Results for 'Virtual Reality'

296+ found
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  1. Virtual Reality, Seeing-In, and Twofoldness.Alex Fisher - 2026 - British Journal of Aesthetics 66 (1):151-168.
    Virtual reality headsets present us with two images, one directly before each of our eyes. One might therefore suppose that virtual reality offers experiences with the phenomenology of many other depictive images – an experience of seeing-in. This paper argues that the phenomenology of virtual reality does not involve seeing-in due to our lacking the required awareness of virtual reality images’ configuration. Instead, virtual reality is intended to generate an experience (...)
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  2. 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 (...)
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  3. Virtual Reality and the Meaning of Life.John Danaher - 2022 - In Iddo Landau, The Oxford Handbook of Meaning in Life. New York: Oxford University Press.
    It is commonly assumed that a virtual life would be less meaningful (perhaps even meaningless). As virtual reality technologies develop and become more integrated into our everyday lives, this poses a challenge for those that care about meaning in life. In this chapter, it is argued that the common assumption about meaninglessness and virtuality is mistaken. After clarifying the distinction between two different visions of virtual reality, four arguments are presented for thinking that meaning is (...)
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  4. Virtual reality as a path to self-knowledge.Lukas Schwengerer - 2023 - Synthese 202 (87):1-21.
    I discuss how virtual reality can be used to acquire self-knowledge. Lawlor (Philos Phenomenol Res 79(1):47–75, 2009) and Cassam (Vices of the mind: from the intellectual to the political. OUP, Oxford, 2014) develop inferential accounts of self-knowledge in which one can use imagination to acquire self-knowledge. This is done by actively prompting imaginary scenarios and observing one’s reactions to those scenarios. These reactions are then used as the inferential basis for acquiring self-knowledge. I suggest that the imaginary scenarios (...)
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  5. Virtual Reality not for “being someone” but for “being in someone else’s shoes”: Avoiding misconceptions in empathy enhancement.Francisco Lara & Jon Rueda - 2021 - Frontiers in Psychology 12:3674.
    Erick J. Ramirez, Miles Elliott and Per‑Erik Milam (2021) have recently claimed that using Virtual Reality (VR) as an educational nudge to promote empathy is unethical. These authors argue that the influence exerted on the participant through virtual simulation is based on the deception of making them believe that they are someone else when this is impossible. This makes the use of VR for empathy enhancement a manipulative strategy in itself. In this article, we show that Ramirez (...)
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  6. Emotion and Ethics in Virtual Reality.Alex Fisher - forthcoming - Australasian Journal of Philosophy.
    It is controversial whether virtual reality should be considered fictional or real. Virtual fictionalists claim that objects and events within virtual reality are merely fictional: they are imagined and do not exist. Virtual realists argue that virtual objects and events really exist. This metaphysical debate might appear important for some of the practical questions that arise regarding how to morally evaluate and legally regulate virtual reality. For instance, one advantage claimed of (...)
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  7. Action, Self, and Virtual Reality.Mikayla Kelley & Hannah H. Kim - forthcoming - Philosophical Studies.
    Rapid advances in virtual reality technology raise a host of questions about the moral and legal status of virtual actions. This essay offers a foundation for addressing these questions by providing a metaphysics of virtual action. According to the proposed metaphysics, the actions of one’s avatar can literally be one’s own actions. We argue for this conclusion by arguing for the following: (i) in sophisticated forms of virtual reality, one’s avatar can come to constitute (...)
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  8. Olfactory Virtual Reality (OVR) for Wellbeing and Reduction of Stress, Anxiety and Pain.David Tomasi - 2021 - Journal of Medical Research and Health Sciences 4 (3).
    Olfactory Virtual Reality (OVR) for Wellbeing and Reduction of Stress, Anxiety and Pain - Journal of Medical Research and Health Sciences.
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  9. Doing Good with Virtual Reality: The Ethics of Using Virtual Simulations for Improving Human Morality.Jon Rueda - 2023 - In Andrew Kissel & Erick José Ramirez, Exploring Extended Realities: Metaphysical, Psychological, and Ethical Challenges. Routledge.
    Much of the excitement and concern with virtual reality (VR) has to do with the impact of virtual experiences on our moral conduct in the “real world”. VR technologies offer vivid simulations that may impact prosocial dispositions and abilities or emotions related to morality. Whereas some experiences could facilitate particular moral behaviors, VR could also inculcate bad moral habits or lead to the surreptitious development of nefarious moral traits. In this chapter, I offer an overview of the (...)
