Results for 'performalism, lived body, site-specificity, virtual reality'

986 found
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  1.  23
    Using Virtual Reality as a Tool in the Rehabilitation of Movement Abnormalities in Schizophrenia.Anastasia Pavlidou & Sebastian Walther - 2021 - Frontiers in Psychology 11:607312.
    Movement abnormalities are prevalent across all stages of schizophrenia contributing to poor social functioning and reduced quality of life. To date, treatments are scarce, often involving pharmacological agents, but none have been shown to improve movement abnormalities effectively. Virtual reality (VR) is a tool used to simulate virtual environments where behavioral performance can be quantified safely across different tasks while exerting control over stimulus delivery, feedback and measurement in real time. Sensory information is transmittedviaa head mounted display (...)
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  2. Suspending the Habit Body through Immersive Resonance:Hesitation and Constitutive Duet in Jen Reimer and Max Stein’s Site-Specific Improvisation.Rachel Elliott - 2018 - Critical Studies in Improvisation/ Études Critiques En Improvisation 12 (2):1 - 11.
    There is increasing appreciation for the role that location plays in the experience of a musical event. This paper seeks to understand this role in terms of our habitual relationships to place, asking whether and how being musical somewhere can expand and transform our habituated comportment there, and with what consequences. This inquiry is anchored in a series of site-specific improvised performances by Jen Reimer and Max Stein, and the theory and practice of the late experimental music pioneer Pauline (...)
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  3. Investigative Poetics: In (night)-Light of Akilah Oliver.Feliz Molina - 2011 - Continent 1 (2):70-75.
    continent. 1.2 (2011): 70-75. cartography of ghosts . . . And as a way to talk . . . of temporality the topography of imagination, this body whose dirty entry into the articulation of history as rapturous becoming & unbecoming, greeted with violence, i take permission to extend this grace —Akilah Oliver from “An Arriving Guard of Angels Thusly Coming To Greet” Our disappearance is already here. —Jacques Derrida, 117 I wrestled with death as a threshold, an aporia, a bandit, (...)
     
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  4.  35
    The complexification of self: At the crossroads of concepts of flux and ‘living at risk’.Isabelle Choinière - 2015 - Technoetic Arts 13 (1-2):25-44.
    The idea of considering the living as an element of risk-taking was first inspired by my interest in existentialist approaches in different fields – literature, philosophy, the performing arts, etc. – as well as in the experimental approach Roy Ascott proposes between the arts and technology. Ascott (2003b: 150) advances an interpretation of change that is of particular interest to me: ‘the act of changing becomes a vital part of the total aesthetic experience of the participant’. In his article ‘Biophotonic (...)
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  5. Manipulating body representations with virtual reality: Clinical implications for anorexia nervosa.Stephen Gadsby - 2019 - Philosophical Psychology 32 (6):898-922.
    Anorexia nervosa patients exhibit distorted body-representations. Specifically, they represent their bodies as larger than reality. Given that this distortion likely exacerbates the condition, there is an obligation to further understand and, if possible, rectify it. In pursuit of this, experimental paradigms are needed which manipulate the spatial content of these representations. In this essay, I discuss how virtual reality technology that implements full-body variants of the rubber-hand illusion may prove useful in this regard, and I discuss some (...)
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  6.  22
    The Paradox of Virtual Embodiment: The Body Schema in Virtual Reality Aesthetic Experience.Sara Incao & Carlo Mazzola - 2021 - Studia Universitatis Babeş-Bolyai Philosophia 66 (2 supplement):131-139.
    New technologies implied in art creation and exhibition are modifying the traditional landmarks on which aesthetics has always focused. In particular, Virtual Reality artworks call the body into question when it comes to living a bodily experience within exhibitions accessible through technological tools that expand the human body’s capabilities and motor potential. The body's status is challenged in its traditional unity, that of a subject of experience living in a world where the spatial configuration is relatively constant. Conversely, (...)
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  7.  16
    Performing ground: space, camouflage and the art of blending in.Laura Levin - 2014 - New York, NY: Palgrave-Macmillan.
