- Introducing the Philosophy of Technology
- What Is Living and What Is Dead in Classic European Philosophy of Technology?
- Philosophy of Technology between the Continental and Analytic Traditions
- Whence and W(h)ither Technology Ethics
- Styles of Objectivity in Scientific Instrumentation
- Engineering Knowledge
- The Epistemic Role of Technical Functions
- Revisiting Smartness in the Smart City
- Philosophy of Technology as Politics
- Postcolonialism and Technologies of Identification
- Rawls, Information Technology, and the Sociotechnical Bases of Self-Respect
- Freedom in an Age of Algocracy
- (Bio)technology, Identity, and the Other
- The Technological Uncanny as a Permanent Dimension of Selfhood
- Technology and the Ontology of the Virtual
- Using Philosophy of Language in Philosophy of Technology
- What Is It Like to Be a Bot?
- Technological Multistability and the Trouble with the Things Themselves
- Understanding Engineering Design and Its Social, Political, and Moral Dimensions
- Virtual Reality Media and Aesthetics
- Evaluation, Validation, and Management in Design
- Urban Aesthetics and Technology
- Science Fiction Futures and (Re)visions of the Anthropocene
- A Framework for Thawing Value Conflicts in the GMO Debate
- The Minded Body in Technology and Disability
- Outer Space as a New Frontier for Technology Ethics
- Technology, Cognitive Enhancement, and Virtue Ethics
- Towards an Existential and Emancipatory Ethic of Technology
- Why Confucianism Matters in Ethics of Technology
- Reflections on Promises and Perils Thinking for Emerging Technologies
- The Empirical Turn
- Care Ethics, Philosophy of Technology, and Robots in Humanitarian Action
Abstract and Keywords
Technological developments are among the most significant of influences on the arts and artistic practice. Several recent successful commercial releases of virtual reality headsets, including PlayStation 4 VR and the HTC Vive, are beginning to have a transformative influence on popular arts such as videogames. While VR technology has frequently led philosophers to speculate on metaphysical issues such as the ontological status of the worlds and objects depicted by the medium, what has been less discussed is how virtual media, as a vehicle for popular art, have the potential to reconfigure our experience of, and interaction with, depictive media. This chapter explores some of the issues in VR that will be of most interest to philosophers of the arts, including an analysis of virtuality and virtual media, and their relationship to earlier modes of perspectival depiction.
Senior Lecturer in Philosophy, Lincoln University New Zealand
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