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  10. Virtual reality and agential moral enhancement.Jinglin Zhou, Yiming Liu & Guoyu Wang - 2026 - Ethics and Information Technology 28 (2):20.
    Agential moral enhancement refers to the improvement of a moral agent qua moral agent through the application of technology. Anda Zahiu et al. recently argue that virtual reality can support such enhancement by fostering perspective-taking and, in turn, extending empathic concern. In this paper, we build on their proposal by arguing that virtual reality simulations of problematic situations offer a particularly promising pathway to agential moral enhancement. We contend that expanding empathic concern is insufficient for improving (...)
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  11. Virtual Reality (VR) and AI Integration for Immersive Storytelling.Kapoor Mehra Richa, Ridwan Ishola Mogaji & Dilraj Ashish - 2026 - Examining Ai Innovations in Gaming and Entertainment 1.
    Storytelling has been an integral part of every culture and is one of the most fundamental methods of teaching the way of life. With the increase in academic complexity, storytelling as a significant pedagogy has taken a backseat, giving rise to the demand for change and modification in the existing system. With the advancement of technology, we are evolving in almost every field, be it education, health care, or finance. However, the growing emphasis on academic content has gradually diminished its (...)
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  12. Virtual Reality Gaming: Perspectives on Immersion, Embodiment and Presence.Leighton Evans (ed.) - 2025 - Leeds, England: Emerald Publishing.
    Virtual reality (VR) offers a new medium for video games. But how does VR as a medium affect the aesthetics and design of VR video games? In this chapter my aim is to answer this question. I begin by introducing video games as an art form, then highlight two types of pitfalls that a game’s design can fall prey to. A game can be too permissive, or too restrictive, when structuring the player’s agential role given its aesthetic aims. (...)
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  13. Olfactory Virtual Reality (OVR) for Wellbeing and Reduction of Stress, Anxiety and Pain.David@Davidtomasicom Tomasi - 2020 - Journal of Medical Research and Health Sciences 4 (3):1212-1221.
    Background: As part of a consistent effort to examine and provide integrative medical approaches to the therapeutic offering for psychophysical health, this study investigates the utilization of Olfactory Virtual Reality (OVR) in an inpatient psychiatry unit, more specifically in the Shepardson 3 Inpatient Psychiatry Unit at the University of Vermont Medical Center, in Burlington, VT, USA. Objectives: The purpose of this protocol is to explore the therapeutic value of olfactory virtual reality (OVR) in the above described (...)
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  14. Realistic virtual reality and perception.John Dilworth - 2010 - Philosophical Psychology 23 (1):23-42.
    Realistic uses of Virtual Reality technology closely integrate user training on virtual objects with VR-assisted user interactions with real objects. This paper shows how the Interactive Theory of Perception may be extended to cover such cases. Virtual objects are explained as concrete models that have an inner generation mechanism, and the ITP is used to explain how VR users can both perceive such local CMs, and perceptually represent remote real objects. Also, concepts of modeling and representation (...)
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  15. The 360˚ View: Contextualized Virtual Reality Tours as Innovative Teaching Tool in Ecology for Elementary School Students.Rubert James Gestiada, Frank Joseph Tisoy & Nestor Lasala Jr - 2025 - Journal of Basic Education Research 6 (1):35-48.
    Purpose of the Study. This study aims to develop and validate Contextualized Virtual Reality Tours as instructional materials for teaching ecology concepts to elementary students, focusing on enhancing students' conceptual understanding of ecological relationships and environmental awareness in a local context. Methodology. The study employed a descriptive-developmental research design and used the ADDIE model to create Contextualized Virtual Reality Tours. Tools included a 64MP mobile camera for video production, AI-generated voice narration, and a 4-point Likert scale (...)
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  16. Is Chalmers' Virtual Reality "Mirror Argument" Sound?Shaohua Xue - 2022 - Journal of Human Cognition 6 (1):24-32.
    Extended reality devices provide users with unprecedented immersive and hybrid perceptual experiences, and users will act their bodies according to the information perceived. This shows that visual perception plays a crucial role in the formation and shaping of self-perception and spatial position. Users have a strong perceptual experience of their physical presence and self-perception in the real world as a result of their avatar perspective based on visual perception in a virtual hybrid environment, as is issued by Chalmers (...)
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  17. AI-Generated Virtual Reality (VR) and Augmented Reality (AR).Verma Aman Deep - 2025 - International Journal of Advanced Research in Electrical, Electronics and Instrumentation Engineering (Ijareeie) 14 (2):480-482.