    What stands out when we blend in? Performing Ground is the first book to explore camouflage as a performance practice, arguing that the act of blending into one's environment is central to the ways we negotiate our identities in and through space. Laura Levin tracks contemporary performances of camouflage through a variety of forms - performative photography; environmental, immersive, and site-specific performance; activist infiltration; and solo artworks - and rejects the conventional dismissal of blending in as an abdication of (...)
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  8.  33
    How Exergaming with Virtual Reality Enhances Specific Cognitive and Visuo‐Motor Abilities: An Explorative Study.Sidney Grosprêtre, Philémon Marcel-Millet, Pauline Eon & Bettina Wollesen - 2023 - Cognitive Science 47 (4):e13278.
    Virtual reality (VR) is the computer simulation of a three‐dimensional environment that a person can interact with using special electronic equipment, such as a headset with an integrated display. Often coupled with VR, exergames are video games that involve physical exercise. Little is known regarding the chronic effects of exergaming through VR chon cognitive functions. Eleven young participants were enrolled in this crossover exploratory study. They had to follow two trainings of 5 consecutive days, 15 min per day, (...)
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  9. From Immersive Body Swapping to Apprehending the Other’s Emotions: Perspective-Taking and Levels of Empathy in Embodied Virtual Reality.Ingrid Vendrell Ferran - 2024 - In Marco Cavallaro & Nicolas De Warren, Phenomenologies of the digital age: the virtual, the fictional, the magical. New York, NY: Routledge.
    Natural scientists working at the intersection of virtual reality, psychology, and computer science have recently explored the question of whether Embodied Virtual Reality (EVR) can be employed to train empathy. While for some authors (e.g., Bertrand et el. 2018), EVR can enhance empathy by means of creating a series of perceptual illusions, which lead users to adopt the other’s perspective and resonate with her experience, other authors (e.g., Sora-Domenjó 2022; Sutherland 2016) have been more skeptical about (...)
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  10.  23
    A Wearable Mixed Reality Platform to Augment Overground Walking: A Feasibility Study.Emily Evans, Megan Dass, William M. Muter, Christopher Tuthill, Andrew Q. Tan & Randy D. Trumbower - 2022 - Frontiers in Human Neuroscience 16.
    Humans routinely modify their walking speed to adapt to functional goals and physical demands. However, damage to the central nervous system often results in abnormal modulation of walking speed and increased risk of falls. There is considerable interest in treatment modalities that can provide safe and salient training opportunities, feedback about walking performance, and that may augment less reliable sensory feedback within the CNS after injury or disease. Fully immersive virtual reality technologies show benefits in boosting training-related gains (...)
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  11.  16
    Living a Body Myth, Performing a Body Reality: Reclaiming the Corporeality and Sexuality of the Indian Female Dancer.Royona Mitra - 2006 - Feminist Review 84 (1):67-83.
    This paper investigates the dilemma that has been projected upon Indian female dancers’ bodies by contemporary Indian audiences when female desire occupies the centrality of a performance and projects the female body as sexual, articulate and independent of the discipline and propriety of classicism. Locating this dilemma in the nationalist construction of Indian womanhood and femininity as ‘chaste’, this paper adopts Victor Turner's notions of liminal and liminoid phenomenon and Brechtian defamiliarization technique as a feminist strategy to construct a framework (...)
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  12. Rainer Ganahl's S/L.Františka + Tim Gilman - 2011 - Continent 1 (1):15-20.
    The greatest intensity of “live” life is captured from as close as possible in order to be borne as far as possible away. Jacques Derrida. Echographies of Television . Rainer Ganahl has made a study of studying. As part of his extensive autobiographical art practice, he documents and presents many of the ambitious educational activities he undertakes. For example, he has been videotaping hundreds of hours of solitary study that show him struggling to learn Chinese, Arabic and a host of (...)
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  13.  36
    Immersive movies: the effect of point of view on narrative engagement.Alberto Cannavò, Antonio Castiello, F. Gabriele Pratticò, Tatiana Mazali & Fabrizio Lamberti - forthcoming - AI and Society:1-15.
