Cyber Law, Cyber Ethics and Online Gambling

Author(s):  
Lee Gillam ◽  
Anna Vartapetiance

Cyberspace offers up numerous possibilities for entertainment and leisure, and can be a rich source for information. Unfortunately, it can also be a dangerous place for the unwary or ill-informed. In this chapter, we discuss some of the legal and ethical issues that can arise in the interface between cyberspaces and real places for virtual tourists. We mention the difficulties posed by variations in laws in the physical world, and how these make for problems in the virtual world. We discuss how it is possible to create systems that embed adherence to laws and provide support for ethics in order to avoid harm to the unwary or ill-informed. We show how we have applied such principles in a machine ethics system for online gambling.

Author(s):  
Lee Gillam ◽  
Anna Vartapetiance

The online world, referred to by some as cyberspace, offers a wide variety of activities: reading written content, interacting with others, engaging with multimedia and playing games of various kinds, and obtaining goods and services. However, many will ignore the written agreements and laws that govern these activities, and because of this, cyberspace can turn into a dangerous place. This chapter explores a small sample of legal and ethical issues that can arise in the interface between cyberspaces and real places for those not paying attention to such matters. The authors note how laws in the physical world remain applicable in the “virtual” world, requiring knowledge of jurisdiction, and discuss the potential for creating systems that protect the user from harm by embedding adherence to laws and providing support for ethics. The authors further explain how such embedding can work to address the complex legalities and potential need for intervention in addictive situations in online gambling.


2015 ◽  
pp. 50-71
Author(s):  
Lee Gillam ◽  
Anna Vartapetiance

The online world, referred to by some as cyberspace, offers a wide variety of activities: reading written content, interacting with others, engaging with multimedia and playing games of various kinds, and obtaining goods and services. However, many will ignore the written agreements and laws that govern these activities, and because of this, cyberspace can turn into a dangerous place. This chapter explores a small sample of legal and ethical issues that can arise in the interface between cyberspaces and real places for those not paying attention to such matters. The authors note how laws in the physical world remain applicable in the “virtual” world, requiring knowledge of jurisdiction, and discuss the potential for creating systems that protect the user from harm by embedding adherence to laws and providing support for ethics. The authors further explain how such embedding can work to address the complex legalities and potential need for intervention in addictive situations in online gambling.


2009 ◽  
Vol 2 (3) ◽  
Author(s):  
Anna Vartapetiance Salmasi ◽  
Lee Gillam

Abstract— Online gambling produces a substantial turnover. Unfortunately for potential virtual world gamblers and gambling organizations alike, US law had forced the closure of gambling in the Second Life virtual world. However, an Open Grid Protocol could lead to the provision of off-shore gambling in this virtual world. Aside from legal issues, online gambling generally gives rise to ethical issues relating to prevention of harm. We considered the combined legal and ethical issues, and have proposed and begun to construct and evaluate a system with computational oversight: an ethical advisor. The system is grounded in recent research into Machine Ethics, which may offer insights into other legal and ethical matters, and provides a framework for responsible gambling in our EthiCasino (ethical virtual casino) in Second Life.


Author(s):  
Robin Horst ◽  
Ramtin Naraghi-Taghi-Off ◽  
Linda Rau ◽  
Ralf Dörner

AbstractEvery Virtual Reality (VR) experience has to end at some point. While there already exist concepts to design transitions for users to enter a virtual world, their return from the physical world should be considered, as well, as it is a part of the overall VR experience. We call the latter outro-transitions. In contrast to offboarding of VR experiences, that takes place after taking off VR hardware (e.g., HMDs), outro-transitions are still part of the immersive experience. Such transitions occur more frequently when VR is experienced periodically and for only short times. One example where transition techniques are necessary is in an auditorium where the audience has individual VR headsets available, for example, in a presentation using PowerPoint slides together with brief VR experiences sprinkled between the slides. The audience must put on and take off HMDs frequently every time they switch from common presentation media to VR and back. In a such a one-to-many VR scenario, it is challenging for presenters to explore the process of multiple people coming back from the virtual to the physical world at once. Direct communication may be constrained while VR users are wearing an HMD. Presenters need a tool to indicate them to stop the VR session and switch back to the slide presentation. Virtual visual cues can help presenters or other external entities (e.g., automated/scripted events) to request VR users to end a VR session. Such transitions become part of the overall experience of the audience and thus must be considered. This paper explores visual cues as outro-transitions from a virtual world back to the physical world and their utility to enable presenters to request VR users to end a VR session. We propose and investigate eight transition techniques. We focus on their usage in short consecutive VR experiences and include both established and novel techniques. The transition techniques are evaluated within a user study to draw conclusions on the effects of outro-transitions on the overall experience and presence of participants. We also take into account how long an outro-transition may take and how comfortable our participants perceived the proposed techniques. The study points out that they preferred non-interactive outro-transitions over interactive ones, except for a transition that allowed VR users to communicate with presenters. Furthermore, we explore the presenter-VR user relation within a presentation scenario that uses short VR experiences. The study indicates involving presenters that can stop a VR session was not only negligible but preferred by our participants.


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