    The integration of Artificial Intelligence (AI) with Virtual Reality (VR) and Augmented Reality (AR) is revolutionizing interactive technology, making it more immersive, adaptive, and personalized. This paper explores the potential of AI in generating virtual and augmented experiences, discussing its applications in various industries such as gaming, education, healthcare, and retail. AI algorithms enhance user experiences through intelligent interactions, procedural content generation, and real-time environmental adaptation. The study also examines the challenges and ethical considerations in AI-driven (...)
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  18. Video game aesthetics and the sense of presence in virtual reality.Rami Ali - 2025 - In Leighton Evans, Virtual Reality Gaming: Perspectives on Immersion, Embodiment and Presence. Leeds, England: Emerald Publishing. pp. 163-175.
    Virtual reality (VR) offers a new medium for video games. But how does VR as a medium affect the aesthetics and design of VR video games? In this chapter my aim is to answer this question. I begin by introducing video games as an art form, then highlight two types of pitfalls that a game’s design can fall prey to. A game can be too permissive, or too restrictive, when structuring the player’s agential role given its aesthetic aims. (...)
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  19. Virtual reality.Goteti Sekhar - manuscript
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  20. From Virtual Reality to Metaverse : Ethical Risks and the Co-governance of Real and Virtual Worlds.Yi Zeng & Aorigele Bao - 2022 - Philosophical Trends 2022:43-48+127.
    Firstly, the "Metaverse" possesses two distinctive features, "thickness" and "imagination," promising the public a structure of unknown scenarios but with unclear definitions. Attempts to establish an open framework through incompleteness, however, fail to facilitate interactions between humans and the scenario. Due to the dilemma of "digital twinning," the "Metaverse" cannot be realized as "another universe". Hence, the "Metaverse" is, in fact, only a virtual experiential territory created by aggregating technologies that offer immersion and interactivity. Secondly, when artificial intelligence serves (...)
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  21. Chalmers on Virtual Reality: Realism on the Cheap?Steffen Koch - 2022 - Analysis 82 (4):766-774.
    You sit in your office and put on the latest pair of virtual reality (VR) goggles. Suddenly, you stand in the middle of Times Square. A car almost hits you. You.
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  22. Exploring the Role of Virtual Reality in Shaping Consumer Experience for Early-Stage Entrepreneurs.Anirudh Parupalli - 2025 - Journal of Management World 2025 (3).
    A research study investigates how Virtual Reality technology affects early-stage entrepreneur consumer engagement. Due to the growing industrial use of VR technology, businesses now employ this innovative tool to deliver interactive experiences that deeply involve consumers. Early-stage entrepreneurs have benefited from VR technology as it enables an exceptional way to make their brand stand out while building lasting customer attachment. Research based on extensive interviews with business owners assesses both advantages and setbacks that VR technology produces when applied (...)
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  23.  97
    Overconfidence and Prosocial Behavior-Promoting Virtual Reality.Lukas Schwengerer - 2026 - Philosophy and Technology 39 (79):79.
    Eliana Mary Horn (2026) proposes an account of how we ought to understand prosocial behavior-promoting virtual reality that forms a middle ground between an overly optimistic and overly pessimistic perspective. Horn argues that the right sort of engagement with virtual reality cannot provide us with knowledge of what it is like to be a marginalized person, but it can provide us with a form of grounded inferential knowledge related to the marginalized perspective. As such, virtual (...)
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  24. Immersion as Fiction: Divergent Uses of Emotion in Artistic and Occupational Virtual Reality.Alessandra Fussi & Simone Gasparoni - 2025 - Itinera 30:160-176.
    This paper investigates the relationship between immersion, emotion, and imagination in virtual reality (VR), focusing on two seemingly distant domains: Alejandro G. Iñárritu’s installation Carne y Arena (2017) and VR-based workplace safety training. Both cases demonstrate that simulated environments can elicit authentic emotional responses – such as fear, stress, or vulnerability – yet the implications of these experiences diverge sharply. Drawing on theories of presence and the “paradox of fiction”, we argue that VR should be understood not as (...)
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  25. Enhancing the Teaching of Applied Ethics with Virtual-Reality-Presented Thought Experiments.Jinglin Zhou, Yiran Cao, Jiacheng Ji & Guoyu Wang - 2026 - Teaching Philosophy.