    Cinematic virtual reality (CVR) offers filmmakers a wide range of possibilities to explore new techniques regarding movie scripting, shooting and editing. Despite the many experiments performed so far both with both live action and computer-generated movies, just a few studies focused on analyzing how the various techniques actually affect the viewers’ experience. Like in traditional cinema, a key step for CVR screenwriters and directors is to choose from which perspective the viewers will see the scene, the so-called point (...)
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  14. Becoming Sea-swallowed: Sarah Cameron Sunde’s 36.5 / A Durational Performance with the Sea.Raegan Truax & Sarah Cameron Sunde - 2024 - Technoetic Arts 22 (2):167-182.
    Can shifting to tidal time potentially slow the catastrophic realities of sea-level rise? Sarah Cameron Sunde’s 36.5 / A Durational Performance with the Sea is a site-specific performance during which Sunde stands in a tidal bay for a full cycle as water engulfs her body and then reveals it again. The public participates. What began in 2013 as a poetic impulse has grown into a complex series of nine durational performances involving communities around the world. In this article, durational (...)
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  15.  10
    Multiple Players Tracking in Virtual Reality: Influence of Soccer Specific Trajectories and Relationship With Gaze Activity.Alexandre Vu, Anthony Sorel, Annabelle Limballe, Benoit Bideau & Richard Kulpa - 2022 - Frontiers in Psychology 13.
    The perceptual-cognitive ability to track multiple moving objects and its contribution to team sports performance has traditionally been studied in the laboratory under non-sports specific conditions. It is thus questionable whether the measured visual tracking performance and the underlying gaze activity reflected the actual ability of team sports players to track teammates and opponents on a real field. Using a Virtual Reality-based visual tracking task, the ability of participants to track multiple moving virtual players as they would (...)
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  16.  25
    The Poetics Of Bodies: Reflections On One Of Sara Ahmed's Philosophical Insights.Josh Dohmen - 2022 - Janus Head 20 (1):52-62.
    In this paper, I aim to articulate, at least in part, what makes Sara Ahmed’s uses and analyses of metaphors fruitful for thinking about problems in the social world. I argue that Ahmed’s these metaphorical concepts perform three functions. First, her analyses improve our understanding of the social world precisely because we already understand the world through metaphors. They draw out the metaphors we use to think about ourselves and others and, in doing so, allow us to think more carefully (...)
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  17.  41
    Virtuality+: The physical body in virtual reality and the path toward augmented virtuality.Philippe Bédard - 2023 - Aisthesis: Pratiche, Linguaggi E Saperi Dell’Estetico 16 (1):61-72.
    While many scholars have decried the erasure of the body in virtual reality (VR), this paper focuses on the body – and the physical reality for which it stands – as a critical component of any experience of virtual reality. Specifically, studying VR from the perspective of the physical body allows for a more nuanced appreciation of the unique reality of this «virtual» reality. Moreover, this paper argues that the body should not (...)
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  18.  47
    Women in Tibet (review).Rae Erin Dachille - 2007 - Buddhist-Christian Studies 27 (1):172-174.
    In lieu of an abstract, here is a brief excerpt of the content:Reviewed by:Women in TibetRae Erin DachilleWomen in Tibet. Edited by Janet Gyatso and Hanna Havnevik. New York: Columbia University Press, 2005. 436 pp.Empowerment, transcendence, and the performance of identity are common themes in the study of gender and religion across cultures. As these themes are elucidated across cultures and in different historical moments, they are troubled by a persistent refusal of gender as a category of enduring symbolic and (...)
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  19.  16
    Corpo vissuto ed esperienza virtuale. Una prospettiva fenomenologica.Martina Properzi - 2019 - Rivista Internazionale di Filosofia e Psicologia 10 (3):250-264.
    Riassunto: Può la corporalità dirsi ancora una condizione costitutiva dell’esperienza nella presente era digitale? Esistono due fondamentali modi di affrontare la questione, la cui rilevanza è stata di recente sottolineata da ricercatori attivi nei campi dell’ Intelligenza Artificiale Incorporata. Il primo interpreta la questione come incentrata su un’indagine della relazione fra corporalità e digitalizzazione, il processo cioè di digitalizzare dati il quale rende possibile simulare, aumentare e perfino costruire la realtà all’interno di uno spazio di esperienza virtuale, assumendo l’idea tradizionale (...)
