Results for ' virtual'

977 found
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  1. Height and damage.Virtual Reality - 2022 - In Jonah Siegel (ed.), Overlooking damage: art, display, and loss in a time of crisis. Stanford, California: Stanford University Press.
     
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  2. The gamer’s dilemma: An analysis of the arguments for the moral distinction between virtual murder and virtual paedophilia.Morgan Luck - 2009 - Ethics and Information Technology 11 (1):31-36.
    Most people agree that murder is wrong. Yet, within computer games virtual murder scarcely raises an eyebrow. In one respect this is hardly surprising, as no one is actually murdered within a computer game. A virtual murder, some might argue, is no more unethical than taking a pawn in a game of chess. However, if no actual children are abused in acts of virtual paedophilia (life-like simulations of the actual practice), does that mean we should disregard these (...)
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  3. Expressive Avatars: Vitality in Virtual Worlds.David Ekdahl & Lucy Osler - 2023 - Philosophy and Technology 36 (2):1-28.
    Critics have argued that human-controlled avatar interactions fail to facilitate the kinds of expressivity and social understanding afforded by our physical bodies. We identify three claims meant to justify the supposed expressive limits of avatar interactions compared to our physical interactions. First, “The Limited Expressivity Claim”: avatars have a more limited expressive range than our physical bodies. Second, “The Inputted Expressivity Claim”: any expressive avatarial behaviour must be deliberately inputted by the user. Third, “The Decoding Claim”: users must infer or (...)
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  4.  34
    HYPO's legacy: introduction to the virtual special issue.T. J. M. Bench-Capon - 2017 - Artificial Intelligence and Law 25 (2):205-250.
    This paper is an introduction to a virtual special issue of AI and Law exploring the legacy of the influential HYPO system of Rissland and Ashley. The papers included are: Arguments and cases: An inevitable intertwining, BankXX: Supporting legal arguments through heuristic retrieval, Modelling reasoning with precedents in a formal dialogue Game, A note on dimensions and factors, An empirical investigation of reasoning with legal cases through theory construction and application, Automatically classifying case texts and predicting outcomes, A factor-based (...)
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  5. Ambientes virtuais de aprendizagem e formação continuada de professores na modalidade a distância // Virtual learning environments and continuous teachers training in distance modality.Miguel Alfredo Orth, Fabiane Sarmento Oliveira Fuet, Janete Otte & Marcus Freitas Neves - 2013 - Conjectura: Filosofia E Educação 18 (1):42-58.
    Com este artigo, problematizou-se o potencial da formação continuada de professores por meio da educação a distância mediada pelo Moodle. Nessa perspectiva, pesquisou-se, principalmente, a integração hipermidiática das tecnologias nesse ambiente virtual de aprendizagem, no curso a distância de pós-graduação lato sensu em Mídias na Educação. Para isso, selecionou-se uma aula de uma disciplina desse curso oferecida no primeiro semestre de 2011 por uma universidade na qual um dos autores deste artigo trabalhou como professor-tutor. Assim, foi realizada uma investigação (...)
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  6.  27
    La Evaluación del Alumno en un Proceso de Enseñanza-Aprendizaje en la Modalidad Virtual (The Student's Evaluation in a Teaching-Learning Process in Virtual Modality).Armando Tijerina Garcia - 2010 - Daena 5 (2):145-169.
    Resumen. Este artículo ofrece una propuesta enfocada a optimizar el proceso de evaluación sobre el aprovechamiento del alumno, en un ambiente virtual, mediante el concepto GROUPWARE:, técnicas de comunicación grupal, utilizando las Nuevas tecnologías de Información y las Comunicaciones [NTIC’s], como herramientas básicas, llevando el registro y seguimiento estadístico del aprovechamiento actitudinal del estudiante, posibilitando así, el uso y la construcción de índices significativos, seguros y fiables, que permitan al instructor/facilitador/tutor, gestionar de un diagnóstico, sobre el comportamiento, esfuerzo, dedicación (...)
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  7.  13
    Ideology and the virtual city: videogames, power fantasies and neoliberalism.Jon Bailes - 2019 - Washington, USA: Zero Books.
    An exploration of modern society and the critical value of popular culture.
