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Marcus Carter [12]Marc Carter [1]
  1.  63
    ‘The interface of the future’: Mixed reality, intimate data and imagined temporalities.Marcus Carter & Ben Egliston - 2022 - Big Data and Society 9 (1).
    This article examines discourses about mixed reality as a data-rich sensing technology – specifically, engaging with discourses of time as framed by developers, engineers and in corporate PR and marketing in a range of public facing materials. We focus on four main settings in which mixed reality is imagined to be used, and in which time was a dominant discursive theme – the development of mixed reality by big tech companies, the use of mixed reality for defence, mixed reality as (...)
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  2.  93
    Improving ethical attitudes to animals with digital technologies: the case of apes and zoos.Simon Coghlan, Sarah Webber & Marcus Carter - 2021 - Ethics and Information Technology 23 (4):825-839.
    This paper examines how digital technologies might be used to improve ethical attitudes towards nonhuman animals, by exploring the case study of nonhuman apes kept in modern zoos. The paper describes and employs a socio-ethical framework for undermining anti-ape prejudice advanced by philosopher Edouard Machery which draws on classic anti-racism strategies from the social sciences. We also discuss how digital technologies might be designed and deployed to enable and enhance rather than impede the three anti-prejudice strategies of contact and interaction, (...)
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  3.  34
    Children and Social VR: Physiological, Psychological and Social Harms.Joanne E. Gray, Marcus Carter & Ben Egliston - 2024 - In Joanne E. Gray, Marcus Carter & Ben Egliston, Governing Social Virtual Reality: Preparing for the Content, Conduct and Design Challenges of Immersive Social Media. Cham: Springer Nature Switzerland. pp. 35-43.
    This chapter explores the multifaceted impacts of social Virtual Reality (VR) on children, focusing on physiological, psychological and social harms. It highlights how the immersive nature of VR exacerbates concerns about children’s digital media use, particularly when children are still developing important cognitive, social and physical skills. The chapter reviews research on the physiological effects of VR on children's vision and balance, discusses psychological concerns including the potential for addiction and the difficulty in distinguishing VR from reality and delves into (...)
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  4.  33
    Regulating Social VR: Limitations and Tensions in Global Policy and Governance.Joanne E. Gray, Marcus Carter & Ben Egliston - 2024 - In Joanne E. Gray, Marcus Carter & Ben Egliston, Governing Social Virtual Reality: Preparing for the Content, Conduct and Design Challenges of Immersive Social Media. Cham: Springer Nature Switzerland. pp. 77-89.
    This chapter investigates the evolving landscape of regulatory measures for social VR platforms, emphasising the need for government intervention to ensure that these environments are safe, trustworthy and equitable. It discusses a variety of regulatory approaches, from soft law proposals to best practice principles and industry codes of conduct, highlighting the collaborative efforts of civil society groups, government and industry stakeholders. The chapter examines global regulatory discussions, including online safety laws, data regulation and the protection of children in VR, and (...)
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  5.  32
    Designing for Safety, Privacy and Inclusivity in Social VR.Joanne E. Gray, Marcus Carter & Ben Egliston - 2024 - In Joanne E. Gray, Marcus Carter & Ben Egliston, Governing Social Virtual Reality: Preparing for the Content, Conduct and Design Challenges of Immersive Social Media. Cham: Springer Nature Switzerland. pp. 47-59.
    This chapter addresses the imperative of designing social VR environments with safety, privacy and inclusivity at the forefront. It explores principles and best practices proposed by industry stakeholders for creating responsible XR systems. The chapter delves into the privacy concerns posed by biometric and spatial data collection in VR, emphasising the need for continuous consent and informed user choices. It critiques the gendered and ableist biases in current VR design, highlighting the risks of motion sickness and accessibility barriers, and advocates (...)
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  6.  27
    Trust and Safety in Social VR: Current Industry Practices.Joanne E. Gray, Marcus Carter & Ben Egliston - 2024 - In Joanne E. Gray, Marcus Carter & Ben Egliston, Governing Social Virtual Reality: Preparing for the Content, Conduct and Design Challenges of Immersive Social Media. Cham: Springer Nature Switzerland. pp. 61-75.
    This chapter reviews the spectrum of moderation techniques currently deployed across social VR platforms to tackle user conduct and content issues, distinguishing between reactive and proactive strategies. It evaluates common reactive safety features like in-app reporting, vote kicking, blocking and user monitoring, noting their limitations and the burden they place on victims. The chapter also explores proactive measures, including personal boundaries, voice controls and community norms, aimed at preventing harassment and abuse. It underscores the challenges of balancing user safety with (...)