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  20. Readymades in the Social Sphere: an Interview with Daniel Peltz.Feliz Lucia Molina - 2013 - Continent 3 (1):17-24.
    Since 2008 I have been closely following the conceptual/performance/video work of Daniel Peltz. Gently rendered through media installation, ethnographic, and performance strategies, Peltz’s work reverently and warmly engages the inner workings of social systems, leaving elegant rips and tears in any given socio/cultural quilt. He engages readymades (of social and media constructions) and uses what are identified as interruptionist/interventionist strategies to disrupt parts of an existing social system, thus allowing for something other to emerge. Like the stereoscope that requires two (...)
     
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  21.  73
    Virtual reality for neurorehabilitation and cognitive enhancement.Danko D. Georgiev, Iva Georgieva, Zhengya Gong, Vijayakumar Nanjappan & Georgi V. Georgiev - 2021 - Brain Sciences 11 (2):221.
    Our access to computer-generated worlds changes the way we feel, how we think, and how we solve problems. In this review, we explore the utility of different types of virtual reality, immersive or non-immersive, for providing controllable, safe environments that enable individual training, neurorehabilitation, or even replacement of lost functions. The neurobiological effects of virtual reality on neuronal plasticity have been shown to result in increased cortical gray matter volumes, higher concentration of electroencephalographic beta-waves, and enhanced (...)
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  22.  77
    Performing Phenomenology: Negotiating Presence in Intermedial Theatre. [REVIEW]Kurt Vanhoutte & Nele Wynants - 2011 - Foundations of Science 16 (2-3):275-284.
    This paper analyzes from a pragmatic postphenomenological point of view the performative practice of CREW, a multi-disciplinary team of artists and researchers. It is our argument that this company, in its use of new immersive technologies in the context of a live stage, gives rise to a dialectics between an embodied and a disembodied perspective towards the perceived world. We will focus on W (Double U), a collaborative interactive performance, where immersive technology is used for live exchange of vision. By (...)
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  23.  66
    The Simulated Body: A Preliminary Investigation into the Relationship Between Neuroscientific Studies, Phenomenology and Virtual Reality.Damiano Cantone - 2023 - Foundations of Science 28 (4):1011-1020.
    The author of this paper discusses the theme of the "simulated body", that is the sense of "being there” in a body that is not one's own, or that does not exist in the way one perceives it. He addresses this issue by comparing Immersive Virtual Reality technology, the phenomenological approach, and Gerald Edelman's theory of Neural Darwinism. Virtual Reality has been used to throw light on some phenomena that cannot be studied experimentally in real life, (...)
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  24.  17
    Age-Related Performance in Using a Fully Immersive and Automated Virtual Reality System to Assess Cognitive Function.Ngiap Chuan Tan, Jie En Lim, John Carson Allen, Wei Teen Wong, Joanne Hui Min Quah, Paulpandi Muthulakshmi, Tuan Ann Teh, Soon Huat Lim & Rahul Malhotra - 2022 - Frontiers in Psychology 13.
    IntroductionCognition generally declines gradually over time due to progressive degeneration of the brain, leading to dementia and eventual loss of independent functions. The rate of regression varies among the six cognitive domains. Current modality of cognitive assessment using neuropsychological paper-and-pencil screening tools for cognitive impairment such as the Montreal Cognitive Assessment has limitations and is influenced by age. Virtual reality is considered as a potential alternative tool to assess cognition. A novel, fully immersive automated VR system has been (...)
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  25. From Trust to Body. Artspace, Prestige, Sensitivity.Filippo Fimiani - 2017 - In Felice Masi & Maria Catena, The Changing Faces of Space. Cham: Springer Verlag. pp. 277-288.
    What happens to artist and to viewer when painting or sculpture emancipates itself from all physical mediums? What happens to art-world experts and to museum goers and amateurs when the piece of art turns immaterial, becoming indiscernible within its surrounding empty space and within the parergonal apparatus of the exposition site? What type of verbal depiction, of critical understanding and specific knowledge is attempted under these programmed and fabricated conditions? What kind of aesthetic experience–namely embodied and sensitive–is expected when (...)
