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  1. Virtual Reality Translation of Philippa Foot's Trolley Problem.Erick Ramirez, Scott LaBarge, Miles Elliott & Carl Maggio - manuscript
    A virtual reality translation of Philippa Foot's original "Trolley Problem." These modules are free to download and use in the classroom and for research/x-phi purposes. -/- *Requires an Oculus Rift or HTC Vive and VR capable computer. To open the files, uncompress the downloaded .zip folder and run the executable (.exe) file.
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  2. "Virtual reality" as a tool for global manipulation of socio-cultural identity.Pavel Gennadievich Bylevskiy - forthcoming - Philosophy and Culture (Russian Journal).
    The subject of the article is the philosophical and cultural methodology of digital "virtual reality", comparing the declarations of developers with the practical possibilities and social consequences of using such technologies. The developers presented projects of online digital content services for all five senses using special equipment (glasses, headphones, interactive gloves, joysticks, costumes, printers of smells and tastes, etc.). It was assumed that virtual reality would surpass the reliability of previous multimedia content and interactive computer games, and the persuasiveness and (...)
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  3. The Law and Ethics of Virtual Sexual Assault.John Danaher - forthcoming - In A. Befort, 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 virtual sexual assault?
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  4. Immersive Technologies.Broderick McDonald, Benjamin Mok, Nagham El Karhili, Lara Nonniger & Guy Fiennes - forthcoming - In Suraj Lakhani, Julian Droogan, Stuart Macdonald & Lydia Khalil, Routledge Handbook of Online Violent Extremism. London: Routledge.
    This chapter investigates how terrorist and extremist actors have begun to exploit immersive technologies – including virtual reality (VR), augmented reality (AR), mixed reality (MR), and metaverse platforms – for propaganda, recruitment, training, and operational planning. Noting the early development stage of these tools and their adoption, we trace the development of immersive technologies, examine the misuse of these environments by terrorist and extremist actors, and suggest new approaches which can help prepare for emerging threats. In the first section, immersive (...)
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  5. Merely virtual virtue? The empathy machine hypothesis and the promise of virtual reality.Charles Rathkopf & Jan-Hendrik Heinrichs - forthcoming - Philosophical Psychology.
    Virtual reality (VR) induces a radical psychological reorientation. Yet descriptions of this reorientation are often steeped in theoretically misleading metaphors. We offer a more measured account, grounded in both philosophy and cognitive psychology, and use it to assess the claim that VR promotes moral learning by simulating another’s perspective. This hypothesis depends on the assumption that avatar use produces experiences sufficiently similar to those of others to enable empathic growth. We reject that assumption and offer two arguments against it. Empathy (...)
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  6. Suicide, Social Media, and Artificial Intelligence.Susan Kennedy & Erick José Ramirez - 2026 - In Michael Cholbi & Paolo Stellino, Oxford Handbook of the Philosophy of Suicide. Oxford University Press.
    Suicide is a complex act whose meanings, while sometimes tragic, vary widely. This chapter surveys the ethical landscape surrounding algorithmic methods of suicide prevention especially as it pertains to social media activity and to the moderation of online suicide communities. We begin with a typology of suicide, distinguishing between varied goals in which suicide may factor as a means. Suicides should be understood as an act with varied eliciting desires, meanings, consequences, and ethics. Further,while many suicides may be grounded on (...)
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  7. Don't play that game! Can simulations inculcate vice?Susan Kennedy & Erick José Ramirez - 2026 - In Sarah Malanowski & Nicholas R. Baima, Virtue Theory and Video Games: Level Up Your Character. Routledge.
    This chapter argues that simulations can, in certain contexts, play a significant role in cultivating character traits. If developing virtue requires practice, we must ask whether simulations can provide experiences comparable to those in the physical world. The chapter contends that simulations – especially extended reality (XR) simulations – possess properties such as context realism and perspectival fidelity that enable them to generate virtually real experiences. Because users experience these as if they were genuinely occurring, they can meaningfully contribute to (...)
