Social Implications of MR

In this section, we evaluate the social implications of MR as it relates to the course topics.  

Networked Communication

Like other forms of technology that provide entertainment, MR raises concerns about Internet addiction. Additionally, an individual wearing an MR headset may become unaware of their surroundings, even if that individual can see the real world. MR can distract users in their homes and leave them "vulnerable to accidents, home invasions, and any other misfortunes that can come of being... distracted" [1]. 

Moreover, it is believed that MR will soon become a key player in the video game industry since it has great profit-earning potential. One study found that in 2017, game companies that provided VR versions of their games earned about 286.7 million dollars, a number which is expected to rise to 2.3 billion by 2020 [2]. It is safe to assume, then, that the same pattern could also be applied to a budding MR industry. One possible concern raised by this technology's upward trajectory regards the impact it could have on society if adopted by violent consumer media outlets, such as first-person shooter games. The fear is that immersing users in such a virtual world for a long time would make them "become desensitized to their actions and mimic that violent behavior in the real world" [3]. While study after study has shown that violent games do not make players aggressive or decrease their empathy in real life, there is no similar research showing how people could be influenced by such a "real" environment. Therefore, it is important that developers think deeply, as well as prepare for, the impact that widely adopting MR technology could have on its users. 

Sources:

1. Fiona J McEvoy, "10 ethical concerns that will shape the VR industry", URL: https://venturebeat.com/2018/01/04/10-ethical-concerns-that-will-shape-the-vr-industry/ (Acceessed: September 17, 2019)

2. TechStars, "The future of virtual reality and video games & it's connection to education",https://www.viar360.com/future-virtual-reality-video-games/ (June 9, 2018)

3. Multimedia communication, "Virtual Reality: Issues and challenges", URL: https://web.tecnico.ulisboa.pt/ist188480/cmul/issues.html (Accessed: September 22, 2019)


Intellectual Property

One important question for MR is who or what is the rightful owner of content created inside the MR environment. Does the creator of a Minecraft-like world own the original ideas generated in the world, or do those ideas belong to the company that allowed the creator to make that world (such as Microsoft with the HoloLens)? Like AI, there is a gray area between the "owner" of content and the "creator" of content; should they be the same, or different?

Arguably one of MR's main attractions is that it allows users to interact with the content of various media, such as games and movies, in ways pretty much straight out of games and movies. It should come as no surprise to you, though, that this fluidity, this near-seamless integration of multiple realities, can also reveal some problems, specifically with regards to the complexities of creative ownership. It seems reasonable to assume that the author of any content should own the copyright to said content, however, in the virtual world created by MR technology, does this sentiment still ring true? If one argues that users have no right to their creative capital on these emerging platforms, then who, pray tell, does? Is it the developers, and if so, do they, by extension, have the right to use this content in their developing process? Additionally, the question of fair use comes into play: are mashups of views and other forms of art that are applied within MR considered to be "transformative" (and therefore fair) use [1]? 

There were more than 30,000 patent applications submitted by VR technology developers in 2018, most of which are still awaiting approval [2]. For now, our patent laws do not protect content created in the "virtual world", but with a large number of potential applications related to MR, lawmakers should try to keep up with the speed of this emerging technology while they still can.

Sources: 

1. Brianna Howard, "Protecting intellectual property rights in the billion-dollar world of virtual gaming", https://techcrunch.com/2018/01/23/protecting-intellectual-property-rights-in-the-billion-dollar-world-of-virtual-gaming/ (Accessed: September 23, 2019)

2. Brian D. Wassom, "IP in an Augmented Reality"  https://www.americanbar.org/groups/intellectual_property_law/publications/landslide/2013-14/january-february/ip_an_augmented_reality/ (Accessed: 9/25/2019)


Information Privacy

As MR technology begins to seep its way into the public sphere, with applications that could potentially range from detailed workplace training demos to immersive video game experiences, more concerns about user privacy are being raised. One such concern involves the obtaining of recordings and other user information without that user's consent, as the typical user does not know "the terms of service between the [MR] provider and the cloud [vendor]" [1]. From a virtue ethics standpoint, MR providers should engage in a thorough vetting process for cloud vendors because, as providers, they have an obligation to be honest with consumers about any pertinent information that is to be collected and shared with third-party vendors, who in turn ought to have the same level of respect for user privacy.

Another risk that widespread adoption of MR technology could potentially pose would be the weakening of data protection systems. It doesn't take much to deduce that the increase in the scope of data types associated with MR could similarly increase the possibility of that data being stolen. The figure below shows the various categories in a mixed reality system, each of which contains fields that could become subject to attack [2]. 

Sources:

1. Marianne Kolbasuk McGee, "Virtual Reality: Real Privacy and Security Risks", https://www.databreachtoday.com/interviews/virtual-reality-real-privacy-security-risks-i-3221 (Accessed: September 17, 2019)

2. JaybieA. DE Guzman & Kanchana Thilakarathna & Aruna Seneviratne, "Security and Privacy Approaches in Mixed Reality", https://arxiv.org/pdf/1802.05797.pdf (Accessed: June 26, 2018)


Privacy and the Government

Is the government always watching? Given a probable cause, the government could monitor a user's MR experience to see what kinds of objects they are creating and interacting with (perhaps with the intention of detecting terrorist organizations that are difficult to detect geographically). They could also use MR themselves (perhaps by having a secret agent wear an MR headset) to monitor criminal activity remotely. From a utilitarian standpoint, the benefit to society would be the government's ability to catch people who are using MR for malicious purposes, however, the cost would be the government's ability to spy on any civilian with a probable cause. 

