Intended to inform, provoke and delight, this book explores the ideas of embodiment, knowledge, space, virtue and virtuality to address fundamental questions about technology and human presence.
A denunciation of the credentialed elite class that serves capitalism while insisting on its own progressive heroism Professional Managerial Class (PMC) elite workers labor in a world of performative identity and virtue signaling, publicizing an ability to do ordinary things in fundamentally superior ways. Author Catherine Liu shows how the PMC stands in the way of social justice and economic redistribution by promoting meritocracy, philanthropy, and other self-serving operations to abet an individualist path to a better world. Virtue Hoarders is an unapologetically polemical call to reject making a virtue out of taste and consumption habits. Forerunners: Ideas First is a thought-in-process series of breakthrough digital publications. Written between fresh ideas and finished books, Forerunners draws on scholarly work initiated in notable blogs, social media, conference plenaries, journal articles, and the synergy of academic exchange. This is gray literature publishing: where intense thinking, change, and speculation take place in scholarship.
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.
Video game spaces have vastly expanded the built environment, offering new worlds to explore and inhabit. Like buildings, cities, and gardens before them, these virtual environments express meaning and communicate ideas and affects through the spatial experiences they afford. Drawing on the emerging field of embodied cognition, this book explores the dynamic interplay between mind, body, and environment that sits at the heart of spatial communication. To capture the wide diversity of forms that spatial expression can take, the book builds a comparative analysis of twelve video games across four types of space, spanning ones designed for exploration and inhabitation, kinetic enjoyment, enacting a situated role, and enhancing perception. Together, these diverse virtual environments suggest the many ways that video games enhance and extend our embodied lives.
In this book we explore the wide range of moral issues that apply to digital game play from a multidisciplinary perspective. The book features contributions from scholars who evaluate the debate on violent games from a cultural, philosophical and theological point of view. From the perspective of media psychology, the attraction of virtual violence is examined, in addition to the cognitive process underlying amoral gaming activities, such as taboo violation and cheating. Case studies include analyses of survival horror grames and World War II games, and focus on specific titles, such as "Fallout 3", "Heavy Rain", "Grand Theft Auto IV" and "America's army".
Virtual Worlds and E-Commerce: Technologies and Applications for Building Customer Relationships presents various opinions, judgments, and ideas on how the use of digitally created worlds is changing the face of e-commerce and extending the use of internet technologies to create a more immersive experience for customers. Containing current research on various aspects of the use of virtual worlds, this book includes a discussion of the elements of virtual worlds; the evolution of e-commerce to virtual commerce (v-commerce); the convergence of online games and virtual worlds; current examples of virtual worlds in use by various businesses, the military, and educational institutions; the economics of virtual worlds: discussions on legal, security and technological issues facing virtual worlds; a review of some human factor issues in virtual worlds; and the future of virtual worlds and e-commerce.
This text provides a comprehensive treatment of virtual world design from one of its pioneers. It covers everything from MUDs to MOOs to MMORPGs, from text-based to graphical VWs.
Featuring new essays by such prominent cultural theorists as Tony Bennett, Homi Bhabha, Donna Haraway, bell hooks, Constance Penley, Janice Radway, Andrew Ross, and Cornel West, Cultural Studies offers numerous specific cultural analyses while simultaneously defining and debating the common body of assumptions, questions, and concerns that have helped create the field.
Focused on mapping out contemporary and future domains in philosophy of technology, this volume serves as an excellent, forward-looking resource in the field and in cognate areas of study. The 32 chapters, all of them appearing in print here for the first time, were written by both established scholars and fresh voices. They cover topics ranging from data discrimination and engineering design, to art and technology, space junk, and beyond. Spaces for the Future: A Companion to Philosophy of Technology is structured in six parts: (1) Ethical Space and Experience; (2) Political Space and Agency; (3) Virtual Space and Property; (4) Personal Space and Design; (5) Inner Space and Environment; and (6) Outer Space and Imagination. The organization maps out current and emerging spaces of activity in the field and anticipates the big issues that we soon will face.
Virtual reality is the next frontier of communication. As technology exponentially evolves, so do the ways in which humans interact and depend upon it. It only follows that to educate and stimulate the next generation of industry leaders, one must use the most innovative tools available. By coupling education with the most immersive technology available, teachers may inspire students in exciting new ways. Emerging Tools and Applications of Virtual Reality in Education explores the potential and practical uses of virtual reality in classrooms with a focus on pedagogical and instructional outcomes and strategies. This title features current experiments in the use of augmented reality in teaching and highlights the effects it had on students. The authors also illustrate the use of technology in teaching the humanities, as students well-rounded in the fields of technology and communication are covetable in the workforce. This book will inspire educators, administrators, librarians, students of education, and virtual reality software developers to push the limits of their craft.