What is it about?

Our paper explores the potential harms that users and bystanders can experience when engaging with or near social and gaming platforms that utilise Extended Reality technologies (virtual reality, augmented reality and mixed reality). We have expanded this study to include how these harms can be augmented through AI attacks at scale. We have collected data on the novel social, psychological, and technical harms and risks through engaging with industry, and have developed speculative fictions to explain, using simple, accessible language, how these harms can materialise. We have developed an inter-reality threat model to explain how harms can be delivered via an amalgamation of technologies.

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Why is it important?

The paper helps general communities, industry, researchers, and regulatory bodies to understand how harm can be generated by attackers and delivered via these technologies. It helps these communities plan and regulate for the future, so we can mediate and prevent harms before they become embedded in societies and impact the lives of potentially billions of people.

Perspectives

This article brought together experts from technology, cybersecurity, human-centered research to deliver a paper that discusses these harms and threats in an accessible format, helping bring together different domains to enable us to work together toward solutions. For me, it has been a privilege to work with my co-authors who have committed so much of their time and expertise to this paper.

Moya Kate Baldry
Queensland University of Technology

Read the Original

This page is a summary of: From Embodied Abuse to Mass Disruption : Generative, Inter-Reality Threats in Social, Mixed-Reality Platforms, Digital Threats Research and Practice, September 2024, ACM (Association for Computing Machinery),
DOI: 10.1145/3696015.
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Contributors

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