Matthew Crippen - 2019 - In Joaquim Braga (ed.), Conceiving Virtuality: From Art to Technology. Cham: Springer.
    Bazin, Cavell and other prominent theorists have asserted that movies are essentially photographic, with more recent scholars such as Carroll and Gaut protesting. Today CGI stands as a further counter, in addition to past objections such as editing, animation and blue screen. Also central in debates is whether photog- raphy is transparent, that is, whether it allows us to see things in other times and places. I maintain photography is transparent, notwithstanding objections citing dig- ital manipulation. However, taking a cue (...)
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  24. CONTRACT CHEATING IN ISRAEL DURING THE COVID-19 PANDEMIC.Yovav Eshet - 2022 - European Conference on Academic Integrity and Plagiarism 2022.
    Academic integrity is an essential pillar of any educational system. It is defined as acting in a manner consistent with the values and accepted standards of ethical practices in teaching, learning, and scholarship (Fishman, 2015). Contract cheating, or ghostwriting, is currently one of the most severe violations of academic integrity. It involves students engaging a third party, usually an online essay writing service, to complete their academic works on their behalf (Draper et al., 2021). Some of these services offer pre-written (...)
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  25. The Inhuman Overhang: On Differential Heterogenesis and Multi-Scalar Modeling.Ekin Erkan - 2020 - la Deleuziana 11:202-235.
    As a philosophical paradigm, differential heterogenesis offers us a novel descriptive vantage with which to inscribe Deleuze’s virtuality within the terrain of “differential becoming,” conjugating “pure saliences” so as to parse economies, microhistories, insurgencies, and epistemological evolutionary processes that can be conceived of independently from their representational form. Unlike Gestalt theory’s oppositional constructions, the advantage of this aperture is that it posits a dynamic context to both media and its analysis, rendering them functionally tractable and set in relation to (...)
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  26. How to Report on War in the Light of an African Ethic.Thaddeus Metz - 2022 - In Jonathan Chimakonam (ed.), Contemporary Issues in African Philosophy. pp. 145-162.
    While there is a budding literature on media ethics in the light of characteristic sub-Saharan moral values, there is virtually nothing on wartime reporting more specifically. Furthermore, the literature insofar as it has a bearing on wartime reporting suggests that embedded journalism and patriotic journalism are ethically justified during war. In this essay, I sketch a prima facie attractive African moral theory, grounded on a certain interpretation of the value of communal relationship, and bring out what it entails for (...)
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  27. 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 significant (...)
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  28. On evolution of thinking about semiosis: semiotics meets cognitive science.Piotr Konderak - 2017 - Avant: Trends in Interdisciplinary Studies 7 (2):82-103.
    The aim of the paper is to sketch an idea—seen from the point of view of a cognitive scientist—of cognitive semiotics as a discipline. Consequently, the article presents aspects of the relationship between the two disciplines: semiotics and cognitive science. The main assumption of the argumentation is that at least some semiotic processes are also cognitive processes. At the methodological level, this claim allows for application of cognitive models as explanations of selected semiotic processes. In particular, the processes of embedded (...)
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  29. Online Deliberation: Design, Research, and Practice.Todd Davies & Seeta Peña Gangadharan (eds.) - 2009 - CSLI Publications/University of Chicago Press.
    Can new technology enhance purpose-driven, democratic dialogue in groups, governments, and societies? Online Deliberation: Design, Research, and Practice is the first book that attempts to sample the full range of work on online deliberation, forging new connections between academic research, technology designers, and practitioners. Since some of the most exciting innovations have occurred outside of traditional institutions, and those involved have often worked in relative isolation from each other, work in this growing field has often failed to reflect the full (...)
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  30. When face to face we cannot see the face.Nikolay Tarabanov - 2012 - In CONNECT-UNIVERSUM -2012. pp. 176-181.
    The present paper considers using Social Networking Sites (SNS) as the primary means of communication . Current situations of communication are often associated with the active use of various SNS - convenient tool for information exchange, as new media, and one of the most widespread ways of self-presentation. The author comes to the conclusion that a SNS (like Facebook) gives no effective means to discern the real face - ego-, personal or actual social identity. However, modern Internet technologies provide (...)
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  31. Ways of Forgetting and Remembering the Eloquence of the 19th Century: Editors of Romanian Political Speeches.Roxana Patraș - 2016 - Symposion: Theoretical and Applied Inquiries in Philosophy and Social Sciences 3 (1):105-115.
