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1

Turoff, Murray. "Virtuality." Communications of the ACM 40, no. 9 (September 1997): 38–43. http://dx.doi.org/10.1145/260750.260761.

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2

Nardi, Bonnie. "Virtuality." Annual Review of Anthropology 44, no. 1 (October 21, 2015): 15–31. http://dx.doi.org/10.1146/annurev-anthro-102214-014226.

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3

Portman, Diane. "Virtuality." Journal of Palliative Medicine 23, no. 12 (December 1, 2020): 1686. http://dx.doi.org/10.1089/jpm.2020.0202.

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4

D'angelo, Ilaria, and Nicoletta Scapparone. "On virtuality." Metodo. International Studies in Phenomenology and Philosophy 2.2, no. 2 (2014): 7–14. http://dx.doi.org/10.19079/metodo.2.2.7.

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5

Jandrić, Petar. "Deschooling Virtuality." Open Review of Educational Research 1, no. 1 (January 2014): 84–98. http://dx.doi.org/10.1080/23265507.2014.965193.

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6

Birringer, Johannes. "Augmenting virtuality." International Journal of Performance Arts and Digital Media 14, no. 2 (July 3, 2018): 224–28. http://dx.doi.org/10.1080/14794713.2018.1520481.

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7

Gunkel, David J. "Framing Virtuality." American Book Review 29, no. 3 (2008): 20–21. http://dx.doi.org/10.1353/abr.2008.0070.

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8

Codognet, Philippe. "The virtuality of constraints and the constraints of virtuality." ACM Computing Surveys 28, no. 4es (December 1996): 60. http://dx.doi.org/10.1145/242224.242301.

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9

Purvanova, Radostina K., and Renata Kenda. "Paradoxical Virtual Leadership: Reconsidering Virtuality Through a Paradox Lens." Group & Organization Management 43, no. 5 (August 26, 2018): 752–86. http://dx.doi.org/10.1177/1059601118794102.

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This conceptual article moves the conversation about virtual leadership forward by blending extant knowledge on virtuality and on leadership. Drawing on paradox theory, we show that virtuality is a paradox; therefore, virtual leadership’s core function is to deal with paradox. Our paradoxical virtual leadership model introduces three distinct leadership styles: synergistic, selective, and stagnant. Synergistic leaders view virtuality through a both–and cognitive framework, integrate divergent forces into synergistic solutions, and engage in varied, even opposing, behaviors to synergize virtuality’s paradoxical tensions and leverage the power of paradox. In contrast, selective leaders view virtuality through an either–or framework, and attempt to either manage virtuality’s challenges, or to capitalize on its opportunities, thus failing to balance paradoxical tensions. Finally, stagnant leaders adopt an avoidant framework, ignoring or avoiding virtuality’s paradoxes, and fail to lead effective virtual teams. The practical implications of this model—especially as they relate to how virtual leaders can synergize paradoxical tensions—are discussed.
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10

Török L, Gábor. "Virtuality, organizations, management." Társadalomkutatás 31, no. 2 (June 2013): 148–61. http://dx.doi.org/10.1556/tarskut.31.2013.2.5.

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11

Skocz, Dennis. "Virtue And Virtuality." Glimpse 7 (2005): 99–103. http://dx.doi.org/10.5840/glimpse2005714.

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12

Codrescu, Andrei. "Virtuality Takes Command." South Central Review 16, no. 1 (1999): 8. http://dx.doi.org/10.2307/3189708.

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13

Kennedy, Miles. "Virtue and Virtuality." International Journal of Technoethics 2, no. 1 (January 2011): 1–18. http://dx.doi.org/10.4018/jte.2011010101.

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This paper is an attempt to establish a foundation for technoethics of IT that makes an account of the virtual environment based within the lived situation of those who work and dwell in that emerging realm. The most important phenomenon for technoethics of IT is the relationship between knowledge about information and the capacity to turn information into knowledge. This relationship is embodied in being a Master of Information Technology. To achieve mastery of information and mould it into knowledge, a useful tool-like entity, is to have power in the contemporary world. Once this situation is recognised ethical questions arise of their own volition. A selection of these questions are dealt with in the following paper, they are the questions of the distinction between information and knowledge, the central issue of virtue and virtuality, and the distinction between stealing and sharing in the virtual environment. This paper constitutes a think piece; readers who have a stake in the virtual environment and its ethical makeup are urged to ask themselves these questions and come up with others in turn.
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14

Levy, Pierre. "Welcome to virtuality." Digital Creativity 8, no. 1 (April 1997): 3–10. http://dx.doi.org/10.1080/09579139708567068.

