26th ACM Symposium on Virtual Reality Software and Technology 2020
DOI: 10.1145/3385956.3418955
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Moving Virtual Reality out of its Comfort Zone and Into the African Kalahari Desert Field: Experiences From Technological Co-Exploration With an Indigenous San Community in Namibia

Abstract: Indigenous people (IP) living in remote areas, at the margins of mainstream society, are often the last ones to experience emerging technologies and even less to shape those experiences. It could be argued technology exposure and experience is necessary for IP to gain agency in making informed decisions on the rejection or appropriation of novel technologies. In this paper, VR is introduced to a remote San community within a broader community-based research collaboration considering political and ethical persp… Show more

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Cited by 13 publications
(4 citation statements)
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“…Emerging technologies, such as Augmented and Virtual reality (AR/VR) have gained popularity especially in the cultural heritage sector, with the re-creation of more contextual and immersive experiences to knowledge transfer. In this light we have validated the potential of VR with our collaborators from a San community in Eastern Namibia to tell traditional tales [7]. We have further investigated the implementation of gestures recorded in natural settings for use within VR narratives, thereby preserving an embodied experience of a narrative [1].…”
Section: Emerging Technologiesmentioning
confidence: 85%
“…Emerging technologies, such as Augmented and Virtual reality (AR/VR) have gained popularity especially in the cultural heritage sector, with the re-creation of more contextual and immersive experiences to knowledge transfer. In this light we have validated the potential of VR with our collaborators from a San community in Eastern Namibia to tell traditional tales [7]. We have further investigated the implementation of gestures recorded in natural settings for use within VR narratives, thereby preserving an embodied experience of a narrative [1].…”
Section: Emerging Technologiesmentioning
confidence: 85%
“…Public installations and displays 8 ambient displays [8,124], installations [15,25,47,89,93,172] Internet of Things (IoT) 7 smart spaces [58,122,138,152], smart TVs [131], educational tools [90], in general [63] Wearables and biosensors 6 biosensing [34,58,78], fashion technologies [159,176], body integration [114] Games 6 playful narratives [87], virtual reality [126], for leisure [147], with cultural references [167], with adult content [119], multiplayer [91] Broadcast media 6 video streaming platforms [42,53,55,143], documentaries [68], news media [91] Data repositories 5 historical archives [97], DNA repositories [7], learning analytics [154], visualisation [32], in general [145] Others 5 shape-changing interfaces [2], end-of-life technologies [19,104], drones [51,145] Table 2: Technology types as the target of ethics discussions.…”
Section: Technology Types Instances Referencesmentioning
confidence: 99%
“…Patients/with health conditions 9 neurological illnesses [13,35,57,76], mental health diagnosis [128,135,146], substance addiction [28], cancer [173] Minorities 5 gender and sexual [150], people with specifc communication [94,176] and learning needs [16,143] Women 4 pregnant [12], with impaired hearing [176], in general [58,153] Older adults 4 [1,26,57,76,95,174] Rural populations 3 in Namibia [126], South Africa [19] and Bangladesh [153] Non-human 1 birds [89] Table 3: End-users that have raised design questions and considerations of ethics.…”
Section: End-users Instances Referencesmentioning
confidence: 99%
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