Rapid analysis ·

Smart Glasses in New South Wales: A Rapid Analysis

How New South Wales law applies to smart glasses. The analysis separates the data privacy problems wearable cameras create from the problem of being deliberately recorded in public, reviews the Surveillance Devices Act 2007, Crimes Act 1900 and Workplace Surveillance Act 2005, and asks whether NSW law adequately protects people from being targeted and recorded in public and semi-public spaces.

Joanne E. Gray, Ben Egliston, Marcus Carter, Georgia Samuel, Milica Stilinovic, Wenqi Tan

  • Smart glasses
  • Privacy
  • NSW law

Briefing note ·

Smart Glasses: Uses, Risks and Harms

Drawing on 768 Instagram posts of everyday smart-glasses use and 350 videos of smart-glasses-enabled pick-up artistry, this briefing note shows that recording is often hard to detect, routinely captures bystanders, including children, and can facilitate gendered harassment. It sets out questions for Australian policymakers and law enforcement.

Joanne E. Gray, Ben Egliston, Marcus Carter

  • Smart glasses
  • Privacy
  • Gendered harms

Submission ·

Submission to the Consultation on Privacy Reform Exposure Draft Legislation 2026

Our submission on the proposed Privacy Act reforms and wearable devices. It supports the new definitions of personal information and identifiability, and recommends a broader definition of sensitive information, extending the “fair and reasonable” test to individuals, confirming in law that a recording indicator does not amount to consent, and extending statutory remedies and the right to erasure to targeted recording in public and semi-public spaces.

Joanne E. Gray, Ben Egliston, Marcus Carter, Milica Stilinovic, Wenqi Tan, Georgia Samuel

  • Privacy law
  • Wearables
  • Smart glasses

Project summary ·

Governing Immersive Tech: Year One Summary

A two-page overview of the project’s first year: findings and impact across its three research streams (smart glasses, consent and gender-based harms; child safety on Roblox; and disability and inclusion in VR/XR) and the next areas of work, from neurotechnology and wearable AI to Australia’s AI infrastructure.

Governing Immersive Tech Project

  • Project overview

Preprint ·

Harm Through the “#RizzCam”: Smart Glasses, Ambient Capture and Invisible Harassment

An interpretive content analysis of 350 point-of-view Instagram videos posted by people associated with the pick-up artistry community. It shows how smart glasses enable what we call ambient capture, the covert recording of women in public, semi-private and private spaces that is then shared online without their consent, and finds that many of these videos had gone undetected by Instagram’s content moderation systems.

Milica Stilinovic, Ben Egliston, Wenqi Tan, Marcus Carter, Joanne E. Gray

  • Smart glasses
  • Gendered harms
  • Content moderation

Report + briefing note ·

Epstein Islands and other violent crime recreations on Roblox

An exploratory study that found avatars, digital environments and role-play on Roblox themed around real-world violent and sexual crimes, despite the platform’s community standards. It sets out the content moderation, regulatory and policy challenges for children’s online safety in Australia.

Wenqi Tan, Sanika Vekhande, Ben Egliston, Marcus Carter, Milica Stilinovic, Joanne E. Gray

  • Roblox
  • Child safety
  • Crime recreation

Report + briefing note ·

Misleading and Deceptive Monetisation in Roblox

Evidence of False Pricing, Manipulative Design, and Consumer Harm in a Children’s Digital Platform

A qualitative gameplay analysis of 15 top-earning Roblox games that documents fourteen misleading, deceptive or unfair monetisation practices used to get children to spend money. It sets out the implications for Australian consumer protection law.

Marcus Carter, Sanika Vekhande, Alisa-Jean Fifita

  • Roblox
  • Child safety
  • Monetisation

Report ·

Disability in the Metaverse

Drawing on a survey of 102 respondents, 21 interviews with disabled VR users and 20 interviews with industry experts, this report shows how virtual reality design excludes people with physical, visual, neurological and cognitive impairments. It makes six recommendations for accessible VR.

Marcus Carter, Ben Egliston, Kate Clark, Gerard Goggin, Victor Zhuang, Katie Ellis, Wayne Hawkins, Wenqi Tan

  • Metaverse
  • Virtual reality
  • Disability

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