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2015
Ethics & Morality in
Virtual Reality
Katherine Harris & Livi Erickson
10/14/2015
#GHC15
2015
2015
Introductions
 Katherine Harris
Gaming Evangelist
@KatVHarris
 Livi Erickson
VR/AR Evangelist
@MissLiviRose
Meta AR Hackathon
2015
Virtual Reality: The New Frontier
 Affordable immersive computing in the form
of AR and VR technology is on its way:
− GearVR
− Oculus Rift
− HTC Vive
− HoloLens
 No, we’re not quite living in the Matrix yet…
2015
Opening Thoughts
In a video game, we are generally sufficiently
separated from our avatar. In virtual reality, the
goal is presence and sense of self. In what ways
will a traumatic, aggressive, or emotional in-
game experience differ depending on the
immersion level?
2015
Opening Thoughts
2015
Opening Thoughts
We are subjected to a variety of forms of
advertisement and suggestion on a daily basis,
some in obvious forms and some in less obvious
ones. How, if at all, will companies and causes
embrace VR as an influential media for
awareness? Will regulation and disclosure look
the same in VR as in today’s digital world?
2015
Discussion
 5 minute topic brainstorming
 25 minute group discussion
 15 minute room discussion
 Closing thoughts
2015
Brainstorming
5 Minutes
2015
Group Discussion
25 Minutes
2015
Room Discussion
 What topics did your small group discuss?
 What were the trends in the discussions?
 Where did opinions differ?
2015
Closing Thoughts
 Where do you see virtual reality technology
falling between digital ramifications and real-
world ramifications?
2015
Continuing the Conversation
 Twitter: #GHC_VR
@KatVHarris
@MissLiviRose
kaharri@Microsoft.com
livi.Erickson@Microsoft.com
2015
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Ethics & Morality in Virtual Reality - Grace Hopper 2015

Editor's Notes

  1. Brief overview of how technology ethical questions have come up in previous industry advancements (video game violence, advertising, privacy) Discuss how virtual reality ethical concerns. Are they inherently unique to VR as a medium? How might they be different? Is virtual reality similar enough to our real-world environment to have additional regulations and restrictions placed on it past current standards for mobile / web / etc? What may be the cause of these issues (e.g. gun violence linked to first-person shooter controversies in video games)
  2. Split into groups as ideal for audience. 25 minutes for smaller group discussions, then 15 minutes back together as the full room
  3. Switch to a timer countdown
  4. This is the last slide and must be included in the slide deck