請用此 Handle URI 來引用此文件:
http://tdr.lib.ntu.edu.tw/jspui/handle/123456789/64121
完整後設資料紀錄
DC 欄位 | 值 | 語言 |
---|---|---|
dc.contributor.advisor | 楊金穆(Chin-Mu Yang) | |
dc.contributor.author | Chieh Kang | en |
dc.contributor.author | 康傑 | zh_TW |
dc.date.accessioned | 2021-06-16T17:30:55Z | - |
dc.date.available | 2012-08-17 | |
dc.date.copyright | 2012-08-17 | |
dc.date.issued | 2012 | |
dc.date.submitted | 2012-08-15 | |
dc.identifier.citation | Bainbridge, W. S. (2010). Online Multiplayer Games. Lexington: Morgan & Claypool.
Brown, B., & Bell, M. (2006). Play and Sociability in There: Some Lessons from Online Games for Collaborative Virtual Environments. In R. Schroeder & A.-S. Axelsson (Eds.), Avatars at Work and Play (pp. 227-245). Netherlands: Springer. Carnap, R. (1950). Empiricism, Semantics, and Ontology, Revue Internationale de Philosophie, 4, 20-40. Crimmins, M. (1998). Hesperus and Phosphorus: Sense, Pretense, and Reference. Philosophical Review, 107, 1-47. Crimmins, M., & Perry, J. (1989). The Prince and the Phone Booth: Reporting Puzzling Beliefs. The Journal of Philosophy, 86, 685-711. Devlin, K. (1991). Logic and Information. New York: Cambridge University Press. Geach, P. T. (1972). Logic Matters. Oxford: Blackwell. Grice, H. P. (1941). Personal Identity. Mind, 50, 330-350. Heim, M. (1993). The Metaphysic of Virtual Reality. New York: Oxford. Hofweber, T. (2000). Quantification and Non-Existent Objects. In A. Everett & T. Hofweber (Eds.), Empty Names, Fiction, and Puzzles of Non-existence (pp. 249-273). California: CSLI Publications. Hume, D. (1740), A Treatise of Human Nature, London: Cambridge University Press. Jordan, T. (1999). Cyberpower: The Culture and Politics of Cyberspace and the Internet. New York: Routledge. Koepsell, D. R. (2000). Ontology: Its Correct Object and Method. In The Ontology of Cyberspace: Philosophy, Law, and the Future of Intellectual Property (pp. 19-31). Peru, Illinois: Open Court Publishing. Kroon, F. (2000). Negative Existentials. In A. Everett & T. Hofweber (Eds.), Empty Names, Fiction, and Puzzles of Non-existence (pp. 95-116). California: CSLI Publications. Locke, J. (1690), An Essay Concerning Human Understanding, P. H. Nidditch (Eds.), Oxford: Clarendon Press. Perry, J. (2008). Personal Identity (2nd ed.). California: University of California Press. Persky, S., & Blascovich, J. (2006). Consequences of Playing Violent Video Games in Immersive Virtual Environments. In R. Schroeder & A.-S. Axelsson (Eds.), Avatars at Work and Play (pp. 167-186). Netherlands: Springer. Quine, W. V. O. (1959). Word and Object. Cambridge: MIT Press. Quine, W. V. O. (1961). From a Logical Point of View: Nine Logico-Philosophical Essays (2nd ed.). Cambrige: Havard University Press. Quinton, A. (1962). The Soul. The Journal of Philosophy, 59(15), 393-409. Richard, M. (2000). Semantic Pretence. In A. Everett & T. Hofweber (Eds.), Empty Names, Fiction, and Puzzles of Non-existence (pp. 205-232). California: CSLI Publications. Schroeder, R. (2002). Social Interaction in Virtual Environments: Key Issues, Common Themes, and a Framework for Research. In R. Schroeder (Ed.), The Social Life of Avatars: Presence and Interaction in Shared Virtual Environments (pp. 1-18). London: Springer. Smith, B. (2004). Ontology. In L. Floridi (Ed.), The Blackwell Guide to the Philosophy of Computing and information (pp. 155-166). London: Blackwell. Sonnewald, D. H. (2006). Collaborative Virtual Environments for Scientific Collaboration: Technical and Organizational Design Frameworks. In R. Schroeder & A.