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Experiential disparities in social VR: uncovering power dynamics and inequality 社会虚拟现实中的体验差异:揭示权力动态和不平等现象
IF 3.2 Q2 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2024-08-09 DOI: 10.3389/frvir.2024.1351794
Cayley Macarthur, Eugene Kukshinov, Daniel Harley, Trisha Pawar, Nirali Modi, Lennart E. Nacke
Social Virtual Reality (SVR) offers new forms of social interaction, identity expression, and embodied experiences, but it has also revealed significant issues related to social inequalities and unequal power dynamics within virtual worlds. Employing a critical, intersectional approach, we investigate how existing power dynamics and inequalities shape individual experiences and interactions in SVR, shedding light on the differences between the ways that dominant groups and marginalized groups (in relation to race and gender specifically) experience SVR. Analyzing qualitative survey data, we discuss the complex relationship between power dynamics and key SVR affordances, including expectations around perceived anonymity, limited options for avatar customization, practices for self-representation, and actions relating to embodied social interactions. Identifying the specific ways that power and privilege are reenacted in virtual environments, our work calls for deeper engagements with the ways that non-dominant identities and experiences continue to be marginalized in SVR.
社会虚拟现实(SVR)提供了新形式的社会互动、身份表达和具身体验,但它也揭示了与虚拟世界中的社会不平等和不平等权力动态相关的重大问题。我们采用了一种批判性的交叉方法,调查了现有的权力动态和不平等是如何影响个人在 SVR 中的体验和互动的,揭示了主流群体和边缘化群体(特别是与种族和性别有关的群体)体验 SVR 的方式之间的差异。通过分析定性调查数据,我们讨论了权力动态与 SVR 关键功能之间的复杂关系,包括对匿名性的预期、化身定制的有限选项、自我代表的实践以及与体现性社交互动相关的行动。通过确定权力和特权在虚拟环境中重演的具体方式,我们的工作呼吁更深入地探讨非主流身份和经历在 SVR 中继续被边缘化的方式。
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引用次数: 0
Predictive multiuser redirected walking using artificial potential fields 利用人工势场进行预测性多用户重定向行走
IF 3.2 Q2 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2024-08-08 DOI: 10.3389/frvir.2024.1259429
Christian Hirt, Noah Isaak, Christian Holz, Andreas M. Kunz
Real walking is considered as the best locomotion metaphor to explore virtual environments in terms of user experience. In addition to being intuitive for the user, walking captures the true feelings of motion since the visual and proprioceptive sensations are harmonized well. The major disadvantage of choosing walking over other locomotion metaphors involves the physical constraints of the available space, which is usually considerably smaller than the virtual environment. To address this issue, redirected walking (RDW) introduces slight mismatches between a user’s visually perceived path and their actual walking pattern, compelling them to subconsciously compensate for the inconsistency by adjusting their walking trajectory. As a result, users are steered to a certain degree, and expansive virtual environments are effectively compressed into smaller physical spaces. Among others, particularly predictive RDW offers immense potential for growth since it unites various algorithmic systems, whereas many approaches from literature depend on drastic restrictions like single-user constraints or architectural limitations to ensure real-time performance. This work presents two novel predictive RDW systems that allow multiple physically colocated users to explore independent and unconstrained virtual environments. The systems rely on two new implementations of prediction systems based on clothoid trajectory generation combined with a cost-based planning concept built on non-harmonic artificial potential fields (APFs), which inherently allow non-convex and dynamic physical environments. Using the APFs, three additional RDW conditions popular in the literature are implemented for comparison purposes. The five RDW concepts are then validated in an extensive user study with 150 participants conducted in 75 pairs. The results indicate that the novel predictive RDW systems outperform the three systems from literature, except for particular sections of the virtual environment with specific architectural traits.
