50,478 research outputs found

    Counteracting Diminished Privacy in an Augmented Reality: Protecting Geolocation Privacy

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    Engineering of Augmented Reality-Based Information Systems - Design and Implementation for Intralogistics Services

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    The development of augmented reality glasses is still ongoing and faces barriers in diffusion and concerns about their impact on users, organizations and society. The study aims to find sufficient solutions for this struggling digital innovation and to provide guidance for the implementation of augmented reality glasses in design-oriented projects. During a 3-year consortium research, acceptance and privacy have been identified as major phenomena that influence the adoption of augmented reality glasses in the logistics domain. To forge ahead digital innovation research, the focus of the presented research lies on the diffusion of this technology with design knowledge for the development of augmented reality glasses-based systems. Evidence and artifacts contribute to the still limited knowledge of system design based on augmented reality glasses from a domain-specific instantiation and an implementation framework

    Individuals\u27 Concern about Information Privacy in AR Mobile Games

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    Augmented Reality (AR) proves to be an attractive technology in mobile games. While AR techniques energize mobile games, the privacy issue is raised to be discussed. Employing social media analytics (SMA) techniques, this research makes efforts to examines Twitter postings of “PokemonGo” case and explores individuals’ attitudes toward privacy in AR games. In this research, we examine what are the privacy concerns of individuals in AR games and what are the individuals’ sentiments toward privacy. In the interesting case of PokemonGo, this paper suggests that individuals’ concerns about privacy are emphasized on six dimensions - collection, improper access, unauthorized secondary use, errors, post event reimbursement and proactive announcement. The findings could benefit AR game industry to identify privacy problem in discussion and to manage post privacy-event intervention. Keywords: Information Privacy, Individuals’ Concern, AR Games, Social Media Analytic

    Privacy-Aware Eye Tracking Using Differential Privacy

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    With eye tracking being increasingly integrated into virtual and augmented reality (VR/AR) head-mounted displays, preserving users' privacy is an ever more important, yet under-explored, topic in the eye tracking community. We report a large-scale online survey (N=124) on privacy aspects of eye tracking that provides the first comprehensive account of with whom, for which services, and to what extent users are willing to share their gaze data. Using these insights, we design a privacy-aware VR interface that uses differential privacy, which we evaluate on a new 20-participant dataset for two privacy sensitive tasks: We show that our method can prevent user re-identification and protect gender information while maintaining high performance for gaze-based document type classification. Our results highlight the privacy challenges particular to gaze data and demonstrate that differential privacy is a potential means to address them. Thus, this paper lays important foundations for future research on privacy-aware gaze interfaces.Comment: 9 pages, 8 figures, supplementary materia

    Metaverse, Religions and Metahumans: A Window to a Hypercontrolled Post-pandemic World

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    The creation of a Metaverses as an alternative to everyday reality heralds the first practical expression of transhumanism. The Metaverse is not, as is generally understood, an alternative reality similar to the virtual world of “Second Life”, but rather a pretended “extension” of our daily life. The Metaverse heralds the ubiquitous presentation of an augmented reality that will be essential for work and private life. In this paper we will analyse the possibilities this new technology offers for both the improvement of our well-being and also greater social control and the manipulation of our feelings and desires with particular focus on the possible impact on individual identity, privacy and political consciousness

    Lifelogging user study:bystander privacy

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    Automatically and passively taking pictures (using lifelogging devices such as wearable cameras) of people who don’t know they’re having their picture taken raises a number of privacy concerns (from a bystander’s perspective). We conducted a study focussing on the bystanders’ concerns to the presence of augmented reality wearable devices in two contexts (one formal and one informal). The results suggests the need to embed privacy enhancing techniques into the design of lifelogging applications, which are likely to depend upon an array of factors, but not limited to the context of use, scenario (and surroundings), and content

    Projection Using Augmented Reality Glasses to Prevent Image Capture

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    This disclosure describes wearable devices, e.g., augmented reality glasses, with built-in projectors and/or LED displays that enable a user to specify their privacy preference and prevent image capture by other devices that are proximate to the user. The projectors, e.g., diffractive optical element (DOE) projectors are used to emit coded light that encodes a pattern that signals the user’s privacy preferences. Further, dithering projectors can be used to corrupt or limit the imaging area of a camera that is proximate to the user blanketing the wearer’s face with projected light. A wearer of glasses as described herein can switch between a cognito mode and an incognito mode. The glasses provide user privacy from image capture via other devices in the user’s proximity. The described techniques are suitable to provide privacy from devices that are on the same platform as a user’s AR glasses and devices that are on other AR platforms

    From real spaces to virtual spaces: The metaverse and decentralized cinema

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    Developments in computer and communication technologies, which constitute the starting point of concepts such as decentralization, virtuality, simulation, augmented reality and metaverse, have also brought new forms of expression and designs in art to the agenda. In addition to the decentralized data architecture and metaverse areas that emerged in parallel with the development of network technologies, applications that increase the user's interaction and beleaguered experience such as virtual reality, augmented reality and mixed reality have increased their effectiveness in this field. The metaverse spaces that emerge with the cooperation of software, art and architecture offer their users a more similar life simulation of natural life through augmented reality vehicles or screens. Here, users can perform new experiences for artistic production and consumption as well as daily life practices such as socialization and communication. Metaverse spaces, which include the design of a three-dimensional virtual universe that can be supported by augmented reality, are free from all the constraints of the real world as a cinematic plateau. It is seen as a great advantage that the real film set can create a cinematic work without expensive equipment such as cameras, lights, and sound away from all the negativities of the natural shooting conditions. The fact that the production, distribution and screening of cinema works can be realized within this field brings a new understanding of decentralized cinema to the agenda. Decentralized cinema, which has begun to rise in the expanding virtual geography of the metaverse virtual space with its advantages such as virtual characters and scenes and creative space fictions, is an art form worth examining. This study focuses on the possible future transformations of cinema in terms of production and representation in the context of the relationship of virtual and augmented reality technologies with developing metaverse areas. The emergence of a new cinematic ecology; The opportunities and obstacles it provides to producers are examined with the philosophical criticism method through concepts such as virtual and augmented reality, web 3.0, metaverse in terms of audience experiences it offers for screening.  As a result of the study, it was concluded that the metaverse area has many advantages in terms of the production of cinema works, democratization of the production and distribution of works, digital privacy and security for metaverse artists, and recognition of ownership for digital works of art

    Alternative realities : from augmented reality to mobile mixed reality

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    This thesis provides an overview of (mobile) augmented and mixed reality by clarifying the different concepts of reality, briefly covering the technology behind mobile augmented and mixed reality systems, conducting a concise survey of existing and emerging mobile augmented and mixed reality applications and devices. Based on the previous analysis and the survey, this work will next attempt to assess what mobile augmented and mixed reality could make possible, and what related applications and environments could offer to users, if tapped into their full potential. Additionally, this work briefly discusses what might be the cause for mobile augmented reality not yet being widely adopted to everyday use, even though many such applications already exist for the smartphone platform, and smartglass systems slowly becoming increasingly common. Other related topics and issues that are briefly covered include information security and privacy issues related to mobile augmented and mixed reality systems, the link between mobile mixed reality and ubiquitous computing, previously conducted user studies, as well as user needs and user experience issues. The overall purpose of this thesis is to demonstrate what is already possible to implement on the mobile platform (including both hand-held devices and head-mounted configurations) by using augmented and mixed reality interfaces, and to consider how mobile mixed reality systems could be improved, based on existing products, studies and lessons learned from the survey conducted in this thesis
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