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發(fā)表于 2025-3-21 17:05:26 | 只看該作者 |倒序瀏覽 |閱讀模式
書目名稱Governing Social Virtual Reality
編輯Joanne E. Gray,Marcus Carter,Ben Egliston
視頻videohttp://file.papertrans.cn/392/391125/391125.mp4
圖書封面Titlebook: ;
出版日期Book 2024
版次1
doihttps://doi.org/10.1007/978-3-031-61831-4
isbn_softcover978-3-031-61833-8
isbn_ebook978-3-031-61831-4
The information of publication is updating

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發(fā)表于 2025-3-21 21:28:47 | 只看該作者
板凳
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地板
發(fā)表于 2025-3-22 05:10:54 | 只看該作者
Nuclear Outlines and Nomenclature,It highlights how the immersive nature of VR exacerbates concerns about children’s digital media use, particularly when childrenare still developing important?cognitive, social and physical skills. The chapter reviews research on the physiological effects of VR on children‘s vision and balance, disc
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發(fā)表于 2025-3-22 17:14:33 | 只看該作者
Dharanipathy Rangaraj PhD,Lech S. Papieznsure that these environments are safe, trustworthy and equitable. It discusses a variety of regulatory approaches, from soft law proposals?to best practice principles and industry codes of conduct, highlighting the collaborative efforts of civil society groups, government and industry stakeholders.
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發(fā)表于 2025-3-23 00:23:31 | 只看該作者
Diogo P. Cordeiro,David J. Schlesingerand needs of all participants are respected. It presents five key principles essential for achieving this?goal: promoting pro-social cultures; prioritising prevention over reaction; embedding safety by design; ensuring user control and choice; and upholding platform responsibility and accountability
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發(fā)表于 2025-3-23 05:14:28 | 只看該作者
Introductionance and regulation. It emphasises that immersion in VR can amplify the intensity of user experiences, both positive and negative, underscoring the need for a nuanced approach to content moderation and inclusive design practices. The chapter sets forth the key aims of this book, which includes equip
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發(fā)表于 2025-3-23 07:06:33 | 只看該作者
Content Harms in Social VR: Abuse, Misinformation, Platform Cultures and Moderationincluding misinformation, conspiracy theories and ideologically driven violence, can be intensified in immersive VR environments. Drawing from examples across different social VR platforms, the chapter discusses the difficulty of content moderation in VR and the potential for real-world harm. It exp
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