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  8.  50
    Transfer of Training from Virtual to Real Baseball Batting.Rob Gray - 2017 - Frontiers in Psychology 8.
  9.  13
    Influence of science education on mental health of adolescents based on virtual reality.Bo Wu, Changlong Zheng & Benjamin Huang - 2022 - Frontiers in Psychology 13.
    This work is developed to explore the form of mental health education, strengthen scientific educational ideas, and improve the effect of psychological therapy. Virtual reality technology is innovatively applied in adolescent mental health treatment and education. Based on this, the mental health treatment and system design based on virtual reality technology are discussed, and the feasibility of applying VR technology to adolescent mental health education is explored. Second, the research concept of adolescent mental health is discussed. Based on (...)
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  10. Tacitness and virtual beliefs.Mark Crimmins - 1992 - Mind and Language 7 (3):240-63.
  11. After the (virtual) Gold Rush : Is bitcoin more than a speculative bubble?Maxime Lambrecht & Louis Larue - 2018 - Internet Policy Review 7 (4).
    How promising is Bitcoin as a currency? This paper discusses four claims on the advantages of Bitcoin: a more stable currency than state-backed ones; a secure and efficient payment system; a credible alternative to the central management of money; and a better protection of transaction privacy. We discuss these arguments by relating them to their philosophical roots in libertarian and neoliberal theories, and assess whether Bitcoin can effectively meet these expectations. We conclude that despite its advocates’ enthusiasm, there are good (...)
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  12.  12
    Aprender historia a través del juego de realidad virtual inmersiva “Carthago Nova”. Propuesta de integración de un serious game en el proceso de enseñanza-aprendizaje.Laura Laura Arias Ferrer, Alejandro Egea Vivancos & Alfonso García López - 2018 - Clío: History and History Teaching 44:26-37.
    Las posibilidades educativas que ofrece la realidad virtual inmersiva (RVI) son actualmente incuestionables, si bien aún se cuenta con escasas propuestas que estén diseñadas expresamente por y para el aula. En esta contribución se presentan los primeros pasos de una interesante iniciativa diseñada por la Fundación Integra (Región de Murcia) entre las que se encuentra el desarrollo de un videojuego de RVI de temática histórica ambientado en el Teatro Romano de Cartagena y al que se juega con gafas Oculus (...)
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  13. Changes in bodily awareness induced by immersive virtual reality.Craig D. Murray & Michael S. Gordon - 2001 - CyberPsychology and Behavior 4 (3):365-371.
  14.  16
    Research on the Impact of Customer Participation in Virtual Community on Service Innovation Performance— The Role of Knowledge Transfer.Jianhua Wang - 2022 - Frontiers in Psychology 13.
    Internet technology has given birth to continuous changes in business model and format innovation. With increasingly critical consumers, blowout development model and format innovation, enterprises are increasingly aware of the importance of customer participation in service innovation. At the same time, the development of information technology provides convenient conditions for communication between enterprises and customers, and online virtual community also provides a platform for customers to participate in the process of enterprise service innovation in an instant. Based on the (...)
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  15.  6
    Creer en el mundo con el cristal actual-virtual, entre la ontología y los estudios de cine de Gilles Deleuze.Julián Ferreyra - 2024 - SCIO Revista de Filosofía 26.
    Este artículo hace foco en el problema de la pérdida de la creencia del mundo, que Gilles Deleuze plantea en sus estudios sobre cine, a partir de uno de los temas ontológicos más perdurables en toda su obra: el par conceptual actual-virtual. Para ello, ponemos en relación la forma en la cual estos conceptos son expuestos y problematizados en Diferencia y repetición y cómo reaparecen en La imagen-movimiento (señalada por Deleuze como de carácter actual) y La imagen-tiempo (marcada por (...)
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  16.  18
    How Do University Students’ Perceptions of the Instructor’s Role Influence Their Learning Outcomes and Satisfaction in Cloud-Based Virtual Classrooms During the COVID-19 Pandemic?Rong Wang, Jiying Han, Chuanyong Liu & Hongji Xu - 2021 - Frontiers in Psychology 12.
