ISPR Presence News

Monthly Archives: December 2010

Call: IFIP International Conference on Entertainment Computing (ICEC 2011)

10th IFIP INTERNATIONAL CONFERENCE ON ENTERTAINMENT COMPUTING

ICEC 2011 — http://www.icec2011.org/
5-8 October 2011, Vancouver, Canada

CALL FOR SUBMISSIONS

The IFIP International Conference on Entertainment Computing explores the application of computational technology to entertainment. The conference brings together practitioners and researchers interested in the art and design of entertainment computing applications. ICEC welcomes submissions on the design, engineering, application and theory of entertainment technology.

We solicit paper, poster and demonstration submissions, as well as proposals for tutorials and workshops.

Papers should be prepared in the Springer LNCS format and will be published in the ACM Digital Library. Authors of the top ten selected papers will be invited to submit extended versions of their submissions to the Entertainment Computing journal. Read more on Call: IFIP International Conference on Entertainment Computing (ICEC 2011)…

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Christmas Yule Log to air in 3D for first time

[From TG Daily; additional information from other sources follows below]

Christmas Yule Log to air in 3D for first time

Mark Raby | Thu 16th Dec 2010

To countless Americans, watching the perpetually burning Yule Log on TV is a Christmas tradition, and this year it’s getting a high-tech makeover.

It’s been part of the holiday TV makeup since the 1960s and has remained relatively unchanged over the last 44 years. Hundreds of millions of viewers have tuned in to see the relaxing fireplace burning with classic Christmas music in the background.

This year, though, you can make it feel like that log is so close you can touch it. For the first time, its producers will make the TV special available in 3D. Read more on Christmas Yule Log to air in 3D for first time…

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Call: Metaverse Creativity

Metaverse Creativity

Intellect is delighted to announce the publication of the groundbreaking new journal Metaverse Creativity, which is the first refereed journal focusing on the examination of creativity in user-defined online virtual worlds such as Second Life®. While such creative activity includes artistic activity, this definition should in no way be limited to artistic output alone but should encompass the output of the various disciplines of design – such as fashion and object design, landscaping and virtual architecture – that are currently all amply manifest in Second Life®.

Creativity in a metaverse manifests under unique conditions and parameters that are engendered by the virtual environment itself and it is intrinsically related to these in its very act of realization. Thus metaverse creativity cannot be separated from the underlying Metanomic system (metaverse economy), the legal issues of ownership and copyright, the very geography and related atmospheric/lighting conditions upon which the output is rendered, or the underlying computational system which generates this. Read more on Call: Metaverse Creativity…

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Are Vuzix and other glasses the future of augmented reality?

[From MIT’s Technology Review, where the story includes a 1:26 minute video]

[Image: More than real: The Wrap 920AR glasses provide immersive augmented reality for $1,995.]

Computing

Augmented Reality Goggles

New video glasses can produce dazzling special effects, but who’ll wear them?

Wednesday, November 10, 2010
By Kristina Grifantini

I held a black-and-white square of cardboard in my hand and watched as a dragon the size of a puppy appeared on top of it and roared at me. I watched a tiny Earth orbit around a real soda can, saw virtual balls fall through a digital gap in a table, and viewed a life-sized virtual human sitting in an empty chair.

What made these impressive special effects possible was a pair of augmented reality (AR) glasses—specifically, the Wrap 920AR glasses from Vuzix. Whereas virtual reality shows you only a digital landscape, augmented reality (AR) mixes virtual information, like text or images, into your view of the real world in real-time.

In the last few years, AR has started appearing on smart phones. In that context, software superimposes information on top of your view of the world as seen through the device’s screen. But AR eyewear, which provides a more immersive experience, has been confined to academic research and niche applications like medical and military training. That’s been largely because older AR hardware has been so bulky and has cost tens of thousands of dollars. Read more on Are Vuzix and other glasses the future of augmented reality?…

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Call: International Symposium on Wearable Computers (ISWC 2011)

CALL FOR ISWC 2011 CONFERENCE PAPERS

June 12-15, 2011
San Francisco, CA, USA
collocated with Pervasive 2011

Paper submissions deadline: February 9th at 23:59PDT.

# ABOUT ISWC

ISWC 2011, the fifteenth annual International Symposium on Wearable Computers, is the premier forum for wearable computing and issues related to on-body and worn mobile technologies. ISWC´11 will bring together researchers, product vendors, fashion designers, textile manufacturers, users, and related professionals to share information and advances in wearable computing. ISWC´11 explicitly aims to broaden its scope to include wearables and the cloud, wearable uses of cell phones and cell phone applications, as they have become the most successful wearable computer to date, wearables for professional use, mainstream applications and healthcare, and wearable for entertainment. ISWC´11 invites to submit original work in one or more of the following formats: full papers, notes, posters, late breaking results, demonstrations, videos, tutorials and workshops. As already successfully performed in the past, this year’s ISWC also invites for a contest of wearable system designs, encouraging academic and industrial design, media and art authorities to submit conceptual work in a creative, inspiring, innovative and future oriented style. Read more on Call: International Symposium on Wearable Computers (ISWC 2011)…

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Creating more realistic virtual humans

[From The Irish Times]

[Image: Avatars on a computer-generated version of the Front Square of Trinity College Dublin]

Thursday, December 9, 2010

Creating better digital denizens

We are incredibly sensitive to human movement and appearance, which makes it a big challenge to create believable computerised crowds, but researchers at Trinity are working on improving that.