    In this paper, we propose incorporating virtual-reality-presented thought experiments (VRTEs) to enhance the quality of undergraduate courses on classic works in applied ethics. Thought experiments are a key method in applied ethics for eliciting intuitions as evidence for or against theories. However, our interviews and surveys show that undergraduates often struggle with imagination deficiencies, add undescribed details, apply pre-endorsed theories, lack seriousness, and show disinterest when reading written thought experiments, hindering their engagement and critical thinking. We argue that (...)
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  26. 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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  27. Minds in the Matrix: Embodied Cognition and Virtual Reality (2nd edition).Paul Smart - 2014 - In Lawrence Shapiro, The Routledge Handbook of Embodied Cognition. New York: Routledge.
    The present chapter discusses the implications of virtual reality for the theory and practice of embodied cognitive science. The chapter discusses how recent technological innovations are poised to reshape our understanding of the materially-embodied and environmentally-situated mind, providing us with a new means of studying the mechanisms responsible for intelligent behavior. The chapter also discusses how a synthetically-oriented shift in our approach to embodied intelligence alters our view of familiar problems, most notably the distinction between embedded and extended (...)
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  28. Embodied POV Cinema: A Conceptual Framework for a Narrative Medium Beyond Film and Virtual Reality.O. Gonzalez - unknown
    Recent developments in immersive media have exposed a taxonomic gap between cinema, virtual reality (VR), and interactive digital narratives. This paper identifies and defines a nascent class of audiovisual works—Embodied POV Cinema (EPC)—as a sovereign narrative medium. Characterized by a sustained first-person perspective, sensorimotor coherence, and a fixed, non-interactive narrative structure, EPC systematically dissociates the spectator’s sense of ownership over a virtual body from their sense of agency. This paper argues that EPC is irreducible to either traditional (...)
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  29. 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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  30. Immersive ideals / critical distances : study of the affinity between artistic ideologies in virtual Reality and previous immersive idioms.Joseph Nechvatal (ed.) - 2010 - Berlin: LAP Lambert Academic Publishing AG & Co KG.
    My research into Virtual Reality technology and its central property of immersion has indicated that immersion in Virtual Reality (VR) electronic systems is a significant key to the understanding of contemporary culture as well as considerable aspects of previous culture as detected in the histories of philosophy and the visual arts. The fundamental change in aesthetic perception engendered by immersion, a perception which is connected to the ideal of total-immersion in virtual space, identifies certain shifts (...)
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  31. 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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  32. Echoes of Union Depot: A virtual reality educational game for historic preservation and public awareness.Sepehr Vaez Afshar, Sarvin Eshaghi & Mahyar Hadighi - 2023 - In Sepehr Vaez Afshar, Sarvin Eshaghi & Mahyar Hadighi, Proceedings of the 9th Regional International Symposium on Education and Research in Computer Aided Architectural Design in Europe. Tallinn: eCAADe Tallinn University of Technology, Department of Civil Engineering and Architecture. pp. 129-138.
    This paper presents the design, development, and potential impact of Echoes of Union Depot, a virtual reality (VR) game aimed at promoting historic preservation and raising public awareness about El Paso's Union Depot, a building listed on the National Register of Historic Places Inventory. The game leverages the immersive capabilities of VR technology and 360° images to engage players in exploring the site's rich history and architectural evolution. Players assume the role of a time-traveling detective, guiding lost spirits (...)
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  33. Transforming Online Retail: The Impact of Augmented and Virtual Reality on Consumer Engagement and Experience in E-Commerce.Maria Nascimento Cunha & Oleksandr P. Krupskyi - 2025 - Uluslararası Sosyal Siyasal Ve Mali Araştırmalar Dergisi 5 (1):189–201.
    Purpose: This study investigates the transformative role of augmented reality (AR) and virtual reality (VR) technologies in e-commerce and digital marketing. It aims to understand how these immersive technologies enhance consumer experiences by addressing challenges such as product visualization, consumer trust, and engagement while fostering higher purchase intent and customer satisfaction. Design/Method/Approach: A systematic literature review synthesizes findings from empirical and theoretical studies published between 2011 and 2024. The methodologies analyzed include experimental designs, market analyses, and conceptual (...)
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  34. Sensitivity, Safety, and Knowledge from Virtual Reality.Alexandru Dragomir & Mihai Rusu - 2025 - Logos and Episteme 16 (3):357-364.
    The aim of this note is to analyze four externalist conditions on knowledge about the real world based on beliefs formed in VR. We will discuss Wheeler’s sensitivity conditions for VR-based knowledge and propose a case wherein his favored condition, Virtual Sensitivity+, fails. Furthermore, we will advance two safety conditions and argue that while they pass our test case, they do not pass all of Wheeler’s tests. We will conclude that none of the four conditions on VR-based knowledge about (...)