就用户体验而言,真实行走被认为是探索虚拟环境的最佳运动隐喻。对用户来说,步行不仅直观,而且还能捕捉到运动的真实感受,因为视觉和本体感觉得到了很好的协调。与其他运动隐喻相比,步行的主要缺点是受到可用空间的限制,因为可用空间通常比虚拟环境小得多。为了解决这个问题,重定向行走(RDW)在用户的视觉感知路径和实际行走模式之间引入了轻微的不匹配,迫使他们下意识地通过调整行走轨迹来弥补这种不一致。因此,用户在一定程度上被引导,广阔的虚拟环境被有效压缩到较小的物理空间中。其中,特别是预测性 RDW 具有巨大的发展潜力,因为它融合了各种算法系统,而文献中的许多方法都依赖于单用户限制或架构限制等严格限制来确保实时性能。本研究提出了两种新型预测性 RDW 系统,允许多个物理上位于同一地点的用户探索独立且无约束的虚拟环境。这两个系统依赖于基于布状轨迹生成的预测系统的两个新实施方案,并结合了基于非谐波人工势场(APF)的成本规划概念。为了便于比较,我们使用人工势场实现了文献中流行的另外三种 RDW 条件。然后,在一项广泛的用户研究中对这五种 RDW 概念进行了验证,该研究有 150 名参与者,分 75 对进行。结果表明,新颖的预测性 RDW 系统优于文献中的三种系统,但具有特定建筑特征的虚拟环境的特定部分除外。
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引用次数: 0
Synergy and medial effects of multimodal cueing with auditory and electrostatic force stimuli on visual field guidance in 360° VR 听觉和静电力刺激的多模态提示对 360° VR 视场引导的协同效应和中间效应
Q2 Computer Science Pub Date : 2024-06-04 DOI: 10.3389/frvir.2024.1379351
Y. Sawahata, M. Harasawa, K. Komine
This study investigates the effects of multimodal cues on visual field guidance in 360° virtual reality (VR). Although this technology provides highly immersive visual experiences through spontaneous viewing, this capability can disrupt the quality of experience and cause users to miss important objects or scenes. Multimodal cueing using non-visual stimuli to guide the users’ heading, or their visual field, has the potential to preserve the spontaneous viewing experience without interfering with the original content. In this study, we present a visual field guidance method that imparts auditory and haptic stimulations using an artificial electrostatic force that can induce a subtle “fluffy” sensation on the skin. We conducted a visual search experiment in VR, wherein the participants attempted to find visual target stimuli both with and without multimodal cues, to investigate the behavioral characteristics produced by the guidance method. The results showed that the cues aided the participants in locating the target stimuli. However, the performance with simultaneous auditory and electrostatic cues was situated between those obtained when each cue was presented individually (medial effect), and no improvement was observed even when multiple cue stimuli pointed to the same target. In addition, a simulation analysis showed that this intermediate performance can be explained by the integrated perception model; that is, it is caused by an imbalanced perceptual uncertainty in each sensory cue for orienting to the correct view direction. The simulation analysis also showed that an improved performance (synergy effect) can be observed depending on the balance of the uncertainty, suggesting that a relative amount of uncertainty for each cue determines the performance. These results suggest that electrostatic force can be used to guide 360° viewing in VR, and that the performance of visual field guidance can be improved by introducing multimodal cues, the uncertainty of which is modulated to be less than or comparable to that of other cues. Our findings on the conditions that modulate multimodal cueing effects contribute to maximizing the quality of spontaneous 360° viewing experiences with multimodal guidance.
本研究调查了多模态线索对 360° 虚拟现实(VR)中视野引导的影响。虽然这种技术通过自发观看提供了高度沉浸式的视觉体验,但这种功能可能会破坏体验质量,导致用户错过重要的物体或场景。使用非视觉刺激来引导用户的方向或视野的多模态提示,有可能在不干扰原始内容的情况下保持自发观看体验。在本研究中,我们提出了一种视场引导方法,这种方法利用人工静电力来提供听觉和触觉刺激,可以在皮肤上产生微妙的 "蓬松 "感觉。我们在 VR 中进行了一次视觉搜索实验,让参与者尝试在有多模态提示和没有多模态提示的情况下寻找视觉目标刺激物,以研究这种引导方法产生的行为特征。结果表明,提示有助于参与者找到目标刺激物。然而,同时使用听觉和静电提示时的表现介于单独使用每种提示时的表现之间(中间效应),即使多种提示刺激指向同一目标,也没有观察到任何改进。此外,模拟分析表明,这种中间表现可以用综合感知模型来解释,即这是由于每个感官线索在定向到正确的视线方向时存在不平衡的感知不确定性造成的。模拟分析还表明,根据不确定性的平衡,可以观察到性能的提高(协同效应),这表明每个线索的相对不确定性决定了性能的高低。这些结果表明,静电力可用于引导 VR 中的 360° 观看,而通过引入多模态线索(其不确定性可调节为小于或与其他线索相当),可提高视野引导的性能。我们关于调节多模态提示效果的条件的研究结果有助于最大限度地提高使用多模态引导的自发 360° 观看体验的质量。
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引用次数: 0
Editorial: Virtual agents in virtual reality: design and implications for VR users 社论:虚拟现实中的虚拟代理:设计和对虚拟现实用户的影响
Q2 Computer Science Pub Date : 2024-05-16 DOI: 10.3389/frvir.2024.1423638
Pierre Raimbaud, Béatrice Biancardi, Iana Podkosova, Catherine Pelachaud
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引用次数: 0