    This study examined the relationships between the role of the instructor and university students’ learning outcomes in cloud-based classrooms during the COVID-19 pandemic. The results of an online survey of 7,210 university students in mainland China revealed that the students’ perceived learning outcomes and learning satisfaction were positively related to instructor innovation and negatively related to instructor performance. Instructional support was positively related to the students’ perceived learning outcomes but not directly related to their learning satisfaction. The students’ academic self-efficacy (...)
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  17. (1 other version)Why Build a Virtual Brain? Large-scale Neural Simulations as Test-bed for Artificial Computing Systems.Matteo Colombo - 2015 - In D. C. Noelle, R. Dale, Anne Warlaumont, Jeffrey Yoshimi, T. Matlock, C. D. Jennings & P. P. Maglio (eds.), Proceedings of the 37th Annual Conference of the Cognitive Science Society. Cognitive Science Society. pp. 429-434.
    Despite the impressive amount of financial resources invested in carrying out large-scale brain simulations, it is controversial what the payoffs are of pursuing this project. The present paper argues that in some cases, from designing, building, and running a large-scale neural simulation, scientists acquire useful knowledge about the computational performance of the simulating system, rather than about the neurobiological system represented in the simulation. What this means, why it is not a trivial lesson, and how it advances the literature on (...)
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  18.  18
    A study on how public policies affect legitimacy in virtual communities.Magda David Hercheui - 2010 - Journal of Information, Communication and Ethics in Society 8 (1):7-21.
    PurposeThe purpose of this paper is to investigate how public policies may influence the way members of virtual communities linked with social movements perceive the legitimacy of their leaders and governance structures.Design/methodology/approachThis paper is based on qualitative research with three Brazilian environmental education virtual communities. It adopts an interpretive approach, grounding the analysis in institutional theory.FindingsThe paper shows that a public policy of funding the studied communities has reinforced the legitimacy of some leaders and legitimated more centralised decision‐making (...)
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  19.  51
    Why Deleuze Doesn't Blow the Actual on Virtual Priority: A Rejoinder to Jack Reynolds.James Williams - 2008 - Deleuze and Guatarri Studies 2 (1):97-100.
    Your classic Jaguar XK 120 stands useless by the roadside. Why? Because you gave priority to the admittedly gorgeous 6 cylinder straight six engine; because you privileged the highest value part. Rubber pipes perish, though, and now thanks to a leak in a cheap hose the head gasket has blown. You are stranded and facing a costly bill. More seriously, your mechanical gaffe is a sign of your misunderstanding of Deleuze. Like Sir William Lyons, he engineers systems where the concept (...)
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  20.  43
    Commentary: Using Virtual Reality to Assess Ethical Decisions in Road Traffic Scenarios: Applicability of Value-of-Life-Based Models and Influences of Time Pressure.Geoff Keeling - forthcoming - Frontiers in Behavioral Neuroscience.
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  21.  72
    Thinking Computers and Virtual Persons: Essays on the Intentionality of Machines.Eric Dietrich (ed.) - 1994 - Academic Press.
    Can computers think? This book is intended to demonstrate that thinking, understanding, and intelligence are more than simply the execution of algorithms--that is, that machines cannot think. Written and edited by leaders in the fields of artificial intelligence and the philosophy of computing.
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  22. The Law and Ethics of Virtual Sexual Assault.John Danaher - forthcoming - In Barfield Enter Author Name Without Selecting A. Profile: Woodrow & Blitz Enter Author Name Without Selecting A. Profile: Marc (eds.), The Law of Virtual and Augmented Reality. Edward Elgar Press.
    This chapter provides a general overview and introduction to the law and ethics of virtual sexual assault. It offers a definition of the phenomenon and argues that there are six interesting types. It then asks and answers three questions: (i) should we criminalise virtual sexual assault? (ii) can you be held responsible for virtual sexual assault? and (iii) are there issues with 'consent' to virtual sexual activity that might make it difficult to prosecute or punish (...) sexual assault? (shrink)
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  23.  27
    Long-lasting virtual motorcycle-riding trainer effectiveness.Giulio Vidotto, Mariaelena Tagliabue & Michael D. Tira - 2015 - Frontiers in Psychology 6.
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  24.  17
    Self-Regulated Learning and Academic Performance in Chilean University Students in Virtual Mode During the Pandemic: Effect of the 4Planning App.Andrés Jaramillo, Juan Pablo Salinas-Cerda & Paula Fuentes - 2022 - Frontiers in Psychology 13.
