Virtual Reality, Empathy and Ethics

Virtual Reality, Empathy and Ethics PDF Author: Matthew Cotton
Publisher: Springer Nature
ISBN: 3030729079
Category : Philosophy
Languages : en
Pages : 160

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Book Description
This book examines the ethics of virtual reality (VR) 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 and non-governmental organisations are using VR films, games and installations to stimulate user empathy to marginalised peoples through a combination of immersion, embodiment and persuasion. This book critically assesses the use of VR for empathy arousal and pro-social behaviour change, culminating in the development of a VR “ethical tool” – a device to facilitate reflective ethical judgement. Drawing upon the pragmatist philosophy of John Dewey, virtual reality is reshaped as “dramatic rehearsal”. This book explains how a combination of immersive environment-building, moral imagination, choice architecture and reflective engagement can stimulate a future-focused and empathic ethics for users of the technology.

Virtual Reality, Empathy and Ethics

Virtual Reality, Empathy and Ethics PDF Author: Matthew Cotton
Publisher: Springer Nature
ISBN: 3030729079
Category : Philosophy
Languages : en
Pages : 160

Get Book Here

Book Description
This book examines the ethics of virtual reality (VR) 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 and non-governmental organisations are using VR films, games and installations to stimulate user empathy to marginalised peoples through a combination of immersion, embodiment and persuasion. This book critically assesses the use of VR for empathy arousal and pro-social behaviour change, culminating in the development of a VR “ethical tool” – a device to facilitate reflective ethical judgement. Drawing upon the pragmatist philosophy of John Dewey, virtual reality is reshaped as “dramatic rehearsal”. This book explains how a combination of immersive environment-building, moral imagination, choice architecture and reflective engagement can stimulate a future-focused and empathic ethics for users of the technology.

The Ethics of Virtual and Augmented Reality

The Ethics of Virtual and Augmented Reality PDF Author: Erick Jose Ramirez
Publisher:
ISBN: 9781032181479
Category : PHILOSOPHY
Languages : en
Pages : 0

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Book Description
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.

Immersive Journalism as Storytelling

Immersive Journalism as Storytelling PDF Author: Turo Uskali
Publisher: Routledge
ISBN: 0429794959
Category : Social Science
Languages : en
Pages : 199

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Book Description
This book sets out cutting-edge new research and examines future prospects on 360-degree video, virtual reality (VR), and augmented reality (AR) in journalism, analyzing and discussing virtual world experiments from a range of perspectives. Featuring contributions from a diverse range of scholars, Immersive Journalism as Storytelling highlights both the opportunities and the challenges presented by this form of storytelling. The book discusses how immersive journalism has the potential to reach new audiences, change the way stories are told, and provide more interactivity within the news industry. Aside from generating deeper emotional reactions and global perspectives, the book demonstrates how it can also diversify and upskill the news industry. Further contributions address the challenges, examining how immersive storytelling calls for reassessing issues of journalism ethics and truthfulness, transparency, privacy, manipulation, and surveillance, and questioning what it means to cover reality when a story is told in virtual reality. Chapters are grounded in empirical data such as content analyses and expert interviews, alongside insightful case studies that discuss Euronews, Nonny de la Peña’s Project Syria, and The New York Times’ NYTVR application. This book is written for journalism teachers, educators, and students, as well as scholars, politicians, lawmakers, and citizens with an interest in emerging technologies for media practice. The Open Access version of this book, available at http://www.taylorfrancis.com/books/e/9780367713294, has been made available under a Creative Commons Attribution-Non Commercial-No Derivatives 4.0 license

Experience on Demand: What Virtual Reality Is, How It Works, and What It Can Do

Experience on Demand: What Virtual Reality Is, How It Works, and What It Can Do PDF Author: Jeremy Bailenson
Publisher: W. W. Norton & Company
ISBN: 0393253708
Category : Computers
Languages : en
Pages : 217

