ISPR Presence News

Monthly Archives: August 2011

Call: Workshop on Role of Ambient Intelligence in Future Lighting Systems

Call for Papers: Workshop on Role of Ambient Intelligence in Future Lighting Systems

November 16th, Amsterdam, the Netherlands
http://www.lightingami.id.tue.nl/

in conjunction with the Conference on Ambient Intelligence (http://www.ami-11.org/)

Important Dates

Submission Deadline: September 2nd, 2011
Notification of acceptance: September 15th, 2011
Workshop: November 16th, 2011

Read more on Call: Workshop on Role of Ambient Intelligence in Future Lighting Systems…

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David Hockney uses technology to provide new ways to see the world

[From MIT’s Technology Review, where the story includes several more images]

[Image: A still from the 18-screen video May 12th 2011 Rudston to Kilham Road 5 PM. Credit: ©David Hockney]

The Mind’s Eye

Long preoccupied with technology, David Hockney is exploring a new artistic medium that uses high-definition cameras, screens, software, and moving images to capture the experience of seeing.

September/October 2011
By Martin Gayford

One of your basic contentions, I say to the British artist David Hockney, is that there is always more to be seen, everywhere, all the time. “Yes,” he replies emphatically. “There’s a lot more to be seen.” We are sitting in his spacious house in the quiet Yorkshire seaside town of Bridlington. In front of us is a novel medium, a fresh variety of moving image—a completely new way of looking at the world—that Hockney has been working on for the last couple of years.

We are watching 18 screens showing high-definition images captured by nine cameras. Each camera was set at a different angle, and many were set at different exposures. In some cases, the images were filmed a few seconds apart, so the viewer is looking, simultaneously, at two different points in time. The result is a moving collage, a sight that has never quite been seen before. But what the cameras are pointing at is so ordinary that most of us would drive past it with scarcely a glance.

At the moment, the 18 screens are showing a slow progression along a country road. We are looking at grasses, wildflowers, and plants at very close quarters and from slightly varying points of view. The nine screens on the right show, at a time delay, the images just seen on the left. The effect is a little like a medieval tapestry, or Jan van Eyck’s 15th-century painting of Paradise, but also somehow new. “A lot of people who were standing in the middle of the Garden of Eden wouldn’t know they were there,” Hockney says.

The multiple moving images have some properties entirely different from those of a projected film. A single screen directs your attention; you look where the camera was pointed. With multiple screens, you choose where to look. And the closer you move to each high-definition image, the more you see. Read more on David Hockney uses technology to provide new ways to see the world…

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Call: Mobile Interaction with the Real World (special issue of Journal of Pervasive and Mobile Computing)

Call for Papers

Journal of Pervasive and Mobile Computing
Special Issue on Mobile Interaction with the Real World

Mobile devices have become a part of our everyday lives as we increasingly rely on smartphones and tablets as personal information devices. The use of those devices for interactions with nearby physical objects has been a popular research area in the last years. We currently see a dramatic increase in the interest in this field as technologies like Near Field Communication (NFC) and TransferJet will soon be widely available to smartphone users, as camera-based interactions (e.g. based on 2D Barcodes or image recognition) are widely supported by today’s smartphones, and as short range networks (e.g. over Bluetooth, Wi-Fi or Ant+) become a standard feature of mobile devices. These technologies enable direct or indirect interactions with nearby objects and enable new interactions and services in application areas like smart environments, transportation, healthcare, advertising and tourism.

For this special issue we invite researchers to submit papers that provide a reflective summary of their work in this area as well as papers reporting recent work in this field. We welcome all contributions related to mobile interaction with the real world. This includes new techniques, technologies and scenarios for physical mobile interaction, distribution of mobile interfaces between mobile devices and real world objects, security and privacy issues, using sensors for mobile interaction, multimodality, and authoring support. Read more on Call: Mobile Interaction with the Real World (special issue of Journal of Pervasive and Mobile Computing)…

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Latitude Research’s “Future of Gaming” study provides insights

[From the web site of Latitude]

The Future of Gaming: a Portrait of the New Gamers

By Kadley Gosselin August 23, 2011

In the spring of 2011, Latitude Research launched a study to understand the recent explosion in gaming, driven in part by the popularity of mobile phones and tablets. Specifically, the study sought to uncover how the profile of the stereotypical gamer has changed, various motivations for gaming, and the evolving role of games in moving traditionally online experiences into the “offline” world—suggesting new opportunities for game and technology developers, educators, and social innovators.