Virtual reality training for intraoperative imaging in orthopaedic surgery: an overview of current progress and future direction 骨科手术术中成像的虚拟现实培训:当前进展和未来方向概述
Q2 Computer Science Pub Date : 2024-05-16 DOI: 10.3389/frvir.2024.1392825
Jayanth Pratap, Charlotte Laane, Neal Chen, Abhiram Bhashyam
Trauma and orthopedic surgery commonly rely on intraoperative radiography or fluoroscopy, which are essential for visualizing patient anatomy and safely completing surgical procedures. However, these imaging methods generate ionizing radiation, which in high doses carries a potential health risk to patients and operating personnel. There is an established need for formal training in obtaining precise intraoperative imaging while minimizing radiation exposure. Virtual reality (VR) simulation serves as a promising tool for orthopaedic trainees to develop skills in safe intraoperative imaging, without posing harm to patients, operating room staff, or themselves. This paper aims to provide a brief overview of literature surrounding VR training for intraoperative imaging in orthopaedic surgery. In addition, we discuss areas for improvement and future directions for development in the field.
创伤和骨科手术通常依赖术中射线照相或透视,这对于观察病人解剖结构和安全完成手术过程至关重要。然而,这些成像方法会产生电离辐射,高剂量的电离辐射会给患者和手术人员带来潜在的健康风险。在获得精确的术中成像的同时最大限度地减少辐射暴露方面,对正规培训的需求已经形成。虚拟现实(VR)模拟是一种很有前途的工具,可帮助骨科受训人员掌握术中安全成像的技能,同时不会对患者、手术室工作人员或自身造成伤害。本文旨在简要概述有关骨科手术术中成像 VR 培训的文献。此外,我们还讨论了该领域需要改进的地方和未来的发展方向。
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引用次数: 0
The use of virtual technologies with music in rehabilitation: a scoping systematic review 虚拟技术与音乐在康复中的应用:范围界定系统综述
Q2 Computer Science Pub Date : 2024-05-15 DOI: 10.3389/frvir.2024.1290396
Pipsa P. A. Tuominen, Lea A. Saarni
The use of virtual environments in rehabilitation has been growing. The current systematic review aimed to evaluate how and where virtual technologies are combined with music in rehabilitation.A literature search was conducted in seven databases (ACM Digital Library, CINAHL Complete, Cochrane Library, Computer Science database, Medline, Nursing & Allied Health database, and Scopus). It included articles published from 2006 to February 2023. The search followed the Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA) guidelines for study selection. Twelve studies with 160 participants were included in the review. In addition, a descriptive approach was used to gather data from the studies for the areas of interest.Virtual Reality (VR) and Augmented Reality were most familiar and used in rehabilitation, but Mixed Reality, and Extended Reality were less studied. It became evident that equipment, diverse applications, assessment metrics, training environments, and methodologies were highly varied. Most of the studies were pilots, the overall quality of included studies was rated moderate, and the risk of bias was high in the included studies. The studies on motor rehabilitation after stroke showed a clinical improvement in hand functions, specifically fractionation. Furthermore, studies that included motivation, adherence, and mental health, slightly supported the idea that VR technologies with music have the potential to promote motivation and exercise adherence, increase positive emotions, and decrease anxiety. In addition, user experience and feasibility studies presented technologies combined with music to be safe and acceptable in rehabilitation.In light of these findings, it can be inferred that virtual technologies with music offer promising avenues for future rehabilitation research. However, some confusion was obtained related to the included studies’ definitions of technologies and management terms. Furthermore, it is important to note the limited number of studies and participants, the heterogeneity among participants, and the overall quality of the studies that restrict the generalizability of these results to a larger population. Therefore, future researchers should define concepts and terms, delve deeper into this area to uncover the potential benefits, and clarify the specific mechanisms through which virtual technologies with music can positively impact rehabilitation outcomes.