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  26.  94
    Virtual Reality and Aesthetic Experience.Roberto Diodato - 2022 - Philosophies 7 (2):29.
    The problem of aesthetic experience in a virtual environment could be reformulated as: what can we learn about aesthetics from the perspective of ‘aesthetic experience in virtual environments’, given the specific nature of such an environment? The discourse goes in circles, because it is always from theories elaborated in the field of the so-called ‘real’ that we develop the difference, but it is a process typically philosophical, that, on the other hand, can make sense only if it can (...)
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  27.  47
    Sensorimotor Learning during a Marksmanship Task in Immersive Virtual Reality.Hrishikesh M. Rao, Rajan Khanna, David J. Zielinski, Yvonne Lu, Jillian M. Clements, Nicholas D. Potter, Marc A. Sommer, Regis Kopper & Lawrence G. Appelbaum - 2018 - Frontiers in Psychology 9:302766.
    Sensorimotor learning refers to improvements that occur through practice in the performance of sensory-guided motor behaviors. Leveraging novel technical capabilities of an immersive virtual environment, we probed the component kinematic processes that mediate sensorimotor learning. Twenty naïve subjects performed a simulated marksmanship task modeled after Olympic Trap Shooting standards. We measured movement kinematics and shooting performance as participants practiced 350 trials while receiving trial-by-trial feedback about shooting success. Spatiotemporal analysis of motion tracking elucidated the ballistic and refinement phases of (...)
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  28.  20
    Virtual reality boxing: Gaze-contingent manipulation of stimulus properties using blur.Annabelle Limballe, Richard Kulpa, Alexandre Vu, Maé Mavromatis & Simon J. Bennett - 2022 - Frontiers in Psychology 13.
    It has been reported that behavior of experts and novices in various sporting tasks is impervious to the introduction of blur. However, studies have used diverse methods of blurring the visual stimulus, and tasks that did not always preserve the normal perception-action coupling. In the current study, we developed a novel experimental protocol to examine the effect of different levels of Gaussian blur on interception performance and eye gaze data using an immersive VR task. Importantly, this provided a realistic simulation (...)
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  29. Reality+: Virtual Worlds and the Problems of Philosophy.David Chalmers - 2022 - New York: W. W. Norton.
    A leading philosopher takes a mind-bending journey through virtual worlds, illuminating the nature of reality and our place within it. Virtual reality is genuine reality; that's the central thesis of Reality+. In a highly original work of "technophilosophy," David J. Chalmers gives a compelling analysis of our technological future. He argues that virtual worlds are not second-class worlds, and that we can live a meaningful life in virtual reality. We may even (...)
  30.  49
    Affectivity, Biopolitics and the Virtual Reality of War.Pasi Väliaho - 2012 - Theory, Culture and Society 29 (2):63-83.
    At the focal point of contemporary biopolitical knowledge and power is human life in its contingent, evolutionary and emergent properties: the living as adaptive and affective beings, characterized in particular by their capacity to experience stress and fear that works together with vital survival mechanisms. This article addresses new techniques of psychiatric power and therapeutic epistemologies that have emerged in present-day military-scientific as well as media technological assemblages to define and capture the human in its psychobiological states of emergency. Specifically, (...)
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  31.  30
    Affective Spaces: Architecture and the Living Body by Federico de Matteis.Jasna Sersic - 2022 - Environment, Space, Place 14 (2):142-144.
    In lieu of an abstract, here is a brief excerpt of the content:Reviewed by:Affective Spaces: Architecture and the Living Body by Federico de MatteisJasna SersicAffective Spaces: Architecture and the Living Body BY FEDERICO DE MATTEIS New York, NY: Routledge, 2021What is architectural space? For architects, urban planners, and all involved in the design and transformation of the environment, space is a central subject. However, despite this fact, nobody accurately states what space is all about. As a result, the concept of (...)
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  32.  9
    Surviving the Age of Virtual Reality.Thomas Langan - 2000 - University of Missouri.
