scholarly journals Virtual Realism: Really Realism or only Virtually so? A Comment on D. J. Chalmers’s Petrus Hispanus Lectures

Disputatio ◽  
2019 ◽  
Vol 11 (55) ◽  
pp. 297-331
Author(s):  
Claus Beisbart

AbstractWhat is the status of a cat in a virtual reality environment? Is it a real object? Or part of a fiction? Virtual realism, as defended by D. J. Chalmers, takes it to be a virtual object that really exists, that has properties and is involved in real events. His preferred specification of virtual realism identifies the cat with a digital object. The project of this paper is to use a comparison between virtual reality environments and scientific computer simulations to critically engage with Chalmers’s position. I first argue that, if it is sound, his virtual realism should also be applied to objects that figure in scientific computer simulations, e.g. to simulated galaxies. This leads to a slippery slope because it implies an unreasonable proliferation of digital objects. A philosophical analysis of scientific computer simulations suggests an alternative picture: The cat and the galaxies are parts of fictional models for which the computer provides model descriptions. This result motivates a deeper analysis of the way in which Chalmers builds up his realism. I argue that he buys realism too cheap. For instance, he does not really specify what virtual objects are supposed to be. As a result, rhetoric aside, his virtual realism isn’t far from a sort of fictionalism.

Electronics ◽  
2021 ◽  
Vol 10 (9) ◽  
pp. 1069
Author(s):  
Deyby Huamanchahua ◽  
Adriana Vargas-Martinez ◽  
Ricardo Ramirez-Mendoza

Exoskeletons are an external structural mechanism with joints and links that work in tandem with the user, which increases, reinforces, or restores human performance. Virtual Reality can be used to produce environments, in which the intensity of practice and feedback on performance can be manipulated to provide tailored motor training. Will it be possible to combine both technologies and have them synchronized to reach better performance? This paper consists of the kinematics analysis for the position and orientation synchronization between an n DoF upper-limb exoskeleton pose and a projected object in an immersive virtual reality environment using a VR headset. To achieve this goal, the exoskeletal mechanism is analyzed using Euler angles and the Pieper technique to obtain the equations that lead to its orientation, forward, and inverse kinematic models. This paper extends the author’s previous work by using an early stage upper-limb exoskeleton prototype for the synchronization process.


2011 ◽  
Vol 10 (3) ◽  
pp. 51-60
Author(s):  
Brahim Nini

This work deals with the virtual manipulation of a real object through its images. The results presented in this paper give a movie-based solution to the simulation process. We show how the simulation of infinite virtual views of a moving object can be reached using a finite number of object's taken images stored in an organized way. The basis of this solution is an analytical geometry-based method that links explicit applied user's actions, resulting in an object's views change, and images that match the best such views. This paper presents an overall solution for these three intertwined parts of the virtual manipulation that involves six degrees of freedom. Hence, a user is able to freely manipulate a virtual object in a scene in whatever manner s/he likes. In this case, the actions are transformed into rotations and/or translations which lead to some changes in object's appearance, both covered by two viewing features: zoom and/or rotations


Disputatio ◽  
2017 ◽  
Vol 9 (46) ◽  
pp. 309-352 ◽  
Author(s):  
David J. Chalmers

Abstract I argue that virtual reality is a sort of genuine reality. In particular, I argue for virtual digitalism, on which virtual objects are real digital objects, and against virtual fictionalism, on which virtual objects are fictional objects. I also argue that perception in virtual reality need not be illusory, and that life in virtual worlds can have roughly the same sort of value as life in non-virtual worlds.


Author(s):  
Mario Covarrubias ◽  
Michele Antolini ◽  
Monica Bordegoni ◽  
Umberto Cugini

This paper describes a multimodal system whose aim is to replicate in a virtual reality environment some typical operations performed by professional designers with real splines laid over the surface of a physical prototype of an aesthetic product, in order to better evaluate the characteristics of the shape they are creating. The system described is able not only to haptically render a continuous contact along a curve, by means of a servo controlled haptic strip, but also to allow the user to modify the shape applying force directly on the haptic device. The haptic strip is able to bend and twist in order to better approximate the portion of the surface of the virtual object over which the strip is laying. This device is 600mm long and is controlled by 11 digital servos for the control of the shape (6 for bending and 5 for twisting) and by two MOOG-FCS HapticMaster devices and two additional digital servos for 6-DOF positioning. We have developed additional input devices, which have been integrated with the haptic strip, which consist of two force sensitive handles positioned at the extremities of the strip, and a capacitive linear touch sensor placed along the surface of the strip, and four buttons. These devices are used to interact with the system, to select menu options, and to apply deformations to the virtual object. The paper describes the interaction modalities and the developed user interface, the applied methodologies, the achieved results and the conclusions elicited from the user tests.


