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Developing Sociotechnical Solutions to Mitigate New Harms in Immersive and Embodied Virtual Spaces: A Workshop at CHI 2025
Conference proceeding   Open access

Developing Sociotechnical Solutions to Mitigate New Harms in Immersive and Embodied Virtual Spaces: A Workshop at CHI 2025

Guo Freeman, Julian Frommel, Regan L. Mandryk, Jan Gugenheimer, Lingyuan Li, Douglas Zytko, Afsaneh Razi and Cliff Lampe
Proceedings of the Extended Abstracts of the CHI Conference on Human Factors in Computing Systems, pp 1-6
26 Apr 2025
url
https://doi.org/10.1145/3706599.3706708View
Published, Version of Record (VoR)Open Access via Drexel Libraries Read and Publish Program 2025CC BY V4.0 Restricted

Abstract

Human-centered computing -- Collaborative and social computing Human-centered computing -- Human computer interaction (HCI)
Mitigating new harms in immersive and embodied virtual spaces (e.g., embodied harassment in social VR, new AI-powered online attacks, and harmful virtual world design to manipulate users) is a critically needed HCI research agenda for achieving safer online environments in the future, which requires cross-disciplinary, community-wide discussion, and collective reflections. Building upon our CHI 2024 workshop on identifying and understanding these new harms, this workshop aims to gather researchers and practitioners from various domains to collectively design and develop concrete and actionable sociotechnical solutions that specifically target new harms in immersive and embodied virtual worlds. This includes but is not limited to the four themes identified in our CHI 2024 workshop: monetizing embodied harms, blurring reality with the online world, platforming perpetrators by investigating their motivations and emotions, and embodied harms specifically targeting children. Through this workshop, we will not only synthesize and map our existing interdisciplinary efforts and challenges in this space but also collaboratively create a roadmap detailing our developed sociotechnical solutions to address these new harms in immersive and embodied virtual spaces as a community.

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Collaboration types
Domestic collaboration
International collaboration
Web of Science research areas
Computer Science, Information Systems
Computer Science, Theory & Methods
Robotics
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