dc.contributor.author | Luro, Francisco Lopez | en_US |
dc.contributor.author | Prada, Diego Navarro | en_US |
dc.contributor.author | Sundstedt, Veronica | en_US |
dc.contributor.editor | Robert W. Lindeman and Gerd Bruder and Daisuke Iwai | en_US |
dc.date.accessioned | 2017-11-21T15:42:57Z | |
dc.date.available | 2017-11-21T15:42:57Z | |
dc.date.issued | 2017 | |
dc.identifier.isbn | 978-3-03868-038-3 | |
dc.identifier.issn | 1727-530X | |
dc.identifier.uri | http://dx.doi.org/10.2312/egve.20171351 | |
dc.identifier.uri | https://diglib.eg.org:443/handle/10.2312/egve20171351 | |
dc.description.abstract | 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. | en_US |
dc.publisher | The Eurographics Association | en_US |
dc.subject | Ethics | |
dc.subject | Technology | |
dc.subject | Virtual Reality | |
dc.subject | Practice | |
dc.subject | Consumers | |
dc.subject | Academia | |
dc.subject | Industry. | |
dc.subject | Human | |
dc.subject | centered computing | |
dc.subject | Virtual reality | |
dc.subject | Social and professional topics | |
dc.subject | Codes of ethics | |
dc.title | Ethical Considerations for the Use of Virtual Reality: An Evaluation of Practices in Academia and Industry | en_US |
dc.description.seriesinformation | ICAT-EGVE 2017 - International Conference on Artificial Reality and Telexistence and Eurographics Symposium on Virtual Environments | |
dc.description.sectionheaders | Gaming | |
dc.identifier.doi | 10.2312/egve.20171351 | |
dc.identifier.pages | 141-148 | |