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  8. Review of Mulgan's Philosophy for an Ending World. [REVIEW]Felipe Pereira - 2026 - Journal of Moral Philosophy.
  9. Rethinking XR inclusivity means rethinking embodiment.Erick José Ramirez - 2026 - Ethics and Information Technology 28 (26).
    To create an inclusive environment means thinking about, or rethinking, its structure so as to make it as inclusive as possible for individuals who use it. Recent advances in extended reality (XR) technologies have shown tremendous promise in this respect. Blended environments, those that include physical and digital elements, are especially promising because they allow developers and users to co-create social spaces that empower users to represent themselves and others with an eye toward inclusivity. This is a paper about how (...)
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  10. Virtual Trespassing: Privacy in Photographic VR.Cody Turner & Kirsten Martin - 2026 - Ethics and Information Technology 28:1-13.
    This article introduces the concept of virtual trespassing, a novel privacy violation enabled by photographic virtual reality (VR). Photographic VR refers to VR experiences that allow users to inhabit real captured spaces through 360° photography or video. We argue that the privacy risks posed by access in photographic VR exceed those associated with analogous forms of access in traditional 2D photography like Google Street View. Our argument extends Helen Nissenbaum’s (2004) contextual integrity theory of privacy beyond informational privacy to include (...)
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  11. Is VR a tool of liberation? addressing the ethics of VR through sociohistorical contextualization.Maurice E. Weller - 2026 - Ethics and Information Technology 28 (1):16.
    This paper addresses the ethics of VR through sociohistorical contextualization. It integrates social science literature about the context of VR’s original conceptualization, which has so-far been neglected in philosophy. Situating VR in this way reveals that the context and much of the discussions surrounding it are deeply shaped by different varieties of techno-utopian ideologies. The paper distinguishes two strands of this techno-utopianism relating to VR, one being humanist and regarding VR as fostering communication and empathy, the other one being transhumanist, (...)
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  12. 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 VRTEs may (...)
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  13. 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 a substitute (...)
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  14. Embodiment, relationships, and sexuality: An ethical analysis of extended reality technologies.Erick José Ramirez, Laura Clark, Sydney Campbell, Julian Dreiman, Raghav Gupta, Dorian Clay & Shelby Jennett - 2025 - Science and Engineering Ethics 31 (38).
    Communication technologies change the way we relate to each other and ourselves. In this essay we analyze the effects that extended reality (XR) technologies are likely to have on conceptions of the self, romantic relationships, and other associated concepts like sexual orientation. While these technologies are in their infancy, key psychological and philosophical concepts are already being explored. We begin by defining extended reality and the family of technologies that make it possible. We pay special attention to the way these (...)
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  15. Knowing What It Is Like.Yuri Cath - 2024 - Cambridge: Cambridge University Press.
    What kind of knowledge does one have when one knows what it is like to, say, fall in love, eat vegemite™, be a parent, or ride a bike? This Element addresses this question by exploring the tension between two plausible theses about this form of knowledge: (i) that to possess it one must have had the corresponding experience, and (ii) that to possess it one must know an answer to the 'what it is like' question. The Element shows how the (...)
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  16. Moral parallax: challenges between dignity, AI, and virtual violence.Pablo De la Vega - 2024 - Trayectorias Humanas Trascontinentales 18:116-128.
    Virtual reality is not only a prowess of technological advancement and AI, but also an element that extends the horizons of human existence and complicates the way of approaching various phenomena of the physical world, for example, violence. Its practice in virtuality leads to a series of challenges, especially when virtual reality is considered as genuine reality. This text delves into virtual violence, the influence of AI on it and the problems that its conception implies. To analyze this phenomenon, parallax (...)
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  17. Virtual reality and character education: Learning opportunities and risks.Tom Harrison - 2024 - Journal of Moral Education 53 (2):219-239.