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  35. Virtual Reality: Consciousness Really Explained! (Third Edition).Jerome Iglowitz - 2010 - JERRYSPLACE Publishing.
    Employing the ideas of modern mathematics and biology, seen in the context of Ernst Cassirer's "Symbolic Forms, the author presents an entirely new and novel solution to the classical mind-brain problem. This is a "hard" book, I'm sorry, but it is the problem itself, and not me which has made it so. I say that Dennett, and, indeed, the whole of academia is wrong.
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  36. Un/framing the queer media body: a virtual reality experimentation.Emery Jordan Fraser - 2024 - Journal of Studies in Language, Culture and Society 7 (2):229-251.
    The article explores and discusses the doctoral research's creative, digital, and visual representation through the "RADICANT 003" virtual reality experience. Grounded in visual methods and the arts sciences, the article outlines its overall structure and contextualizes it within the broader research that in/forms it. It introduces Guma Joana, the Brazilian artist at the centre of this phase of the project. The article articulates theory and practice, ethnography and data presentation. And it is the experience we offer of the (...)
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  37. Free Energy and Virtual Reality in Psychoanalysis and Neuroscience: A Complexity Theory of Dreaming and Mental Disorder.Jim Hopkins - 2016 - Frontiers in Psychology 7.
    This paper compares the free energy neuroscience now advocated by Karl Friston and his colleagues with that hypothesised by Freud, arguing that Freud's notions of conflict and trauma can be understood in terms of computational complexity. It relates Hobson and Friston's work on dreaming and the reduction of complexity to contemporary accounts of dreaming and the consolidation of memory, and advances the hypothesis that mental disorder can be understood in terms of computational complexity and the mechanisms, including synaptic pruning, that (...)
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  38. The Evolution of Immersive Technology: A Comparative Study of Augmented Reality (AR) and Virtual Reality (VR).A. Dhekane Onkar - 2025 - International Journal of Multidisciplinary Research in Science, Engineering and Technology 8 (2):1099-1106.
    Immersive technologies, particularly Augmented Reality (AR) and Virtual Reality (VR), have evolved significantly in recent years, shaping a new frontier in human-computer interaction. These technologies are revolutionizing industries such as entertainment, education, healthcare, and retail by providing users with unique and interactive experiences. While AR and VR share similarities, such as enhancing user engagement and providing immersive experiences, they differ significantly in terms of technology, application, and user experience. This paper presents a comparative study of AR and (...)
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  39. The Dreams of Alpha-Lupi: A Trip In Virtual Reality.Francisco Valdez - manuscript
    Dreams as Virtual Reality simulations. When David Chalmers wrote “The Virtual and the Real” the argument many focused on the metaphysical and epistemic nature Virtual Reality and how it compares to waking states and dreaming sates. But one interesting segment of the paper is where he defends his thesis by claiming that dreams are not experiences. This is where I take issue and, in my paper, I claim that dreams as much as VR are epistemically (...)
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    The Reality-Virtuality Continuum as Flesh: A Phenomenological Interpretation of Mixed Reality.Floriana Ferro - 2026 - In Vincent C. Müller, Leonard Dung, Guido Löhr & Aliya Rumana, Philosophy of Artificial Intelligence: The State of the Art. Berlin: SpringerNature. pp. 123-138.
    The Digital Revolution has given rise to a new era of perceptual experiences, marked by the convergence of analogue and digital dimensions into what is collectively known as Mixed Reality (MR). This paper explores the complexities of perception within digital environments, addressing fundamental questions regarding body and object experiences in Virtual Reality and Augmented Reality. The study aims to redefine MR by adopting a phenomenological perspective applicable to the intertwining of both analogue and digital dimensions. -/- (...)
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  41. Reality, sex, and cyberspace.P. D. Magnus - 2000 - In Unknown Unknown, MacHack conference proceedings.
    Typical discussions of virtual reality (VR) fixate on technology for providing sensory stimulation of a certain kind. They thus fail to understand reality as the place wherein we live and work, misunderstanding it instead as merely a sort of presentation. The first half of the paper examines popular conceptions of VR. The most common conception is a shallow one according to which VR is a matter of simulating appearances. Yet there is, even in popular depictions, a second, (...)
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  42. 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 (...)
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  43. Non-Perceptual Representational Immersion in Video Games: A Response to David Chalmers' 'Reality+'.James Cartlidge - 2024 - Philosophy and Technology 37 (85):1-27.
