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In today’s world, we use computers all the time. They are in our pockets, on our desks, and in most of the technology we use. Whether you know it or not, the ubiquity of computers influences you every day. One of these computer technologies is virtual reality. Although it may not influence you directly every day, virtual reality is a technology that is becoming increasingly prevalent in the training and manufacturing industry [1]. Virtual reality is an illusory environment designed and implemented with computers. People can experience a multitude of different things with virtual reality.
While virtual reality can be experienced in any location, such as the safety and comfort of someone’s home, it tries to recreate actual experiences by combining different senses such as vision, sound, touch, and smell [1]. One aspect of virtual reality that is particularly interesting is haptic technology and its advancements and implementations.
Haptic technology involves the touching aspect in a virtual environment [2]. By using a variety of means, users of haptic technology are able to “feel” things in front of them that are not truly there. Using this technology allows users to more deeply immerse themselves in their computer world and thus virtual reality can achieve its various means much more effectively [3]. That is, users can become more immersed in their virtual environment because they can actually “feel” what they are seeing.
While this technology has many uses and should continue to be developed, ethical concerns of its implication do arise.
Consider a scenario in which two colleagues, Engineers A and
B are working on a haptic system that allows users to pick up virtual objects and feel them. Engineer A feels that this technology, originally intended to aid in the training of surgeons by simulating the surgical environment, could have other uses. He plans to sell this technology to a mainstream gaming company, who is willing to buy the haptic technology for a substantial amount of money. The company plans to put this technology into a new gaming system which will allow users to become more fully immersed in the video game environment. The entertainment company has been known in the past as producing violent, adult-rated games, and will likely use the haptic technology to create more realistic, violent games. So on the one side, the transaction will make
Engineers A and B quite a lot of money. However, on the other side, the technology will most likely be used for less productive and morally questionable means. Engineer A is bent on going forward with the deal, while Engineer B has some reservations.
Gabriel Wells (gmw24@pitt.edu)
In analyzing this situation, we must first understand the relevant technology of haptic systems in virtual reality. Once we understand the technology that Engineers A and B use, we must then look at the relevant Engineering Codes of Ethics that apply to this situation. Additionally, further discussion of ethics in engineering and virtual reality is necessary. Only after we discuss and understand all these aspects of the scenario can we make an informed, ethical decision.
To begin touching and manipulating a virtual object, one must first create a computer-generated haptic virtual object
(HVO). These HVOs can possess the qualities that everyday materials have such as texture, weight, shape, and elasticity
[2]. Users can interact with these HVOs in a number of ways.
However, they are most commonly experienced through
“force-feedback.” This is feedback generated by computercontrolled mechanical systems, called haptic interfaces (HIs).
The haptic interface is what actually reproduces the feeling of touching a real object [2]. The HVO is the virtual object we experience through the HI. While an HVO is generally the same idea for all HIs, the actual design and implementation of an HI can vary [2].
One of these HIs was developed in 2012 at the University of Illinois [4]. Materials scientists at the University implemented skin-molded fingertip sensors. These sensors were wired with gold conductive lines that formed a circuit.
When a current was run through the circuit, a slight tingling sensation could be felt [4]. While the project is only a start, this technology can lead to the sensors creating other sensations, like heat and texture. Also, the flexibility and lightweight of these fingertips makes the technology appealing for use on small surfaces or in small places [4].
Another one of these projects is called HIRO III, a technology developed at Japan’s Gifu University [5]. A user slips his or her fingers into a glove-like device and can then grope and manipulate a digital object on the screen in front of him or her. The glove vibrates and applies resistance force when the user interacts with an HVO to make it seem like the user is actually holding the object [5].
Finally, electrorheological fluids have been of interest in the development of haptic interfaces. Electrorheological fluids (ER) are fluids with solid particles dispersed in a liquid.
These liquids show the characteristics of electric-fieldinduced rheological variations. That is, the liquids can be manipulated by electric fields and currents [6]. ERs could be applied to a glove or other garment and be manipulated by an
University of Pittsburgh, Swanson School of Engineering
2013-10-29
Gabriel Wells electric field. Thus, the user might be able to feel resistance or other kinds of textures when interacting with an HVO [1].
For our scenario, Engineers A and B have created a machine that combines to technology of the HIRO III with the skin-molded fingertip sensors. The user can not only feel the geometry of an HVO, but can also feel the texture of the object.
In order to make a well-informed, ethical decision about the situation at hand, one must look to various engineering codes of ethics for guidance. According to the NSPE Code of
Ethics for Engineers, “the services provided by engineers…must be dedicated to the protection of the public health, safety, and welfare” [7]. Using the new technology
Engineers A and B created as a training tool for surgeons complies directly with the NSPE Code of Ethics as it directly benefits society. However, since we are deciding whether it is ethical to sell this technology to an entertainment company, we must look further into the Code. The NSPE also states
“engineers shall conduct themselves honorably, responsibly, ethically, and lawfully so as to enhance the honor, reputation, and usefulness of the profession” [7]. How will the engineering profession be enhanced by this transaction? We know that the entertainment industry will benefit by having a new piece of technology to play with, but the engineering profession will most likely not benefit from the sale of this technology. However, there is a substantial amount of money exchanging hands, and so this money might be used by
Engineers A and B for further development of haptic technology in virtual reality, thus causing a continuation of the public good in accordance with the Code.