As one study participant noted:

Games have previously been denigrated as socially isolating, with the stereotypical, petulant and portly adult playing a viscerally violent game in his parents’ basement: the quintessential ‘gamer’ image that has existed for many years in popular culture. With grandparents now playing Wii Tennis and my cousins in Australia and Canada playing Xbox Live with each other, games are fulfilling [a much more social role] than they were a decade ago.

The study offers 3 key insights into the evolution of gaming (explained in more detail below):

  • Games go beyond the screen
  • Life becomes play
  • Social matures into societal

The study included a Web survey amongst 290 smartphone owners between the ages of 15-54 who self-identified as at least “casual gamers,” with nearly half labeling themselves “game enthusiasts.”* The survey assessed technology usage and future orientation, attitudes and behaviors around gaming, and possible interest areas for new game experiences. Read more on Latitude Research’s “Future of Gaming” study provides insights…

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Call: Sensory Worlds: Environment, Value and the Multi-Sensory

Call for Conference Papers, Panelists and Installations

SENSORY WORLDS: Environment, Value and the Multi-Sensory

University of Edinburgh
7-9 December 2011

Full details at: http://www.iash.ed.ac.uk/Sawyer/Conference.html

Conference Theme

It is through our senses that we investigate, navigate and know the world around us and the other beings, forces and phenomena that constitute it in its rich and lively variety. To consider the nature of sensory being is to be confronted by questions that examine the ways in which we engage with our environments and those that interrogate the very nature of embodiment. Constantly at work and yet often undervalued, the sensorium is broader and more complex than the traditional Western classifications of the five senses allow. Intermingling and constantly shifting with our attention and experiences, our senses orient us in the world (though sometimes they also disorient us). We sense the world and are at once both part of it and other from it. Moving through a terrain, feeling the resistance of the ground beneath our feet or the push of the crowd, or smelling the fumes of diesel and the throbbing heat of a machine engine, or quietly tracing the intricate lines of wood carvings made by another hand in another time, or tasting the sharp or bitter flavours of foods unfamiliar to the palate, or re-imagining the suffered pain of an ugly injury; all such episodes and more raise the question of how our senses play a role in human flourishing and well-being. Furthermore, they illuminate the ways in which our actions, values and ways of understanding the world are rooted in our sentience – which is ever becoming and allowing of us to exceed ourselves.

Sensory Worlds engages with these and other issues; considering ‘worlds’ in a particularly ecological light in order to ask: what contribution can a sensorially-engaged Humanities make to environmental thinking and action? The conference will examine the multi-sensory and will reflect upon the historical, contemporary and possible future relations between the senses (from balance to taste to the haptic and beyond). It will be an interdisciplinary, interrogative and exploratory meeting that will make space for sensorially-engaged scholarship and practice, and will facilitate discursive and constructive meetings between a variety of scholars working on themes related to embodiment, ecology and value. Contributions are invited from those working within the humanities, arts and social sciences. We are interested in contributions that will themselves embody alternatives to the presuppositions common to Western twentieth century engagement with the world such as anthropocentrism, mind-body dualism, and isolated subjectivity. Read more on Call: Sensory Worlds: Environment, Value and the Multi-Sensory…

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Mobile 3D interactivity: The iPhone Virtual Reality Viewer

[From Ubergizmo]

