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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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George Berkeley
An 18th-century philosopher who argues for immaterialism, claiming all that exists are minds and the ideas they perceive.
Philonous
Berkeley’s spokesperson who argues that sensible qualities exist only in the mind and that material substance is incoherent.
Hylas
Philonous’s opponent who initially defends materialism but is forced to abandon belief in mind-independent matter.
Idealism / Immaterialism
The theory that physical objects do not exist independently of perception but exist only as ideas in a mind.
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.
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.
Sensible qualities
The immediately perceived features of objects—such as color, texture, heat—which Berkeley claims cannot exist outside a mind.
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.
Mind-dependent properties
Qualities like heat or color that Berkeley uses to show that even “primary” qualities exist only in perception.
Material substance
The supposed underlying physical thing that holds qualities, which Berkeley rejects as unintelligible and unnecessary.
Abstract ideas
Allegedly general concepts independent of particular sensations, which Berkeley denies are possible or meaningful.
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.
Microscope example
The observation that microscopic inspection changes perceived colors and shapes, showing these qualities cannot be in the object itself.
Mite analogy
An argument that what seems small to humans may be huge to a mite, proving size is relative to perceivers.
Jaron Lanier
A technologist who argues that “A.I.” is not an independent intelligence but a tool built from aggregated human contributions.
“There is no A.I.” thesis
Lanier’s claim that treating AI systems as autonomous beings is misleading and encourages dangerous myths about technology.
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.
Mythologizing technology
The tendency to imagine AI as a conscious agent, which Lanier warns leads to poor policy and distorted thinking.
Large language model
A statistical system that predicts text based on patterns in massive datasets, not an independent mind or understanding.
Digital humanism
Lanier’s view that technology should enhance human agency rather than replace or overshadow it.
Mismanagement of technology
The danger that misunderstanding AI as autonomous leads to harmful policy decisions and social outcomes.
A.I. risk narratives
Dramatic predictions about AI destroying humanity, which Lanier sees as rooted more in myth than analysis.
Alignment, safety, fairness
Policy frameworks for regulating AI that Lanier argues remain vague because they are built on unclear assumptions about AI’s nature.
Samuel Greengard
A technology writer explaining how VR, AR, and MR are transforming daily life, work, and data collection.
Augmented Reality (AR)
Technology that overlays digital information onto the real world, blending physical and digital perception.
Virtual Reality (VR)
A fully immersive digital environment that replaces sensory input and creates the experience of “being” in a virtual world.
Mixed Reality (MR)
A hybrid environment where physical and digital objects interact in real time.
Haptic feedback
Technology that uses vibration or pressure to simulate the sense of touch in digital environments.
XR ecosystem
A term covering all extended-reality technologies—VR, AR, and MR—used in daily life, work, and entertainment.
Psychographic data
Extremely detailed behavioral and emotional data captured by XR systems that can be used for personalization or manipulation.
Virtual conference/meeting
A VR collaboration space where users meet as avatars and interact with shared digital content.
Holodeck simulation
A fully immersive VR room enabling natural movement and interaction with 3D digital environments.
Retina scan authentication
A biometric security method where AR glasses verify identity by scanning the user’s eye.
IoT workout sensors
Wearable sensors that track movement and physiological data to provide feedback during exercise.
VR resort preview
An immersive simulation that allows users to explore travel destinations as if physically present.
David Chalmers
A philosopher arguing that virtual realities can be genuine realities with real objects, experiences, and value.
Simulation argument
The idea that we might be living in a computer simulation, raising metaphysical and epistemic questions about reality.
Virtual reality as real reality
Chalmers’s claim that VR worlds are not illusions but genuine places where real experiences occur.
Digital objects
Entities that exist within virtual environments and have real properties and causal powers within those environments.
Embodiment in VR
The idea that users occupy digital bodies (avatars) that allow real agency and interaction in virtual spaces.
Presence vs. immersion
The distinction between psychologically “being there” and being completely enveloped in a virtual environment.
Digital physicalism
The view that virtual worlds can have their own form of physics and structure, making them ontologically legitimate.
Mind–world relations in VR
The idea that VR changes how minds interact with environments but still counts as genuine perception.
Virtual ethics
The branch of ethics concerned with moral behavior and responsibility within virtual environments.
Moral status of virtual beings
The question of whether digital agents or simulated creatures can possess rights or deserve moral consideration.
Virtual harm
The possibility that actions done in virtual environments—especially toward apparent agents—can be morally significant.
Ethical design of virtual worlds
Guidelines ensuring VR systems are built to promote well-being, fairness, and nonexploitative practices.
AI consciousness debates
The discussion about whether advanced artificial systems could ever have genuine experiences or moral standing.
Rights in simulated environments
The idea that beings (even digital ones) might deserve protections if they are conscious or sufficiently lifelike.