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Book Description
“If you want to understand the most immersive new communications medium to come along since cinema… I’d suggest starting with Mr. Bailenson’s [book].” —Wall Street Journal Virtual reality is able to effectively blur the line between reality and illusion, granting us access to any experience imaginable. These experiences, ones that the brain is convinced are real, will soon be available everywhere. In Experience on Demand, Jeremy Bailenson draws upon two decades spent researching the psychological effects of VR to help readers understand its upsides and possible downsides. He offers expert guidelines for interacting with VR, and describes the profound ways this technology can be put to use to hone our performance, help us recover from trauma, improve our learning, and even enhance our empathic and imaginative capacities so that we treat others and ourselves better.

Ethics in Online AI-Based Systems

Ethics in Online AI-Based Systems PDF Author: Santi Caballé
Publisher: Elsevier
ISBN: 0443188505
Category : Computers
Languages : en
Pages : 425

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Book Description
Recent technological advancements have deeply transformed society and the way people interact with each other. Instantaneous communication platforms have allowed connections with other people, forming global communities, and creating unprecedented opportunities in many sectors, making access to online resources more ubiquitous by reducing limitations imposed by geographical distance and temporal constrains. These technological developments bear ethically relevant consequences with their deployment, and legislations often lag behind such advancements. Because the appearance and deployment of these technologies happen much faster than legislative procedures, the way these technologies affect social interactions have profound ethical effects before any legislative regulation can be built, in order to prevent and mitigate those effects. Ethics in Online AI-Based Systems: Risks and Opportunities in Current Technological Trends features a series of reflections from experts in different fields on potential ethically relevant outcomes that upcoming technological advances could bring about in our society. Creating a space to explore the ethical relevance that technologies currently still under development could have constitutes an opportunity to better understand how these technologies could or should not be used in the future in order to maximize their ethically beneficial outcomes, while avoiding potential detrimental effects. Stimulating reflection and considerations with respect to the design, deployment and use of technology will help guide current and future technological advancements from an ethically informed position in order to ensure that, tomorrow, such advancements could contribute towards solving current global and social challenges that we, as a society, have today. This will not only be useful for researchers and professional engineers, but also for educators, policy makers, and ethicists. - Investigates how "intelligent" technological advances might be used, how they will affect social interactions, and what ethical consequences they might have for society - Identifies and reflects on questions that need to be asked before the design, deployment, and application of upcoming technological advancements, aiming to both prevent and mitigate potential risks, as well as to identify potentially ethically-beneficial opportunities - Recognizes the huge potential for ethically-relevant outcomes that technological advancements have, and take proactive steps to anticipate that they be designed from an ethically-informed position - Provides reflections that highlight the importance of the relationship between technology, their users and our society, thus encouraging informed design and educational and legislative approaches that take this relationship into account

The Moral Dimensions of Empathy

The Moral Dimensions of Empathy PDF Author: J. Oxley
Publisher: Springer
ISBN: 0230347800
Category : Philosophy
Languages : en
Pages : 213

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Book Description
Does empathy help us to be moral? The author argues that empathy is often instrumental to meeting the demands of morality as defined by various ethical theories. This multi-faceted work links psychological research on empathy with ethical theory and contemporary trends in moral education.

We the Gamers

We the Gamers PDF Author: Karen Schrier
Publisher: Oxford University Press
ISBN: 0190926139
Category : Games & Activities
Languages : en
Pages : 224