-S. Axelsson (Eds.), Avatars at Work and Play (pp. 63-96). Netherlands: Springer. Stallabrass, J. (1999). The Ideal City and the Virtual Hive: Modernism and Emergent Order in Computer Culture. In J. Downey & J. McGuigan (Eds.), Technocities (pp. 108-120). London: SAGE Publications. Stanovsky, D. (2004). Virtual Reality. In L. Floridi (Ed.), The Blackwell Guide to the Philosophy of Computing and information (pp. 167 - 177). London: Blackwell. Steen, F. F., Davies, M. S., Tynes, B., & Greenfield, P. M. (2006). Digital Dystopia: Player Control and Strategic Innovation in the Sims Online. In R. Schroeder & A.-S. Axelsson (Eds.), Avatars at Work and Play (pp. 247-273). Netherlands: Springer. van Inwagan, P. (2000). Quantification and Fictional Discourse. In A. Everett & T. Hofweber (Eds.), Empty Names, Fiction, and Puzzles of Non-existence (pp. 235-247). California: CSLI Publications. Walton, K. (1990). Mimesis as Make Believe. Cambridge: Harvard University Press. Walton, K. (1993). Metaphor and Prop Oriented Make-Believe. European Journal of Philosophy, 1, 39-57. Walton, K. (2000). Existence as Metaphor? In A. Everett & T. Hofweber (Eds.), Empty Names, Fiction, and Puzzles of Non-existence (pp. 69-94). California: CSLI Publications. Yee, N. (2006). The Psychology of Massively Multi-user Online Role-playing Games: Motivations, Emotional Investment, Relationships and Problematic Usage. In R. Schroeder & A.-S. Axelsson (Eds.), Avatars at Work and Play (pp. 187-207). Netherlands: Springer. Zalta, E. N. (2000). The Road Between Pretense Theory and Abstract Object Theory. In A. Everett & T. Hofweber (Eds.), Empty Names, Fiction, and Puzzles of Non-existence (pp. 117-147). California: CSLI Publications. Žižek, S. (1996). From Virtual Reality to the Virtualization of Reality. In T. Druckrey (Ed.), Electronic Culture: Technology and Visual Representation (pp. 290-295). New York: Aperture. Movies Feldman, E.S., Rudin, S., Niccol, A., Schroeder, A. (Producers) & Weir, P. (Director). (1998) The Truman Show. United States: Paramount Pictures. Silver, J. (Producer) & Wachowski, A., Wachowski, L. (Directors) (1999) The Matrix. United States: Warner Bros. Pictures. Thomas, E., Nolan, C. (Producers) & Nolan, C. (Director) (2010) Inception. United States: Warner Bros. Pictures. Games Blizzard Entertainment. (2004) World of Warcraft [PC game]. Irvine, CA: Blizzard Entertainment. Electronic Arts. (1997). Ultima Online [PC game]. Manchester, NH: Origin Systems. Electronic Arts. (2002). The Sims Online [PC game]. Emeryville, CA: Maxis. Linden Research, Inc. (2003) Second Life [PC game]. San Francisco, CA: Linden Lab. Mojang. (2009) Minecraft (ver. alpha) [PC game]. Stockholm, Sweden: Mojang. | |
