Social Virtual Reality: Ethical Considerations and Future Directions for An Emerging Research Space
暂无分享,去创建一个
[1] Angela Zito,et al. Body , 2011, Undocuments.
[2] Jenny Waycott,et al. Interrogating Social Virtual Reality as a Communication Medium for Older Adults , 2019, Proc. ACM Hum. Comput. Interact..
[3] Amy Bruckman. Programming for Fun: MUDs as a Context for Collaborative Learning. , 1994 .
[4] J. Loomis,et al. Interpersonal Distance in Immersive Virtual Environments , 2003, Personality & social psychology bulletin.
[5] Shaowen Bardzell,et al. Intimate experiences in virtual worlds: the interplay among hyperpersonal communication, avatar-based systems, and experiential drives , 2016 .
[6] Robert J. Moore,et al. "Alone together?": exploring the social dynamics of massively multiplayer online games , 2006, CHI.
[7] M. Slater,et al. Illusory ownership of a virtual child body causes overestimation of object sizes and implicit attitude changes , 2013, Proceedings of the National Academy of Sciences.
[8] B. Nardi,et al. Ethnography and Virtual Worlds: A Handbook of Method , 2012 .
[9] Steve Benford,et al. User embodiment in collaborative virtual environments , 1995, CHI '95.
[10] Michael Madary,et al. Real Virtuality: A Code of Ethical Conduct. Recommendations for Good Scientific Practice and the Consumers of VR-Technology , 2016, Front. Robot. AI.
[11] Shaowen Bardzell,et al. Revisiting Computer-Mediated Intimacy: In-Game Marriage and Dyadic Gameplay in Audition , 2016, CHI.
[12] Shaowen Bardzell,et al. Simulating Marriage: Gender Roles and Emerging Intimacy in an Online Game , 2015, CSCW.
[13] S. Utz,et al. Mediated interpersonal communication , 2008 .
[14] Guo Freeman,et al. "The Togetherness that We Crave": Experiencing Social VR in Long Distance Relationships , 2019, CSCW Companion.
[15] Elizabeth F. Churchill,et al. Collaborative Virtual Environments: Digital Places and Spaces for Interaction , 2001 .
[16] Deborah A. Fields,et al. Designing for Massive Engagement in a Tween Community: Participation, Prevention, and Philanthropy in a Virtual Epidemic , 2017, IDC.
[17] Divine Maloney,et al. A Virtual Space for All: Exploring Children's Experience in Social Virtual Reality , 2020, CHI PLAY.
[18] Mel Slater,et al. Grand Challenges in Virtual Environments , 2014, Front. Robot. AI.
[19] Robert J. Moore,et al. The life and death of online gaming communities: a look at guilds in world of warcraft , 2007, CHI.
[20] S. Minocha,et al. Conducting Empirical Research in 3D Virtual Worlds: Experiences from two projects in Second Life , 2010 .
[21] Tabitha C. Peck,et al. Putting yourself in the skin of a black avatar reduces implicit racial bias , 2013, Consciousness and Cognition.
[22] Nicoletta Di Blas,et al. Can ICT support inclusion?: evidence from multi-user edutainment experiences based on 3D worlds , 2008, IDC.
[23] Janet L. Kolodner,et al. Drawn into Science Through Authentic Virtual Practice , 2017, IDC.
[24] Divine Maloney,et al. It Is Complicated: Interacting with Children in Social Virtual Reality , 2020, 2020 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW).
[25] Elena Márquez Segura,et al. What's It Mean to "Be Social" in VR?: Mapping the Social VR Design Ecology , 2018, Conference on Designing Interactive Systems.
[26] Mel Slater,et al. The Ethics of Realism in Virtual and Augmented Reality , 2020, Frontiers in Virtual Reality.
[27] Elissa M. Redmiles,et al. Ethics Emerging: the Story of Privacy and Security Perceptions in Virtual Reality , 2018, SOUPS @ USENIX Security Symposium.
[28] Douglas Zytko,et al. Towards a Taxonomy of Social VR Application Design , 2019, CHI PLAY.
[29] Rémy Evard,et al. Collaborative Networked Communication: MUDs as Systems Tools , 1993, LISA.
[30] Jeffrey S. Bryan,et al. "How do I make this thing smile?": An Inventory of Expressive Nonverbal Communication in Commercial Social Virtual Reality Platforms , 2020, CHI.
[31] Guo Freeman,et al. Body, Avatar, and Me , 2021, Proc. ACM Hum. Comput. Interact..
[32] Raz Schwartz,et al. All are welcome: Using VR ethnography to explore harassment behavior in immersive social virtual reality , 2017, 2017 IEEE Virtual Reality (VR).