    This article criticises David Chalmers’ ‘Reality+’ by interrogating its distinction of virtual reality (VR) from 2D, non-VR video games, a distinction made on the grounds that VR is immersive and these types of video games are not because immersion is a distinct characteristic of 3D perceptually represented VR. Building on the Balcerak Jacksons’ account of ‘representational immersion’, which they acknowledge has ‘perceptual’ and ‘non-perceptual’ elements, I develop an account of ‘non-perceptual representational immersion’ and use it to critique (...)
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  44. Augmented Reality, Augmented Epistemology, and the Real-World Web.Cody Turner - 2022 - Philosophy and Technology 35 (1):1-28.
    Augmented reality (AR) technologies function to ‘augment’ normal perception by superimposing virtual objects onto an agent’s visual field. The philosophy of augmented reality is a small but growing subfield within the philosophy of technology. Existing work in this subfield includes research on the phenomenology of augmented experiences, the metaphysics of virtual objects, and different ethical issues associated with AR systems, including (but not limited to) issues of privacy, property rights, ownership, trust, and informed consent. This paper (...)
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  45. What are virtual items, and are they real?Rami Ali - 2024 - Asian Journal of Philosophy 3 (1):1-11.
    A central debate in the philosophy of virtual reality (VR) focuses on the reality of virtual items. Broadly, there are two main disagreements. Some views accept a metaphysical orientation to VR, and disagree on the reality of virtual items. For instance, David Chalmers (Disputatio 9(46):309-352, 2017, Disputatio 11(55):453- 486, 2019, 2022) defends digitalism, the view that virtual items are real digital items. Neil McDonnell & Nathan Wildman (Disputatio 11(55):371-397, 2019), by contrast, defend fictionalism, (...)
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  46. Do Virtual Entities Have Ontological Status? A Processual Virtual Ontology Framework.Kwan Hong Tan - manuscript
    This thesis examines the fundamental question of whether virtual entities possess ontological status, developing a novel theoretical framework called Processual Virtual Ontology (PVO). Through comprehensive analysis of contemporary philosophical debates, this work identifies critical gaps in existing approaches and proposes a revolutionary understanding of virtual existence. The PVO framework conceptualizes virtual entities as processual relational emergences that exist in a distinct ontological category characterized by temporal constitution, relational emergence, phenomenological grounding, graduated reality, and processual autonomy. (...)
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  47. The Ethics of Virtual and Augmented Reality: Building Worlds, written by Erick Jose Ramirez.Fritz J. McDonald - 2023 - Journal of Moral Philosophy 20 (5-6):592-595.
    Review of The Ethics of Virtual and Augmented Reality: Building Worlds, written by Erick Jose Ramirez.
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  48. The Democratic Metaverse: Building an Extended Reality Safe for Citizens, Workers and Consumers.Alec Stubbs, James J. Hughes, Nir Eisikovits & Jake Burley - 2023 - Ieet White Papers.
    We are likely to have immersive virtual reality and ubiquitous augmented reality in the coming decades. At least some people will use extended reality or “the metaverse” to work, play and shop. In order to achieve the best possible versions of this virtual future, however, we will need to learn from three decades of regulating the Internet. The new virtual world cannot consist of walled corporate fiefdoms ruled only by profitmaximization. The interests of workers, (...)
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  49. Minds in the Metaverse: Extended Cognition Meets Mixed Reality.Paul Smart - 2022 - Philosophy and Technology 35 (4):1–29.
    Examples of extended cognition typically involve the use of technologically low-grade bio-external resources (e.g., the use of pen and paper to solve long multiplication problems). The present paper describes a putative case of extended cognizing based around a technologically advanced mixed reality device, namely, the Microsoft HoloLens. The case is evaluated from the standpoint of a mechanistic perspective. In particular, it is suggested that a combination of organismic (e.g., the human individual) and extra-organismic (e.g., the HoloLens) resources form part (...)
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  50. The Universe as a Computer Game, from Virtual to Actual Reality.Alfred Driessen - 2018 - Scientia et Fides 6 (1):31-52.
    From the very beginning of ancient Greek philosophy up to the present day a puzzling correlation is found between rationality and reality. In this study this relation is examined with emphasis on the philosophical tradition of Aristotle and Aquinas. A comparison is made with the virtual reality created by computers and actual reality of our universe. The view expressed in the scientific neopositivism of Jordan and Mach is found to be an adequate approach to avoid contradictions (...)
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