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.
This paper examines key challenges in supporting passenger use of augmented and virtual reality headsets in transit. These headsets will allow passengers to break free from the restraints of physical displays placed in constrained environments such as cars, trains and planes. Moreover, they have the potential to allow passengers to make better use of their time by making travel more productive and enjoyable, supporting both privacy and immersion. However, there are significant barriers to headset usage by passengers in transit contexts. These barriers range from impediments that would entirely prevent safe usage and function (e.g. motion sickness) to those that might impair their adoption (e.g. social acceptability). We identify the key challenges that need to be overcome and discuss the necessary resolutions and research required to facilitate adoption and realize the potential advantages of using mixed reality headsets in transit.
Dark patterns are deceptive designs that influence a user’s interactions with an interface to benefit someone other than the user. Prior work has identified dark patterns in windows, icons, menus, and pointer (WIMP) interfaces and ubicomp environments, but how dark patterns can manifest in Augmented and Virtual Reality (collectively XR) requires more attention. We therefore conducted 10 co-design workshops with 20 experts in XR and deceptive design. Our participants co-designed 42 scenarios containing dark patterns, based on application archetypes presented in recent HCI/XR literature. In the co-designed scenarios, we identified 10 novel dark patterns in addition to 39 existing ones, as well as 10 examples in which specific characteristics associated with XR potentially amplified the effect dark patterns could have on users. Based on our findings and prior work, we present a classification of XR-specific properties that facilitate dark patterns: perception, spatiality, physical/virtual barriers, and XR device sensing. We also present the experts’ assessments of the likelihood and severity of the co-designed scenarios and highlight key aspects they considered for this evaluation, for example, technological feasibility, ease of upscaling and distributing malicious implementations, and the application’s context of use. Finally, we discuss means to mitigate XR dark patterns and support regulatory bodies to reduce potential harms.
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.