虚拟环境在康复领域的应用越来越广泛。目前的系统性综述旨在评估虚拟技术与音乐在康复中的结合方式和领域。我们在七个数据库(ACM Digital Library、CINAHL Complete、Cochrane Library、Computer Science database、Medline、Nursing & Allied Health database 和 Scopus)中进行了文献检索。其中包括 2006 年至 2023 年 2 月期间发表的文章。检索遵循系统综述和元分析首选报告项目(PRISMA)指南进行研究筛选。本次研究共纳入了 12 项研究,共有 160 名参与者。虚拟现实(VR)和增强现实(Augmented Reality)在康复领域的应用最为人熟知,但对混合现实(Mixed Reality)和扩展现实(Extended Reality)的研究较少。显然,设备、各种应用、评估指标、训练环境和方法都有很大差异。大多数研究都是试验性的,纳入研究的总体质量被评为中等,纳入研究的偏倚风险较高。有关中风后运动康复的研究显示,手部功能(尤其是分叉)得到了临床改善。此外,包括动机、坚持性和心理健康在内的研究略微支持这样一种观点,即带有音乐的 VR 技术有可能促进动机和运动坚持性、增加积极情绪并减少焦虑。此外,用户体验和可行性研究表明,与音乐相结合的技术在康复治疗中是安全的、可接受的。然而,所纳入的研究在技术和管理术语的定义方面存在一些混乱。此外,必须注意的是,研究和参与者的数量有限、参与者之间的异质性以及研究的整体质量限制了这些结果在更大人群中的推广性。因此,未来的研究人员应定义概念和术语,深入研究这一领域以发现潜在的益处,并阐明音乐虚拟技术对康复结果产生积极影响的具体机制。
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引用次数: 0
Participatory design of a virtual reality life review therapy system for palliative care 参与式设计用于姑息治疗的虚拟现实生命回顾治疗系统
Q2 Computer Science Pub Date : 2024-05-15 DOI: 10.3389/frvir.2024.1304615
Royce Ng, Olive Kit Ling Woo, Daniel Eckhoff, Mengyao Zhu, Antoinette Lee, Alvaro Cassinelli
We present a novel Virtual Reality (VR) life review therapy system. Life review therapy is an intervention used by clinical psychologists, counselors, and social workers for patients under palliative care to systematically examine various life experiences to resolve conflicts and complete life tasks. The goal of the therapy is to narrativize the patient’s life before death in order to come to terms with their mortality. Our VR life review therapy system allows therapists to perform their interventions in customized virtual spaces designed to encourage the patient to reflect and reminisce about their life experiences. Our system is also developed in response to mobility restrictions and COVID-19 pandemic-related quarantine measures that have separated patients under palliative care from family and friends, resulting in emotional and psychological distress. As VR systems related to health are increasingly being used by therapists in their interventions, it is of utmost importance that the health professionals who will be the end users of these systems are involved in the design process to create ethical healthcare technologies. In response, we initiated the participatory design and evaluation of our VR life review therapy system prototype with six clinical psychologists who have practical experience delivering life review therapy to patients in palliative care in the Hong Kong hospital system. In the study, each participant experienced the VR life review therapy system and evaluated its strengths and weaknesses through semi-structured interviews. The qualitative data gathered from these interviews was coded according to nine different categories; avatars, content design, evaluation, haptic sensations, interaction, gesturing and gaze direction, movement and navigation, non-verbal communication, soundtrack. These conceptual categories were chosen based on our analysis of common themes reported by the clinical psychologists’ experience of the system. Feedback from clinical psychologists on each of these categories was incorporated into the redesign and update of the final system. Overall, participants generally evaluated the system as feasible and effective for use with patients under palliative care, while movement and interaction were the features requiring the most improvement.