On the other hand, there exists an ongoing debate about whether the government should collect people's biometric information. Although the American public is still a long ways away from largely accepting this perceived invasion of privacy, by 2017, three states in the U.S. had begun the process of integrating biometric information (such as iris scans, hand, and facial geometry) into their existing identification systems [1]. The emergence of mixed reality could help steamroll this process, though, providing any invested government with much easier and more comprehensive access to such information. All in all, MR could have a net positive impact but requires protective restrictions on the government with regards to how much (and exactly whose) information they have direct access to.

Source: M & E Journal, "M & E Journal: The Biometric Data Concerns Around Virtual and Augmented Reality Applications", https://www.mesalliance.org/2018/08/08/me-journal-the-biometric-data-concerns-around-virtual-and-augmented-reality-applications/ (Accessed: August 8, 2018)


Computer and Network Security

Any networked computing system is theoretically vulnerable to software- and network-based security attacks. What makes attacks on MR particularly dangerous is that attackers can see the real world that their victim is participating in (unlike a VR environment where the virtual world does not reveal any details about the physical world). Malware disguised as software updates can corrupt an MR environment and give an attacker control of the user's MR environment (allowing the attacker to create virtual objects in the user's home, which sounds like a great idea for a movie!). Attackers can also listen to and intercept communication between the VR provider and cloud vendor, which could provide them with sensitive user data.  

There will always be cybercrimes where there is a computer network. What happens when users are targeted while they are using MR devices in an Internet environment with, say, harmful viruses? If all the way back in 1997, one episode of Pokémon infected with flashing strobe-light sequences could cause over 700 children's seizures in Japan, just imagine the effects similar malware could have on the MR technology users of today, let alone the future [1].

In response to these very valid fears, the emergence of MR technology could stand to improve cybersecurity systems designed to protect networked environments in the future. One study from Immersive Technologies & The Future of Cybersecurity found that of the 524 U.S. residents (aged 16 to 24) surveyed, 74 percent revealed that they would consider working in the IT industry in the future if the emerging VR and AR technology could combine with existing cybersecurity tools. Furthermore, 77 percent of those people stated that they would like to use tools related to VR technology in the future [2].

What all this implies is that one way to address the security issues introduced by MR is to empower and encourage people to use this new technology as a "weapon" to protect the networked environments in which they reside.

Sources:

1. ARPost, "Cyber Security Challenges of Virtual and Augmented Reality", https://arpost.co/2018/03/28/cyber-security-challenges-virtual-reality-augmented-reality/ (March 28, 2018)

2. Dawn Kawamoto, "Virtual Reality Could Serve as a Cybersecurity Recruiting Tool",  https://www.darkreading.com/endpoint/virtual-reality-could-serve-as-a-cybersecurity-recruiting-tool-/d/d-id/1330326 (November 6, 2017)


Computer Reliability

Risks associated with errors and failures in MR, AR and VR can be particularly dangerous because of the user's immersion in their environment. Walking around with a VR headset makes it very difficult to perceive real surroundings; VR programs could experience errors that lead users into dangerous situations, such as asking users to walk forward into a pool or off a mountain [1]. This has already been demonstrated in AR applications such as Pokemon GO, where users have been injured or even killed by following the AR program's faulty instructions [2]. If errors and failures are to occur in VR/AR/MR systems, there must be mechanisms put in place to protect users from harm.

Sources:

1. Desmond Rhodes, "Why Virtual/Augmented Reality Hasn't Taken Off Yet", URL: https://bdtechtalks.com/2018/09/05/virtual-reality-augmented-reality-hasnt-taken-off-yet/ (Accessed: September 24, 2019)

2. Pokemon Go Death Tracker, URL: https://pokemongodeathtracker.com/ (Accessed: September 24, 2019)


Professional Ethics

With the emergence of MR technology, there will be various software developed for the sole purpose of supporting an MR future. Before deciding whether an MR system should be developed, however, a good software engineer must at the very least determine that producing the software does not violate the Software Engineer's Code of Ethics.

First, principle 1.1 states that "a computing professional should contribute to society and to human well-being, acknowledging that all people are stakeholders in computing." This website has an entire section dedicated to highlighting the myriad of fields in which MR technology can be applied, from defense to entertainment. If done properly, one could argue that this would ultimately improve the quality of life for users (in accordance with several other such principles).

Based on principle 1.2, developers should seriously consider whether or not any new or prospective technology has the potential to cause harm to the public before release. Going back to the issue of violence, for example, since there is no guarantee that violent video games set in MR environments will not negatively impact people's behavior, the software engineer should be very careful about the video game content they choose to profit off of. A general rule of thumb should be that the process of introducing MR into the game industry should be an incredibly measured and deliberate move in order to maximize harm reduction.

Lastly (but not exhaustively), according to the professional leadership principle, developing MR technology could potentially encourage those involved to grow as professionals and improve their creativity and ability to produce high-quality work. With a huge learning potential, software engineers tasked with any kind of MR projects will be provided more opportunities to practice and improve their knowledge, thus enabling them to release more valuable technology to the public.       

Source: ACM, "ACM Code of Ethics and Professional Conduct",  https://www.acm.org/code-of-ethics (June 22, 2018)


Work and Wealth

The Microsoft Holo Lens costs $5000, and the Microsoft Holo Lens 2 is expected to cost about $3500. The price of many MR products on the market raises the question of whether this technology is available for the entirety of society to benefit from, or only for a select few that can afford the products. However, the market for MR and related technologies is growing; by 2020, 50% of U.S. households are projected to have adopted some form of VR technology [1]. 

Source: Sol Rogers, "What Is Mixed Reality and What Does It Mean for Enterprise?", URL: https://www.forbes.com/sites/solrogers/2018/12/04/what-is-mixed-reality-and-what-does-it-mean-for-enterprise/#24a9f0225df9 (Accessed: September 18, 2019)

Mixed Reality | CS3043 A'19
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