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Ethical considerations for the use of virtual reality: An evaluation of practices in academia and industry
Blekinge Tekniska Högskola, Fakulteten för datavetenskaper, Institutionen för datavetenskap.
Blekinge Tekniska Högskola, Fakulteten för datavetenskaper, Institutionen för datavetenskap.ORCID-id: 0000-0003-1503-8856
Blekinge Tekniska Högskola, Fakulteten för datavetenskaper, Institutionen för datavetenskap.ORCID-id: 0000-0003-3639-9327
2017 (Engelska)Ingår i: Proceedings of the 27th International Conference on Artificial Reality and Telexistence and 22nd Eurographics Symposium on Virtual Environments, ACM Digital Library, 2017, s. 141-148Konferensbidrag, Publicerat paper (Refereegranskat)
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.

Ort, förlag, år, upplaga, sidor
ACM Digital Library, 2017. s. 141-148
Nyckelord [en]
Virtual reality, Code of ethics
Nationell ämneskategori
Etik
Identifikatorer
URN: urn:nbn:se:bth-18866DOI: 10.2312/egve.20171351OAI: oai:DiVA.org:bth-18866DiVA, id: diva2:1367694
Konferens
ICAT-EGVE '17 Proceedings of the 27th International Conference on Artificial Reality and Telexistence and 22nd Eurographics Symposium on Virtual Environments, Adelaide
Tillgänglig från: 2019-11-04 Skapad: 2019-11-04 Senast uppdaterad: 2025-10-28Bibliografiskt granskad
Ingår i avhandling
1. Biofeedback Interaction: Applying Physiological Methods to Entertainment Video Games
Öppna denna publikation i ny flik eller fönster >>Biofeedback Interaction: Applying Physiological Methods to Entertainment Video Games
2020 (Engelska)Licentiatavhandling, sammanläggning (Övrigt vetenskapligt)
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.

Ort, förlag, år, upplaga, sidor
Karlskrona, Sweden: Blekinge Tekniska Högskola, 2020. s. 156
Serie
Blekinge Institute of Technology Licentiate Dissertation Series, ISSN 1650-2140 ; 9
Nyckelord
Biofeedback, Natural User Interaction, Video Games, Physiology, Entertainment.
Nationell ämneskategori
Annan teknik
Forskningsämne
Datavetenskap
Identifikatorer
urn:nbn:se:bth-20730 (URN)978-91-7295-414-4 (ISBN)
Presentation
2020-12-18, J1630, Blekige Institute of Technology, Karlskrona, 12:07 (Engelska)
Opponent
Handledare
Forskningsfinansiär
KK-stiftelsen, 20170056
Tillgänglig från: 2020-11-13 Skapad: 2020-11-13 Senast uppdaterad: 2025-09-30Bibliografiskt granskad
2. Psychophysiological Interaction: Symbiosis Between Players and Video Games
Öppna denna publikation i ny flik eller fönster >>Psychophysiological Interaction: Symbiosis Between Players and Video Games
2025 (Engelska)Doktorsavhandling, sammanläggning (Övrigt vetenskapligt)
Abstract [en]

Psychophysiological interaction offers the opportunity of delivering unique and innovative experiences that synergize with human physiological and psychological nature. Even though several publications have explored the use of psychophysiological interaction in video games in the past, there is still a set of challenges associated with its suitability for commercial entertainment games, and with the assessment of its relationship with the perceived player experience.

This dissertation explores psychophysiological interaction and its implementation within entertainment video games. It presents a review of multiple physiological methods, such as eye tracking, electrodermal activity, or electroencephalography, and discusses the possibilities and challenges that these methodologies offer for the design and implementation of natural user interaction techniques. The dissertation presents a set of user studies that evaluated the efficiency of psychophysiological interaction in desktop and virtual reality video games, and statistically assessed how the variations of player physiological data may relate to their respective changes in the perceived player experience. The dissertation also offers a set of ethical and methodological guidelines for the appropriate design of novel interaction techniques, and for the safe exposure of physiological sensors and virtual reality technologies to the general public.

The results obtained from this research show that the implementation of psychophysiological interaction in entertainment video games tends to positively affect player experience. However, this benefit comes as a tradeoff to player performance and their perceived sense of control. Additionally, the variations in electrodermal activity data, specifically in the skin conductance level, showed a tendency to correlate with negative player experience variables. Finally, psychophysiological interaction should be consistent with the natural behavior and reactions from players, and should be complementary to more traditional game interaction technologies.

Ort, förlag, år, upplaga, sidor
Karlskrona: Blekinge Tekniska Högskola, 2025. s. 100
Serie
Blekinge Institute of Technology Doctoral Dissertation Series, ISSN 1653-2090 ; 2025:13
Nyckelord
Psychophysiology, Biofeedback, Natural User Interaction, Video Games, Virtual Reality, Player Experience
Nationell ämneskategori
Datavetenskap (datalogi)
Forskningsämne
Datavetenskap
Identifikatorer
urn:nbn:se:bth-28823 (URN)978-91-7295-514-1 (ISBN)
Disputation
2025-12-10, J1630, Valhallavägen 1, Karlskrona, 09:00 (Engelska)
Opponent
Handledare
Forskningsfinansiär
KK-stiftelsen, 20220068KK-stiftelsen, 20170056
Tillgänglig från: 2025-11-05 Skapad: 2025-10-28 Senast uppdaterad: 2025-11-19Bibliografiskt granskad

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Förlagets fulltexthttps://diglib.eg.org/handle/10.2312/egve20171351

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Luro, Francisco LopezNavarro, DiegoSundstedt, Veronica

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