我们介绍了一种新颖的虚拟现实(VR)生命回顾治疗系统。生命回顾疗法是临床心理学家、心理咨询师和社会工作者为接受姑息治疗的病人提供的一种干预措施,目的是系统地检查病人的各种生命经历,以解决冲突和完成生命任务。该疗法的目的是对患者生前的生活进行叙述,以接受他们的死亡。我们的 VR 生命回顾治疗系统允许治疗师在定制的虚拟空间中进行干预,旨在鼓励患者反思和回忆他们的生命经历。我们开发该系统也是为了应对行动限制和 COVID-19 大流行相关的隔离措施,这些措施导致接受姑息治疗的病人与家人和朋友分离,造成情绪和心理困扰。由于治疗师在干预过程中越来越多地使用与健康相关的 VR 系统,因此最重要的是让这些系统的最终用户--医疗专业人员参与到设计过程中,以创造符合道德规范的医疗保健技术。为此,我们与六位临床心理学家共同启动了 VR 生命回顾治疗系统原型的参与式设计和评估,这些临床心理学家在香港医院系统中为姑息治疗患者提供生命回顾治疗方面拥有丰富的实践经验。在这项研究中,每位参与者都体验了 VR 生命回顾治疗系统,并通过半结构化访谈对其优缺点进行了评估。从这些访谈中收集到的定性数据按照九个不同的类别进行了编码:头像、内容设计、评估、触觉、互动、手势和注视方向、移动和导航、非语言交流、配乐。这些概念类别是根据我们对临床心理学家使用该系统的经验所报告的共同主题进行分析后选定的。临床心理学家对每个类别的反馈意见都被纳入到最终系统的重新设计和更新中。总体而言,参与者普遍认为该系统对于姑息关怀病人的使用是可行和有效的,而移动和互动则是最需要改进的功能。
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引用次数: 0
Advancing prosociality in extended reality: systematic review of the use of embodied virtual agents to trigger prosocial behaviour in extended reality 促进扩展现实中的亲社会行为:对使用具身虚拟代理引发扩展现实中的亲社会行为进行系统审查
Q2 Computer Science Pub Date : 2024-05-14 DOI: 10.3389/frvir.2024.1386460
Mamehgol Yousefi, Stephanie Elena Crowe, Simon Hoermann, Mos Sharifi, Alvaro Romera, Ahmad Shahi, Thammathip Piumsomboon
Attention has increasingly been focused on the potential of Extended Reality (XR) and Embodied Virtual Agents (EVAs) to significantly influence human behaviour. While an expanding body of literature explores the individual impacts of XR and EVAs, there is a noticeable gap in the literature regarding their combined influence on eliciting prosocial behaviour in humans. The purpose of this systematic review is to explore this intersection, offering insights into their multifaceted effects on human prosocial behaviour and the implications for future research and development of EVAs in XR. Our systematic review adopted a scoping approach due to the limited number of studies directly focused on EVAs (i.e., autonomously computer-controlled entities). Despite this, we observed the use of various forms of virtual characters (VCs) to elicit prosocial behaviour. An in-depth analysis of 15 selected studies indicates complex patterns in how XR and VCs affect users’ prosocial behaviour and interactions. Our review suggests that there is promising potential for EVAs to promote prosocial behaviour. However, further research is necessary to identify the design and interaction-related attributes that enhance the effectiveness of these technologies, particularly for socially interactive EVAs in XR environments.
人们越来越关注扩展现实(XR)和嵌入式虚拟代理(EVA)对人类行为产生重大影响的潜力。虽然有越来越多的文献探讨了 XR 和 EVAs 的单独影响,但关于它们对激发人类亲社会行为的综合影响的文献却存在明显空白。本系统性综述的目的就是要探索这两者之间的交叉点,深入了解它们对人类亲社会行为的多方面影响,以及对未来研究和开发 XR 中的 EVA 的影响。由于直接关注 EVA(即自主计算机控制实体)的研究数量有限,我们的系统综述采用了范围界定法。尽管如此,我们还是观察到了使用各种形式的虚拟人物(VCs)来激发亲社会行为的情况。对 15 项选定研究的深入分析表明,XR 和虚拟人物在如何影响用户的亲社会行为和互动方面有着复杂的模式。我们的综述表明,EVA 在促进亲社会行为方面具有广阔的潜力。然而,有必要开展进一步的研究,以确定能够提高这些技术有效性的设计和互动相关属性,特别是 XR 环境中的社交互动 EVA。
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引用次数: 0
Considerations when trying to quantify immersion with secondary tasks 尝试量化次要任务的沉浸感时的注意事项
Q2 Computer Science Pub Date : 2024-05-13 DOI: 10.3389/frvir.2024.1212216
Emily Payne, Kayli Battel, Nancy A. Baker, Nathan Ward
Immersion is a crucial component to characterizing virtual reality (VR) and discovering its many implications for our lives. Studies have defined immersion as the extent that virtual environments submerge users’ perceptual systems, shut out the physical environments’ inputs, and induce engrossment in users. The present study sought to further understand the applications of immersion in virtual environments by leveraging traditional self-report measures, as well as investigating the use of distraction to quantify immersion objectively. We hypothesized that participants in immersive 3-dimensional VR would self-report higher levels of immersion and engagement compared to a non-VR condition. We also predicted that participants in the VR condition would have impaired responses to a secondary task compared to the non-VR condition. Using a within-subjects design, participants engaged in a VR meditation both on a computer screen (non-VR) and through a VR headset (VR). During the meditations, they completed a secondary detection-response task (DRT) by pressing a button in response to a tactile stimulus. We used DRT reaction times to objectively measure immersion. Following the meditations, participants completed questionnaires regarding their experiences. As predicted, participants reported that the VR condition increased their engagement and presence compared to the non-VR version of the same meditation scenario. With regard to the secondary detection task, we did not find a significant effect of VR on DRT performance, although DRT performance was numerically worse in the VR condition compared to the non-VR condition. These mixed results suggest that the use of a secondary task depends upon several factors, which we discuss.