    Research on the use of smartphone apps with the aim of developing self-regulated learning and increasing academic performance of university students in virtual mode, as a result of the COVID-19 pandemic, is recent and scarce. The present article shows the results of a study that analyzed the effect of using the 4Planning app with an intra-curricular approach on SRL and on the academic performance of 119 1st-year psychology students in virtual mode, at a Chilean university. The research was (...)
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  25.  19
    Looking for Image Statistics: Active Vision With Avatars in a Naturalistic Virtual Environment.Dominik Straub & Constantin A. Rothkopf - 2021 - Frontiers in Psychology 12.
    The efficient coding hypothesis posits that sensory systems are tuned to the regularities of their natural input. The statistics of natural image databases have been the topic of many studies, which have revealed biases in the distribution of orientations that are related to neural representations as well as behavior in psychophysical tasks. However, commonly used natural image databases contain images taken with a camera with a planar image sensor and limited field of view. Thus, these images do not incorporate the (...)
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  26. Agency and Embodiment: Groups, Human–Machine Interactions, and Virtual Realities.Johannes Himmelreich - 2018 - Ratio 31 (2):197-213.
    This paper develops a taxonomy of kinds of actions that can be seen in group agency, human–machine interactions, and virtual realities. These kinds of actions are special in that they are not embodied in the ordinary sense. I begin by analysing the notion of embodiment into three separate assumptions that together comprise what I call the Embodiment View. Although this view may find support in paradigmatic cases of agency, I suggest that each of its assumptions can be relaxed. With (...)
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  27. 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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  28.  66
    The Corporeal Body in Virtual Reality.Craig D. Murray & Judith Sixsmith - 1999 - Ethos: Journal of the Society for Psychological Anthropology 27 (3):315-343.
  29. Immersive 3D Virtual Reality Cancellation Task for Visual Neglect Assessment: A Pilot Study.Samuel E. J. Knobel, Brigitte C. Kaufmann, Stephan M. Gerber, Dario Cazzoli, René M. Müri, Thomas Nyffeler & Tobias Nef - 2020 - Frontiers in Human Neuroscience 14.
  30.  21
    The Design of Virtual Reality.Michael Heim - 1995 - Body and Society 1 (3-4):65-77.
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  31.  7
    Discursive control and power in virtual meetings.Gail Forey & Jane Lockwood - 2016 - Discourse and Communication 10 (4):323-340.
    Ways of communicating effectively in spoken English, using technology, in a virtual globalized context have received little attention from applied linguists. The role of language in synchronous computer-mediated discourse used in virtual teamwork is now emerging as a key area of research concern in business management and information technology disciplines. This article uses linguistic frameworks, most particularly critical discourse analysis and systemic functional linguistics, in particular appraisal analysis, to demonstrate how interpersonal meanings may create dominance, power and solidarity (...)
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  32. 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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  33.  91
    (1 other version)I–Thou dialogical encounters in adolescents’ WhatsApp virtual communities.Arie Kizel - 2019 - AI and Society 34 (1):19-27.
    The use of WhatsApp as a means of communication is widespread amongst today‘s youth, many of whom spend hours in virtual space, in particular during the evenings and nighttime in the privacy of their own homes. This article seeks to contribute to the discussion of the dialogical language and ―conversations‖ conducted in virtual-space encounters and the way in which young people perceive this space, its affect on them, and their interrelations within it. It presents the findings of a (...)
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  34.  75
    Familiarity from the configuration of objects in 3-dimensional space and its relation to déjà vu: A virtual reality investigation.Anne M. Cleary, Alan S. Brown, Benjamin D. Sawyer, Jason S. Nomi, Adaeze C. Ajoku & Anthony J. Ryals - 2012 - Consciousness and Cognition 21 (2):969-975.
    Déjà vu is the striking sense that the present situation feels familiar, alongside the realization that it has to be new. According to the Gestalt familiarity hypothesis, déjà vu results when the configuration of elements within a scene maps onto a configuration previously seen, but the previous scene fails to come to mind. We examined this using virtual reality technology. When a new immersive VR scene resembled a previously-viewed scene in its configuration but people failed to recall the previously-viewed (...)