    ABSTRACT Virtual reality (VR) is an increasingly popular artificially mediated, immersive experience that is accessed through a headset. Recent research is starting to provide evidence about the positive impact that virtual reality technology can have on teaching and learning. This research, to date, has been primarily undertaken in higher education and in disciplines related to the health sciences. In this article, the possibilities, and problematics of using virtual reality in taught character education approaches are explored. The article proposes that VR (...)
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  18. #MakeAnImpact! L’actualité du monde aujourd’hui, entre présence online et recherche de l’impact du Soi.Zanan Akin - 2023 - Psn. Psychiatry, Humanities, Neurosciences 21 (3):47-63.
    What happens when worldly reality is no longer constituted by the durable presence of things, but by the projected impact of the self? This article takes the popular slogan of charitable entrepreneurship, “Make an impact!”, as a symptom of the privatization of what Arendt once called the 'worldly reality' in everyday social media interactions. It juxtaposes two caricatured social-media ideal types—the Poetry-Slam Personality and the Big-Picture Personality—and traces, in the identity of their apparent opposition, the disappearance of the world as (...)
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  19. The Values of the Virtual.Rami Ali - 2023 - Journal of Applied Philosophy 40 (2):231-245.
    How do we assign values to virtual items, which include virtual objects, properties, events, subjects, worlds, environments, and experiences? In this article, I offer a framework for answering this question. After considering different value theses in the literature, I argue that whether we think these theses mutually exclusive or not turns on our view about the number of value-salient kinds virtual items belong to. Virtual monism is the view that virtual Xs belong to only one value-salient kind in relation to (...)
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  20. Emerging Technologies & Higher Education.Jake Burley & Alec Stubbs - 2023 - Ieet White Papers.
    Extended Reality (XR) and Large Language Model (LLM) technologies have the potential to significantly influence higher education practices and pedagogy in the coming years. As these emerging technologies reshape the educational landscape, it is crucial for educators and higher education professionals to understand their implications and make informed policy decisions for both individual courses and universities as a whole. This paper has two parts. In the first half, we give an overview of XR technologies and their potential future role in (...)
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  21. Reconstructing Past Experience Using Virtual Reality.Graham Goodwin & Nicola Lercari - 2023 - In Patrick Londen, Jeffrey Yoshimi & Philip Walsh, Horizons of Phenomenology: Essays on the State of the Field and Its Applications. Cham: Springer Verlag. pp. 325-336.
    In this paper we review digital technologies that can be used to study what the experiences of past peoples might have been. We focus on the use of immersive virtual reality (VR) systems to frame hypotheses about the visual and auditory experiences of past individuals, based on available archeological evidence. These reconstructions of past places and landscapes are often focused on visual data. We argue that we should move beyond this ocularcentric focus by integrating sound and other modalities into VR. (...)
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  22. Can E-Sport Gamers Permissibly Engage with Off-Limits Virtual Wrongdoings?Thomas Montefiore & Paul Formosa - 2023 - Philosophy and Technology 36 (4):1-3.
    David Ekdahl (2023), in a constructive and thoughtful commentary, outlines both points of agreement with and suggestions for further research arising from our paper ‘Crossing the Fictional Line: Moral Graveness, the Gamer’s Dilemma, and the Paradox of Fictionally Going Too Far’ (Montefiore & Formosa, 2023).
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  23. Virtual terrors.Emmanuel Ordóñez Angulo - 2023 - Noûs 57 (4):877-904.
    A long‐standing aim of cinema – in particular of ‘extreme’, ‘unwatchable’ or ‘feel‐ bad’ cinema – has been to acquaint viewers with extreme suffering. In this article I first offer an explication of that aim in terms of recent work in philosophy of mind, then exploit the resulting framework to examine claims to the effect that a new technological development, Virtual Reality, provides cinema's best shot at achieving that aim.
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  24. XR Embodiment and the Changing Nature of Sexual Harassment.Erick José Ramirez, Shelby Jennett, Jocelyn Tan, Sydney Campbell & Raghav Gupta - 2023 - Societies 13 (36).