Another code that might be valuable to analyze is the
Software Engineering Code of Ethics and Professional
Practices. Created by a joint task comprised of the Institute for Electrical and Electronics Engineers and the Association for Computing Machinery, this code states “engineers shall act consistently with the public interest” while advancing the reputation and integrity of their field [8].
On the surface of this situation, there is nothing blatantly unethical going on. The creators of a technology are simply selling their creation to a company who wants to use it. This transaction is objectively ethical in accordance to NSPE Code of Ethics and the Software Engineering Code. Therefore, these codes do not really help us in discussing the morality of the situation, and thus we must look further into the implications this situation has on the public.
No technology exists without some downsides and concerns. Implementing haptic technology will result in a more realistic virtual world. A more realistic virtual world means a fuller, deeper immersion into an illusion. A condition known as cybersickness has been known to be caused by lengthy exposure to virtual reality [9]. Symptoms of this illness include disorientation, queasiness, nausea, and headaches after going back into the real world [9]. This condition has been seen to affect pilots who use flightsimulation programs. Sometimes the pilots even had flashbacks for up to days after using the technology [9]. This condition poses a problem for virtual reality and haptic technology; however, cybersickness is a direct result of the actual technology a user uses. Thus, a well-designed HI could eliminate cybersickness by reducing the amount of visual or haptic information the user receives that contradicts the information of the real world [9]. In relation to our ethical situation, the entertainment company would have to be aware of cybersickness and do everything in its power to inform the public and decrease its effects on the user.
Additionally, engineers and designers of haptic technology in virtual reality must consider the problem of internet addiction. Cyber addiction, or addiction to the internet, is characterized by excessive use of internet or computers and withdrawal-like symptoms whenever a user is removed from the internet [10]. According to Caroline Gresle and Michel Lejoyeux in their chapter called “Phenomenology of Internet Addiction” in Hannah Price’s book Psychology of
Emotions, Motivations and Actions: Internet Addiction, between 5 to 10% of Net surfers show symptoms of internet dependency. In some countries in Asia such as South Korea, the rates increase to up to 20% [10].
So how do problems like cybersickness and internet addiction relate to our scenario? These are serious complications, and both the engineers and the entertainment company would need to be aware of these issues when thinking about the situation. The use of this technology in the entertainment industry would likely cause a more realistic gaming world. Logically, the rates of cybersickness and internet addiction can be expected to rise because users are interacting with a more realistic environment. Fragile users, who are already susceptible to conditions such as cybersickness and internet addiction, would need to be careful when using the haptic technology in a gaming setting, lest they become sick or addicted. The engineers must realize that this technology could propagate more of these problems in the lives of users.
We’ve seen the problems this technology can have on the individual user, but what about its effects on society as a whole? Another way to analyze our situation is to consider the implications this technology has on the continuation of society. We know this deal would make our engineers quite a bit of money. As a result, they could use this money for the
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Gabriel Wells further development and continuation of haptic technology.
Currently, The HIRO III technology has been put to use in doing manual screenings for breast cancer [5]. Additionally, fingertip sensors have a myriad of uses in the medical field such as the monitoring of internal organs [4]. More funding for this technology would mean more advanced uses similar to these.
However, the question of the situation is not whether it is ethical to use this technology in the medical field. The problem of this situation is what happens when we use this technology for pleasure and entertainment rather than practicality and safety. We must analyze virtual reality’s effect on society as a whole. In Jacob Shatzer’s discussion on virtual worlds, he says, “This immersive milieu provides the experience of ‘living’ a ‘Second Life’ that in many cases becomes more psychologically ‘real’ than embodied life”
[11]. Shatzer says virtual worlds give people a chance to become less committed to embodied existence. That is, people can have fun, legitimate experiences while in a virtual world [11]. Shatzer believes this is a good thing, but I am skeptical to think that this is an enormous benefit of virtual reality.
In their paper called “Ethical Codes and Values in a
Virtual World”, Marcus Kuntze, Robert Stoermer, Franze
Mueller-Spahn, and Alex Bullinger discuss virtual reality’s effects on ethics. They say “[the virtual environment] can impoverish those aspects of life that are essential to social development, interpersonal relations, and emotional growth”
[12]. Virtual reality actually provides a legitimate experience of reality. However, because the use of virtual reality suspends our interaction with the outside world and other people, using virtual reality throughout our daily lives leads to certain problems like stunted emotional and social growth
[12].
