Human memory has notable limitations (e.g., forgetting) which have necessitated a variety of memory aids (e.g., calendars). As we grow closer to mass adoption of everyday Extended Reality (XR), which is frequently leveraging perceptual limitations (e.g., redirected walking), it becomes pertinent to consider how XR could leverage memory limitations (forgetting, distorting, persistence) to induce memory manipulations. As memories highly impact our self-perception, social interactions, and behaviors, there is a pressing need to understand XR Memory Manipulations (XRMMs). We ran three speculative design workshops (n=12), with XR and memory researchers creating 48 XRMM scenarios. Through thematic analysis, we define XRMMs, present a framework of their core components and reveal three classes (at encoding, pre-retrieval, at retrieval). Each class differs in terms of technology (AR, VR) and impact on memory (influencing quality of memories, inducing forgetting, distorting memories). We raise ethical concerns and discuss opportunities of perceptual and memory manipulations in XR.
When Filters Escape the Smartphone: Exploring Acceptance and Concerns Regarding Augmented Expression of Social Identity for Everyday AR
Mass adoption of Everyday Augmented Reality (AR) glasses will enable pervasive augmentation of our expression of social identity through AR filters, transforming our perception of self and others. However, despite filters’ prominent and often problematic usage in social media, research has yet to reflect on the potential impact AR filters might have when brought into everyday life. Informed by our survey of 300 existing popular AR filters used on Snapchat, Instagram and Tiktok, we conducted an AR-in-VR user study where participants (N=24) were exposed to 18 filters across six categories. We evaluated the social acceptability of these augmentations around others and attitudes towards an individual’s augmented self.Our findings highlight 1) how users broadly respected another individual’s augmented self; 2) positive use cases, such as supporting the presentation of gender identity; and 3) tensions around applying AR filters to others (e.g. censorship, changing protected characteristics) and their impact on self-perception (e.g. perpetuating unrealistic beauty standards). We raise questions regarding the rights of individuals to augment and be augmented that provoke the need for further consideration of AR augmentations in society.
Augmenting People, Places & Media: The Societal Harms Posed by Everyday Augmented Reality, and the Case for Perceptual Human Rights
Everyday Augmented Reality (AR) displays, with wearable, fashionable, all-day form factors, may one day supplant our reliance on physical displays, heralding new capabilities in augmented intelligence and perception, communication, productivity, and more. Such technology has the potential to become as fundamental to our daily lives as smartphones are today, empowering users, communities, business, governments, and others to alter, augment, diminish or otherwise mediate our perception of reality. For social good, this technology can enable augmenting expression of social identity to better represent our ‘authentic’ self, and virtually enhancing real-world social spaces to encourage greater community ownership and social cohesion. For social harm however, everyday AR could facilitate and amplify manipulation, information disorder (e.g. dis-information), censorship and coercion in our day-to-day experience of reality. In this essay, we consider some of the key societal changes (and ethical challenges) posed by the adoption of everyday AR, and argue that everyday AR will provoke the need for new human rights to be considered alongside proposed neurorights and existing and envisaged digital human rights, around: who can mediate reality (perceptual autonomy); what elements of reality are permissible to alter/augment (perceptual agency); and governing permissible intent regarding why we augment the user’s perception of reality, in particular considering tensions in cognitive autonomy (e.g. manipulation) and perceptual integrity (e.g. information disorder).
Privacy-Enhancing Technology and Everyday Augmented Reality: Understanding Bystanders’ Varying Needs for Awareness and Consent
Fundamental to Augmented Reality (AR) headsets is their capacity to visually and aurally sense the world around them, necessary to drive the positional tracking that makes rendering 3D spatial content possible. This requisite sensing also opens the door for more advanced AR-driven activities, such as augmented perception, volumetric capture and biometric identification - activities with the potential to expose bystanders to significant privacy risks. Existing Privacy-Enhancing Technologies (PETs) often safeguard against these risks at a low level e.g., instituting camera access controls. However, we argue that such PETs are incompatible with the need for always-on sensing given AR headsets’ intended everyday use. Through an online survey (N=102), we examine bystanders’ awareness of, and concerns regarding, potentially privacy infringing AR activities; the extent to which bystanders’ consent should be sought; and the level of granularity of information necessary to provide awareness of AR activities to bystanders. Our findings suggest that PETs should take into account the AR activity type, and relationship to bystanders, selectively facilitating awareness and consent. In this way, we can ensure bystanders feel their privacy is respected by everyday AR headsets, and avoid unnecessary rejection of these powerful devices by society.
User Reviews as a Reporting Mechanism for Emergent Issues Within Social VR Communities
Social virtual reality (VR) will potentially change online communities, transforming how people meet, interact, and socialise online. However, issues surrounding the growing threat of harassment (from verbal to cyber-physical assault) posed within social VR platforms are increasingly being noted within research.Yet, while prior research has successfully captured singular qualitative insights (e.g. identifying individual types of harassment or target user groups) it is essential that systems be developed to monitor emergent threats to community cohesion, including harassment, in a platform independent manner. In this paper, we explore whether user reviews are a valid and useful source of data around harassment incidences in social VR, a crucial first step towards platform agnostic, large scale and longitudinal monitoring of emerging harassment in social VR communities through user reviews posted about social VR applications.. We analysed 1000 user reviews posted on the Meta Quest store page for the social VR platform Rec Room and found 114 reviews report experiencing and/or witnessing harassment during use. Our results establish the validity of analysing user reviews as a means of monitoring harassment in social VR communities and we close by discussing their use in large scale, longitudinal monitoring systems.
