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dc.contributor.authorLuro, Francisco Lopezen_US
dc.contributor.authorPrada, Diego Navarroen_US
dc.contributor.authorSundstedt, Veronicaen_US
dc.contributor.editorRobert W. Lindeman and Gerd Bruder and Daisuke Iwaien_US
dc.date.accessioned2017-11-21T15:42:57Z
dc.date.available2017-11-21T15:42:57Z
dc.date.issued2017
dc.identifier.isbn978-3-03868-038-3
dc.identifier.issn1727-530X
dc.identifier.urihttp://dx.doi.org/10.2312/egve.20171351
dc.identifier.urihttps://diglib.eg.org:443/handle/10.2312/egve20171351
dc.description.abstractThe 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.publisherThe Eurographics Associationen_US
dc.subjectEthics
dc.subjectTechnology
dc.subjectVirtual Reality
dc.subjectPractice
dc.subjectConsumers
dc.subjectAcademia
dc.subjectIndustry.
dc.subjectHuman
dc.subjectcentered computing
dc.subjectVirtual reality
dc.subjectSocial and professional topics
dc.subjectCodes of ethics
dc.titleEthical Considerations for the Use of Virtual Reality: An Evaluation of Practices in Academia and Industryen_US
dc.description.seriesinformationICAT-EGVE 2017 - International Conference on Artificial Reality and Telexistence and Eurographics Symposium on Virtual Environments
dc.description.sectionheadersGaming
dc.identifier.doi10.2312/egve.20171351
dc.identifier.pages141-148


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