The DOI matches its Crossref record; 60 of the 61 references it cites were found in a registry or an index, and 1 are not checked yet.
The Ethics of Realism in Virtual and Augmented Reality
Open accessAbstract
In this paper we consider ethical issues that could emerge with the widespread adoption ofvirtual and augmented reality (XR) as a consumer product. Our major focus is on a likelyfuture where, with technological advances, virtual and augmented reality may becomeindistinguishable from reality thanks to the improvements in sensory feedback, in the abilityto interact with virtual features, and in other elements that enhance the realism of the virtualexperience—what we refer to as superrealism. In the introductory section we first considermore general ethical issues related to XR use, and in later sections we consider issues specificto superrealism in XR. Finally, we propose approaches towards remedies and outline a seriesof scientific questions targeted at the research community. This work is the result of a groupmeeting under the auspices of Digital Catapult in London, and reports findings of theirdiscussions. The intention of this paper is to highlight important areas for consideration bythe wider XR community, and provoke the discussion and further research needed toinvestigate and address these important topics.
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“privacy concerns have already been raised (Slater et al. 2020;Spiegel 2018) and must continue to be discussed within clinical research”
From Better, Virtually: the Past, Present, and Future of Virtual Reality Cognitive Behavior Therapy (2021) · cites this paper as Slater et al. 2020
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Cites
The Open Society and Its Enemies
Popper, K. (2012) · Routledge eBooks · doi:10.4324/9780203439913 · Cited by 3,513
Place illusion and plausibility can lead to realistic behaviour in immersive virtual environments
Slater, M. (2009) · Philosophical Transactions of the Royal Society B: Biological Sciences · doi:10.1098/rstb.2009.0138 · Cited by 2,691
Self-citationThe Proteus Effect: The Effect of Transformed Self-Representation on Behavior
Yee, N., & Bailenson, J. (2007) · Human Communication Research · doi:10.1111/j.1468-2958.2007.00299.x · Cited by 2,126
Enhancing Our Lives with Immersive Virtual Reality
Slater, M., & Sanchez-Vives, M. V. (2016) · Frontiers in Robotics and AI · doi:10.3389/frobt.2016.00074 · Cited by 1,993
Self-citationVirtual Reality in the Assessment, Understanding, and Treatment of Mental Health Disorders
Freeman, D., Reeve, S., Robinson, A., Ehlers, A., Clark, D., Spanlang, B., & Slater, M. (2017) · Psychological Medicine · doi:10.1017/s003329171700040x · Cited by 1,428
Self-citationThomson, J. J. (1985) · The Yale Law Journal · doi:10.2307/796133 · Cited by 1,315
First person experience of body transfer in virtual reality
Slater, M., Spanlang, B., Sanchez-Vives, M. V., & Blanke, O. (2010) · PLoS ONE · doi:10.1371/journal.pone.0010564 · Cited by 1,090
Self-citationSkin-integrated wireless haptic interfaces for virtual and augmented reality
Yu, X., Xie, Z., Yu, Y., Lee, J., Vazquez-Guardado, A., Luan, H., Ruban, J., Ning, X., Akhtar, A., Li, D., et al. (2019) · Nature · doi:10.1038/s41586-019-1687-0 · Cited by 1,025
Putting yourself in the skin of a black avatar reduces implicit racial bias
Peck, T. C., Seinfeld, S., Aglioti, S. M., & Slater, M. (2013) · Consciousness and Cognition · doi:10.1016/j.concog.2013.04.016 · Cited by 967
Self-citationWalking > walking-in-place > flying, in virtual environments
Usoh, M., Arthur, K. W., Whitton, M. C., Bastos, R., Steed, A. J., Slater, M., & Brooks, F. P. (1999) · ACM SIGGRAPH Conference (SIGGRAPH) · doi:10.1145/311535.311589 · Cited by 924
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Research works printed but not linked: 2
- Pase, 2012, Ethical considerations in augmented reality applications, 1
- Wassom, 2014, Augmented Reality Law, Privacy, and Ethics: Law, Society, and Emerging AR Technologies.
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Mystakidis, S. (2022) · Encyclopedia · doi:10.3390/encyclopedia2010031 · Cited by 1,977
Healthcare in Metaverse: A Survey on Current Metaverse Applications in Healthcare
Bansal, G., Rajgopal, K., Chamola, V., Xiong, Z., & Niyato, D. T. (2022) · IEEE Access · doi:10.1109/access.2022.3219845 · Cited by 382
Prospects and challenges of Metaverse application in data‐driven intelligent transportation systems
Njoku, J. N., Nwakanma, C. I., Amaizu, G. C., & Kim, D. (2022) · IET Intelligent Transport Systems · doi:10.1049/itr2.12252 · Cited by 266
Christopoulos, A., & Mystakidis, S. (2023) · Encyclopedia · doi:10.3390/encyclopedia3040089 · Cited by 297
Social Interaction With Agents and Avatars in Immersive Virtual Environments: A Survey
Kyrlitsias, C., & Michael‐Grigoriou, D. (2022) · Frontiers in Virtual Reality · doi:10.3389/frvir.2021.786665 · Cited by 251
Metadata
- Authors
- Slater, M., Gonzalez-Liencres, C., Haggard, P., Vinkers, C., Gregory-Clarke, R., Jelley, S., Watson, Z., Breen, G., Schwarz, R., Steptoe, W., Szostak, D., Halan, S., Fox, D., & Silver, J.
- Affiliations
- Digital Catapult (GB)
- University College London (GB)
- Magic Leap (United States) (US)
- British Broadcasting Corporation (United Kingdom) (GB)
- Meta (United Kingdom) (GB)
- Meta (United States) (US)
- Nesta (GB)
- Corresponding author
- Slater, Mel
- Venue
- Frontiers in Virtual Reality
- Publisher
- Frontiers Media SA
- Published
- 2020-03-03
- Volume
- 1
- ISSN
- 2673-4192 (ISSN-L)
- OpenAlex
- W3009436916
- Cited by
- 410
- References
- 60
- Citations by year
- 2026: 32 · 2025: 66 · 2024: 87 · 2023: 112 · 2022: 58 · 2021: 37 · 2020: 18
- FWCI
- 40.92
- Type
- journal article
- Language
- en
- Open access
- gold
- doi.org
- Licence
- Locations
- Frontiers in Virtual Reality (publishedVersion, cc-by)
- Zenodo (CERN European Organization for Nuclear Research) (submittedVersion, cc-by)
- Funders
- H2020 European Research Council (742989)
- Topics
- Physical Sciences › Computer Science › Human-Computer Interaction › Virtual Reality Applications and Impacts
- Physical Sciences › Computer Science › Artificial Intelligence › Ethics and Social Impacts of AI
- Social Sciences › Communication › Cultural Studies and Postmodernism
- Keywords
- ethics of virtual reality, hyperrealism, sensory feedback, consumer technology adoption, virtual and augmented reality
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