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Ethical considerations for the use of virtual reality: An evaluation of practices in academia and industry
Blekinge Institute of Technology, Faculty of Computing, Department of Computer Science.
Blekinge Institute of Technology, Faculty of Computing, Department of Computer Science.ORCID iD: 0000-0003-1503-8856
Blekinge Institute of Technology, Faculty of Computing, Department of Computer Science.ORCID iD: 0000-0003-3639-9327
2017 (English)In: Proceedings of the 27th International Conference on Artificial Reality and Telexistence and 22nd Eurographics Symposium on Virtual Environments, ACM Digital Library, 2017, p. 141-148Conference paper, Published paper (Refereed)
Abstract [en]

The following article offers a set of recommendations that are considered relevant for designing and executing experiences with Virtual Reality (VR) technology. It presents a brief review of the history and evolution of VR, along with the physiological issues related to its use. Additionally, typical practices in VR, used by both academia and industry are discussed and contrasted. These were further analysed from an ethical perspective, guided by legal and Corporate Social Responsibility (CSR) frameworks, to understand their motivation and goals, and the rights and responsibilities related to the exposure of research participants and final consumers to VR. Our results showed that there is a significant disparity between practices in academia and industry, and for industry specifically, there can be breaches of user protection regulations and poor ethical practices. The differences found are mainly in regards to the type of content presented, the overall setup of VR experiences, and the amount of information provided to participants or consumers respectively. To contribute to this issue, this study highlights some ethical aspects and also offers practical considerations that aim, not only to have more appropriate practices with VR in public spaces but also to motivate a discussion and reflection to ease the adoption of this technology in the consumer market.

Place, publisher, year, edition, pages
ACM Digital Library, 2017. p. 141-148
Keywords [en]
Virtual reality, Code of ethics
National Category
Ethics
Identifiers
URN: urn:nbn:se:bth-18866DOI: 10.2312/egve.20171351OAI: oai:DiVA.org:bth-18866DiVA, id: diva2:1367694
Conference
ICAT-EGVE '17 Proceedings of the 27th International Conference on Artificial Reality and Telexistence and 22nd Eurographics Symposium on Virtual Environments, Adelaide
Available from: 2019-11-04 Created: 2019-11-04 Last updated: 2021-05-03Bibliographically approved
In thesis
1. Biofeedback Interaction: Applying Physiological Methods to Entertainment Video Games
Open this publication in new window or tab >>Biofeedback Interaction: Applying Physiological Methods to Entertainment Video Games
2020 (English)Licentiate thesis, comprehensive summary (Other academic)
Abstract [en]

Biofeedback interaction offers interesting opportunities for video games since it allows player physiological information to be used in novel interaction techniques. Despite several contributions in the area, biofeedback interaction faces a set of challenges relating to its design and implementation. First, it has mainly been used as a method to replace more traditional interaction devices, such as gamepads, mice or keyboards. Also, few of the previous interaction techniques have made an essential use of physiological data: exploring possibilities that could only be developed by involving physiological inputs.

This dissertation explores how different physiological methods, such as electroencephalography, eye tracking, electrocardiography, electrodermal activity, or electromyography, could be used in the design and development of natural user interaction techniques that might be applied to entertainment video games, highlighting technical details for the appropriate use of physiological signals. The research also discusses interaction design principles from a human-computer interaction perspective, evaluates several novel biofeedback interaction techniques with a set of user studies, and proposes ethical considerations for the appropriate exposure to virtual reality and physiological sensor technology.

Results show that the use of biofeedback inputs in novel interaction techniques, vary in complexity and functionality depending on the type of measurements used. They also showed that biofeedback interaction can positively affect player experience since it allows games and virtual reality applications to synchronize with player physiology, making of playing games a personalized experience. Results highlighted that biofeedback interaction can significantly affect player performance, being influenced by the interaction complexity and the reliability of the sensor technology used.

Place, publisher, year, edition, pages
Karlskrona, Sweden: Blekinge Tekniska Högskola, 2020. p. 156
Series
Blekinge Institute of Technology Licentiate Dissertation Series, ISSN 1650-2140 ; 9
Keywords
Biofeedback, Natural User Interaction, Video Games, Physiology, Entertainment.
National Category
Interaction Technologies
Research subject
Computer Science
Identifiers
urn:nbn:se:bth-20730 (URN)978-91-7295-414-4 (ISBN)
Presentation
2020-12-18, J1630, Blekige Institute of Technology, Karlskrona, 12:07 (English)
Opponent
Supervisors
Funder
Knowledge Foundation, 20170056
Available from: 2020-11-13 Created: 2020-11-13 Last updated: 2021-02-03Bibliographically approved

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Publisher's full texthttps://diglib.eg.org/handle/10.2312/egve20171351

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Luro, Francisco LopezNavarro, DiegoSundstedt, Veronica

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