Extended Reality: Technology Basics

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Extended Reality: Technology Basics

Instructions for:TraineeTrainer
Related Initiative
Goal

To support research ethics reviewers in learning about extended reality (XR) technologies, for the review of projects and proposals that include the use of extended reality. The content focuses on key technology basics, in a succinct manner, and signposts further learning opportunities for those who require more in-depth knowledge.

Learning outcomes

At the end of this module, learners will be able to:

  1. Describe and distinguish between virtual reality (VR) and augmented reality (AR).
  2. Discuss the meaning of key concepts associated with XR (like metaverse, presence and interoperability).
  3. Explain the different types of hardware necessary for XR (like headsets and haptic devices etc.).
Duration (hours)
1
For whom is this important?
Part of
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iRECS
1
Mixed Reality

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mage from: Aucouturier E, Grinbaum A (2023) Recommendations to address ethical challenges from research in new technologies. CEA - Commissariat à l’énergie atomique et aux énergies alternatives.  https://cea.hal.science/cea-04293426

Extended Reality-Tech-Extended Reality Video1

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Applications of Virtual Reality and Augmented Reality

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VR and AR are used in a very wide range of applications across various industries.

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Key Concepts in XR

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Metaverse

The word ‘metaverse’ was first used by the American writer Neal Stephenson in a science fiction novel that was published in 1992 and entitled 'Snow Crash'. It is now used to describe a shared, persistent, real-time 3D, digital model environment where users can interact with computer-generated environments, socialise with others, and engage in various activities, similar to interactions in the physical world.  


Metaverses are digital spaces and environments that users can explore, interact with, and even shape. These environments may include virtual worlds, simulations, and augmented reality experiences. Social interaction is a fundamental aspect, and the metaverse often includes features like avatars to represent users and communication tools. Users can contribute to the metaverse by creating and sharing content. This may include designing virtual spaces, creating digital objects, and developing interactive experiences. Metaverses can even have their own economy, where users buy, sell, and trade virtual assets, goods, and services. This may involve virtual currencies, digital assets, and a virtual marketplace.

Extended Reality-tech-Metavers

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Avatars

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Reflection

Take a few minutes to think about the use of avatars and then check the feedback below. How do you think the user might be affected by their use? How do you think they might feel if their avatar is subjected to harm in the virtual world?   

Feedback

The bond between users and their avatars can have two major effects - the Embodiment effect, and the Proteus effect.

Embodiment can be described through three aspects of the user's subjective experience. These are:

1. The feeling of self-location, that is the spatial experience of being in a body.

2. The feeling of agency, which refers to the feeling of being in control of one's actions.

3. The feeling of ownership of all, or part, of a body (body ownership) for instance, feeling that the imaginary body is the source of sensations.

The Proteus effect (named after a Greek god with the power of metamorphosis) refers to the influence of an avatar's appearance and behavior on a user's behavior, both in digital space and in real life.

An example of the Proteus effect is highlighted in a recent experiment, in which the user is placed in the imaginary skin of another human being, thereby triggering empathy and modifying their behavior. In this experiment, men convicted of acts of violence against women were put in the roles of women who had been assaulted, embodied in female avatars. At the end of the experiment, the participants showed an improved ability to detect fear in a human face.

Extended Reality-Tech-Avatars

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Main Types of Hardware Used for VR

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The hardware needed for VR and AR experiences, can vary depending on the complexity of the application and the level of immersion desired.

Click on the hotspots on the image below to find out more about the types of hardware used for VR.

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Main Types of Hardware Used for VR Cont.

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In this module we have considered key concepts associated with XR, like metaverse, presence and interoperability, and the different types of hardware necessary for VR and AR. In the next module, Extended Reality: Ethics Issues, we explore the risks associated with the use of XR technologies and how they might be addressed.

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End of Module Quiz

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Module Evaluation

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Thank you for taking this irecs module!

Your feedback is very valuable to us and will help us to improve future training materials.

We would like to ask for your opinions:

1. To improve the irecs e-learning modules

2. For research purposes to evaluate the outcomes of the irecs project

To this end we have developed a short questionnaire, which will take from 5 to 10 minutes to answer.

Your anonymity is guaranteed; you won’t be asked to share identifying information or any sensitive information. Data will be handled and stored securely and will only be used for the purposes detailed above. You can find the questionnaire by clicking on the link below.

This link will take you to a new page; https://forms.office.com/e/cimWP1L4tx

Thank you!

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Bibliography

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IEEE SA - The IEEE Global Initiative on Ethics of Extended Reality: https://standards.ieee.org/industry-connections/ethics-extended-reality/

Techethos website (page on Digital extended reality): https://www.techethos.eu/digital-extended-reality/

Zhu, Ling. The Metaverse: Concepts and Issues for Congress. Congressional Research Service, 26 August https://sgp.fas.org/crs/misc/R47224.pdf

INRIA’s Website: https://www.inria.fr/en/how-does-virtual-reality-works

Basdevant, Adrien, Camille François, et Ronfard. Mission exploratoire sur les métavers. Rapport interministériel. France, Octobre 2022.

https://www.economie.gouv.fr/files/files/2022/Rapport-interministeriel- metavers.pdf

The Metaverse Standards Forum: https://metaverse-standards.org/

For a more thorough and philosophical account of the notion of immersive experience

Chasid, A. (2021). Imaginative immersion, regulation, and doxastic mediation. Synthese, 199(3), 7083-7106.

Langland-Hassan, P. (2020). Explaining imagination (p. 336). Oxford University Press.

Schellenberg, S. (2013). Belief and desire in imagination and immersion. The Journal of Philosophy, 110(9), 497-517.

For more information on avatars:

Ratan, R., Beyea, D., Li, B. J., & Graciano, L. (2020). Avatar characteristics induce users’ behavioral conformity with small-to-medium effect sizes: a meta-analysis of the proteus effect. Media Psychology, 23(5), 651-675.

Seinfeld, S., Arroyo-Palacios, J., Iruretagoyena, G., Hortensius, R., Zapata, L. E., Borland, D., ... & Sanchez-Vives, M. V. (2018). Offenders become the victim in virtual reality: impact of changing perspective in domestic violence. Scientific reports, 8(1), 2692.

Adomaitis, L., Grinbaum, A., Lenzi, D. (2022) Identification and Specification of Potential Ethical Issues and Impacts and Analysis of Ethical Issues. https://doi.org/10.5281/zenodo.7619852.

Aucouturier E, Grinbaum A (2023) Recommendations to address ethical challenges from research in new technologies. CEA - Commissariat à l’énergie atomique et aux énergies alternatives.  Available at: https://cea.hal.science/cea-04293426

Zhu, L (2022) The Metaverse: Concepts and Issues for Congress. Congressional Research Service. Available at: https://sgp.fas.org/crs/misc/R47224.pdf.

Videos

Kent Bye’s XR Ethics Manifesto: https://www.youtube.com/watch?v=CXgY3YXxqJ8

Masterclass on XR in the classroom (Central Queensland University, Australia): https://www.studyaustralia.gov.au/english/masterclasses/extended- reality-xr-in-the-classroom

Steps

Other information

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