Aiello P., D’elia F., Di Tore S. & Sibilio M. (2012) A constructivist approach to virtual reality for experiential learning. E–Learning and Digital Media 9(3): 317–324. https://cepa.info/6366
Consideration of a possible use of virtual reality technologies in school contexts requires gathering together the suggestions of many scientific domains aimed at understanding the features of these same tools that let them offer valid support to the teaching–learning processes in educational settings. Specifically, the present study is aimed at creating a theoretical framework for the didactic use of VR technologies in schools, highlighting the characteristics of these tools that are supported by a view of teaching that enhances sensorimotor activity in learning. The theoretical approach, through the study of the international scientific literature on this topic, offers interdisciplinary suggestions for realising teaching–learning practices that are supported by scientific principles and a concept of learning that is consistent with the processes that these tools may activate.
Bilalov M. (2016) Радикальный конструктивизм в контексте современны� субъект-объектны� отношений [Radical constructivism in the context of modern subject-object relations]. Scientific Thought Caucasus 85(1): 15–20. https://cepa.info/8068
The article considers peculiarities of modern subject-object relation son the basis of radical constructivism and their key question – the problem of verity. It reveals that the vector of a new definition of subjectivity through epistemology of radical constructivism is risky for false subject-object relations picture, due to the loss of differences between real and virtual reality, limitation of postmodern tendencies to stop the gap between the reality and the world of simulacris. Ourvisionofpeculiaritiesofsubjectivenatureofcognitionandaman’ssubjectivityfromthepointofviewof subjective and objective dialectics in the verity as well as their criteria, suggests the reasoning of introducing the term “criteria of mistaking” into epistemology. As we see the problem, radical constructivism uses just on criteria of versions of mistaking, though it rejects the problem of grounds of cognition. Moreover, it is clear that radical constructivism stands for general line of modern social epistemologies, it revealed the vector of postmodernist culture as a tendency for cognition to alter into pure game with its constant and changing simulacris – rules, ideas, signs, reflecting the reality in a distorted way, without any connection with it, and even hiding the reality, sometimes.…
Blühdorn H. (1998) O discurso sobre o real e o virtual: Uma abordagem semiótica [The discourse on the real and the virtual: A semiotic approach]. Pandaemonium Germanicum [Image and reality]. Revista de Estudos Germânísticos 2(1): 229–255. https://cepa.info/8049
This article deals with the notion of reality. During the last twenty years, public discourse in western societies has identified the opposition between the real and the virtual as one of the cultural key questions. Taking concrete examples as a point of departure, the paper investigates the semantics of the polysemic terms virtual and real. A semiotic model of the relation between (human) organisms, concepts and signs is used in order to demonstrate that the virtual cannot be adequately described as something opposed to reality, but must be seen as an indispensable part of it. The way in which organisms constitute reality is discussed in the light of the basic cognitive operations of categorization and the formation of conceptual relations, and also of their linguistic counterparts. The apparent conflict between the real and the virtual, which has led many critics to develop apocalyptic visions of the end of civilization, is, in fact, a phantom, product of an outdated theory of semantics.
Carvalho C. A. S. (2015) A theoretical inquiry into the role of enaction in cybertherapy. In: Alves G. R. & Felgueiras M. C. (eds.) Proceedings of the 3rd International Conference on Technological Ecosystems for Enhancing Multiculturality (TEEM ’15), 7–9 October 2015, Porto, Portugal. ACM, New York: 45–51. https://cepa.info/7604
Some of the problems faced by Cybertherapy along the last two decades are far from being restricted to technical issues. They entail new challenges of medical education, mainly related with the adequate insertion of new technologies in therapeutic processes without distorting the relation between medical professionals and clients. We contend that the acknowledgment of the effects of the systemic effects of therapeutic applications of virtual reality is not fully predictable and can only be achieved attending to the way the patient enacts certain tasks oriented by goals. Enaction means the patient is placed at the centre of the treatment processes, not only as an informed agent, but also as the agent of change through practice. Focusing on the requirements of Cybertherapy applied to Post-Traumatic Stress Disorder, we propose a theoretic reflection on the conditions of training and treatment in virtual settings. We underline the decisive role of Health Care professionals in applying and improving the potentialities of biometric sensors, graphic and aural engines in virtual (and hybrid) settings. This role can only be adequately understood within a framework of different levels of recursion of the therapeutic system. Two main levels are referred, the first encompassing the patients adaptation and learning to “move within” the interfaces, the second requiring a reflection on the architecture and design of the physical setting and the computerized rendering of sensory data. Further levels concern the larger framework of therapy, relating to its allocation of resources and the social ends that therapeutic technologies, particularly those concerning mental health, must accomplish.
Christ O., Sambasivam M., Roos A. & Zahn C. (2021) Learning in immersive virtual reality: How does the 4E cognition approach fit in virtual didactic settings. In: Ahram T. & Taiar R. (eds.) Human interaction, emerging technologies and future systems V (IHIET 2021). Springer, Cham: 790–796.
Immersive virtual reality (iVR) is becoming increasingly popular in the field of learning. However, due to the large number of scientific publications, it is questionable whether a substantial increase in knowledge in the use of this technology faces a manageable number of challenges. The question of the theoretical-conceptual embedding in the state of the art of psychological learning research (4E Cognition) must also be examined in order to enable the optimization of future iVR learning applications.