Engineers A and B must consider these sources as well when thinking about their situation. The selling of their technology to an entertainment company would mean the increased use of it in daily life. As discussed before, this has many ethical implications on society as whole. Where will the use of virtual reality lead the direction of the human race?
Engineer B must consider this when making a final decision on the scenario.
To create an informed, moral decision on the scenario, I first looked at two engineering codes of ethics for guidance.
On the surface, this situation does not have any obvious immoral components and thus the codes of ethics are not much help. However, in accordance with the code, I must consider how this technology will help society as a whole. I discussed the downsides that this technology would bring such as cybersickness and internet addiction. With the use of this technology, the rates of these conditions can only be expected to rise. Engineers A and B would have an ethical obligation to inform the entertainment company that these conditions exist and do everything in their power to ensure the control and education of these issues. Finally, I looked at the implications this technology has on the development of people. Some people believe the use of this technology is a good thing, allowing humans to experience real life through new means, while other people are concerned about virtual reality’s effects on human emotion and development.
Through the use and study of all these sources and materials, Engineer B is finally ready to make a decision on the transaction. While I personally would not consent to the transaction, I cannot make that decision for Engineer B because the choice is a complicated one. I would however consent to the further development of this technology as it has a multitude of benefits in the medical and manufacturing field.
In conclusion, I used many different sources in deciding what to do in this situation. I analyzed Engineering codes of ethics as well as seeing how this technology impacts the good of society. In doing so, I believe I have acted like a wellinformed, ethical engineer in making a decision on this situation.
[1] (2012). “Enhance Virtual Reality.” National Academy of
Engineering . (Online Article). http://www.engineeringchallenges.org/cms/8996/9140.aspx
[2] G. Robles-De-La-Torre. (2010). “Virtual Reality:
Touch/Haptics.” Encyclopedia of Perception. (Online
Article). http://knowledge.sagepub.com/view/perception/n363.xml
[3] P. Xia, A. Lopes, & M. Restivo. (2011). “Design and
Implementation of a Haptic-based Virtual Assembly System.”
Assembly Automation . (Online Article). http://www.emeraldinsight.com/journals.htm?articleid=1953
818&show=abstract. P. 369-384
[4] R. Boyle. (2012, August 13). “Electronic ‘Smart
Fingertips’ Could Give Robots and Doctors Virtual Touch.”
PopSci . (Online Article). http://www.popsci.com/technology/article/2012-
08/electronic-smart-fingertips-could-give-robots-anddoctors-virtual-touch .
[5] P. Adams. (2010, July 1). “Fingertip-Mounted Haptic
Interface Lets You Feel Virtual 3-D Objects.” PopSci .
(Online Article). http://www.popsci.com/technology/article/2010-
07/fingertip-mounted-haptic-interface-lets-you-feel-virtual-
3-d-objects .
[6] P. Sheng. And W. Wen. (2011) “Electrorheological
Fluids: Mechanisms, Dynamics, and Microfluidics
Applications.” Annual Review of Fluid Mechanics. (Online
Article).
http://www.annualreviews.org/doi/abs/10.1146/annurevfluid-120710-1010
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Gabriel Wells
[7] (2013). “NSPE Code of Ethics for Engineers.” Ethics .
(Online Article). http://www.nspe.org/Ethics/CodeofEthics/index.html
.
[8] (1999). “Software Engineering Code of Ethics and
Professional Practices.” (Online Article). http://www.computer.org/portal/web/getcertified/resources/c ode_of_ethics .
[9] J. Van. (1995). “Actual Side Effects From Virtual
Reality.” Chicago Tribune . (Online Article). http://articles.chicagotribune.com/1995-08-
14/business/9508140011_1_cybersickness-psychologistwith-essex-corp-virtual-reality .
[10] H. Price. (2011). “Psychology of Emotions, Motivations and Actions: Internet Addiction.” (Book). http://site.ebrary.com/lib/pitt/docDetail.action?docID=10661
755 .
[11] J. Shatzer. (2012). “Are We Forming Ourselves for a
Posthuman Future?”
Ethics & Medicine (Journal Article).
[12] M. Kuntze, R. Stoermer, F. Mueller-Spahn, and A.
Bullinger. (2002). “Ethical Codes and Values in a Virtual
World. Cyber Psychology and Behavior (Journal Article).
(2012). A. Spowart. “Why We Need To Develop Haptic
System Virtual Reality.” (Written Paper). http://www.pitt.edu/~ats42/Documents/WA3.docx
(2012). “Virtual Reality (VR).” Encyclopædia Britannica .
(Online Article). http://www.britannica.com/EBchecked/topic/630181/virtualreality-VR/253104/Education-and-training.
I would like to acknowledge the University of Pittsburgh
Library for help in finding sources and also for providing various guides for research and this paper. Additionally, I would like to thank Hunter Gaston, Aditi Kumar, and especially Bud Anthony for their continued help and support.
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Gabriel Wells
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