45,013 research outputs found

    Real Virtuality: A Code of Ethical Conduct. Recommendations for Good Scientific Practice and the Consumers of VR-Technology

    Get PDF
    The goal of this article is to present a first list of ethical concerns that may arise from research and personal use of virtual reality (VR) and related technology, and to offer concrete recommendations for minimizing those risks. Many of the recommendations call for focused research initiatives. In the first part of the article, we discuss the relevant evidence from psychology that motivates our concerns. In Section “Plasticity in the Human Mind,” we cover some of the main results suggesting that one’s environment can influence one’s psychological states, as well as recent work on inducing illusions of embodiment. Then, in Section “Illusions of Embodiment and Their Lasting Effect,” we go on to discuss recent evidence indicating that immersion in VR can have psychological effects that last after leaving the virtual environment. In the second part of the article, we turn to the risks and recommendations. We begin, in Section “The Research Ethics of VR,” with the research ethics of VR, covering six main topics: the limits of experimental environments, informed consent, clinical risks, dual-use, online research, and a general point about the limitations of a code of conduct for research. Then, in Section “Risks for Individuals and Society,” we turn to the risks of VR for the general public, covering four main topics: long-term immersion, neglect of the social and physical environment, risky content, and privacy. We offer concrete recommendations for each of these 10 topics, summarized in Table 1

    When Windmills Turn Into Giants: The Conundrum of Virtual Places

    Get PDF
    While many papers may claim that virtual environments have much to gain from architectural and urban planning theory, few seem to specify in any verifiable or falsifiable way, how notions of place and interaction are best combined and developed for specific needs. The following is an attempt to summarize a theory of place for virtual environments and explain both the shortcomings and the advantages of this theory

    Lost in the socially extended mind: Genuine intersubjectivity and disturbed self-other demarcation in schizophrenia

    Get PDF
    Much of the characteristic symptomatology of schizophrenia can be understood as resulting from a pervasive sense of disembodiment. The body is experienced as an external machine that needs to be controlled with explicit intentional commands, which in turn leads to severe difficulties in interacting with the world in a fluid and intuitive manner. In consequence, there is a characteristic dissociality: Others become problems to be solved by intellectual effort and no longer present opportunities for spontaneous interpersonal alignment. This dissociality goes hand in hand with a progressive loss of the socially extended mind, which normally affords opportunities for co-regulation of cognitive and affective processes. However, at times people with schizophrenia report that they are confronted by the opposite of this dissociality, namely an unusual fluidity of the self-other boundary as expressed in experiences of ambiguous body boundaries, intrusions, and even merging with others. Here the person has not lost access to the socially extended mind but has instead become lost in it, possibly due to a weakened sense of self. We argue that this neglected aspect of schizophrenic social dysfunction can be usefully approached via the concept of genuine intersubjectivity: We normally participate in a shared experience with another person by implicitly co-regulating how our interaction unfolds. This co-regulation integrates our respective experience’s dynamical bases into one interpersonal process and gives the interaction an ambiguous second-person character. The upshot is that reports of abnormal self-other fluidity are not indicative of hallucinations without any basis in reality, but of a heightened sensitivity and vulnerability to processes of interpersonal alignment and mutual incorporation that form the normal basis of social life. We conclude by discussing implications of this view for both the science of consciousness as well as approaches to intervention and therapy

    MINDtouch embodied ephemeral transference: Mobile media performance research

    Get PDF
    This is the post-print version of the final published article that is available from the link below. Copyright @ Intellect Ltd 2011.The aim of the author's media art research has been to uncover any new understandings of the sensations of liveness and presence that may emerge in participatory networked performance, using mobile phones and physiological wearable devices. To practically investigate these concepts, a mobile media performance series was created, called MINDtouch. The MINDtouch project proposed that the mobile videophone become a new way to communicate non-verbally, visually and sensually across space. It explored notions of ephemeral transference, distance collaboration and participant as performer to study presence and liveness emerging from the use of wireless mobile technologies within real-time, mobile performance contexts. Through participation by in-person and remote interactors, creating mobile video-streamed mixes, the project interweaves and embodies a daisy chain of technologies through the network space. As part of a practice-based Ph.D. research conducted at the SMARTlab Digital Media Institute at the University of East London, MINDtouch has been under the direction of Professor Lizbeth Goodman and sponsored by BBC R&D. The aim of this article is to discuss the project research, conducted and recently completed for submission, in terms of the technical and aesthetic developments from 2008 to present, as well as the final phase of staging the events from July 2009 to February 2010. This piece builds on the article (Baker 2008) which focused on the outcomes of phase 1 of the research project and initial developments in phase 2. The outcomes from phase 2 and 3 of the project are discussed in this article

