ISPR Presence News

Monthly Archives: August 2010

HP’s wide, wide, wide high-definition screen

[From VentureBeat]

HP’s Phil McKinney shows off a wide, wide, wide high-definition screen

August 20, 2010 | Dean Takahashi

Hewlett Packard is working on a display with a really wide screen. Phil McKinney, chief technology officer at the Personal Systems Group at HP, showed off the concept for the screen at the DisplaySearch Emerging Technologies conference this week in San Jose, Calif.

The screen is so wide that you can see an entire pro basketball court at the same time. McKinney referred to the screen as a “triple wide high-definition” screen that is created by stitching together images from lots of different cameras pointed at slightly different parts of the same scene. The company is working with the National Basketball League to develop truly immersive screens that make you feel like you’re there on the sidelines. Read more on HP’s wide, wide, wide high-definition screen…

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Call: 16th International Conference of the Association for Computer-Aided Architectural Design Research in Asia (CAADRIA 2011)

CAADRIA 2011 Call for Papers – Abstract Due September 7, 2010

Circuit Bending, Breaking and Mending

The 16th International Conference of the Association for Computer-Aided Architectural Design Research in Asia

Dates: April 27-29, 2011

Read more on Call: 16th International Conference of the Association for Computer-Aided Architectural Design Research in Asia (CAADRIA 2011)…

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SQUSE’s creepily realistic robot hand

[From CrunchGear]

Video: Creepily Realistic Robot Hand

by Serkan Toto on August 11, 2010

Kyoto-based Squse has developed the so-called Robot Hand H-Type [JP], a creepily realistic (but very cool) robotic hand. The hand’s “bones” are made of polycarbonate, while the skin is silicon rubber. It weighs 340g and can lift up and move objects weighing up to 1.5kg. The secret lies in its 16 joints and 22 actuators.

Read more on SQUSE’s creepily realistic robot hand…

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Call: The 3D Experience – 3D Entertainment and Technology Festival

The 3D Experience

3D Entertainment and Technology Festival
September 24-26, 2010
Times Square, New York

http://the3dexperience.org/

Experience 3D Digital Cinema, Home Entertainment & More… At the Center of the Most Exciting City on the Planet!

Our Annual Event: For 3 days, top innovators, industry leaders and filmmakers will gather in Times Square to showcase the latest advances in 3D for 2010 and beyond. From Hollywood blockbuster 3D screenings to in-home entertainment, professionals, 3D fans and the general public will be brought into the 3rd dimension like they’ve never been before. Read more on Call: The 3D Experience – 3D Entertainment and Technology Festival…

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High school project Smell-O-Vision adds scents to VR

[From CANOE]

[Image: Ashley Brown works on her science project Tuesday at the University of Alberta. (Perry Mah, QMI Agency)]

Computer program makes scents

By LINDA HOANG, QMI Agency

EDMONTON – Ashley Brown is hoping to change the world — one smell at a time.

Born and raised in Elnora, a village about 70 km southeast of Red Deer, Brown, 17, never thought she’d be part of a team working on a project that could help improve rehabilitation, education, research and even gaming.

It’s called Smell-O-Vision, and it’s a virtual reality computer program — which Brown built herself — that uses scents to make the virtual reality experience more realistic. Read more on High school project Smell-O-Vision adds scents to VR…

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Call: Environment 2.0 theme for Leonardo

Call for Papers

ENVIRONMENT 2.0

Leonardo – Journal of the International Society for the Arts, Sciences and Technology

Guest Editor: Drew Hemment

Leonardo calls for papers documenting cross-disciplinary thinking on participatory observation and mapping of the environment, climate and biodiversity; environmental data systems and services; and environmental sustainability in a networked society.

Read more on Call: Environment 2.0 theme for Leonardo…

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The future of mobile: Invisible, connected devices with infinite screens

[From The Radioactive Yak, a technology blog by Reto Meier, an Android Developer Advocate for Google in London and author of Professional Android 2 Application Development; an evaluation of some of these predictions can be found here]

[Image: From “Introducing the “iThink” by Paul Mic on his The Monkey Buddha blog]

The Future of Mobile: Invisible, connected devices with infinite screens

Monday, August 09, 2010
by Reto Meier

The history of smartphones looks something like this: At the end of 2008 the very first Android handset was available on T-Mobile in the US. The iPhone has existed for 3 years. The very first Blackberry featuring push email came out in 2002.

