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Development needs to include future predictions, forecasting impact, evaluating and elaborating on possible consequences, and identifying any issues with openness and transparency. Decision making, ethics, and critical thinking should go hand in hand throughout the development process. Creativity should be combined with diligence.
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In the digital era, organizations and individuals need to uphold ethical and professional responsibilities to society and the public. One aspect we argue is essential to ethical responsibility for virtual reality is that VR solutions must integrate ethical analysis into the design process, and practice dissemination of best practices.
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Traditional moral responsibilities do not always translate to the digital world. So as VR has hit the mainstream, much debate has arisen over its ethical complexities.
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VR technologies also raise questions about legal responsibility, for example if software and hardware are used incorrectly or in unethical ways (see Figure 2 for an outline of the ethical challenges connected with VR technologies). These ethical questions arise partly because VR technologies are pervasive and difficult to classify and identify, and because it is difficult to predict their short- and long-term impacts. There is also the element of hackers, and the issue of immoral exploitation of the technologies. But organizations and designers are not obligated to obey ethical restraints. These immersive environments offer numerous opportunities - both good and bad. In the wake of society’s exposure to VR, and due to today’s powerful computer systems, designers are able to create and develop complex interactive virtual worlds. There is also a question of “foreseeable use” versus “intended use.” Hardware engineers may develop virtual reality technologies that are then used for unintended purposes in applications and by software developers.
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However, it is unclear how to predict the impact of virtual reality technologies (i.e., foreseeable effects). Traditional moral responsibilities in the physical world do not necessarily translate to virtual worlds created by designers. For example, guidelines presented by Keith Miller and other researchers on the topic of moral responsibilities emphasize that people who design, develop, and deploy a computing artifact (hardware or software) are accountable for that artifact, and for the foreseeable effects of that artifact. Moral responsibilities related to technology have long been a subject of debate.
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These obligations may include a wider long-term view, taking into account social involvement, environmental impacts, and other repercussions. These researchers emphasize the vital importance and responsibilities that designers have on technologies and their capacities, as well as designers’ moral obligations to the public. Integrating ethics and moral sensitivity into design is referred to as “anticipatory technology ethics” by Brey and “responsible research and innovation” by Sutcliffe .
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Identifying and managing procedures to address emerging ethical issues will happen not only through regulations and laws (e.g., government and institutional approval), but also through ethics-in-practice (respect, care, morals, and education). Potential ethical implications of VR include physiological and cognitive impacts and behavioral and social dynamics. While the potential advantages of virtual reality are limitless, there has been much debate about the ethical complexities that this new technology presents. VR continues to develop novel applications beyond simple entertainment, due to the increasing availability of VR technologies and the intense immersive experience. One area that introduces a new dimension of ethical concerns is virtual reality (VR). Many advances, such as quantum computing, 3D-printing, flexible transparent screens, and breakthroughs in machine learning and artificial intelligence have social impacts. According to Moore’s Law, there is a correlation between technological advancement and social and ethical impacts.
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