    As the technological phenomenon known as the worldwide web permeates civilization, it creates some cultures and destroys others. In this pioneering book, philosopher Thomas Langan explores "virtual reality"Can inherently contradictory phrase"and the effects of technology on our very being. In our present-day high- technology environment, making simple, everyday decisions is difficult because the virtual world we've created doesn't necessarily operate according to the old "common sense." To retain our intellectual fitness, we must, Langan argues, consider these essential (...)
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  33. Combined Cognitive-Motor Rehabilitation in Virtual Reality Improves Motor Outcomes in Chronic Stroke – A Pilot Study.Ana L. Faria, Mónica S. Cameirão, Joana F. Couras, Joana R. O. Aguiar, Gabriel M. Costa & Sergi Bermúdez I. Badia - 2018 - Frontiers in Psychology 9:309844.
    Stroke is one of the most common causes of acquired disability, leaving numerous adults with cognitive and motor impairments, and affecting patients’ capability to live independently. Virtual Reality (VR) based methods for stroke rehabilitation have mainly focused on motor rehabilitation but there is increasing interest toward the integration of cognitive training for providing more effective solutions. Here we investigate the feasibility for stroke recovery of a virtual cognitive-motor task, the Reh@Task, which combines adapted arm reaching, and attention (...)
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  34. Using a mobile Virtual Reality and computer game to improve visuospatial self-efficacy in middle school students.Irina Kuznetcova, Michael Glassman, Shantanu Tilak, Ziye Wen, Marvin Evans, Logan Pelfrey & Tzu-Jung Lin - 2022 - Computers and Education 192.
    Visuospatial (VS) skills, or one’s ability to mentally manipulate spatial information about objects, are critical to STEM enrollment, retention, and achievement. Low level of VS skills may deter some people from joining the STEM workforce or complicate their learning experience. While there is plenty of evidence suggesting that VS skills can be improved through training, few accessible training programs exist as of now, particularly for younger students. The current study proposes a new direction of VS training focusing on the development (...)
     
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  35.  31
    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 (...)
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  36.  16
    Progressive Training for Motor Imagery Brain-Computer Interfaces Using Gamification and Virtual Reality Embodiment.Filip Škola, Simona Tinková & Fotis Liarokapis - 2019 - Frontiers in Human Neuroscience 13:460265.
    This paper presents a gamified motor imagery brain-computer interface (MI-BCI) training in immersive virtual reality. Aim of the proposed training method is to increase engagement, attention, and motivation in co-adaptive event-driven MI-BCI training. This was achieved using gamification, progressive increase of the training pace, and virtual reality design reinforcing the body ownership transfer (embodiment) into the avatar. From the 20 healthy participants performing 6 runs of 2-class MI-BCI training (left/right hand), 19 were trained for a basic (...)
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  37.  43
    Moral enhancement and cheapened achievement: Psychedelics, virtual reality and AI.Emma C. Gordon, Katherine Cheung, Brian D. Earp & Julian Savulescu - 2025 - Bioethics 39 (3):276-287.
    A prominent critique of cognitive or athletic enhancement claims that certain performance‐improving drugs or technologies may ‘cheapen’ resulting achievements. Considerably less attention has been paid to the impact of enhancement on the value of moral achievements. Would the use of moral enhancement (bio)technologies, rather than (solely) ‘traditional’ means of moral development like schooling and socialization, cheapen the ‘achievement’ of morally improving oneself? We argue that, to the extent that the ‘cheapened achievement’ objection succeeds in the domains of cognitive or athletic (...)
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  38.  35
    Extra Ear: Ear on the Arm Blender. Stelarc - 2006 - Diacritics 36 (2):117-119.
    In lieu of an abstract, here is a brief excerpt of the content:Extra Ear:Ear on the Arm BlenderStelarc Click for larger view View full resolutionFigure 1.Blender. Teknikunst—Meat Market, Melbourne 2005. Photograph: Stelarc. Collaborator Nina Sellars stands with the Blender during an installation photograph. Text credit: K. Conden and A. Douglas. Click for larger view View full resolutionFigure 2.Blender (3D Model). Teknikunst—Meat Market, Melbourne 2005. Image: Adam Fiannaca. The installation itself stands at just over 1.6 meters high and is anthropomorphic in (...)