2011 ◽  
Vol 2 (1) ◽  
pp. 29-54 ◽  
Author(s):  
Claus Pias

"Der Aufsatz plädiert dafür, die Geschichte der wissenschaftlichen Computersimulation auf eine spezifisch medienhistorische Weise zu untersuchen. Nach einigen Vorschlägen zur Charakterisierung der Besonderheiten von Computersimulationen werden zwei Beispiele interpretiert (Management-Simulationen der 1960er und verkehrstechnische bzw. epidemiologische Simulationen der 1990er). Daraus leiten sich Fragen nach dem veränderten Status wissenschaftlichen Wissens, nach der Genese wissenschaftstheoretischer Konzepte und nach wissenschaftskritischen Optionen ab. </br></br>The paper suggests to analyze the history of scientific computer simulations with respect to the history of media. After presenting some ideas concerning the peculiarities of computer simulation, two examples (management simulations of the 1960s; traffic-related and epistemological simulations of the 1990s) are interpreted. From them, further questions concerning the status of scientific knowledge, the genesis of epistemological concepts and their critique are derived. "


2018 ◽  
Vol 13 (1) ◽  
pp. 1-14
Author(s):  
Angela P. Murillo ◽  
Lydia Spotts ◽  
Andrea Copeland ◽  
Ayoung Yoon ◽  
Zebulun M Wood

The complexity of preserving virtual reality environments combines the challenges of preserving singular digital objects, the relationships among those objects, and the processes involved in creating those relationships. A case study involving the preservation of the Virtual Bethel environment is presented. This case is active and ongoing. The paper provides a brief history of the Bethel AME Church of Indianapolis and its importance, then describes the unique preservation challenges of the Virtual Bethel project, and finally provides guidance and preservation recommendations for Virtual Bethel, using the National Digital Stewardship Alliance Levels of Preservation. Discussion of limitations of the guidance and recommendations follow.


Author(s):  
Jordán Pascual Espada ◽  
Oscar Sanjuán Martínez ◽  
B. Cristina Pelayo García-Bustelo ◽  
Juan Manuel Cueva Lovelle ◽  
Patricia Ordóñez de Pablos

This chapter proposes architecture to unify the development and use of virtual objects. As technology advances more and more “objects” began to appear in digital format, examples include: books, event tickets, airline tickets, agendas, etc electronic purses. These digital objects do not follow a standard format or recommendations since there are no mechanism that allows for treating them in a general way, storing and sharing or being processed by other applications that do not know their format. Based on the problems identified in this document, a proposal is detailed in search for a single structure and for the construction of any virtual object.


Disputatio ◽  
2019 ◽  
Vol 11 (55) ◽  
pp. 333-343 ◽  
Author(s):  
Jesper Juul

AbstractAre virtual objects real? I will claim that the question sets us up for the wrong type of conclusion: Chalmers (2017) argues that a virtual calculator (like other entities) is a real calculator when it is “organizationally invariant” with its non-virtual counterpart—when it performs calculation. However, virtual reality and games are defined by the fact that they always selectively implement their source material. Even the most detailed virtual car will still have an infinite range of details which are missing (gas, engines, pistons, fuel, chemical reactions, molecules, atoms). This means that even the most detailed virtual object will still have fictional aspects. Rather than argue that virtual objects are, or aren’t, real, it is preferable to think of overlaps and continuities between the fictional and the real, where even the most painstakingly detailed virtual reality implementation of a non-virtual object is still art: a human process of selection and interpretation. Virtual reality should therefore not be philosophically understood just as a technological implementation on a trajectory to perfection, but as a cultural artifact which derives its value in part from its simplification and difference from its source material.


Disputatio ◽  
2019 ◽  
Vol 11 (55) ◽  
pp. 291-296
Author(s):  
Ricardo Santos ◽  
David Yates

AbstractIn June 2016, David Chalmers delivered the Petrus Hispanus Lectures at the LanCog research group, University of Lisbon, on the subject of objects, properties, and perception in virtual reality environments. The paper resulting from these lectures was subsequently published in Disputatio as “The Virtual and the Real” (vol. IX, 2017, No. 46, pp. 309–52). In it, Chalmers defends virtual realism, according to which virtual objects are bona fide digital objects with virtual counterparts of perceptible properties such as colour and shape, and perception in virtual reality environments is typically veridical rather than illusory. This special issue collects responses to Chalmers due to Claus Beisbart, Jesper Juul, Peter Ludlow, Neil McDonnell and Nathan Wildman, Alyssa Ney, Eric Schwitzgebel, and Marc Silcox; together with a detailed response by Chalmers to each paper.You can read the target article (Chalmers 2017, “The Virtual and the Real”) under discussion in this Special Issue here: https://content.sciendo.com/view/journals/disp/9/46/article-p309.xml


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