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15

Müller, Klaus. "Museums and Virtuality." Curator: The Museum Journal 45, no. 1 (January 2002): 21–33. http://dx.doi.org/10.1111/j.2151-6952.2002.tb00047.x.

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16

Mort, G., and L. Horsley. "In Virtuality Veritas." Pedagogy: Critical Approaches to Teaching Literature, Language, Composition, and Culture 7, no. 3 (October 1, 2007): 513–25. http://dx.doi.org/10.1215/15314200-2007-011.

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17

TRAUTTEUR, GIUSEPPE. "CONSCIOUSNESS AND VIRTUALITY." International Journal of Machine Consciousness 02, no. 01 (June 2010): 69–73. http://dx.doi.org/10.1142/s1793843010000333.

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18

Castel, F. "Viewpoint: exploring virtuality." Communications of the ACM 43, no. 2 (February 2000): 27–28. http://dx.doi.org/10.1145/328236.328116.

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19

Introna, Lucas D. "Virtuality and Morality." Philosophy in the Contemporary World 8, no. 1 (2001): 31–39. http://dx.doi.org/10.5840/pcw2001813.

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20

Rasmussen, Karsten Boye. "Open Virtuality or Virtually Open? Openess on the Web as Viewed by the IASSIST Membership." IASSIST Quarterly 30, no. 3 (November 17, 2007): 19. http://dx.doi.org/10.29173/iq110.

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Rasmussen, Karsten Boye. "Open Virtuality or Virtually Open? Openess on the Web as Viewed by the IASSIST Membership." IASSIST Quarterly 30, no. 3 (November 17, 2007): 19. http://dx.doi.org/10.29173/iq375.

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22

Latawiec, Anna. "SOME REMARKS CONCERNING VIRTUALITY." Studia Philosophiae Christianae 56, S2 (December 31, 2020): 81–94. http://dx.doi.org/10.21697/spch.2020.56.s2.04.

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The development of computer sciences has transformed the way of thinking and our perception of the world. To express this new view of the world, a new language is created, which uses such notions as “virtuality”, “virtual world”, “virtual reality”. These words have already worked in our colloquial speech and our thinking. However, they are used in various contexts and have a different meaning. The paper offers some remarks on the problem of the meaning of these notions and draws some consequences of their interpretation.
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23

ENDO, Kaoru. "Projection into the Virtuality." Japanese Sociological Review 48, no. 4 (1998): 438–52. http://dx.doi.org/10.4057/jsr.48.438.

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24

Tao, Feng, and Yunyu Dang. "Virtuality, simulation and fake." Prometeica - Revista de Filosofía y Ciencias, Especial (August 11, 2022): 36–51. http://dx.doi.org/10.34024/prometeica.2022.especial.13527.

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As a real-life application of a “virtual human,” virtual anchors refer to the application of virtual reality technology in communication hosting to create virtual images that simulate human anchors. The pursuit of a virtual human image originates from philosophy, art, and biotechnology. Virtual anchors are also required to undertake the function of communication and hosting. First, by sorting out the development process of virtual anchors, we find that the development of a virtual anchor is based on the needs of technological development and the purpose of capital profit. Second, the simulation technology of a virtual anchor has five dimensions, such as appearance, individuality, and autonomy, and two levels: internal and external. This simulation technology has reached the intelligent simulation stage. Finally, the technology involved in virtual anchors will lead to a trust crisis. That is, the people's body-mind relation and cognitive trust will be broken under the mediation of data. Virtual technology will recreate a false aura, that is, false space-time and fake original works, which is the intelligent falsehood required by the new cultural industry.
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25

Elkhova, Oksana. "Virtuality Index: Philosophical Justification." Vestnik of Northern (Arctic) Federal University. Series Humanitarian and Social Sciences, no. 3 (July 21, 2021): 99–107. http://dx.doi.org/10.37482/2687-1505-v106.