dc.identifier.uri | http://tdr.lib.ntu.edu.tw/jspui/handle/123456789/64121 | - |
dc.description.abstract | 在這篇文章中,我打算從虛擬實境(virtual reality, VR)來討論自我(self)概念。在哲學中,自我這個概念的探究是人格同一性問題的一個分支,主要討論「我是誰」這個問題。虛擬實境則是一種利用電腦的擬真技術。這種技術希望在虛擬的世界中控制人的感覺,透過特定的硬體與外界事物進行即時互動。它的基本骨架是一台或多台以上的電子計算機、感應器(或輸入裝置)、顯示系統及軟體。虛擬實境只是一個依賴參與者的系統,所有這樣的虛擬實境系統都不是真實的,也不會出現在現實世界。在本論文中,我希望能夠利用虛擬實境中對自我的認知,即虛擬自我,來說明自我概念其實也是虛擬的。在談論這種虛擬的自我概念時,我們是使用類似於談論小說的假裝理論(pretense theory),虛擬實境系統作為談論內容的道具(props)而存在。我舉出兩個例子來說明為何這樣的虛擬實境是可能的:經濟體系與多人線上角色扮演遊戲。在多人線上角色扮演遊戲中,玩家和他的遊戲角色之間的關係是可以被視為自我同一,藉由這種關係,現實世界中的自我概念或許可以有另一種不同的看法。 | zh_TW |
dc.description.abstract | This essay is concerned with self, from the viewport of virtual reality to see how we can talk this philosophical notion in a new life. I want to show that virtual reality is a system (VR-system for short), which depends on the agent’s participation in it, and everything associated with such a VR-system is not real, not appear in actual world. When talking about things in the VR-system, we adopt in pretense theory as talking about fiction, using the VR-system per se as prop. Self and the concept of self in virtual reality is just virtualization of such a system, as currency is also virtualization of economy system. In MMORPG, the identity (self-identity) between player and his avatar is virtualization of a computing system. Such virtualization make user(s) considering things in virtual reality “as if” they are in actual world. | en |
dc.description.provenance | Made available in DSpace on 2021-06-16T17:30:55Z (GMT). No. of bitstreams: 1 ntu-101-R96124005-1.pdf: 602836 bytes, checksum: 51d32a83f257414561b5327763b3fdf2 (MD5) Previous issue date: 2012 | en |
dc.description.tableofcontents | Introduction 1
Chapter 1 Virtual Reality 5 1.1 Information Theory 7 1.2 Representational View 11 1.3 Anti-Realistic Approach 15 1.4 Virtualization of Reality 17 Chapter 2 Identity of Self 23 2.1 Psychological Approach 26 2.2 Hume’s Skepticism 32 2.3 Quine’s notion of identity 35 2.4 Identity of Self without Self 40 Chapter 3 Self as a Fictional Name 45 3.1 Realistic View 47 3.2 Pretense Theory 52 3.3 Self in Pretense 59 3.4 Virtualized Reality 62 Chapter 4 Virtualization of Self 65 4.1 Make-Believe with Props 67 4.2 VR-System as Prop 72 4.3 Actuality 78 4.4 Individuation in Virtual Reality 82 Conclusion 85 References 87 | |
dc.language.iso | en | |
dc.title | 虛擬實境中的自我概念 | zh_TW |
dc.title | Self in Virtual Reality | en |
dc.type | Thesis | |
dc.date.schoolyear | 100-2 | |
dc.description.degree | 碩士 | |
dc.contributor.oralexamcommittee | 方萬全(Wan-chuan Fang),蔡行健(Hsing-Chien Tsai) | |
dc.subject.keyword | 虛擬實境,虛名,自我,自我同一性,假裝理論, | zh_TW |
dc.subject.keyword | Fictional Name,Pretend Theory,Self,Self-identity,Virtual Reality, | en |
dc.relation.page | 90 | |
dc.rights.note | 有償授權 | |
dc.date.accepted | 2012-08-16 | |
dc.contributor.author-college | 文學院 | zh_TW |
dc.contributor.author-dept | 哲學研究所 | zh_TW |
顯示於系所單位: | 哲學系 |
文件中的檔案:
檔案 | 大小 | 格式 | |
---|---|---|---|
ntu-101-1.pdf 目前未授權公開取用 | 588.71 kB | Adobe PDF |
系統中的文件,除了特別指名其著作權條款之外,均受到著作權保護,並且保留所有的權利。