    In this paper, we assess the impact of extended reality technologies as they relate to sexual forms of harassment. We begin with a brief history of the nature of sexual harassment itself. We then offer an account of extended reality technologies focusing specifically on psychological and hardware elements most likely to comprise what has been referred to as “the metaverse”. Although different forms of virtual spaces exist (i.e., private, semi-private, and public), we focus on public social metaverse spaces. We do (...)
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  25. 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 ethical debate about (...)
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  26. Simulations and Catastrophic Risks.Bradford Saad - 2023 - Sentience Institute Report.
  27. How to Speak Silently — Rethinking Materiality, Agency, and Communicative Competence in Virtual Reality.Maria A. Erofeeva, Nils O. Klowait & Denis Zababurin - 2022 - Sociology of Power 34 (3):156-181.
  28. The video gamer’s dilemmas.Rami Ali - 2022 - Ethics and Information Technology 24 (2).
    The gamer’s dilemma offers three plausible but jointly inconsistent premises: (1) Virtual murder in video games is morally permissible. (2) Virtual paedophelia in video games is not morally permissible. (3) There is no morally relevant difference between virtual murder and virtual paedophelia in video games. In this paper I argue that the gamer’s dilemma can be understood as one of three distinct dilemmas, depending on how we understand two key ideas in Morgan Luck’s (2009) original formulation. The two ideas are (...)
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  29. The Experience Machine.Lorenzo Buscicchi - 2022 - Internet Encyclopedia of Philosophy.
    The Experience Machine The experience machine is a thought experiment first devised by Robert Nozick in the 1970s. In the last decades of the 20th century, an argument based on this thought experiment has been considered a knock-down objection to hedonism about well-being, the thesis that our well-being—that is, the goodness or badness of our … Continue reading The Experience Machine →.
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  30. Robert Nozick’s Metaverse Machine.Lorenzo Buscicchi - 2022 - Philosophy Now 149:26-28.
  31. Are you (relevantly) experienced? A moral argument for video games.Amanda Cawston & Nathan Wildman - 2022 - In Laura D'Olimpio, Panos Paris & Aidan P. Thompson, Educating Character Through the Arts. Routledge.
    Many have offered moral objections to video games, with various critics contending that they depict and promote morally dubious attitudes and behaviour. However, few have offered moral arguments in favour of video games. In this chapter, we develop one such positive moral argument. Specifically, we argue that video games offer one of the only morally acceptable methods for acquiring some ethical knowledge. Consequently, we have (defeasible) moral reasons for creating, distributing, and playing certain morally educating video games.
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  32. 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 be in a virtual world already. Along the way, (...)
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  33. 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 possible in virtual reality. Following (...)
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  34. The Grave Resolution to the Gamer’s Dilemma: an Argument for a Moral Distinction Between Virtual Murder and Virtual Child Molestation.Morgan Luck - 2022 - Philosophia 50 (3):1287-1308.
    In this paper a new resolution to the gamer’s dilemma is presented. The first part of the paper is devoted to strictly formulating the dilemma, and the second to establishing its resolution. The proposed resolution, the grave resolution, aims to resolve not only the gamer’s dilemma, but also a wider set of analogous paradoxes – which together make up the paradox of treating wrongdoing lightly.
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  35. Correction to: The Grave Resolution to the Gamer’s Dilemma: an Argument for a Moral Distinction Between Virtual Murder and Virtual Child Molestation.Morgan Luck - 2022 - Philosophia 50 (3):1309-1309.
  36. Hit by the Virtual Trolley: When is Experimental Ethics Unethical?Jon Rueda - 2022 - Teorema: International Journal of Philosophy 41 (1):7-27.
    The trolley problem is one of the liveliest research frameworks in experimental ethics. In the last decade, social neuroscience and experimental moral psychology have gone beyond the studies with mere text-based hypothetical moral dilemmas. In this article, I present the rationale behind testing the actual behaviour in more realistic scenarios through Virtual Reality and summarize the body of evidence raised by the experiments with virtual trolley scenarios. Then, I approach the argument of Ramirez and LaBarge (2020), who claim that the (...)
