標(biāo)題: Titlebook: Virtual Worlds as Philosophical Tools; How to Philosophize Stefano Gualeni Book 2015 The Editor(s) (if applicable) and The Author(s) 2015 [打印本頁] 作者: Bunion 時(shí)間: 2025-3-21 16:35
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作者: 散開 時(shí)間: 2025-3-21 22:21 作者: 有組織 時(shí)間: 2025-3-22 00:57
Virtual Worlds and the Human Condition: Cognitive, Perceptual, Critical, and Operational Limitationend on as organisms. Virtual worlds disclose interactive experiences and phenomenologies that are not simply actually present but effectively extend toward what is virtually possible. In this particular age of anthropological enhancement, humans no longer simply design their lives existentially, but they also do so biologically and experientially.作者: 赦免 時(shí)間: 2025-3-22 04:48 作者: 太空 時(shí)間: 2025-3-22 10:21 作者: 笨重 時(shí)間: 2025-3-22 16:54 作者: Fierce 時(shí)間: 2025-3-22 18:00 作者: tenuous 時(shí)間: 2025-3-22 23:08
Positionality in the Digital Age: Virtual Bodies and the Effects of Virtual Experiences, experiences of alternative, virtual worlds disclosed by digital simulations. This understanding will follow a chiefly anthropological standpoint, laying the groundwork for answering the question at the core of this book from the human side of the human-computer relationship. Chapter 7 (Virtual Worl作者: ESPY 時(shí)間: 2025-3-23 01:26
Virtual Worlds and the Human Condition: Cognitive, Perceptual, Critical, and Operational Limitationorlds. This specific affordance offers us, for the first time in history, the possibility of developing human kinds of ontologies in ways that do not exclusively emerge from our relationships with the actual world. Through the mediation of videogames and digital simulations, augmented ontologies can作者: GRE 時(shí)間: 2025-3-23 09:20
,A Reflection on Metaphysical Thought and Its Technological “Overcoming”,e way in which we relate to them as designers and creators), are recognized as activities capable of affecting our cognitive, critical, and operational capabilities. As such, reflecting on the experience and design of the virtual worlds of videogames and digital simulations cannot be treated as anything but a deeply philosophical task.作者: 脊椎動物 時(shí)間: 2025-3-23 11:34 作者: Ligneous 時(shí)間: 2025-3-23 17:03 作者: 冒煙 時(shí)間: 2025-3-23 20:37 作者: 有危險(xiǎn) 時(shí)間: 2025-3-24 00:55
Worlds in the Age of Digital Simulation,Stemming from a traditional ontological divide, the field of digital media studies still distinguishes the digital experiences accessible via computers into two broad categories:作者: 含糊其辭 時(shí)間: 2025-3-24 03:58
Virtual Worlds as Poetic Allegories,According to sociologist Neil Postman, all media forms generally function作者: 我要威脅 時(shí)間: 2025-3-24 07:24
The Questions Concerning Digital Technology,thing. This practice-oriented concept was later appropriated by the Romans under the umbrella term . (art) (Fedier, 2001, 12–27). In English, the attitude towards “making” that the Greeks identified with the word . is commonly translated as “craftsmanship,” “technology,” or “art.”作者: 砍伐 時(shí)間: 2025-3-24 12:58
Thinking with Virtual Worlds,d representation of the world. In the short story, “The Analytical Language of John Wilkins,” for example, Borges informed his readers that, in “a certain Chinese encyclopedia” (the ., the animals are divided into:作者: reject 時(shí)間: 2025-3-24 16:12 作者: BET 時(shí)間: 2025-3-24 21:05 作者: LAP 時(shí)間: 2025-3-25 00:42 作者: Gentry 時(shí)間: 2025-3-25 05:36