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  39.  13
    Artist Reflection: B'fhéidir anseo tá mé saor in aisce (A Study in the Possibility of the Sensations of Home).Beatrice Jarvis - 2017 - Environment, Space, Place 9 (1):21-42.
    Abstract:Making works in isolation often in very remote or isolated environments, Jarvis's intimate series of landscape embodiment rituals raise the dichotomy of site-specific practice as potential platform for increased environmental awareness. Reviewing her recent environmental works in a framework of deconstructive ecopsychology, Beatrice will address through theoretical and practice based models how far the artist and landscape form a dynamic synthesis within the collaborative experience of landscape. Jarvis will debate how far site specific performance and the practice of (...)
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  40.  21
    Psycholinguistic Aspects of Youth Speech. Consequences and Realities of Postmodernism in Ukraine.Lubov Luchkina, Svitlana Tsinko, Nataliia Меdvid, Nataliia Barannyk, Tetiana Marieieva & Nataliia Hrychanyk - 2022 - Postmodern Openings 13 (3):201-215.
    The article describes the postmodern features of Ukrainian language education and psycholinguistic term system, which is important for understanding the direction of optimizing the language situation among young people. Then, after careful selection and multimodal analysis, the authors cite about 30 key features of youth speech in the late postmodern era. The urgency of the topic is determined by postmodernist trends that are still observed in Ukraine, as well as their specific impact on youth speech. The authors used a body (...)
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  41.  28
    Performativity and Aesthetic Experience of the City. From the body of the fl'neur to the soma of the Man in Gold.Aurosa Alison - unknown
    In this essay, I do not want to focus on performativity as such and understand it as an aesthetic expression; instead, I would like to illustrate how performativity takes on the role consequential to an aesthetic experience. Specifically, I want to highlight how aesthetic experience takes place in the spatial contexts of the city. In this regard, I want to define the aesthetic-practical-sensory relationship of the soma, understood as a paradigm of a living body, that is, a body that moves (...)
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  42.  30
    'The Invisible Reality Show': Performative intervention and the production of the contemporary space.Fernanda Gomes - 2011 - Empedocles: European Journal for the Philosophy of Communication 2 (2):267-278.
    The performance intentions that interfene into public spaces− ‘site-specific performances' – can raise several issues, and this article will debate some of them. From artistic, sociological, cultural and geographic perspectives, urban interventions and performances take place in the artistic scenario and in the development of contemporary space. This article starts with the experience of the Danish group 'Udflugt', that has been in Rio de Janeiro presenting the methodologies and processes which arose after the birth of the concept of 'The (...)
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  43.  8
    The Computation of Bodily, Embodied, and Virtual Reality.Durt Christoph - 2020 - Phänomenologische Forschungen 2020 (1):26-40.
    This essay investigates the impact of the digital age on corporality as a constitutive condition of experience. Rather than just considering the multitude of phenomena at the surface of digitalization, the essay uncovers the conceptual development that underlies them. I apply Edmund Husserl’s concept of the “mathematization of nature” to digitalization, and, more specifically, digitization of data from experience. This leads to an explanation of some of the reasons for the apparent and the factual loss of corporality. Building on ideas (...)
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  44.  14
    The Bio-Artist’s Body: from Fiction to Reality.Catherine Voison - 2023 - Iris 43.
    Today, new artistic practices incorporate scientific techniques linked to medical research that modify the body’s biological performance in vivo, transforming it into a singular laboratory object. In this way, some artists are making works of their bodies by subjecting them to various biotechnological procedures, often invasive. Augmented, the biological body of these performance artists becomes a site for experimentation. DIY (Do It Yourself) enthusiasts or accompanied by biologists and doctors, are these ‘bio-artists’ evidence of the changes brought about by (...)
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  45. Capture of 3D Human Motion Pose in Virtual Reality Based on Video Recognition.Qiang Fu, Xingui Zhang, Jinxiu Xu & Haimin Zhang - 2020 - Complexity 2020:1-17.
