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İçerik Collège de France tarafından sağlanmıştır. Bölümler, grafikler ve podcast açıklamaları dahil tüm podcast içeriği doğrudan Collège de France veya podcast platform ortağı tarafından yüklenir ve sağlanır. Birinin telif hakkıyla korunan çalışmanızı izniniz olmadan kullandığını düşünüyorsanız burada https://tr.player.fm/legal özetlenen süreci takip edebilirsiniz.
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Colloque - Virtual and Augmented Realities: Epistemological and Metaphysical Issues : On the Limits of Successful Virtualization

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İçerik Collège de France tarafından sağlanmıştır. Bölümler, grafikler ve podcast açıklamaları dahil tüm podcast içeriği doğrudan Collège de France veya podcast platform ortağı tarafından yüklenir ve sağlanır. Birinin telif hakkıyla korunan çalışmanızı izniniz olmadan kullandığını düşünüyorsanız burada https://tr.player.fm/legal özetlenen süreci takip edebilirsiniz.

Claudine Tiercelin

Métaphysique et philosophie de la connaissance

Année 2022-2023

Colloque - Virtual and Augmented Realities: Epistemological and Metaphysical Issues : On the Limits of Successful Virtualization

Intervenant(s)

Pawel Grabarczyk, IT University of Copenhagen

Résumé

In my talk, I wish to explore the thesis of virtual realism and establish the limits of successful virtualization. The thesis of virtual realism states that virtual environments and objects are real (as opposed to fictional) and that some virtual objects can be treated as instantiations of the same category as their non-virtual counterparts. I agree with the first part of the thesis and suggest a variant I call "virtual physicalism". According to virtual physicalism, virtual objects are physical because they are a series of computer states. The second part of the thesis of virtual realism is more contentious as, apart from some well-known non-controversial examples, it is hard to say how far we can go with the virtualization of reality. I investigate this question and suggest some criteria for successful virtualization. According to my view virtual objects function as digital toys and do not require us to engage in pretend play or make-believe. As with non-virtual toys, they share many properties with objects they mimic. If they end up sharing enough properties and causal powers to be used instead of their non-virtual counterparts, they may be elevated to being instantiations of the same type of objects. The biggest obstacle for virtual objects to go through this "upgrade" process is the limitation of the causal powers of the computer states they are made of. For many virtual objects, this leads to isolation – they may be considered functionally equivalent to their non-virtual counterparts but only inside virtual environments. One way to diminish this inherent limitation is to make virtual environments important parts of reality. If they become persistent, widespread, and causally connected with non-virtual reality, the objects within them may become treated as genuine specialized versions of non-virtual objects, not just digital toys modeled on them.

Présentation

Virtual Reality technology affords its users a strongly immersive and interactive experience of computer-generated environments, through a dedicated headset. With Augmented Reality devices, 3D computer-generated imagery is projected onto physical space, thereby "augmenting" the user's surroundings with an overlay of virtual entities. These "Extended Reality" (XR) technologies are likely to become a part of our everyday life in the near future. They also raise a host of fascinating issues, which have increasingly been discussed in the recent philosophical literature. This international conference will investigate the metaphysical and epistemological questions raised by XR technologies.

Le colloque est intégralement en anglais et a eu lieu les 5 et 6 juin au Collège de France

  continue reading

122 bölüm

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iconPaylaş
 
Manage episode 377453923 series 3513085
İçerik Collège de France tarafından sağlanmıştır. Bölümler, grafikler ve podcast açıklamaları dahil tüm podcast içeriği doğrudan Collège de France veya podcast platform ortağı tarafından yüklenir ve sağlanır. Birinin telif hakkıyla korunan çalışmanızı izniniz olmadan kullandığını düşünüyorsanız burada https://tr.player.fm/legal özetlenen süreci takip edebilirsiniz.

Claudine Tiercelin

Métaphysique et philosophie de la connaissance

Année 2022-2023

Colloque - Virtual and Augmented Realities: Epistemological and Metaphysical Issues : On the Limits of Successful Virtualization

Intervenant(s)

Pawel Grabarczyk, IT University of Copenhagen

Résumé

In my talk, I wish to explore the thesis of virtual realism and establish the limits of successful virtualization. The thesis of virtual realism states that virtual environments and objects are real (as opposed to fictional) and that some virtual objects can be treated as instantiations of the same category as their non-virtual counterparts. I agree with the first part of the thesis and suggest a variant I call "virtual physicalism". According to virtual physicalism, virtual objects are physical because they are a series of computer states. The second part of the thesis of virtual realism is more contentious as, apart from some well-known non-controversial examples, it is hard to say how far we can go with the virtualization of reality. I investigate this question and suggest some criteria for successful virtualization. According to my view virtual objects function as digital toys and do not require us to engage in pretend play or make-believe. As with non-virtual toys, they share many properties with objects they mimic. If they end up sharing enough properties and causal powers to be used instead of their non-virtual counterparts, they may be elevated to being instantiations of the same type of objects. The biggest obstacle for virtual objects to go through this "upgrade" process is the limitation of the causal powers of the computer states they are made of. For many virtual objects, this leads to isolation – they may be considered functionally equivalent to their non-virtual counterparts but only inside virtual environments. One way to diminish this inherent limitation is to make virtual environments important parts of reality. If they become persistent, widespread, and causally connected with non-virtual reality, the objects within them may become treated as genuine specialized versions of non-virtual objects, not just digital toys modeled on them.

Présentation

Virtual Reality technology affords its users a strongly immersive and interactive experience of computer-generated environments, through a dedicated headset. With Augmented Reality devices, 3D computer-generated imagery is projected onto physical space, thereby "augmenting" the user's surroundings with an overlay of virtual entities. These "Extended Reality" (XR) technologies are likely to become a part of our everyday life in the near future. They also raise a host of fascinating issues, which have increasingly been discussed in the recent philosophical literature. This international conference will investigate the metaphysical and epistemological questions raised by XR technologies.

Le colloque est intégralement en anglais et a eu lieu les 5 et 6 juin au Collège de France

  continue reading

122 bölüm

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