resilience as it allows for embodied experiences and experiential learning. We present the design and initial user evaluation of an immersive VR experience for strengthening resilience, inspired by Viktor Frankl’s psychotherapy, ‘logotherapy and existential analysis’ (LTEA). The prototype immerses u作者: 暫時(shí)休息 時(shí)間: 2025-3-25 08:33 作者: 冰雹 時(shí)間: 2025-3-25 15:13 作者: Acclaim 時(shí)間: 2025-3-25 17:15 作者: 使成整體 時(shí)間: 2025-3-25 20:38 作者: 同義聯(lián)想法 時(shí)間: 2025-3-26 01:33 作者: ENACT 時(shí)間: 2025-3-26 05:25
Stefano Gualenivices while doing other things. These users might be highly engaged within a mobile experience or unfulfilled by their real world experience; but significantly, their frequent usage could also be a form of vigilant behavior. This research seeks to understand whether or not mobile usage leads to an i作者: DEFT 時(shí)間: 2025-3-26 08:39 作者: 寵愛 時(shí)間: 2025-3-26 16:23 作者: constitutional 時(shí)間: 2025-3-26 16:52 作者: Stricture 時(shí)間: 2025-3-26 21:40 作者: exigent 時(shí)間: 2025-3-27 03:21
Stefano Gualenient (full-stack developers, testers, and front-end developers) and ten specialists in Human-Computer Interaction (HCI) with previous experience in accessibility. The results indicated a difference between accessibility assessment methods. In accessibility inspections, there was a difference between 作者: abreast 時(shí)間: 2025-3-27 08:01
Stefano Gualeniwere able to suggest novel mechanisms for monetization, new monetization possibilities developers could consider, and ways in which the experience of monetization mechanisms for players could be improved. We hope this work can help prompt discussion around participatory approaches for monetization a作者: FACET 時(shí)間: 2025-3-27 11:23
Stefano Gualenion Sickness, Stress and Risk perception in 3D Environments and?Multisensory interaction; VR experiences; Natural Language Processing and AI Explainability;?Online Collaboration and Cooperative work; Recommendation Systems and AI Explainability; Social AI; Social and Ubiquitous Computing; Social Medi作者: Allodynia 時(shí)間: 2025-3-27 15:10 作者: Vo2-Max 時(shí)間: 2025-3-27 21:37
Stefano Gualeniics. In this paper, we report an empirical experimental exercise to answer this question. We compared identical target task completion time for experts across two groups of similar models. Because we found significant differences in some of the task completion times within one group of models, we wo作者: 易于 時(shí)間: 2025-3-28 01:47
Stefano Gualenifindings need further validation, but may prove significant to interaction design: optimizing a software interface to better support vigilant usage requires an opposing set of considerations when compared to traditional consumer product design. These design considerations are discussed, in addition 作者: lacrimal-gland 時(shí)間: 2025-3-28 05:36
Stefano Gualenist and second-last presenters acquiring a Champion Book award is advantageous for the other presenters in the order. We considered the possibility that the response order effect influences voting in the Bibliobattle game. Then, by performing the voting process in the reverse order of the presentatio作者: HEAVY 時(shí)間: 2025-3-28 06:50 作者: 不連貫 時(shí)間: 2025-3-28 14:04 作者: epidermis 時(shí)間: 2025-3-28 15:22
Prognosis of Syncope Across the Diagnostic Spectrumand not just hard serious outcomes like mortality; information on the vast number of syncopal episodes that present via non-Emergency Department services; more information on outcomes in non-cardiac syncope; information on long-term outcomes in syncope, which is currently very limited; and finally d作者: 終點(diǎn) 時(shí)間: 2025-3-28 21:28
,übungsfall 5 ?Das Deo-Spray und die Ferienhütte“,Schwerpunkt: Raub?I作者: 防水 時(shí)間: 2025-3-29 00:29
Marc Sindou M.D., D.Sc.,George Georgoulis M.D.,Patrick Mertens M.D., Ph.D.作者: craven 時(shí)間: 2025-3-29 06:23 作者: 字形刻痕 時(shí)間: 2025-3-29 10:06