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  7.  26
    Content Harms in Social VR: Abuse, Misinformation, Platform Cultures and Moderation.Joanne E. Gray, Marcus Carter & Ben Egliston - 2024 - In Joanne E. Gray, Marcus Carter & Ben Egliston, Governing Social Virtual Reality: Preparing for the Content, Conduct and Design Challenges of Immersive Social Media. Cham: Springer Nature Switzerland. pp. 11-22.
    This chapter examines the challenges and implications of content harms within social Virtual Reality (VR) platforms. It outlines how harmful content, including misinformation, conspiracy theories and ideologically driven violence, can be intensified in immersive VR environments. Drawing from examples across different social VR platforms, the chapter discusses the difficulty of content moderation in VR and the potential for real-world harm. It explores the applicability of existing online content-harm mitigation approaches, such as community guidelines and automated moderation, to social VR, highlighting (...)
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  8.  23
    Conduct Harms in Social VR: Embodied Harassment, Gender-Based Harm and Toxic Cultures.Joanne E. Gray, Marcus Carter & Ben Egliston - 2024 - In Joanne E. Gray, Marcus Carter & Ben Egliston, Governing Social Virtual Reality: Preparing for the Content, Conduct and Design Challenges of Immersive Social Media. Cham: Springer Nature Switzerland. pp. 23-34.
    This chapter delves into the complexities of conduct harms in social Virtual Reality (VR), emphasising the distinctive challenges posed by VR's immersive nature. It explores how VR's spatial and temporal affordances intensify experiences of harassment, particularly embodied harassment, which feels ‘real’ due to the embodied nature of VR interactions. The chapter highlights the inadequacy of current moderation practices and the unique forms of gender-based harm prevalent within VR environments. It critiques the reliance on reactive safety features, which often fail to (...)
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  9.  22
    Introduction.Joanne E. Gray, Marcus Carter & Ben Egliston - 2024 - In Joanne E. Gray, Marcus Carter & Ben Egliston, Governing Social Virtual Reality: Preparing for the Content, Conduct and Design Challenges of Immersive Social Media. Cham: Springer Nature Switzerland. pp. 3-9.
    This chapter summarises the benefits, risks of harm and other complexities presented by social virtual reality (VR), and the need for proactive governance and regulation. It emphasises that immersion in VR can amplify the intensity of user experiences, both positive and negative, underscoring the need for a nuanced approach to content moderation and inclusive design practices. The chapter sets forth the key aims of this book, which includes equipping industry leaders and policymakers with the knowledge required for proactive social VR (...)
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  10. Guilt in Dayz.Marcus Carter & Fraser Allison - 2018 - In Kristine Jorgensen & Faltin Karlsen, Transgression in games and play. Cambridge, MA: The MIT Press.
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  11.  12
    Conclusion.Joanne E. Gray, Marcus Carter & Ben Egliston - 2024 - In Joanne E. Gray, Marcus Carter & Ben Egliston, Governing Social Virtual Reality: Preparing for the Content, Conduct and Design Challenges of Immersive Social Media. Cham: Springer Nature Switzerland. pp. 91-94.
    This chapter synthesises the book’s exploration of social VR platform governance, advocating for inclusive immersive environments in which the rights and needs of all participants are respected. It presents five key principles essential for achieving this goal: promoting pro-social cultures; prioritising prevention over reaction; embedding safety by design; ensuring user control and choice; and upholding platform responsibility and accountability. Whilst the rapid evolution of social VR presents barriers to immediate regulatory and policy interventions, the proposed principles offer a durable framework (...)
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  12.  43
    Governing Social Virtual Reality: Preparing for the Content, Conduct and Design Challenges of Immersive Social Media.Joanne E. Gray, Marcus Carter & Ben Egliston - 2024 - Cham: Springer Nature Switzerland.
    In this ground-breaking book, we navigate the uncharted terrain of social virtual reality (VR), a technology that, while offering unprecedented immersive experiences, brings forth significant governance challenges. By merging theoretical insights with practical examples, the book examines the risks of harm in social VR environments, including both content and conduct issues. It charts a course for developing inclusive and safe social VR spaces that are respectful of diverse users’ rights and needs, laying out essential principles for policymakers, developers and regulators. (...)
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  13.  75
    Review of Thinking, Fast and Slow by Daniel Kahneman. [REVIEW]Marc Carter - 2012 - Inquiry: Critical Thinking Across the Disciplines 27 (2):50-53.
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