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2914An ethical code for commercial VR/AR applicationsIn N. Shaghaghi, F. Lamberti, B. Beams, R. Shariatmadari & A. Amer (eds.), Intelligent Technologies for Interactive Entertainment, Springer. 2021.The commercial VR/AR marketplace is gaining ground and is becoming an ever larger and more significant component of the global economy. While much attention has been paid to the commercial promise of VR/AR, comparatively little attention has been given to the ethical issues that VR/AR technologies introduce. We here examine existing codes of ethics proposed by the ACM and IEEE and apply them to the unique ethical facets that VR/AR introduces. We propose a VR/AR code of ethics for developers and …Read more
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2479What it’s like to be a _____: Why it’s (often) unethical to use VR as an empathy nudging toolEthics and Information Technology 1 (3): 527-542. 2021.In this article, we apply the literature on the ethics of choice-architecture (nudges) to the realm of virtual reality (VR) to point out ethical problems with using VR for empathy-based nudging. Specifically, we argue that VR simulations aiming to enhance empathic understanding of others via perspective-taking will almost always be unethical to develop or deploy. We argue that VR-based empathy enhancement not only faces traditional ethical concerns about nudge (autonomy, welfare, transparency), …Read more
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206This is a virtual reality simulation that imagines its subject as emerging from a long stint in Robert Nozick's "Experience Machine." The simulation is an interview (with many branching paths) meant to gauge the subject's views on the metaphysics of virtual objects and the ethics of virtual actions. It draws heavily from the published work of David Chalmers, Mark Silcox, Jon Cogburn, Morgan Luck, and Nick Bostrom. *Requires an Oculus Rift (or Rift-S) or HTC Vive and a VR capable computer. To o…Read more
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264A virtual reality translation of Robert Nozick's "Experience Machine" thought experiment from his "Anarchy, State, and Utopia" (1974). These modules are free to download and use in the classroom and for research/x-phi purposes. NPCs are randomized for gender during startup of each run. *Requires an Oculus Rift or HTC Vive and VR capable computer. To open the files, uncompress the downloaded .zip folder and run the executable (.exe) file. V1.2 Fixed missing projector video footage during experien…Read more
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466A virtual reality module that incorporates a training room (for subjects to become accommodated to virtual environments) and VR translations of Philippa Foot's Trolley Problem and Judith Thomson's Violinist thought experiment. These modules are free to use for classroom or research/x-phi purposes. This set of modules is optimized for the HTC Vive. If you have an Oculus Rift, please see our VR modules optimized for the rift. *Requires an HTC Vive and VR capable computer. To access the simulation…Read more
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227A virtual reality translation of Philippa Foot's original "Trolley Problem." These modules are free to download and use in the classroom and for research/x-phi purposes. *Requires an Oculus Rift or HTC Vive and VR capable computer. To open the files, uncompress the downloaded .zip folder and run the executable (.exe) file.
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198A virtual reality translation of Judith Thomson's Violinist Analogy. These modules are free to download and use in the classroom and for research/x-phi purposes. *Requires an Oculus Rift or HTC Vive and VR capable computer. To open the files, uncompress the downloaded .zip folder and run the executable (.exe) file.