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This article provides a philosophical justification for the concept of virtuality index (VR Index). The use of the index method is the novelty of this research and allows us to consider virtual reality from a new methodological perspective. In the study, VR Index is schematized: in the author’s opinion, it acts as a certain generalized relative indicator that serves to characterize changes in such a phenomenon as virtual reality. The basic components of VR Index are distinguished: immersion, involvement, and interactivity. They can be represented in quantitative and qualitative terms. VR Index can be schematically presented in the following way: VR Index = Im·Inv·Int (where Im – immersion, Inv – involvement, Int – interactivity). For each specific case, the above pattern takes the following form: VR Index = Imm·Invn·Intp (where the coefficients m, n, p > 0). Immersion characterizes the coverage of senses of a person in an artificially created environment. Involvement indicates the rational and the emotional components of a person’s mental sphere. Interactivity, in its turn, determines the user’s interaction with the virtual environment. Each of these components affects the value of VR Index. The author distinguishes two extreme cases: virtual realities with low and high VR Index. Virtual realities with low VR Index involve two main channels of human perception, i.e. vision and hearing, are characterized by minimal user involvement and weak interactivity; the users are well aware of the fact that they are interacting with a simulation of the real world. Virtual realities with high VR Index cover a large number of channels of human perception and have a high level of user involvement and interactivity; for the user, the events of the real and virtual worlds become indistinguishable from each other.
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26

du Toit, Jean. "Introduction – Phenomenology and virtuality." Indo-Pacific Journal of Phenomenology 20, no. 1 (September 1, 2020): e1896236. http://dx.doi.org/10.1080/20797222.2021.1896236.

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27

Dreyer, Elfriede. "Reals illusions virtuality artifice." de arte 37, no. 66 (January 2002): 42–57. http://dx.doi.org/10.1080/00043389.2002.11876998.

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28

Ward, Graham. "Between Virtue and Virtuality." Theology Today 59, no. 1 (April 2002): 55–70. http://dx.doi.org/10.1177/004057360205900105.

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29

Harper, Barry, John G. Hedberg, and Rob Wright. "Who benefits from virtuality?" Computers & Education 34, no. 3-4 (April 2000): 163–76. http://dx.doi.org/10.1016/s0360-1315(99)00043-3.

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30

Jackson, A. D., M. K. Şener, and J. J. M. Verbaarschot. "Universality near zero virtuality." Nuclear Physics B 479, no. 3 (November 1996): 707–26. http://dx.doi.org/10.1016/0550-3213(96)00397-5.

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31

Zimmermann, Rainer, and Wolfgang Hofkirchner. "The Topos of Virtuality." tripleC: Communication, Capitalism & Critique. Open Access Journal for a Global Sustainable Information Society 7, no. 1 (July 3, 2009): 74–87. http://dx.doi.org/10.31269/triplec.v7i1.70.

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Generalizing the conceptual approach to a theory of biosemiotics which is primarily based on insight from mathematical topology , we discuss here the relevance of the cognitive representation of the category of space in terms of the consequences implied by topos theory: In this sense, it is shown that a topos is a Lindenbaum-Tarski algebra for a logical theory whose models are the points of a space. We also show what kind of epistemic conclusions can be drawn from this result with a view to model theory and by doing so establish important relationships among the concepts of social space, networks, systems and evolutionary games on the one hand and semiosis on the other. We can thus achieve a suitable reconciliation of both the onto-epistemic approach of the Kassel group and the evolutionary approach of the Salzburg group, respectively, carrying us forward among other things to fundamental aspects of a unified theory of information. This first paper deals with the mentioned relationships in general spaces, the second deals with applications to virtual space proper.
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32

Hosseini, M. Reza, Nicholas Chileshe, Bassam Baroudi, Jian Zuo, and Anthony Mills. "Factors affecting perceived level of virtuality in hybrid construction project teams (HCPTs)." Construction Innovation 16, no. 4 (October 3, 2016): 460–82. http://dx.doi.org/10.1108/ci-05-2015-0029.