This paper seeks to identify, clarify, and perhaps rehabilitate the virtual reality metaphor as applied to the goal of understanding consciousness. Some proponents of the metaphor apply it in a way that implies a representational view of experience of a particular, extreme form that is indirect, internal and inactive (what we call “presentational virtualism”). In opposition to this is an application of the metaphor that eschews representation, instead preferring to view experience as direct, external and enactive (“enactive virtualism”). This paper seeks to examine some of the strengths and weaknesses of these virtuality-based positions in order to assist the development of a related, but independent view of experience: virtualist representationalism. Like presentational virtualism, this third view is representational, but like enactive virtualism, it places action centre stage, and does not require, in accounting for the richness of visual experience, global representational “snapshots” corresponding to the entire visual field to be tokened at any one time.
Costa M. R., Kim S. Y. & Biocca F. (2013) Embodiment and embodied cognition. In: Shumaker R. (ed.) Virtual, augmented and mixed reality: Designing and developing augmented and virtual environments. Springer, Heidelberg: 333–342. https://cepa.info/7680
Progressive embodiment and the subsequent enhancement of presence have been important goals of VR researchers and designers for some time (Biocca, 1997). Consequently, researchers frequently explore the relationship between increasing embodiment and presence yet rarely emphasize the ties between their work and other work on embodiment. More specifically, we argue that experiments manipulating or implementing visual scale, avatar customization, sensory enrichment, and haptic feedback, to name a few examples, all have embodiment as their independent variable. However, very few studies explicitly frame their work as an exploration of embodiment. In this paper we will leverage the field of Embodied Cognition to help clarify the concept of embodiment.
De Loor P., Manac’h K. & Tisseau J. (2009) Enaction-based artificial intelligence: Toward co-evolution with humans in the loop. Minds & Machines 19(3): 319–343. https://cepa.info/4547
This article deals with the links between the enaction paradigm and artificial intelligence. Enaction is considered a metaphor for artificial intelligence, as a number of the notions which it deals with are deemed incompatible with the phenomenal field of the virtual. After explaining this stance, we shall review previous works regarding this issue in terms of artificial life and robotics. We shall focus on the lack of recognition of co-evolution at the heart of these approaches. We propose to explicitly integrate the evolution of the environment into our approach in order to refine the ontogenesis of the artificial system, and to compare it with the enaction paradigm. The growing complexity of the ontogenetic mechanisms to be activated can therefore be compensated by an interactive guidance system emanating from the environment. This proposition does not however, resolve that of the relevance of the meaning created by the machine (sense-making) Such reflections lead us to integrate human interaction into this environment in order to construct relevant meaning in terms of participative artificial intelligence. This raises a number of questions with regards to setting up an enactive interaction. The article concludes by exploring a number of issues, thereby enabling us to associate current approaches with the principles of morphogenesis, guidance, the phenomenology of interactions and the use of minimal enactive interfaces in setting up experiments which will deal with the problem of artificial intelligence in a variety of enaction-based ways.
Gaugusch A. (2001) (Re)constructing (virtual) reality. In: Riegler A., Peschl M., Edlinger K., Fleck G. & Feigl W. (eds.) Virtual reality: Cognitive foundations, technological issues & philosophical implications. Peter Lang, Frankfurt am Main: 221–230. https://cepa.info/4253
One of the central questions of present-day philosophy concerns the link between “language” and “world.” The aim of this essay is to question this link and its assumptions and to develop a non-dualistic view within the context of “virtual reality.” The utility of such a non-dualism is demonstrated in an interdisciplinary discourse in the context of the epistemology of radical constructivism, in the context of current reflection on “consciousness,” and in the context of the neuroscientific and philosophical question of how it is possible that the on/off-principle of neurones conveys “consciousness of something.”
Jelic A., Tieri G., De Matteis F., Babiloni F. & Vecchiato G. (2016) The enactive approach to architectural experience: A neurophysiological perspective on embodiment, motivation, and affordances. Frontiers in Psychology 7: 1–20. https://cepa.info/6918
Over the last few years, the efforts to reveal through neuroscientific lens the relations between the mind, body, and built environment have set a promising direction of using neuroscience for architecture. However, little has been achieved thus far in developing a systematic account that could be employed for interpreting current results and providing a consistent framework for subsequent scientific experimentation. In this context, the enactive perspective is proposed as a guide to studying architectural experience for two key reasons. Firstly, the enactive approach is specifically selected for its capacity to account for the profound connectedness of the organism and the world in an active and dynamic relationship, which is primarily shaped by the features of the body. Thus, particular emphasis is placed on the issues of embodiment and motivational factors as underlying constituents of the body-architecture interactions. Moreover, enactive understanding of the relational coupling between body schema and affordances of architectural spaces singles out the two-way bodily communication between architecture and its inhabitants, which can be also explored in immersive virtual reality settings. Secondly, enactivism has a strong foothold in phenomenological thinking that corresponds to the existing phenomenological discourse in architectural theory and qualitative design approaches. In this way, the enactive approach acknowledges the available common ground between neuroscience and architecture and thus allows a more accurate definition of investigative goals. Accordingly, the outlined model of architectural subject in enactive terms – that is, a model of a human being as embodied, enactive, and situated agent, is proposed as a basis of neuroscientific and phenomenological interpretation of architectural experience.