    Wanna Play? Dries Verhoeven and the Limits of Non-Professional Performance

    Get PDF
    In October 2014, Berlin’s Hebbel am Ufer (HAU)—one of Germany’s most influential performance venues, programming and often co-producing work by artists such as Rimini Protokoll, Jérôme Bel, Meg Stuart and Gob Squad—opened its new season with a festival called Treffpunkte (meeting points).1 Conceptually, the month-long festival was located at the intersection of some of the major trends in contemporary Western theatre and performance, particularly the interest ‘in curating intimacy in public’ (Walsh 2014: 57; Read 2008), the renegotiation of theatre’s place in the public sphere (Balme 2014; Haedicke 2013) and the relation of socially engaged performance, in the broadest sense, to late global capitalism (Jackson 2011; Harvie 2013). Its explicit aim was to explore, through the means of performance, ‘the status of the private in the public sphere’ (den Status des Privaten in der öffentlichen Sphäre) and to find out whether ‘intimacy’ (Intimität)—equated with an authentic ‘communication between people’ (Kommunikation zwischen Menschen)—was still possible ‘in an age where the public space has been entirely pervaded by market conformity’ (im Zeitalter der totalen Durchdringung des öffentlichen Raumes durch das Marktförmige) (Vanackere 2014: 2).

    Embodied Metaphors and Creative “Acts”

    Get PDF
    Creativity is a highly sought after skill. To inspire people’s creativity, prescriptive advice in the form of metaphors abound: We are encouraged to think outside the box, to consider the problem on one hand, then on the other hand, and to put two and two together to achieve creative breakthroughs. These metaphors suggest a connection between concrete bodily experiences and creative cognition. Inspired by recent advances on body-mind linkages under the emerging vernacular of embodied cognition, we explored for the first time whether enacting metaphors for creativity enhances creative problem-solving. In five studies, findings revealed that both physically and psychologically embodying creative metaphors promote fluency, flexibility, and/or originality in problem-solving. Going beyond prior research that focused primarily on the kind of embodiment that primes preexisting knowledge, we provide the first evidence that embodiment can also activate cognitive processes conducive for generating previously unknown ideas and connections

    Breaching bodily boundaries: posthuman (dis)embodiment and ecstatic speech in lip-synch performances by boychild

    Get PDF
    Employing a sci-fi inspired aesthetic, queer, black, trans artist, boychild presents audiences with a future vision of human embodiment. Strobe lighting makes her appear fragmented or as if she were a hologram. An electronic light flickers behind her teeth. Her eyes are obscured by whited-out contact lenses. boychild’s is a body interfaced with technology. She is imaged as non-human, cyborgian. Whilst boychild considers her onstage persona to be female, her body reads ambiguously. Transgressing demarcations between the supposedly polarised categories of organic/machine, male/female, the queer form of embodiment she presents is posthuman. Implementing the theoretical principles of Rosi Braidotti’s anti-humanist concept of the posthuman and Donna Haraway’s cyborg politics, I argue that boychild’s engagement with the posthuman does not end with aesthetics, rather it extends to the plotting of a posthuman politics, posing a radical challenge to heteronormative body politics. Theorising boychild’s lip-synch performances, I argue for her style of performance as a technologised form of ventriloquism, as she ‘speaks’ with the voice of another or the voice of another speaks through her. Using Mladen Dolar’s and Slavoj ĆœiĆŸek’s psychoanalytical philosophies in conjunction with Steven Connor’s literature on ventriloquism, I unpick the intricacies of presence and power inherent to her ‘voice’ and indicate its broader political implications

    Embodying Compassion in Virtual Reality using Celebrity Avatars

    Get PDF
    OBJECTIVE: The study aimed to investigate the use of a virtual reality paradigm in facilitating self-compassion for self-critical people, embodied in compassionate or uncompassionate celebrity avatars. Specifically, the study explored if this intervention could help reduce people’s self-criticism, negative affect and fears of compassion and increase self-compassion, motivation to act compassionately and positive affect. It was predicted that embodying the avatar of a compassionate celebrity would trigger the proteus effect and thus enhance the positive outcomes of the intervention. METHOD: Forty-eight participants who scored highly on a measure of self-criticism were randomly assigned to embody either a celebrity they perceived as highly compassionate or uncompassionate. They were given psycho-educational material concerning compassion and were supported to write a compassionate script. Participants then engaged in a virtual reality scenario where, embodied as a celebrity, they gave compassion to a distressed child before a recording of this compassion was played back to them whilst re-embodied as the child. All participants completed measures of compassion, self-criticism and positive and negative affect before and after the virtual reality intervention. RESULTS: Following the intervention, participants in both conditions reported significantly reduced fears of compassion and self-criticism and significantly increased self-compassion, self-reassurance and motivation to be compassionate to themselves and others. Contrary to predictions, there was no significant difference in outcomes between participants who embodied a compassionate or uncompassionate celebrity. There was no significant change in positive and negative affect following the intervention however an insecure attachment style was predictive of experiencing less relaxed and safe/warm emotions following the compassionate scenario. CONCLUSION: The study provides promising results for the application of a virtual reality intervention in helping self-critical people cultivate compassion for themselves and reduce their fears of compassion. This area of research however is in its infancy and further studies investigating the longer-term use of the intervention in clinical populations is important. Researchers and clinicians should hold in mind that for people with attachment difficulties, the use of VR in this context should be proceeded with additional support and sensitivity. The findings suggest that the identity of the embodied avatar (compassionate or not) does not impact the positive outcomes of this intervention. Possible explanations for failure to evidence the proteus effect are discussed
    • 

    corecore