Feeling Uneasy in VR? Measuring User Perception of Data Collection Practices in Extended Reality

Extended Reality (XR) technologies are transforming our interaction with the digital world, but their immersive experiences necessitate extensive data collection, raising privacy concerns. Unlike traditional technologies, XR data can be highly revealing, potentially leading to psychological manipulation and profiling. Through an online scenario-based survey, this study explores user perceptions of creepiness elicited by various data collection practices in XR environments. The research aims to bridge the gap in understanding how users perceive the creepiness of XR data collection practices and inform responsible development frameworks addressing privacy and data protection.

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Publication Details

Published
2024-08-22
DOI
https://doi.org/10.1145/3675231.3678873
Citations
2
Primary Topic
Innovative Human-Technology Interaction
Type
article
Field-Weighted Citation Impact
0.74
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article

Feeling Uneasy in VR? Measuring User Perception of Data Collection Practices in Extended Reality

Helen Husca
2 citations
Innovative Human-Technology Interaction
0.74
article

Feeling Uneasy in VR? Measuring User Perception of Data Collection Practices in Extended Reality

Helen Husca
article en
2 citations

Abstract

Extended Reality (XR) technologies are transforming our interaction with the digital world, but their immersive experiences necessitate extensive data collection, raising privacy concerns. Unlike traditional technologies, XR data can be highly revealing, potentially leading to psychological manipulation and profiling. Through an online scenario-based survey, this study explores user perceptions of creepiness elicited by various data collection practices in XR environments. The research aims to bridge the gap in understanding how users perceive the creepiness of XR data collection practices and inform responsible development frameworks addressing privacy and data protection.

Trinity College Dublin (IE)
Openalex Percentile: Top 29%
Innovative Human-Technology Interaction
0.74
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