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  35.  39
    Information overload and virtual institutions.Daniel Memmi - 2014 - AI and Society 29 (1):75-83.
  36.  30
    The body is a flame: from actual design to the virtual body.Rui Dias - 2012 - Cultura:263-281.
    Tomando o corpo como campo de possibilidades perante um cenário actual de desassossegos e desafios – corpo em processo de construção social e de virtualização –, aponta-se para a necessidade de uma sua revisão crítica, nomeadamente por parte da cultura de Design. Porque todos os objectos se relacionam sempre com o corpo, há que descobrir e considerar ligações. A compreensão dessas ligações e a consideração de uma contínua teorização do corpo serão certamente da maior utilidade para a prática de uma (...)
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  37.  12
    Analysis on the Influence Path of User Knowledge Withholding in Virtual Academic Community – Based on Structural Equation Method-Artificial Neural Network Model.Chengyi Le & Wenxin Li - 2022 - Frontiers in Psychology 13.
    The phenomenon of knowledge withholding is a vital issue that undermines knowledge sharing and innovation, hinders the development of offline and online organizations. Clarifying the relationship between influencing factors and knowledge withholding is significant to improve the phenomenon of knowledge withholding in offline and online organizations. Few types of research focus on the online virtual academic community and integrate the three factors of knowledge, individual, and environment to research knowledge withholding. To solve the limitation, this research is based on (...)
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  38. Computer processes and virtual persons: Comments on Cole's "artificial intelligence and personal identity".William J. Rapaport - 1990
    This is a draft of the written version of comments on a paper by David Cole, presented orally at the American Philosophical Association Central Division meeting in New Orleans, 27 April 1990. Following the written comments are 2 appendices: One contains a letter to Cole updating these comments. The other is the handout from the oral presentation.
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  39. Leibniz vs. Locke: a virtual controversy.Gerd Fritz - 2018 - In Historical pragmatics of controversies: case studies from 1600 to 1800. Philadelphia: John Benjamins.
  40.  39
    Is binding decline the main source of the ageing effect on prospective memory? A ride in a virtual town.Grégory Lecouvey, Julie Gonneaud, Pascale Piolino, Sophie Madeleine, Eric Orriols, Philippe Fleury, Francis Eustache & Béatrice Desgranges - 2017 - Socioaffective Neuroscience and Psychology 7 (1).
    ABSTRACTObjective: This study was designed to improve our understanding of prospective memory changes in ageing, and to identify the cognitive correlates of PM decline, using a virtual environment, to provide a more realistic assessment than traditional laboratory tasks.Design: Thirty-five young and 29 older individuals exposed to a virtual town were asked to recall three event-based intentions with a strong link between prospective and retrospective components, three event-based intentions with a weak link, and three time-based intentions. They also underwent (...)
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  41. Video Games and Virtual Reality.Robert Seddon - 2017 - In Anthony F. Beavers (ed.), Macmillan Interdisciplinary Handbooks: Philosophy: Technology. Macmillan Reference USA. pp. 191-216.
  42.  36
    Introduction: The Virtual, the Actual and the Intensive: Contentions, Reflections and Interpretations.Dale Clisby & Sean Bowden - 2017 - Deleuze and Guatarri Studies 11 (2):153-155.
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  43.  67
    Aesthetics of Virtual Reality.Nicholas Whittaker - 2023 - British Journal of Aesthetics 63 (2):293-297.
    Over a decade ago, Grant Tavinor’s first book, The Art of Videogames (2009), brought academic philosophy face to face with a seemingly alien artform. With The A.
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  44.  53
    A Cultural Semiotic Aesthetic Approach for a Virtual Heritage Project.Chrysanthos Voutounos & Andreas Lanitis - 2016 - Techné: Research in Philosophy and Technology 20 (3):198-215.