As you settle down to watch the seasonal feast of movies on TV this Christmas – or maybe as you get stuck into computer games that found their way under the tree – take a closer look at any virtual humans that crop up.

Are they realistic? Can you get a sense of the emotion they are meant to portray? Or are they jarring and weird with gestures and tones that somehow don’t quite add up?

Getting those computer-generated avatars to act in engaging and more “human” ways is trickier than it looks. But researchers at Trinity College Dublin are delving into how we perceive graphical characters and coming up with insights to create more socially realistic virtual humans without hogging too much computer processing expense. Read more on Creating more realistic virtual humans…

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Job: Postdoctoral position on IC-CRIME project at North Carolina State University

Post-Doctoral Position in Games@NCSU

The Department of Computer Science at North Carolina State University is seeking applicants for a Post-Doctoral Fellowship in Computer Science, beginning as soon as January 15, 2010 for a one year term.

The applicant will join an interdisciplinary team of researchers from Computer Science, Textile Chemistry and Industrial Design working on the IC-CRIME project.  Using 3D laser scanning technology paired with browser-based 3D game engines, the IC-CRIME system brings law enforcement teams together into 3D virtual reconstructions of real-world crime scenes to collaborate to solve crimes.  The post-doctoral fellow will be supervised by Dr. R. Michael Young from the NC State Digital Games Research Initiative, but will work with collaborators from NC State University, Arizona State University and Indiana University to create the IC-CRIME environment, based in the Unity game engine, and link the game world to external databases and intelligent tools for game control.

In the collaborative project, the applicant will participate in an intensive effort for the development of new theories about intelligent virtual environments applied to crime scene investigation, as well as their implementation and evaluation.  Read more on Job: Postdoctoral position on IC-CRIME project at North Carolina State University…

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Virtual worlds entrepreneur brings fiancee back from dead as avatar

[A press release from NEVERDIE Studios via SourceWire]

Virtual Worlds Pioneer Brings Fiancée Back From The Dead In Virtual Reality

Monday, 20 December 2010

20th December 2010. Hollywood, CA – Virtual worlds pioneer, Jon NEVERDIE Jacobs, has revealed that he has brought his fiancée back from the dead as an avatar, and part of the launch of his latest virtual destination, the new Club NEVERDIE. The controversial entrepreneur believes that virtual reality will be the means by which humanity transcends death itself, and has taken the first step towards this with the inclusion of the avatar representing his late fiancée, Tina Leiu, who passed away suddenly in 2005. Two weeks ago Jacobs made worldwide headlines with the sale of the first Club NEVERDIE, based on a virtual asteroid, for a new world record $635,000 USD. Read more on Virtual worlds entrepreneur brings fiancee back from dead as avatar…

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Call: CHI 2011 Workshop – Brain and Body Interfaces: Designing for Meaningful Interaction

CHI 2011 WORKSHOP – BRAIN AND BODY INTERFACES: DESIGNING FOR MEANINGFUL INTERACTION

WEBSITE: http://brainandbody.physiologicalcomputing.net/

CALL FOR PARTICIPATION

The brain and body provide a wealth of information about the physiological, cognitive and emotional state of the user. There is an increasing opportunity to use physiological data as a form of input control for computerised systems. As entry level sensors become more cheaper and widespread, physiological interfaces are liable to become more pervasive in our society (e.g., through mobile phones and similar devices). While these signals offer new and exciting mechanisms for the control of interactive systems, the issue of whether these physiological interfaces are appropriate for application and offer the user a meaningful level interaction has been relatively unexplored.

The goal of this one-day workshop is to bring together researchers working on brain and body interactive systems in order to (1) provide a platform for understanding physiological interaction in different research strands, (2) establish a forum for the discussion of technologies, techniques and measures, and (3) build and extend the physiological computing community. Read more on Call: CHI 2011 Workshop – Brain and Body Interfaces: Designing for Meaningful Interaction…

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Hospital training, orientation go hi-tech at Sidra center

[From The Peninsula; more information about the Center is here]

Hospital training, orientation go hi-tech at Sidra center

Friday, 17 December 2010
By Sonya Schneider-Ghaddar, RN

Qatar Health 2010, an annual Health Congress and Exhibition held earlier this week, presented exciting new ways of approaching healthcare, patient care and staff training. One presentation focused on the staff orientation project for the new Sidra Medical and Research Center, which is scheduled to open by the end of 2012.

The presentation outlined the daunting and unique task of bringing onboard and orienting 5000 to 6000 new staff members for a facility that is not yet completed. The decision to use high-tech simulation equipment and methods in a lab setting has been made and the simulation management team is now hard at work creating the orientation programme. The facility is a part of Qatar Foundation and will be located near Education City.

The medical center will be focused on Women and Children’s health in Qatar. The staff will arrive 4-9 months ahead of the opening date and must be oriented and ready to function when the doors open to the public. According to Renee Pyburn Project Manager for the simulation orientation project at Sidra: “The idea of bringing in such a large number of staff members at one time and orienting them fully, prior to opening date, is a rare occurrence. But when you factor in that the staff members will be from 40 to 50 different countries from around the world, with varying levels of competency and experience, it becomes a real challenge.”

The state of the art simulation lab is being created to test medical competencies, orient the staff to the policies/procedures and ensure that the entire staff has the knowledge required to function in the new hospital setting. Read more on Hospital training, orientation go hi-tech at Sidra center…

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