 

iPhone Virtual Reality Viewer

Edwin Kee 08/18/2011

The iPhone is one versatile handset, and you can add the iPhone Virtual Reality Viewer to its fast growing list of capabilities. As the name suggests, this device will work in tandem with an iPhone to develop immersive, 3D viewing experiences. Just how does it work? Well, it marries the built-in accelerometer in the iPhone alongside free downloadable applications, allowing the 3D environments within to move whenever the iPhone is moved. Read more on Mobile 3D interactivity: The iPhone Virtual Reality Viewer…

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Job: Research Fellow on Interactive Newsprint project at University of Surrey

Research Fellow – Interactive Newsprint Project
University of Surrey – Sociology – Digital World Research Centre

Salary: up to £30,870 per annum

Applications are invited for a full time Research Fellow to work on the Interactive Newsprint project. This project aims to develop a new interactive paper technology for community news display. The post holder will be responsible for lab based studies on the project, measuring user interactions with early prototypes and conducting group discussions. The post is available for 12 months from 1st October 2011.

The researcher will be based at Digital World Research Centre at the University of Surrey and supervised by Professor David Frohlich. Surrey is one of three universities and one company involved in the project, which is itself part of Digital Economy research programme in the UK:
http://www.epsrc.ac.uk/ResearchFunding/Programmes/DE/default.htm Read more on Job: Research Fellow on Interactive Newsprint project at University of Surrey…

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Immersive, participatory games of the future: Sony says they’ll read emotions in 10 Years

[From Tom’s Guide]

Sony Says Games Will Read Emotions in 10 Years

Sony is talking crazy, indicating that games may be able to tell if you’re lying or depressed just ten years down the road. We’ll stick with growing crops, thanks.

August 25, 2011 – By Kevin Parrish

Seriously, when do games stop being games and cross over into virtual reality? This was the question I asked Nvidia months ago at ECGC 2011, and was told there will always be a market for the high-end PC gamer with the rig nearly the size of a bookcase. But putting visual realism aside, what will happen when games suddenly stop acting like games, and become more like a self-aware super AI that could possibly one day sing you happy birthday or annihilate the human race?

According to Sony Worldwide Studios chief Shuhei Yoshida, platform holders will be able to offer “almost dangerous kinds of interactivity” with the player within the next ten years. Games will know more about the player on a whole, know how they could be feeling by reading more than just player movements. Titles will be so “immersive” that players will serve as actors, as a true participant within the virtual realm. Read more on Immersive, participatory games of the future: Sony says they’ll read emotions in 10 Years…

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Job: Tenure-track position in Technology and Social Behavior at Northwestern University

Tenure-Track Position in Technology and Social Behavior- Open Rank

Northwestern University

The Department of Communication Studies at Northwestern University seeks to hire for a tenure-track appointment beginning September 1, 2012. The position will be open as to rank.  The successful candidate will be expected to publish innovative research, teach undergraduate and graduate courses, and perform professional service commensurate with rank.

We are looking for candidates who can contribute to a strong interdisciplinary program in technology and social behavior.  Possible areas of expertise include but are not limited to: human-computer interaction, computer-mediated communication, social computing, communication and information infrastructures, language and behavior in virtual communities, and the study, design, and development of media and social networks.  Potential to attract external funding is expected, and a record of successful funding is required for a tenured appointment in the open-rank position. Read more on Job: Tenure-track position in Technology and Social Behavior at Northwestern University…

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Handroid: Japanese company shows advanced robot hand

[From TechCrunch, where the story includes additional images]

Handroid: Japanese Company Shows Advanced Robot Hand (Video)

Serkan Toto
August 24, 2011

Japan-based tech startup ITK has brought us one step closer to the Robocalypse. Roboticists around the world are working on manufacturing “sensitive” hands for robots suitable for touching humans or handling breakable objects, a problem that’s notoriously difficult to solve.

ITK is now throwing their hat into the ring with Handroid a new model that seems to be one of the most advanced robot hands out there. Sporting five fully movable fingers, the Handroid looks a lot like the hand Arnold Schwarzenegger uses in Terminator 2.

Operators can control each finger remotely (the Handroid can mimic the operator’s movements), for example in environments where it’s too dangerous to use human hands. Read more on Handroid: Japanese company shows advanced robot hand…

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