Consensual Illusion: The Mind in Virtual Reality


Book Description

This book is inspired by the contemporary fascination with virtual reality and growing presence of this type of technology in everyday life. It explores the ways in which virtual reality evokes illusory transformation responses. The power of virtual reality is in making the mediation by technology in these experiences appear irrelevant to cognitive processes, so much so that it is often assumed that skills acquired in virtual environments are generally transferable to the physical world. However, cognition is affected by virtual reality technology, which is reflected in issues related to virtual embodiment, choice of spatial strategies, differences in neural and electrophysiological patterns associated with movement processing when navigating virtual vs. physical environments, and, at least to some extent, in virtual proxemics. In addition to spatial cognition, the book explores the sense of self in virtual reality, social interaction and virtual togetherness, action and motor cognition, calling to mind debates from philosophy, psychology, and cognitive neuroscience.







The Self and its Disorders


Book Description

Shaun Gallagher offers an account of psychopathologies as disorders of the self. The Self and its Disorders develops an interdisciplinary approach to an 'integrative' perspective in psychiatry. In contrast to some integrative approaches that focus on narrow brain-based conceptions, or on symptomology, this book takes its bearings from embodied and enactive conceptions of human experience. Gallagher offers an understanding of the self as a pattern of processes that include bodily, experiential, affective, cognitive, intersubjective, narrative, ecological and normative factors. He provides a philosophical analysis of the notion of self-pattern; then, drawing on phenomenological, developmental, clinical and experimental evidence, he proposes a method to study the effects of psychopathologies on the self-pattern. The book includes specific discussions of schizophrenia, anxiety disorders, depression, borderline personality disorder, and autism, among other disorders, as well as the effects of torture and solitary confinement. It also explores a variety of issues that relate to therapeutic approaches, including deep brain stimulation, meditation-based interventions, and the use of artificial intelligence and virtual reality.




The Root of All Evil


Book Description




Augmented Dreams


Book Description

It is the year 2048 and information has seeped into all the nooks and crannies of the world from layers of useful augmentations to vast virtual game worlds. Most people now access this web of information directly through nano built neural implants. Many of the advanced AI left after the Great Purge are now under the control of the military and powerful corporations. A few though are still free, hiding in the virtual game worlds of the Web. *The newly edited version went live in September. Replacement copies are available upon request. ---------------------------------------------------------- Ben, a nature friendly virtual artist (world-weaver) and dream researcher follows a trail of darkness on an odyssey through different worlds of cyberspace to find a virtual art thief. Gordon, an MRI researcher, technophile and part time AI hunter seeks a cure for a mysterious web based sleeping sickness spreading throughout the population. Daniel, a recluse poet and Luddite struggles with having to use medical nanotechnology to cure his cancer but what he finds in the unconscious foundations of his biology is nothing less than a revelation that will change everything Augmented Dreams is an allegory of the modern mind (psyche) struggling to find balance between the roots of our ancestors and the modern world in a time of accelerating change. It is a palimpsest that takes place at the intersection between advanced technology, ancient myth, gaming and environmentalism. For more information: www.augmenteddreams.net




Understanding Virtual Reality


Book Description

This book provides critical commentary on key issues around virtual reality, using media technology as a tool to challenge perspectives for learning and understanding cultural diversities. With a focus on empathy, embodiment and ethics, the book interrogates the use of immersive technologies for formal and informal educational contexts. Taking a critical approach to discourses around emerging technology and learning, the book presents the idea that a new literacy is emerging and an emphasis on media and technology is needed in the context of education to explore and experience cultural diversities. Employing a personal reflexive narrative, the chapters highlight key issues through research and interviews with leading practitioners in the field. Understanding Virtual Reality will be of great interest to academics and students interested in the effects of immersive realities on the education experience, and to anyone keen on exploring the paradigm shift from entertainment to education.




Sustainable Happiness


Book Description

Today’s greatest health challenges, the so-called diseases of civilization—depression, trauma, obesity, cancer—are now known in large part to reflect our inability to tame stress reflexes gone wild and to empower instead the peaceful, healing and sociable part of our nature that adapts us to civilized life. The same can be said of the economic challenges posed by the stress-reactive cycles of boom and bust, driven by addictive greed and compulsive panic. As current research opens up new horizons of stress-cessation, empathic intelligence, peak performance, and shared happiness, it has also encountered Asian methods of self-healing and interdependence more effective and teachable than any known in the West. Sustainable Happiness is the first book to make Asia’s most rigorous and complete system of contemplative living, hidden for centuries in Tibet, accessible to help us all on our shared journey towards sustainable well-being, altruism, inspiration and happiness.




Semiotic Flesh


Book Description

For much of the 20th century, an apparently solid conceptual wall allowed us to separate information and bodies. Information is that which exists between elements; bodies are the elements themselves. One is abstract the other corporeal. One is intricately involved in signs and syntax, the other in cells and organs. Yet in the last few decades, it has become increasingly clear that this conceptual wall leaks--bodies and information will not stay separate from one another. Data have become flesh just as flesh has become data. Semiotic Flesh marks an important contribution to the emerging field of information studies, providing multiple perspectives on the implications of burgeoning information technologies and biotechnologies. The essays and responses in this volume focus on the sites where flesh and information productively intermingle, including the strange connections between LSD and DNA research, the implications of computer-assisted surgery, and the role of the human body in virtual reality installations.




Data Made Flesh


Book Description

In an age of cloning, cyborgs, and biotechnology, the line between bodies and bytes seems to be disappearing. DataMade Flesh is the first collection to address the increasingly important links between information and embodiment, at a moment when we are routinely tempted, in the words of Donna Haraway, "to be raptured out of the bodies that matter in the lust for information," whether in the rush to complete the Human Genome Project or in the race to clone a human being.




Information Dynamics in Virtual Worlds


Book Description

Presents a broad examination of the nature of virtual worlds and the potential they provide in managing and expressing information practices through that medium, grounding information professionals and students of new media in the fundamental elements of virtual worlds and online gaming. The book details the practical issues in finding and using information in virtual environments and presents a general theory of librarianship as it relates to virtual gaming worlds. It is encompassed by a set of best practice methods that libraries can effectively execute in their own environments, meeting the needs of this new generation of library user, and explores ways in which information literacy can be approached in virtual worlds. Final chapters examine how conventional information evaluation skills work falls short in virtual worlds online. - Maps out areas of good practice and technique for information professionals and librarians serving in virtual communities - Provides a clear foundation with appropriate theory for understanding information in virtual worlds - Treats virtual worlds as 'real environments' and observes the behaviour of actors within them