2022
The Dark Side of Perceptual Manipulations in Virtual Reality
Wen-Jie Tseng, Elise Bonnail, Mark McGill, Mohamed Khamis, Eric Lecolinet, Samuel Huron, and Jan Gugenheimer
In Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems, 2022
“Virtual-Physical Perceptual Manipulations” (VPPMs) such as redirected walking and haptics expand the user’s capacity to interact with Virtual Reality (VR) beyond what would ordinarily physically be possible. VPPMs leverage knowledge of the limits of human perception to effect changes in the user’s physical movements, becoming able to (perceptibly and imperceptibly) nudge their physical actions to enhance interactivity in VR. We explore the risks posed by the malicious use of VPPMs. First, we define, conceptualize and demonstrate the existence of VPPMs. Next, using speculative design workshops, we explore and characterize the threats/risks posed, proposing mitigations and preventative recommendations against the malicious use of VPPMs. Finally, we implement two sample applications to demonstrate how existing VPPMs could be trivially subverted to create the potential for physical harm. This paper aims to raise awareness that the current way we apply and publish VPPMs can lead to malicious exploits of our perceptual vulnerabilities.
2021
Extended Reality (XR) and the Erosion of Anonymity and Privacy
This report is the result of work within the IEEE Global Initiative on Ethics of Extended Reality (XR), a multidiscipline group of industry practitioners, ethicists, academics, researchers, educators, and technology enthusiasts. It has been written to focus on a wide range of ethical issues related to XR and the erosion of anonymity and privacy. This report builds on work outlined in the “Extended Reality” chapter of the IEEE’s seminal ethics-focused publication, Ethically Aligned Design. XR is a term used to broadly refer to a suite of immersive technologies including virtual reality, augmented reality, and spatial computing. The scope of this report is the exploration of ethics-related issues in terms of anonymity and privacy of XR applications; the aim is to initiate expert-driven, multidiscipline analysis of the evolving XR Ethics requirements, with a vision to propose solutions, technologies, and standards in future updates. The set of recommendations within this report will hopefully contribute to industry conceptualization of socio-technological issues, highlight concreted recommendations, and lay the groundwork for future technical-standardization activities.
Safety, Power Imbalances, Ethics and Proxy Sex: Surveying In-The-Wild Interactions Between VR Users and Bystanders
VR users and bystanders must sometimes interact, but our understanding of these interactions - their purpose, how they are accomplished, attitudes toward them, and where they break down - is limited. This current gap inhibits research into managing or supporting these interactions, and preventing unwanted or abusive activity. We present the results of the first survey (N=100) that investigates stories of actual emergent in-the-wild interactions between VR users and bystanders. Our analysis indicates VR user and bystander interactions can be categorised into one of three categories: coexisting, demoing, and interrupting. We highlight common interaction patterns and impediments encountered during these interactions. Bystanders play an important role in moderating the VR user’s experience, for example intervening to save the VR user from potential harm. However, our stories also suggest that the occlusive nature of VR introduces the potential for bystanders to exploit the vulnerable state of the VR user; and for the VR user to exploit the bystander for enhanced immersion, introducing significant ethical concerns.
2020
Exploring Potentially Abusive Ethical, Social and Political Implications of Mixed Reality Research in HCI
Jan Gugenheimer, Mark McGill, Samuel Huron, Christian Mai, Julie Williamson, and Michael Nebeling
In recent years, Mixed Reality (MR) headsets have increasingly made advances in terms of capability, affordability and end-user adoption, slowly becoming everyday technology. HCI research typically explores positive aspects of these technologies, focusing on interaction, presence and immersive experiences. However, such technological advances and paradigm shifts often fail to consider the "dark patterns", with potential abusive scenarios, made possible by new technologies (cf. smartphone addiction, social media anxiety disorder). While these topics are getting recent attention in related fields and with the general population, this workshop is aimed at starting an active exploration of abusive, ethical, social and political scenarios of MR research inside the HCI community. With an HCI lens, workshop participants will engage in critical reviews of emerging MR technologies and applications and develop a joint research agenda to address them.
2018
Violent Video Games in Virtual Reality: Re-evaluating the Impact and Rating of Interactive Experiences
Bespoke Virtual Reality (VR) laboratory experiences can be differently affecting than traditional display experiences. With the proliferation of at-home VR headsets, these effects need to be explored in consumer media, to ensure the public are adequately informed. As yet, the organizations responsible for content descriptions and age-based ratings of consumer content do not rate VR games differently to those played on TV. This could lead to experiences that are more intense or subconsciously affecting than desired. To test whether VR and non-VR games are differently affecting, and so whether game ratings are appropriate, our research examined how participant (n=16) experience differed when playing the violent horror video game “Resident Evil 7”, viewed from a first-person perspective in PlayStation VR and on a 40” TV. The two formats led to meaningfully different experiences, suggesting that current game ratings may be unsuitable for capturing and conveying VR experiences.
2015
A Dose of Reality: Overcoming Usability Challenges in VR Head-Mounted Displays
Mark McGill, Daniel Boland, Roderick Murray-Smith, and Stephen Brewster
In Proceedings of the 33rd Annual ACM Conference on Human Factors in Computing Systems, 2015
We identify usability challenges facing consumers adopting Virtual Reality (VR) head-mounted displays (HMDs) in a survey of 108 VR HMD users. Users reported significant issues in interacting with, and being aware of their real-world context when using a HMD. Building upon existing work on blending real and virtual environments, we performed three design studies to address these usability concerns. In a typing study, we show that augmenting VR with a view of reality significantly corrected the performance impairment of typing in VR. We then investigated how much reality should be incorporated and when, so as to preserve users’ sense of presence in VR. For interaction with objects and peripherals, we found that selectively presenting reality as users engaged with it was optimal in terms of performance and users’ sense of presence. Finally, we investigated how this selective, engagement-dependent approach could be applied in social environments, to support the user’s awareness of the proximity and presence of others.