    Motion pose capture technology can effectively solve the problem of difficulty in defining character motion in the process of 3D animation production and greatly reduce the workload of character motion control, thereby improving the efficiency of animation development and the fidelity of character motion. Motion gesture capture technology is widely used in virtual reality systems, virtual training grounds, and real-time tracking of the motion trajectories of general objects. This paper proposes an attitude estimation algorithm adapted to be (...)
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  46.  7
    The Acceleration of Intimacy. Representations of Love, Sexuality and Relationships in Virtual Reality.Niya Neykova - 2024 - Filosofiya-Philosophy 33 (3S):134-145.
    The text examines the representations of relationships, intimacy and love in virtual reality, based on a thematic analysis of a corpus of keyword-selected YouTube videos. The interest in this topic is driven by its status as a new phenomenon that challenges the very boundaries of our cultural understanding. These boundaries are situated at the nexus of real and virtual, identity and belonging, trust and infidelity. Given that virtual reality is not yet a mainstream phenomenon, the (...)
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  47.  56
    Surviving the Age of Virtual Reality[REVIEW]Robert Burch - 2001 - Review of Metaphysics 55 (1):147-148.
    The tone of its title notwithstanding, this book is not a self-help tract hawking glib recipes for success in the Cyber Age, nor even a contribution specifically to the philosophy of technology. Although Langan hopes for a broadly literate readership, his task is to understand “the Being of the epoch in which we are trying to survive” as requisite to deciding how best we should live. The problem of surviving the age of virtual reality thus rejoins the perennial (...)
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  48.  15
    “Tricking the Brain” Using Immersive Virtual Reality: Modifying the Self-Perception Over Embodied Avatar Influences Motor Cortical Excitability and Action Initiation.Karin A. Buetler, Joaquin Penalver-Andres, Özhan Özen, Luca Ferriroli, René M. Müri, Dario Cazzoli & Laura Marchal-Crespo - 2022 - Frontiers in Human Neuroscience 15.
    To offer engaging neurorehabilitation training to neurologic patients, motor tasks are often visualized in virtual reality. Recently introduced head-mounted displays allow to realistically mimic the body of the user from a first-person perspective in a highly immersive VR environment. In this immersive environment, users may embody avatars with different body characteristics. Importantly, body characteristics impact how people perform actions. Therefore, alternating body perceptions using immersive VR may be a powerful tool to promote motor activity in neurologic patients. However, (...)
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    CortexVR: Immersive analysis and training of cognitive executive functions of soccer players using virtual reality and machine learning.Christian Krupitzer, Jens Naber, Jan-Philipp Stauffert, Jan Mayer, Jan Spielmann, Paul Ehmann, Noel Boci, Maurice Bürkle, André Ho, Clemens Komorek, Felix Heinickel, Samuel Kounev, Christian Becker & Marc Erich Latoschik - 2022 - Frontiers in Psychology 13.
    GoalThis paper presents an immersive Virtual Reality system to analyze and train Executive Functions of soccer players. EFs are important cognitive functions for athletes. They are a relevant quality that distinguishes amateurs from professionals.MethodThe system is based on immersive technology, hence, the user interacts naturally and experiences a training session in a virtual world. The proposed system has a modular design supporting the extension of various so-called game modes. Game modes combine selected game mechanics with specific simulation (...)
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  50.  19
    Standard CBT versus integrative and multimodal CBT assisted by virtual-reality for generalized anxiety disorder.Cosmin Octavian Popa, Florin Alin Sava, Simona Muresan, Alina Schenk, Cristiana Manuela Cojocaru, Lorena Mihaela Muntean & Peter Olah - 2022 - Frontiers in Psychology 13.
    IntroductionGeneralized Anxiety Disorder is a prevalent emotional disorder associated with increased dysfunctionality, which has a lasting impact on the individual’s quality of life. Besides medication, Cognitive-Behavioral Therapy represents the golden standard psychotherapeutic approach for GAD, integrating multilevel techniques and various delivery formats that enable the development of tailored treatment protocols. The objective of this study was to compare the efficiency of a standard CBT protocol targeting worries, dysfunctional beliefs, and intolerance of uncertainty with an integrative and multimodal CBT intervention augmented (...)
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