    This paper presents an integrated framework applied towards the design and evaluation of a virtual museum of Byzantine art that combines the theorized fields of semiotics, virtual heritage (VH), and Byzantine art. A devised semiotic model, the case study semiosphere, synthesizes important principles from the theoretical background justifying the overall design and evaluation methodology. The approach presented has theoretical extensions to the understanding of the role technology plays in promoting a consummatory aesthetic experience for Byzantine art in (...) environments, complementing the experience received from traditional Byzantine art media. Part A of the work presents the development of the semiotic foundation of the study prior to presenting the applied potential of the approach in design and evaluation of VH for Byzantine art, which appears in Part B. The final task of the proposed approach aims to support a meaningful interpretation, assisting in the promotion of the significance (value) of the virtual museum to potential interpreters/visitors. (shrink)
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  45.  32
    A Cultural Semiotic Aesthetic Approach for a Virtual Heritage Project.Chrysanthos Voutounos & Andreas Lanitis - 2018 - Techné: Research in Philosophy and Technology 22 (2):230-261.
    Continuing from Part A (2016), in which we discuss the semiotic foundation for designing a virtual museum of Byzantine art, Part B presents an applied methodology for the representation of cultural artifacts through virtual technologies and semiotic techniques. We discuss how our semiotic model, case study semiosphere, contributes to design and evaluation research of such unique art-form representation and why the approach contributes as a whole to the field of Virtual Heritage (VH). Theorizing further the design implications (...)
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    The haunting affect of place in the discourse of the virtual.Rowan Wilken - 2007 - Ethics, Place and Environment 10 (1):49 – 63.
    This paper is concerned with tracing how the notion of place circulates and is understood in literature from the 1980s and 1990s on computer-mediated information and communications technologies. It provides a brief account of at least two ways that the notion of place circulates in the discourse of the virtual. The first is that these technologies enable 'new' spaces that are claimed to be separate from conventional spaces and places. The second, contradictorily, is that the metaphor of place is (...)
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  47.  29
    Body and world: The correlation between the virtual and the actual through phenomenological reflections via Merleau-Ponty and Deleuze.Irene Breuer - 2020 - Indo-Pacific Journal of Phenomenology 20 (1):e1863564.
    ABSTRACT The current article deals with the correlation between virtual and physical reality as they concern the body. The thesis of this article is that the lived body transposed into virtual reality becomes a body without organs in Deleuze’s terms, i.e. the lived body, a sensitive field of sensorial events immersed in a lived space, becomes a virtual body made up of intensities, of pure forces or magnitudes within a vector space, thereby losing its affective qualities. Furthermore, (...)
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  48.  28
    The distinction between first-person perspective and third-person perspective in virtual bodily self-consciousness.Wei-Kai Liou, Wen-Hsiang Lin, Yen-Tung Lee, Sufen Chen & Caleb Liang - 2024 - Virtual Reality 28 (1):1-19.
    The distinction between the first-person perspective (1PP) and the third-person perspective (3PP) has been widely regarded as fundamental and rigid, and many researchers hold that genuine bodily illusions can only be experienced from the 1PP. We applied VR technology to investigate whether this mainstream view is correct. In our experiments, the participants were immersed in a VR environment in which they saw a life-sized virtual body either from the 1PP or from the 3PP. They either passively received tactile stimulations (...)
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  49.  27
    Educación Patrimonial y aplicaciones de Arqueología Virtual en museos y yacimientos arqueológicos.María José Cerdá Bertoméu, Daniel Mateo Corredor & Juan Francisco Álvarez Tortosa - 2022 - Human Review. International Humanities Review / Revista Internacional de Humanidades 11 (4):1-14.
    Esta investigación tiene como objetivo principal reflexionar sobre la efectividad de las aplicaciones de arqueología virtual en públicos escolares para la comprensión y el aprendizaje del patrimonio arqueológico con el fin de aprehender de qué manera las tecnologías, como la Realidad Aumentada y la Realidad Virtual, pueden aportar un valor añadido a las propuestas educativas realizadas por museos y sitios arqueológicos que no cuentan con esta inclusión. El análisis exploratorio del caso se realiza en el Museo del Mar (...)
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  50.  20
    Leverage Points in Business Ethics Education: A Virtual Symposium.Cristina Neesham - 2015 - Journal of Business Ethics 131 (3):509-510.
    A recent virtual symposium in search for leverage points in business ethics education, organized by the Teaching Business Ethics section of the Journal of Business Ethics, has yielded a number of suggestions that we would like to share with our readers and, in particular, with educators and researchers who are passionate about andragogic innovations. This is not intended as a comprehensive research manifesto, but rather as a collegial conversation around matters that have preoccupied us for a long time.
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