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Manipulating Reality?: Designing and Deploying Virtual Reality in Sensitive Settings

Published: 30 May 2018 Publication History

Abstract

Virtual reality (VR) is now being designed and deployed in diverse sensitive settings, especially for therapeutic purposes. For example, VR experiences are used for diversional therapy in aged care and as therapy for people living with conditions such as phobias and post-traumatic stress. While these uses of VR offer great promise, they also present significant challenges. Given the novelty of VR, its immersive nature, and its impact on the user's sense of reality, it can be particularly challenging to engage participants in co-design and predict what might go wrong when implementing these technologies in sensitive settings. This workshop provides a forum for researchers working in this emerging space to share stories about their experiences of designing and evaluating VR applications in settings such as aged care or mental health therapy. The workshop will develop a manifesto for good practice, outlining co-design strategies and ethical issues to consider when designing and deploying VR in sensitive settings.

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  1. Manipulating Reality?: Designing and Deploying Virtual Reality in Sensitive Settings

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    cover image ACM Conferences
    DIS '18 Companion: Proceedings of the 2018 ACM Conference Companion Publication on Designing Interactive Systems
    May 2018
    436 pages
    ISBN:9781450356312
    DOI:10.1145/3197391
    Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

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    Publication History

    Published: 30 May 2018

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    Author Tags

    1. deployment
    2. design
    3. ethics
    4. virtual reality
    5. vulnerability

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    DIS '18 Companion Paper Acceptance Rate 107 of 487 submissions, 22%;
    Overall Acceptance Rate 1,158 of 4,684 submissions, 25%

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    Cited By

    View all
    • (2023)Transparency in persuasive technology, immersive technology, and online marketingComputers in Human Behavior10.1016/j.chb.2022.107545139:COnline publication date: 20-Jan-2023
    • (2021)Ensuring patient and public involvement in the transition to AI‐assisted mental health care: A systematic scoping review and agenda for design justiceHealth Expectations10.1111/hex.1329924:4(1072-1124)Online publication date: 12-Jun-2021
    • (2020)International Workshop on Cross-Reality (XR) InteractionCompanion Proceedings of the 2020 Conference on Interactive Surfaces and Spaces10.1145/3380867.3424551(111-114)Online publication date: 8-Nov-2020
    • (2020)“I just went into it assuming that I wouldn't be able to have the full experience”Proceedings of the 22nd International ACM SIGACCESS Conference on Computers and Accessibility10.1145/3373625.3416998(1-13)Online publication date: 26-Oct-2020
    • (2019)Older Adults as Co-researchers for Built Environments: Virtual Reality as a Means of EngagementAgeing and Digital Technology10.1007/978-981-13-3693-5_10(151-169)Online publication date: 9-Jan-2019
    • (2019)Data Protection and Ethical Issues in European P5 eHealthP5 eHealth: An Agenda for the Health Technologies of the Future10.1007/978-3-030-27994-3_10(173-189)Online publication date: 30-Nov-2019

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