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  37. Virtual Reality, Empathy and Ethics.Matthew Cotton - 2021 - Cham: Springer Verlag.
    This book examines the ethics of virtual reality technologies. New forms of virtual reality are emerging in society, not just from low-cost gaming headsets, or augmented reality apps on phones, but from simulated “deep fake” images and videos on social media. This book subjects the new VR technological landscape to ethical scrutiny: assessing the benefits, risks and regulatory practices that shape it. Though often associated with gaming, education and therapy, VR can also be used for moral enhancement. Journalists, artists, philanthropic (...)
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  38. Virtual Reality as Ethical Tool.Matthew Cotton - 2021 - In Virtual Reality, Empathy and Ethics. Cham: Springer Verlag. pp. 93-112.
    This chapter examines the application of virtual reality (VR) to prosocial behaviour change, news reporting, art and social justice campaigning. A range of cases are considered, including the immersive journalism of Nonny De La Peña on abortion rights, poverty and suspect interrogation; the awareness raising/fundraising efforts of The United Nations Virtual Reality (UNVR) Series, including the acclaimed “Clouds Over Sidra” VR film, and applications to art and gaming through platforms including: “The Machine to Be Another (TMTBA)”, and “A Breath-taking Journey” (...)
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  39. Social bodies in virtual worlds: Intercorporeality in Esports.David Ekdahl & Susanne Ravn - 2021 - Phenomenology and the Cognitive Sciences 21 (2):293-316.
    As screen-based virtual worlds have gradually begun facilitating more and more of our social interactions, some researchers have argued that the virtual worlds of these interactions do not allow for embodied social understanding. The aim of this article is to examine exactly the possibility of this by looking to esports practitioners’ experiences of interacting with each other during performance. By engaging in an integration of qualitative research methodologies and phenomenology, we investigate the actual first-person experiences of interaction in the virtual (...)
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  40. May Kantians commit virtual killings that affect no other persons?Tobias Flattery - 2021 - Ethics and Information Technology 23 (4):751-762.
    Are acts of violence performed in virtual environments ever morally wrong, even when no other persons are affected? While some such acts surely reflect deficient moral character, I focus on the moral rightness or wrongness of acts. Typically it’s thought that, on Kant’s moral theory, an act of virtual violence is morally wrong (i.e., violate the Categorical Imperative) only if the act mistreats another person. But I argue that, on Kant’s moral theory, some acts of virtual violence can be morally (...)
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  41. Sing C. Chew, Ecology, Artificial Intelligence, and Virtual Reality: Life in the Digital Dark Ages.Joshua C. Gellers - 2021 - Environmental Values 30 (6):789-791.
    Sing C. Chew’s latest book, Ecology, Artificial Intelligence, and Virtual Reality: Life in the Digital Dark Ages, complements his trio of monographs on the history of environmental degradation and social change. His timing could not be better, as books examining the intersection of environmental crisis and emerging technologies have quickly become a cottage industry. This burgeoning literature generally consists of two camps – techno-optimists (such as those contributing to Fei Fang et al.’s (2019) edited volume Artificial Intelligence and Conservation) and (...)
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  42. Synthetic Vision in Virtual Reality Documentaries.Jihoon Kim - 2021 - Film-Philosophy 25 (3):321-345.
    Based on a nuanced understanding of immersion and sense of presence as two key aesthetic effects that the application of virtual reality to cinema is believed to innovate, this paper develops the concept of synthetic vision as fundamental to understanding the visual experience of VR media, particularly VR documentaries. The concept contends that viewers’ experience in VR is based on two visions that seemingly contradict each other: first, a disembodied vision that transports them to a simulated world, and second, an (...)