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Purpose Deploying hybrid construction project teams (HCPTs) in which the common pattern of interactions is a blend of face-to-face and virtual communications has been increasingly gaining momentum in the construction context. Evidence has demonstrated that effectiveness of HCPTs is affected by a perceived level of virtuality, i.e. the perception of distance and boundaries between members where teams shift towards working virtually as opposed to purely collocated teams. This study aims to provide an integrated model of the factors affecting perceived virtuality in HCPTs, to address the conspicuous absence of studies on virtuality in the construction context. Design/methodology/approach An a priori list of factors extracted from existing literature on virtuality was subjected to the scrutiny of 17 experts with experiences of working in HCPTs through semi-structured interviews. Nvivo 10 was deployed for analysing the interview transcripts. Findings The findings outline the factors affecting virtuality in HCPTs and map the patterns of their associations as an integrated model. This leads to discovering a number of novel factors, which exert moderating impacts upon perceived virtuality in HCPTs. Practical implications The findings assist managers and practitioners dealing with any form of HCPTs (including building information modelling-based networks and distributed design teams) in identifying the variables manipulating the effectiveness of their teams. This enables them of designing more effective team arrangements. Originality/value As the first empirical study on virtuality in the construction context, this paper contributes to the sphere by conceptualising and contextualising the concept of virtuality in the construction industry. The study presents a new typology for the factors affecting perceived virtuality by categorising them into predictors and moderators.
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33

Jeong, Heon. "Indexicality, Imagination, and Digital Virtuality." TECHART: Journal of Arts and Imaging Science 1, no. 4 (November 30, 2014): 38. http://dx.doi.org/10.15323/techart.2014.11.1.4.38.

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34

Kwon, Jong Soo, and Jin Wan Park. "Intended Virtuality and Spontaneous Interactivity." TECHART: Journal of Arts and Imaging Science 3, no. 2 (May 31, 2016): 6. http://dx.doi.org/10.15323/techart.2016.05.3.2.6.

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35

Levine, Amy. "The Transparent Case of Virtuality." PoLAR: Political and Legal Anthropology Review 27, no. 1 (May 2004): 90–113. http://dx.doi.org/10.1525/pol.2004.27.1.90.

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36

Gray, Christopher B. "Virtuality in Aquinas and Deleuze." International Journal of Communication and Linguistic Studies 10, no. 3 (2013): 25–36. http://dx.doi.org/10.18848/2327-7882/cgp/v10i03/43594.

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37

EKIMOVA, ANASTASIYA V. "INTERACTIVE DOCUMENTARY: DOCUMENTARY AND VIRTUALITY." Art and Science of Television 15.2 (2019): 93–106. http://dx.doi.org/10.30628/1994-9529-2019-15.2-93-106.

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38

Hildebrandt, Mireille. "The Virtuality of Territorial Borders." Utrecht Law Review 13, no. 2 (May 12, 2017): 13. http://dx.doi.org/10.18352/ulr.380.

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39

Kim, Hyang-Ja, and Young-Sam Kim. "Virtuality in Digital Fashion Images." Journal of the Korean society of clothing and textiles 39, no. 2 (April 30, 2015): 233. http://dx.doi.org/10.5850/jksct.2015.39.2.233.

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40

Sangrà, Albert. "Teaching and learning in virtuality." Educar 28 (February 1, 2001): 117. http://dx.doi.org/10.5565/rev/educar.394.

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41

McGrath, Jason. "Suppositionality, Virtuality, and Chinese Cinema." boundary 2 49, no. 1 (February 1, 2022): 263–92. http://dx.doi.org/10.1215/01903659-9615487.

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In Chinese performance arts, one thing that was largely abandoned in the shift from traditional drama to motion pictures was the suppositionality of Chinese operatic performance, and the transition to digital cinema, particularly in the case of big-budget blockbusters that compete for mass audiences in greater China as well as abroad, raises the question of if and how an aesthetic of suppositionality is related to the emerging virtual realism enabled by computer-generated imagery (CGI). The concept of suppositionality not only helps us to evaluate how contemporary Chinese animation and CGI blockbusters remediate premodern cultural narratives but also provides an analytical measure for approaching the growing phenomenon of motion capture and composited performances. The “virtual realism” of CGI frees Chinese filmmakers to reject the ontological realism of photography and instead favor an aggressively animated style of visual effects while returning actors to a reprise of the suppositional performance style of traditional opera.
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42

Schauffel, Nathalie, and Thomas Ellwart. "Forced Virtuality During COVID-19." Zeitschrift für Arbeits- und Organisationspsychologie A&O 65, no. 4 (October 2021): 244–57. http://dx.doi.org/10.1026/0932-4089/a000366.