沉浸感是描述虚拟现实(VR)特征和发现其对我们生活的诸多影响的关键要素。研究将沉浸感定义为虚拟环境淹没用户感知系统、隔绝物理环境输入并诱导用户沉浸其中的程度。本研究试图通过利用传统的自我报告测量方法,以及研究使用分散注意力的方法来客观量化沉浸感,从而进一步了解沉浸感在虚拟环境中的应用。我们假设,与非 VR 条件相比,身临其境的三维 VR 参与者会自我报告更高水平的沉浸感和参与度。我们还预测,与非 VR 条件相比,VR 条件下的参与者对次要任务的反应会受损。采用受试者内设计,参与者在电脑屏幕上(非 VR)和通过 VR 头显(VR)进行 VR 冥想。在冥想过程中,他们通过按下按钮来响应触觉刺激,从而完成二级检测反应任务(DRT)。我们使用 DRT 反应时间来客观测量沉浸感。冥想结束后,参与者填写了有关其体验的调查问卷。正如预测的那样,与相同冥想场景的非 VR 版本相比,参与者报告说 VR 状态提高了他们的参与度和临场感。至于二次检测任务,我们没有发现 VR 对 DRT 成绩的显著影响,尽管与非 VR 条件相比,VR 条件下的 DRT 成绩在数字上要差一些。这些喜忧参半的结果表明,次要任务的使用取决于多个因素,我们将对此进行讨论。
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引用次数: 0
Towards a smart glasses society? Ethical perspectives on extended realities and augmenting technologies 迈向智能眼镜社会?扩展现实和增强技术的伦理视角
Q2 Computer Science Pub Date : 2024-05-09 DOI: 10.3389/frvir.2024.1404890
Max Tretter, Michael Hahn, Peter Dabrock
The release of Apple Vision Pro in early February and the subsequent media coverage have pushed Mixed Reality (MR) and augmenting technologies into public consciousness, raising the question of whether we are moving towards a “smart glasses society” where wearing MR-devices in public becomes commonplace, and regularly engaging with extended realities will be part of our everyday experience. This paper delves into the ethical implications of this potential development, scrutinizing the effects smart glasses may have on our humanity, our relation to the world, and our shared-life world. It calls for a nuanced approach that earnestly engages with these concerns while maintaining a composed outlook, recognizing that many of these issues discussed in the context of immersive technologies, although they seem new, have been with us for quite some time.
二月初苹果公司发布的 Vision Pro 以及随后的媒体报道将混合现实(MR)和增强技术推向了公众的视野,引发了这样一个问题:我们是否正在迈向一个 "智能眼镜社会",即在公共场合佩戴 MR 设备已成为一种普遍现象,而经常接触扩展现实将成为我们日常体验的一部分。本文深入探讨了这一潜在发展的伦理影响,仔细研究了智能眼镜可能对我们的人性、我们与世界的关系以及我们的共享生活世界产生的影响。本文呼吁采取一种细致入微的方法,在认真对待这些问题的同时保持冷静的观点,认识到在沉浸式技术背景下讨论的许多问题虽然看似新颖,但其实已经存在了相当长的时间。
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引用次数: 0
期刊
Frontiers in virtual reality
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