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  43. Virtually Together: Developing a Local Social Network for Neighborhoods.Konstantinos Koskinas, Georgios Vagias, Dimitris Karras, Athina Papadopoulou, Nikolaos Sfakianos & Maria Koletsi - 2021 - Bulletin of Science, Technology and Society 41 (1):10-19.
    The paper presents the main preliminary findings of GEITONIA research project (Growing and Enabling of Information Technologies for Online Neighborhoods: Implications and Applications). Focusing on the development of a local social network for neighborhoods of Nea Smyrni community in Attica (Greece), the main results of an exploratory mixed methods research study, are discussed. The local social network is a non-commercial social medium that operates as a mobile application. Residents of the local community will have the opportunity to use the application (...)
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  44. 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 et al.’s ethical (...)
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  45. African Ethics and Online Communities: An Argument for a Virtual Communitarianism.Stephen Nkansah Morgan & Beatrice Okyere-Manu - 2021 - Filosofia Theoretica: Journal of African Philosophy, Culture and Religions 10 (3):103-118.
    A virtual community is generally described as a group of people with shared interests, ideas, and goals in a particular digital group or virtual platform. Virtual communities have become ubiquitous in recent times, and almost everyone belongs to one or multiple virtual communities. The onset of the COVID-19 pandemic, with its associated national lockdowns, has made virtual communities more essential and a necessary part of our daily lives, whether for work and business, educational purposes or keeping in touch with friends (...)
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  46. An ethical code for commercial VR/AR applications.Erick Jose Ramirez, Jocelyn Tan, Miles Elliott, Mohit Gandhi & Lia Petronio - 2021 - In N. Shaghaghi, F. Lamberti, B. Beams, R. Shariatmadari & A. Amer, Intelligent Technologies for Interactive Entertainment. Springer.
    The commercial VR/AR marketplace is gaining ground and is becoming an ever larger and more significant component of the global economy. While much attention has been paid to the commercial promise of VR/AR, comparatively little attention has been given to the ethical issues that VR/AR technologies introduce. We here examine existing codes of ethics proposed by the ACM and IEEE and apply them to the unique ethical facets that VR/AR introduces. We propose a VR/AR code of ethics for developers and (...)
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  47. 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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  48. Harm, Consent, and Virtual Selves in Full-Body Ownership Illusions: Real Concerns for Immersive Virtual Reality Therapies.Maria Botero & Elise Whatley - 2020 - Cambridge Quarterly of Healthcare Ethics 29 (4):585-591.
    This paper analyzes in the use of virtual reality when used to induce full-body ownership in violent offenders in order to elicit empathetic feelings by allowing them to embody the virtual body of a victim of domestic abuse. The authors explore potentially harmful effects to individuals participating in this kind of therapy and question whether consent is fully informed. The paper concludes with guidelines for ethical research and rehabilitation using this innovative technology.
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  49. Virtual competitions and the gamer’s dilemma.Karim Nader - 2020 - Ethics and Information Technology 22 (3):239-245.
    This paper expands Rami Ali’s dissolution of the gamer’s dilemma (Ethics Inf Technol 17:267-274, 2015). Morgan Luck’s gamer’s dilemma (Ethics Inf Technol 11(1):31-36, 2009) rests on our having diverging intuition when considering virtual murder and virtual child molestation in video games. Virtual murder is seemingly permissible, when virtual child molestation is not and there is no obvious morally relevant difference between the two. Ali argues that virtual murder and virtual child molestation are equally permissible/impermissible when considered under different modes of (...)
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  50. How to (dis)solve the Gamer’s Dilemma.Erick Jose Ramirez - 2020 - Ethical Theory and Moral Practice (1):1-21.
    The Gamer's Dilemma challenges us to find a distinction between virtual murder and virtual pedophilia. Without such a distinction, we are forced to conclude that either both are morally acceptable or that both should be morally illicit. This paper argues that the best way to solve the dilemma is, in one sense, to dissolve it. The Gamer's Dilemma rests on a misunderstanding in the sense that it does not distinguish between the form of a simulation and its surface content. A (...)
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