Philosophical Concepts and Technology in Virtual Reality

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These flashcards cover key philosophical concepts related to immaterialism, technology ethics, and virtual reality as discussed in the lecture.

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49 Terms

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George Berkeley

An 18th-century philosopher who argues for immaterialism, claiming all that exists are minds and the ideas they perceive.

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Philonous

Berkeley’s spokesperson who argues that sensible qualities exist only in the mind and that material substance is incoherent.

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Hylas

Philonous’s opponent who initially defends materialism but is forced to abandon belief in mind-independent matter.

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Idealism / Immaterialism

The theory that physical objects do not exist independently of perception but exist only as ideas in a mind.

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Esse est percipi

Berkeley’s principle that to be is to be perceived, meaning all sensible things depend on a perceiving mind for their existence.

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Primary vs. secondary qualities

A distinction claiming some properties (extension, motion) exist in objects while others (color, taste) exist only in the mind, which Berkeley argues collapses entirely.

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Sensible qualities

The immediately perceived features of objects—such as color, texture, heat—which Berkeley claims cannot exist outside a mind.

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Argument from relativity of perception

The idea that since the same object appears differently to different perceivers, its qualities must depend on minds rather than the object itself.

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Mind-dependent properties

Qualities like heat or color that Berkeley uses to show that even “primary” qualities exist only in perception.

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Material substance

The supposed underlying physical thing that holds qualities, which Berkeley rejects as unintelligible and unnecessary.

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Abstract ideas

Allegedly general concepts independent of particular sensations, which Berkeley denies are possible or meaningful.

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Hot and cold hands in water

A thought experiment showing that the same water can feel hot to one hand and cold to the other, proving temperature is mind-dependent.

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Microscope example

The observation that microscopic inspection changes perceived colors and shapes, showing these qualities cannot be in the object itself.

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Mite analogy

An argument that what seems small to humans may be huge to a mite, proving size is relative to perceivers.

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Jaron Lanier

A technologist who argues that “A.I.” is not an independent intelligence but a tool built from aggregated human contributions.

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“There is no A.I.” thesis

Lanier’s claim that treating AI systems as autonomous beings is misleading and encourages dangerous myths about technology.

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A.I. as social collaboration

The view that large models work by remixing human-generated data, making them collective human artifacts rather than independent minds.

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Mythologizing technology

The tendency to imagine AI as a conscious agent, which Lanier warns leads to poor policy and distorted thinking.

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Large language model

A statistical system that predicts text based on patterns in massive datasets, not an independent mind or understanding.

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Digital humanism

Lanier’s view that technology should enhance human agency rather than replace or overshadow it.

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Mismanagement of technology

The danger that misunderstanding AI as autonomous leads to harmful policy decisions and social outcomes.

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A.I. risk narratives

Dramatic predictions about AI destroying humanity, which Lanier sees as rooted more in myth than analysis.

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Alignment, safety, fairness

Policy frameworks for regulating AI that Lanier argues remain vague because they are built on unclear assumptions about AI’s nature.

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Samuel Greengard

A technology writer explaining how VR, AR, and MR are transforming daily life, work, and data collection.

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Augmented Reality (AR)

Technology that overlays digital information onto the real world, blending physical and digital perception.

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Virtual Reality (VR)

A fully immersive digital environment that replaces sensory input and creates the experience of “being” in a virtual world.

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Mixed Reality (MR)

A hybrid environment where physical and digital objects interact in real time.

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Haptic feedback

Technology that uses vibration or pressure to simulate the sense of touch in digital environments.

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XR ecosystem

A term covering all extended-reality technologies—VR, AR, and MR—used in daily life, work, and entertainment.

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Psychographic data

Extremely detailed behavioral and emotional data captured by XR systems that can be used for personalization or manipulation.

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Virtual conference/meeting

A VR collaboration space where users meet as avatars and interact with shared digital content.

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Holodeck simulation

A fully immersive VR room enabling natural movement and interaction with 3D digital environments.

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Retina scan authentication

A biometric security method where AR glasses verify identity by scanning the user’s eye.

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IoT workout sensors

Wearable sensors that track movement and physiological data to provide feedback during exercise.

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VR resort preview

An immersive simulation that allows users to explore travel destinations as if physically present.

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David Chalmers

A philosopher arguing that virtual realities can be genuine realities with real objects, experiences, and value.

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Simulation argument

The idea that we might be living in a computer simulation, raising metaphysical and epistemic questions about reality.

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Virtual reality as real reality

Chalmers’s claim that VR worlds are not illusions but genuine places where real experiences occur.

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Digital objects

Entities that exist within virtual environments and have real properties and causal powers within those environments.

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Embodiment in VR

The idea that users occupy digital bodies (avatars) that allow real agency and interaction in virtual spaces.

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Presence vs. immersion

The distinction between psychologically “being there” and being completely enveloped in a virtual environment.

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Digital physicalism

The view that virtual worlds can have their own form of physics and structure, making them ontologically legitimate.

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Mind–world relations in VR

The idea that VR changes how minds interact with environments but still counts as genuine perception.

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Virtual ethics

The branch of ethics concerned with moral behavior and responsibility within virtual environments.

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Moral status of virtual beings

The question of whether digital agents or simulated creatures can possess rights or deserve moral consideration.

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Virtual harm

The possibility that actions done in virtual environments—especially toward apparent agents—can be morally significant.

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Ethical design of virtual worlds

Guidelines ensuring VR systems are built to promote well-being, fairness, and nonexploitative practices.

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AI consciousness debates

The discussion about whether advanced artificial systems could ever have genuine experiences or moral standing.

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Rights in simulated environments

The idea that beings (even digital ones) might deserve protections if they are conscious or sufficiently lifelike.