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Abstract. Social distancing received top priority during the COVID-19 crisis, resulting in new users of public digital services (PDS) with heterogeneous use motivation. While some users decided to use a PDS voluntarily and independently of COVID-19, others were forced to use PDS because of the COVID-19 lockdown. Based on technology acceptance models, we compared forced users ( N1 = 346) and voluntary users ( N2 = 315) using latent multigroup analysis. First-time users of a PDS ( N = 661) participated in the survey after reporting a crime online to the police. Results showed that forced and voluntary users differed regarding key factors (performance expectancy, effort expectancy, behavioral intention) and antecedents (system trust, ICT self-concept) of technology acceptance with less positive values for forced users. Further, forced users had stronger needs for system trust and usefulness (performance expectancy) than voluntary users, revealing user group-specific predictive values. The lessons learned for PDS design and marketing beyond pandemic times are discussed.
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43

Laas, Oliver. "Contemporary Philosophical Theories of Virtuality." Techné: Research in Philosophy and Technology 19, no. 3 (2015): 314–57. http://dx.doi.org/10.5840/techne2015121441.

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While the information revolution has ushered in a renewed philosophical interest in the notion of virtuality, the ontological status of virtual entities remains ambiguous. The present paper examines three forms of metaphysical realism about the meaning of the term ‘virtual’: genuine as well as intentionalist and computer-based reductivist realisms. Since all three are found wanting, a nominalist alternative is proposed. It is argued that ‘virtual’ is non-referential, and thus ontologically non-committing. Focusing on the metaphysical problem about the ontological status of virtuality obscures the real issue, namely the ontological status of models as implemented in software.
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44

Zubkov, Nikolai Andreevich. "METACOMMUNICATION OF VIRTUALITY: EPISTEMOLOGICAL ASPECTS." Manuscript, no. 7 (July 2019): 88–92. http://dx.doi.org/10.30853/manuscript.2019.7.17.

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45

Crano, R. d. "Genealogy, Virtuality, War (1651/1976)." Foucault Studies, no. 11 (February 1, 2011): 156. http://dx.doi.org/10.22439/fs.v0i11.3211.

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This article recounts Foucault’s critical reevaluation of Thomas Hobbes in his 1975-76 lecture course, published as Society Must Be Defended (2003). In probing Hobbes’ pivotal role in the foundation of the modern nation-state, Foucault delineates the ”philosophico-juridical” discourse of Leviathan from the ”historico-political” discourses of the English insurrectionists whose uncompromising demands were ultimately paved over by the more conventional seventeenth century debate between royalists and parliamentarians. In his most sustained engagement with political philosophy proper, Foucault effectively severs the two co-constitutive terms, enumerating the damning consequences of thinking politics apart from history and philosophy apart from the laws and codes that had been “born in the mud and blood of battles.” Displacing himself in the archive, Foucault doubles the Levellers and Diggers’ efforts to restage the violent conquests that undergird our seemingly calm governmental regimes. This doubling, I argue, evinces the profound influence of Deleuze’s innovative ontology of time on Foucault’s genealogical method. Foucault’s research strategy takes a fundamental turn towards specific techniques of cultural memory in the wake of his colleague’s radical reconceptualization of virtuality, difference, and repetition. To this end, I take up Foucault’s review essay ”Theatrum Philosophicum” and his comments on method in ”Nietzsche, Genealogy, History” in order to draw an analogy between what he does in 1976 and what the Levellers and Diggers were doing in 1651. In the final analysis, genealogy means war, and, in this war, it is the very being of the virtual itself that is at stake.
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46

Toussaint, O., J. Remacle, J.-F. Dierick, T. Pascal, C. Frippiat, J. P. Magalhaes, and F. Chainaux. "Hormesis: a quest for virtuality?" Human & Experimental Toxicology 20, no. 6 (June 2001): 311–14. http://dx.doi.org/10.1191/096032701701547990.

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47

Webster, Margaret, David M. Sugden, and Mike E. Tayles. "The measurement of manufacturing virtuality." International Journal of Operations & Production Management 24, no. 7 (July 2004): 721–42. http://dx.doi.org/10.1108/01443570410542019.

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48

Davies, Alex. "Adrift in the virtuality continuum." Computers in Entertainment 8, no. 1 (October 2010): 1–14. http://dx.doi.org/10.1145/1857940.1857942.

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49

Dholakia, Nikhilesh, and Ian Reyes. "Virtuality as place and process." Journal of Marketing Management 29, no. 13-14 (October 2013): 1580–91. http://dx.doi.org/10.1080/0267257x.2013.834714.

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50

Weber, Samuel. "The Virtuality of the Media." Emergences: Journal for the Study of Media & Composite Cultures 10, no. 1 (May 2000): 37–54. http://dx.doi.org/10.1080/713665783.

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