    The paper presents a critical evaluation of the existing anthologies of Romanian oratory and analyzes the pertinence of a new research line: how to trace back the foundations of Romanian versatile political memory, both from a lexical and from an ideological point of view. As I argue in the first part of the paper, collecting and editing the great speeches of Romanian orators seems crucial for today’s understanding of politics (politicians’ speaking/ actions as well as voters’ behavior/ electoral habits). In (...)
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  32. Drugie Życie, czyli problemy z przedłużaniem rzeczywistości.Andrzej Klimczuk - manuscript
    Linden Lab studies massive online game "Second Life" unexpectedly gained worldwide fame after a few years after release. To the surprise of many game has met with great interest, despite the lack of promotional campaigns. It can be assumed that the reason why "second life" reached a wider audience was a special type of offered entertainment. Network game proved to be no longer a game that was known so far, but an example of a mass media, whose central element (...)
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  33. History of Computer Art.Thomas Dreher - 2014 - IASLonline.
    A large text presents the history of Computer Art. The history of the artistic uses of computers and computing processes is reconstructed from its beginnings in the fifties to its present state. It points out hypertextual, modular and generative modes to use computing processes in Computer Art and features examples of early developments in media like cybernetic sculptures, video tools, computer graphics and animation (including music videos and demos), video and computer games, pervasive games, reactive installations, virtual reality, (...)
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  34. History of Computer Art, Second Edition.Thomas Dreher - 2020 - Morrisville, USA: Lulu Press.
    The development of the use of computers and software in art from the Fifties to the present is explained. As general aspects of the history of computer art an interface model and three dominant modes to use computational processes (generative, modular, hypertextual) are presented. The "History of Computer Art" features examples of early developments in media like cybernetic sculptures, computer graphics and animation (including music videos and demos), video and computer games, reactive installations, virtual reality, evolutionary art and (...)
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  35. Digital Fabrication and Its Meanings for Photography and Film.Matthew Crippen - 2019 - In Joaquim Braga (ed.), Conceiving Virtuality: From Art to Technology. Cham: Springer. pp. 119-131.
    Bazin, Cavell and other prominent theorists have asserted that movies are essentially photographic, with more recent scholars such as Carroll and Gaut protesting. Today CGI stands as a further counter, in addition to past objections such as editing, animation and blue screen. Also central in debates is whether photography is transparent, that is, whether it allows us to see things in other times and places. I maintain photography is transparent, notwithstanding objections citing digital manipulation. However, taking a cue from Cavell—albeit (...)
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  36. POSTMODERN TRENDS IN SET DESIGNS OF SELECTED PRODUCTIONS IN ULTIMA STUDIOS AND ZMIRAGE, LAGOS.Musiliyu Olorunnishola Sanni - manuscript
    The need for technical input, particularly set design in the overall theatrical process cannot be overemphasised in the pursuit of an aesthetically pleasing stage performance. This is because set design (flats and platforms) is the first place of contact irrespective of the medium of production. This work, therefore, examines postmodern trends in set designs within the backdrop of emerging set design concepts and interpretations via the use of sophisticated technology (such as light emitting diode screen, green-hippo software, 3D digital model (...)
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  37. Zarządzanie zasobami ludzkimi w redakcji internetowego serwisu o grach komputerowych.Andrzej Klimczuk - 2012 - E-Wydawnictwo:1--20.
    Dziennikarstwo branżowe ma istotne znaczenie dla tworzenia i użytkowania gier komputerowych (wideo), które stanowią podstawę jednego z przemysłów kształtującej się na początku XXI wieku gospodarki kreatywnej. Przedstawiciele mediów informują o postępach w pracach nad nowymi grami, testują je przed premierą, wskazują deweloperom wady i zalety ich produkcji. W ten sposób oddziałują na opinie użytkowników oraz opisują wydarzenia i trendy związane ze środowiskami zajmującymi się bezpośrednio grami, jak też z ich otoczeniem. Celem artykułu jest prezentacja studium przypadku modelu zarządzania zasobami ludzkimi (...)
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  38. 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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  39. A study of player behavior andmotivation to purchase Dota 2virtual in game items.Hussam Al Halbusi - 2022 - Kybernetes 78 (0368-492X):1-25.
    Purpose – The goal of this study is to examine the factors (e.g. enjoyment, skills, challenge, telepresence and flow) that influence players’ purchase intention toward Dota 2 virtual in-game as well as examine the effect of flow toward purchase intention of Dota 2 through the critical mechanism (i.e. continuous intention). Notably, the analysis of the moderating role of enjoyment of buying on the relation of (a) flow and purchase intention of Dota 2 in-game, as well as (b) between flow (...)
