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.
Featured Image
Photo by Barbara Zandoval on Unsplash
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
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.
You can read the full text:
Contributors
The following have contributed to this page