Lecture Notes: Virtual Reality, Cognitive Science, and Philosophy of Mind

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These flashcards cover the key vocabulary and philosophical concepts from the guest lectures on Virtual Reality, presence, and theories of embodied, inactive, and computational cognition.

Last updated 12:22 AM on 5/11/26
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27 Terms

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CHAIN

The Center for Human Nature Artificial Intelligence and Neuroscience, an interdisciplinary center located in Sapporo at Hokkaido University.

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Rubber hand illusion

A classic bodily illusion where a participant hides their real hand and views a toy hand being stroked simultaneously, eventually feeling the fake hand is their own.

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Sense of Presence

The feeling of being 'here and now' in an environment, often defined as an illusion of non-mediation.

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Depersonalization

A clinical symptom where an individual feels detached from their body or feels like a robotic, automatic entity.

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Derealization

A clinical symptom where the environment looks unreal, as if there is a bubble between the individual and the world.

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Perceptual reality

The level of reality monitoring that distinguishes between sensory perception and internally generated imagery or hallucinations.

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Subjective veridicality

A layer of reality related to the feeling that an object has three-dimensional volume, also known as volumetric perception.

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Doxastic veridicality

A level of reality concerning the belief or conviction of whether an experience, such as a dream, is real.

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Substitutional Reality (SR)

A system that uses omnidirectional 360-degree video cameras to record scenes and then substitute them for live reality to manipulate a participant's conviction.

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Goat helmet

An experimental setup using electromagnetic stimulation of the temporal lobe that reportedly induced spiritual experiences, though later studies showed these were largely due to sham effects and suggestibility.

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Continuous flash suppression (CFS)

A consciousness study paradigm that uses a dynamic, high-contrast mask in one eye to suppress the visibility of an image in the other eye.

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Sensory motor coupling

The coordination between sensory input and motor action which is proposed as a source for the sense of presence and the feeling of 3D volume.

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Kluber's form constants

Four specific types of radial and spiral visual patterns commonly experienced under the influence of mescaline or near-death experiences.

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Hallucination machine

A simulation created using deep neural networks that processes video to mimic the visual effects of psychedelic drugs like LSD.

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Cognitive Science

An interdisciplinary field born in the 1950s that investigates cognition by drawing on psychology, computer science, linguistics, anthropology, neuroscience, and philosophy.

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Cocktail party effect

The phenomenon of being able to pick out specific sounds or conversations, such as hearing one's own name, in a noisy environment.

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Broadbent's filter model

A flowchart model explaining selective attention where information passes through a short-term storage and a selective filter before being processed.

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Representational Theory of Mind (RTM)

The philosophical theory that the mind consists of mental representations that carry semantic content about the world.

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Computational Theory of Mind (CTM)

The philosophical view that cognition is a computational process determined by algorithms, often described as software running on the brain's hardware.

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Internalism

The view that the mind is located entirely in the head and that the brain is the sole organ of cognition.

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Brain in a vat

A philosophical thought experiment exploring whether a brain kept alive in a machine and given the correct stimuli would have the same experience as a living person.

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Epistemic action

An action performed to solve or facilitate cognitive processes, such as rotating a shape in Tetris to see where it fits.

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Pragmatic action

An action performed directly to achieve a specific goal.

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Extended cognition

The view that cognition is not confined to the head but extends into the body and the external environment.

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Inactive approach

A perspective that views cognitive systems not as computers, but as living biological systems that perform sense-making through embodied action.

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Sense making

The process by which an organism creates meaning and differentiates its environment (such as nutrients vs. toxins) based on its bodily structure and survival needs.

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Body schema

Implicit bodily skills and senses of scale, illustrated by examples like a woman with a large hat or a driver navigating their car through a tight gap.