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Book Description
Distrust. Division. Disparity. Is our world in disrepair? Ethics and civics have always mattered, but perhaps they matter now more than ever before. Recently, with the rise of online teaching and movements like #PlayApartTogether, games have become increasingly acknowledged as platforms for civic deliberation and value sharing. We the Gamers explores these possibilities by examining how we connect, communicate, analyze, and discover when we play games. Combining research-based perspectives and current examples, this volume shows how games can be used in ethics, civics, and social studies education to inspire learning, critical thinking, and civic change. We the Gamers introduces and explores various educational frameworks through a range of games and interactive experiences including board and card games, online games, virtual reality and augmented reality games, and digital games like Minecraft, Executive Command, Keep Talking and Nobody Explodes, Fortnite, When Rivers Were Trails, Politicraft, Quandary, and Animal Crossing: New Horizons. The book systematically evaluates the types of skills, concepts, and knowledge needed for civic and ethical engagement, and details how games can foster these skills in classrooms, remote learning environments, and other educational settings. We the Gamers also explores the obstacles to learning with games and how to overcome those obstacles by encouraging equity and inclusion, care and compassion, and fairness and justice. Featuring helpful tips and case studies, We the Gamers shows teachers the strengths and limitations of games in helping students connect with civics and ethics, and imagines how we might repair and remake our world through gaming, together.

Narrative Absorption

Narrative Absorption PDF Author: Frank Hakemulder
Publisher: John Benjamins Publishing Company
ISBN: 9027265135
Category : Language Arts & Disciplines
Languages : en
Pages : 331

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Book Description
Narrative Absorption brings together research from the social sciences and Humanities to solve a number of mysteries: Most of us will have had those moments, of being totally absorbed in a book, a movie, or computer game. Typically we do not have any idea about how we ended up in such a state. Nor do we fully realize how we might have changed as we return for the fictional worlds we have visited. The feeling of being absorbed is one of the most illusive and transient feelings, but also one that motivates audiences to spend considerable amounts of time in narrative worlds, and one that is central to our understanding of the effects of narratives on beliefs and behavior. Key specialists inform the reader of this book about the nature of the peculiar state of consciousness during episodes of absorption, the perception of absorption in history, the role of absorption in meaningful experiences with narratives, the relation with related phenomena such as suspense and identification, issues of measurement, and the practical implications, for instance in education-entertainment. Various fields have worked separately on topics of absorption, albeit using different terminology and methods, but having reached a high level of development and complexity in understanding absorption. Now is the time to bring them together. This volume will be a point of reference for years to come.

The Palgrave Handbook of the Philosophy of Film and Motion Pictures

The Palgrave Handbook of the Philosophy of Film and Motion Pictures PDF Author: Noël Carroll
Publisher: Springer Nature
ISBN: 3030196011
Category : Philosophy
Languages : en
Pages : 1047

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Book Description
This handbook brings together essays in the philosophy of film and motion pictures from authorities across the spectrum. It boasts contributions from philosophers and film theorists alike, with many essays employing pluralist approaches to this interdisciplinary subject. Core areas treated include film ontology, film structure, psychology, authorship, narrative, and viewer emotion. Emerging areas of interest, including virtual reality, video games, and nonfictional and autobiographical film also have dedicated chapters. Other areas of focus include the film medium’s intersection with contemporary social issues, film’s kinship to other art forms, and the influence of historically seminal schools of thought in the philosophy of film. Of emphasis in many of the essays is the relationship and overlap of analytic and continental perspectives in this subject.

Ethical Considerations of Virtual Reality in the College Classroom

Ethical Considerations of Virtual Reality in the College Classroom PDF Author: Melody Bowdon
Publisher: Taylor & Francis
ISBN: 1003829279
Category : Education
Languages : en
Pages : 343

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Book Description
Ethical Considerations of Virtual Reality in the College Classroom collects case studies that address both pedagogical and ethical foundations of extended reality tools in postsecondary learning environments across disciplines. With today’s institutional programs and faculty leveraging cutting-edge virtual, augmented, and mixed reality opportunities to teach and promote achievement goals, it is imperative that new research into these technologies speaks directly to their challenges and affordances within broad academic settings. This book showcases real-world examples of faculty members who chronicle and develop their use of VR tools across learning contexts and student populations by creating their own digital experiences, adapting open-source tools, integrating commercial products, amplifying crucial course content, analyzing outcomes data, and more. Nontechnical readers will come away with a new understanding of key terms and concepts associated with virtual reality and essential heuristics for evaluating the ethical implications of immersive approaches.