[33] Christiane,et al. World Medical Association Declaration of Helsinki: ethical principles for medical research involving human subjects. , 2004, Journal international de bioethique = International journal of bioethics.
[34] Bonnie A. Nardi,et al. Strangers and friends: collaborative play in world of warcraft , 2006, CSCW '06.
[35] P. Cochat,et al. Et al , 2008, Archives de pediatrie : organe officiel de la Societe francaise de pediatrie.
[36] Jackie Marsh,et al. young children’s play in online virtual worlds , 2010 .
[37] W. Bainbridge. The Scientific Research Potential of Virtual Worlds , 2007, Science.
[38] Maria V. Sanchez-Vives,et al. Changing bodies changes minds: owning another body affects social cognition , 2015, Trends in Cognitive Sciences.
[39] Sally Hong,et al. The Social Life of Avatars: Presence and Interaction in Shared Virtual Environments , 2002, J. Educ. Technol. Soc..
[40] Tabitha C. Peck,et al. Mind the Gap: The Underrepresentation of Female Participants and Authors in Virtual Reality Research , 2020, IEEE Transactions on Visualization and Computer Graphics.
[41] Pattie Maes,et al. Your Place and Mine: Designing a Shared VR Experience for Remotely Located Users , 2018, Conference on Designing Interactive Systems.
[42] Mel Slater,et al. Virtual Embodiment of White People in a Black Virtual Body Leads to a Sustained Reduction in Their Implicit Racial Bias , 2016, Front. Hum. Neurosci..
[43] Tabitha C. Peck,et al. The Effect of Gender Body-Swap Illusions on Working Memory and Stereotype Threat , 2018, IEEE Transactions on Visualization and Computer Graphics.
[44] Divine Maloney,et al. My Body, My Avatar: How People Perceive Their Avatars in Social Virtual Reality , 2020, CHI Extended Abstracts.
[45] Carl Gutwin,et al. "I'm just here to play games": social dynamics and sociality in an online game site , 2012, CSCW.
[46] Karin Ackermann,et al. Designing Virtual Worlds , 2016 .
[47] Shaowen Bardzell,et al. The rogue in the lovely black dress: intimacy in world of warcraft , 2010, CHI.
[48] J. Grimes,et al. Virtual Guinea Pigs : Ethical implications of Human Subjects Research in Virtual Worlds , 2009 .
[49] Ming-Hui Wen,et al. Body and mind: a study of avatar personalization in three virtual worlds , 2009, CHI.
[50] Joe Sanchez. A social history of virtual worlds , 2009 .
[51] Jeremy N. Bailenson,et al. Transformed Social Interaction: Decoupling Representation from Behavior and Form in Collaborative Virtual Environments , 2004, Presence: Teleoperators & Virtual Environments.
[52] Anthony Steed,et al. A longitudinal study of small group interaction in social virtual reality , 2018, VRST.
[53] Mitchel Resnick,et al. Moose crossing: construction, community, and learning in a networked virtual world for kids , 1997 .
[54] Manos Tsakiris,et al. Experiencing ownership over a dark-skinned body reduces implicit racial bias , 2013, Cognition.
[55] Moez Limayem,et al. 3D Social Virtual Worlds: Research Issues and Challenges , 2008, IEEE Internet Computing.
[56] Divine Maloney,et al. Ethical Concerns of the Use of Virtual Avatars in Consumer Entertainment , 2019, 2019 IEEE Conference on Virtual Reality and 3D User Interfaces (VR).
[57] Divine Maloney,et al. Anonymity vs. Familiarity: Self-Disclosure and Privacy in Social Virtual Reality , 2020, VRST.
[58] Mark Roman Miller,et al. Personal identifiability of user tracking data during observation of 360-degree VR video , 2020, Scientific Reports.
[59] D. Y. Wohn,et al. "Talking without a Voice" , 2020, Proc. ACM Hum. Comput. Interact..
[60] Divine Maloney,et al. Falling Asleep Together: What Makes Activities in Social Virtual Reality Meaningful to Users , 2020, CHI PLAY.
[61] S. Bly,et al. Virtual environments at work: ongoing use of MUDs in the workplace , 1999, WACC '99.
[62] Dmitri Williams,et al. Dude Looks like a Lady: Gender Swapping in an Online Game , 2010, Online Worlds: Convergence of the Real and the Virtual.
[63] Katherine Isbister,et al. Shaping Pro-Social Interaction in VR: An Emerging Design Framework , 2019, CHI.
[64] Christoph Klimmt,et al. Some Practical Considerations of Ethical Issues in VR Research , 2005, Presence: Teleoperators & Virtual Environments.