Erick Jose Ramirez - Böcker
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4 produkter
4 produkter
2 103 kr
Skickas inom 10-15 vardagar
This book offers new ways of thinking about and assessing the impact of virtual reality on its users. It argues that we must go beyond traditional psychological concepts of VR "presence" to better understand the many varieties of virtual experiences.The author provides compelling evidence that VR simulations are capable of producing "virtually real" experiences in people. He also provides a framework for understanding when and how simulations induce virtually real experiences. From these insights, the book shows that virtually real experiences are responsible for several unaddressed ethical issues in VR research and design. Experimental philosophers, moral psychologists, and institutional review boards must become sensitive to the ethical issues involved between designing "realistic" virtual dilemmas, for good data collection, and avoiding virtually real trauma. Ethicists and game designers must do more to ensure that their simulations don’t inculcate harmful character traits. Virtually real experiences, the author claims, can make virtual relationships meaningful, productive, and conducive to welfare but they can also be used to systematically mislead and manipulate users about the nature of their experiences.The Ethics of Virtual and Augmented Reality will appeal to philosophers working in applied ethics, philosophy of technology, and aesthetics, as well as researchers and students interested in game studies and game design.
616 kr
Skickas inom 10-15 vardagar
This book offers new ways of thinking about and assessing the impact of virtual reality on its users. It argues that we must go beyond traditional psychological concepts of VR "presence" to better understand the many varieties of virtual experiences.The author provides compelling evidence that VR simulations are capable of producing "virtually real" experiences in people. He also provides a framework for understanding when and how simulations induce virtually real experiences. From these insights, the book shows that virtually real experiences are responsible for several unaddressed ethical issues in VR research and design. Experimental philosophers, moral psychologists, and institutional review boards must become sensitive to the ethical issues involved between designing "realistic" virtual dilemmas, for good data collection, and avoiding virtually real trauma. Ethicists and game designers must do more to ensure that their simulations don’t inculcate harmful character traits. Virtually real experiences, the author claims, can make virtual relationships meaningful, productive, and conducive to welfare but they can also be used to systematically mislead and manipulate users about the nature of their experiences.The Ethics of Virtual and Augmented Reality will appeal to philosophers working in applied ethics, philosophy of technology, and aesthetics, as well as researchers and students interested in game studies and game design.
Exploring Extended Realities
Metaphysical, Psychological, and Ethical Challenges
Häftad, Engelska, 2025
629 kr
Skickas inom 10-15 vardagar
This volume highlights interdisciplinary research on the ethical, metaphysical, and experimental dimensions of extended reality technologies, including virtual and augmented realities. It explores themes connected to the nature of virtual objects, the value of virtual experiences and relationships, experimental ethics, moral psychology in the metaverse, and game/simulation design.Extended reality (XR) refers to a family of technologies aiming to augment (AR) or virtually replace (VR) human experience. The chapters in this volume represent cutting-edge research on XR experiences from a wide range of approaches including philosophy, psychology, Africana studies, and cognitive sciences. They are organized around three guiding questions. Part 1, “What is Extended Reality?”, contains a series of chapters examining metaphysical questions about virtual objects, actions, and worlds. Part 2, “Is There an Ethics for Extended Realities?”, includes chapters that address ethical questions that arise within XR experiences. Finally, Part 3, “What Can We Do with Extended Realities?”, features chapters from a diverse group of social scientists on the potential uses of XR as an investigative and educational tool, including its strengths and pitfalls.Exploring Extended Realities will appeal to scholars and advanced students working in philosophy of technology, metaphysics, moral psychology, applied ethics, and game studies.
Exploring Extended Realities
Metaphysical, Psychological, and Ethical Challenges
Inbunden, Engelska, 2023
2 103 kr
Skickas inom 10-15 vardagar
This volume highlights interdisciplinary research on the ethical, metaphysical, and experimental dimensions of extended reality technologies, including virtual and augmented realities. It explores themes connected to the nature of virtual objects, the value of virtual experiences and relationships, experimental ethics, moral psychology in the metaverse, and game/simulation design.Extended reality (XR) refers to a family of technologies aiming to augment (AR) or virtually replace (VR) human experience. The chapters in this volume represent cutting-edge research on XR experiences from a wide range of approaches including philosophy, psychology, Africana studies, and cognitive sciences. They are organized around three guiding questions. Part 1, “What is Extended Reality?”, contains a series of chapters examining metaphysical questions about virtual objects, actions, and worlds. Part 2, “Is There an Ethics for Extended Realities?”, includes chapters that address ethical questions that arise within XR experiences. Finally, Part 3, “What Can We Do with Extended Realities?”, features chapters from a diverse group of social scientists on the potential uses of XR as an investigative and educational tool, including its strengths and pitfalls.Exploring Extended Realities will appeal to scholars and advanced students working in philosophy of technology, metaphysics, moral psychology, applied ethics, and game studies.