From WAP and push email to iPhone in 5 years. From one iPhone to 60 different Android handsets in under 3 years. At that rate it’s challenging to create a credible mobile roadmap that extends as far as 6 months – and the rate of change is increasing.

At the current rate, nearly anything is possible in 20 years

Lately a lot of people have asked me what I think is the future of mobile. Some people just want to know what device they should buy at Christmas, but others are looking for a 20 year outlook. 20 years!  The first GSM network had barely launched 20 years ago! Predication at that scale is destined for failure and embarrassment. But I won’t let that stop me. Read more on The future of mobile: Invisible, connected devices with infinite screens…

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Call: Video Game Worlds panel at Society for Cinema and Media Studies Conference

“Video Game Worlds” panel
Society for Cinema and Media Studies Conference
New Orleans, LA
March 10-13, 2011

Submissions are still welcome for a panel on the subject of video game worlds, so be held at the 2011 SMCS conference in New Orleans, LA. Please submit your proposal as soon as possible.

This panel invites submissions addressing the history, analysis, and theory of video game worlds. Where do these worlds fit into the array of virtual and imaginary worlds presented by other media, other fictions, and other kinds of play? How can we characterize video game worlds as sites of spatiotemporal experience? What modes of critical analysis can we bring to bear on video game worlds, and what new theoretical concepts do these worlds motivate? Read more on Call: Video Game Worlds panel at Society for Cinema and Media Studies Conference…

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The real A.I.: Intelligent robot AIMEC as family member

[From The Daily Mail (UK); the original story contains additional images]

The real A.I.: Childless millionaire builds ‘intelligent robot’ that sings Karaoke, laughs and tells jokes

By Mail Online Reporter
Last updated on 13th August 2010

Tony Ellis and his wife, Judie, do not have any children or animals at home – but with chatterbox robot Aimec following them around, there is never a dull moment.

The couple effectively have a robotic child, just like in the 2001 futuristic fairy tale Artificial Intelligence starring Haley Joel Osment.

Their creation is so advanced it can tell jokes and keep its human parents up to date on their interests by scanning the internet.

Mr Ellis has spent years creating the four-foot plastic robot in an echo of Geppetto, the fairy tale carpenter who crafted a puppet son that came to life called Pinocchio.

‘Meet the 21st century family,’ says Mr Ellis, 54, patting three-year-old Aimec on the shoulder.

Aimec’s head jerks up and swivels alarmingly to one side as if it is about to fall off.

‘We still have a few teething problems,’ he says, readjusting Aimec’s head, ‘but it’s nothing serious.’

The inventor beams, with fatherly love in his eyes. ‘Tell us a joke,’ he commands.

‘Okay,’ says Aimec, ‘Why did the robot act funny?’ It hesitates and smiles. ‘Because it had a screw loose!’

He looks on indulgently as Aimec roars with pre-programmed laughter.

As well as sophisticated voice recognition, Aimec sees through a single digital eye, allowing it to move freely around the house on its wheels, using an internal map of the house, or follow someone.

Aimec – full name Artificially Intelligent Mechanical Electronic Companion 3 – is the latest in a long line of robots which have been brought to life in the unlikely rural setting of the couple’s neat 18th century country home in Crowborough, East Sussex.

They run a toy company called Conceptioneering, working at the cutting edge of robot technology from a tiny workshop on the first floor, crammed with computers and 30 years worth of robotic experiments.

Mr Ellis has created dozens of mechanical and digital toys that have been enjoyed by millions of children worldwide and hopes to develop prototype Aimec to be the first commercially viable, affordable and useful home robot. Read more on The real A.I.: Intelligent robot AIMEC as family member…

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Call: Siggraph 2011 – Game Papers

Siggraph 2011, Vancouver (7-11 August 2011) – Game Papers CFP

Submissions due 18 Janurary 2011, 22:00 UTC/GMT

Full details about the conference and information about submissions at http://www.siggraph.org/s2011/for_submitters/game-papers

Researchers are encouraged to submit Game Papers in which they present original work focusing on the design and experience of computer game play. Creative communities that design and develop commercial and non-commercial video games, as well as academic scholars studying video games, game play, human-computer interaction, and game culture are welcome to submit rigorous innovative work in the field. Game Papers explore key issues in video games, inform and substantively advance our current state of knowledge and understanding, and foster new areas for investigation that will drive the next generation of design and player experience. Read more on Call: Siggraph 2011 – Game Papers…

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