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  40. Is JK Rowling More Evil Than Me? (revised 2019).Michael Starks - 2019 - In Suicidal Utopian Delusions in the 21st Century -- Philosophy, Human Nature and the Collapse of Civilization-- Articles and Reviews 2006-2019 4th Edition Michael Starks. Las Vegas, NV USA: Reality Press. pp. 194-199.
    How about a different take on the rich and famous? First the obvious—the Harry Potter novels are primitive superstition that encourages children to believe in fantasy rather than take responsibility for the world-- the norm of course. JKR is just as clueless about herself and the world as most people, but about 200 times as destructive as the average American and about 800 times more than the average Chinese. She has been responsible for the destruction of maybe 30,000 hectares of (...)
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  41. How destructive are the rich, or is J.K. Rowling More Evil Than Me?Michael Starks - 2018 - In Suicidal Utopian Delusions in the 21st Century : Philosophy, Human Nature and the Collapse of Civilization- Articles and Reviews 2006-2019 3rd revised Edition. Las Vegas, Nevada, USA: Reality Press. pp. 202-207.
    How about a different take on the rich and famous? First the obvious—the Harry Potter novels are primitive superstition that encourages children to believe in fantasy rather than take responsibility for the world-- the norm of course. JKR is just as clueless about herself and the world as all the other monkeys, but about 200 times as destructive as the average American and about 800 times more than the average Chinese. She has been responsible for the destruction of maybe 30,000 (...)
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  42. Beginner's Guide for Cybercrime Investigators.Nicolae Sfetcu - 2014 - Drobeta Turnu Severin: MultiMedia Publishing.
    In the real world there are people who enter the homes and steal everything they find valuable. In the virtual world there are individuals who penetrate computer systems and "steal" all your valuable data. Just as in the real world, there are uninvited guests and people feel happy when they steal or destroy someone else's property, the computer world could not be deprived of this unfortunate phenomenon. It is truly detestable the perfidy of these attacks. For if it can (...)
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  43.  81
    Artificial Intelligence and Its Impact on Punjabi culture.Devinder Pal Singh - 2023 - Punjab Dey Rang, Lahore, Pakistan 17 (3):5-10.
    Artificial Intelligence (AI) is a technology that makes machines smart and capable of doing things that usually require human intelligence. It is a rapidly evolving field with ongoing research and development to advance its capabilities and address its limitations. AI has permeated various aspects of our daily lives, and its applications can be found in numerous products and services. The integration of AI continues to expand across multiple sectors, providing convenience, personalization, and efficiency in our daily lives. While Punjabi culture (...)
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  44. Virtual Reality and Empathy Enhancement: Ethical Aspects.Jon Rueda & Francisco Lara - 2020 - Frontiers in Robotics and AI 7.
    The history of humankind is full of examples that indicate a constant desire to make human beings more moral. Nowadays, technological breakthroughs might have a significant impact on our moral character and abilities. This is the case of Virtual Reality (VR) technologies. The aim of this paper is to consider the ethical aspects of the use of VR in enhancing empathy. First, we will offer an introduction to VR, explaining its fundamental features, devices and concepts. Then, we will approach (...)
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  45. Virtual water and groundwater security.Minh-Hoang Nguyen & Quan-Hoang Vuong - manuscript
    In a recent study by Cai et al. about water shortages in Beijing-Tianjin-Hebei urban areas, virtual water has become the central concept of the groundwater security strategy by suggesting increasing imports of water-intensive agricultural products instead of utilizing the depleted groundwater resources for production. However, despite reviewing the content, we could not see how the authors discussed the households’ economic and financial issues from both production and consumption perspectives.
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  46. 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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  47. Social Media and its Negative Impacts on Autonomy.Siavosh Sahebi & Paul Formosa - 2022 - Philosophy and Technology 35 (3):1-24.
    How social media impacts the autonomy of its users is a topic of increasing focus. However, much of the literature that explores these impacts fails to engage in depth with the philosophical literature on autonomy. This has resulted in a failure to consider the full range of impacts that social media might have on autonomy. A deeper consideration of these impacts is thus needed, given the importance of both autonomy as a moral concept and social media as (...)
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  48. 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 (...)
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  49. 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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  50. Social Media studies.Vijaya Abhinandan - manuscript
    Social media sites offer a huge data about our everyday life, thoughts, feelings and reflecting what the users want and like. Since user behavior on OSNS is a mirror image of actions in the real world, scholars have to investigate the use SM to prediction, making forecasts about our daily life. This paper provide an overview of different commonly used social media and application of their data analysis.
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