RMIT University is a global university of technology and design and Australia’s largest tertiary institution (see http://www.rmit.edu.au/about). RMIT’s Games & Experimental Entertainment Laboratory (GEElab) is offering two 3-year full-time PhD stipends, to highly motivated Australians or New Zealanders. At the GEElab, an international research team is investigating how game design thinking can affect and alter architecture & urbanism, mobility, popular media & storytelling, engagement as well as other sciences, cf. www.geelab.rmit.edu.au. The GEElab operates sites at RMIT in Melbourne, Australia, as well as in Stuttgart, Germany, there as GEElab Europe, and is based in RMIT’s School of Media and Communication. Read more on Jobs: Two 3-year full-time PhD stipends at RMIT’s Games & Experimental Entertainment Lab (GEElab)…
[From 3D Focus article includes detailed information]
Glasses-Free 3D Teleconference Links UK And Russia
Telepresence just got more immersive….
On March 26, 2012 by Max Smolaks
A 3D teleconference that didn’t need the participants to wear special glasses linked London and Russia yesterday, in the first experiment of this kind in the world.
It was possible due to a host of inventions by Russian company Triaxes Vision, based in the Siberian city of Tomsk. During the experiment, the guests of the 3D Storytelling conference, a broadcast and gaming industry event held in London, could see and talk to an audience at Tomsk Polytechnic University.
According to the participants, the display looked like a window, opening into a different room thousands of miles away, and creating the illusion of real presence, reports Russian agency RIA news. Read more on Glasses-free 3D teleconference links UK and Russia…
SPECIAL CALL FOR LEARNING GAMES, SERIOUS GAMES AND GAME-BASED EDUCATION
Immersive Education 2012 Boston Summit
World’s leading immersive learning experts & practitioners convene
June 14-16 in Boston
BOSTON, MA – March 02, 2012 – The Immersive Education Initiative today issued a special call for learning games, serious games and game-based education to be presented at iED 2012 Boston this June. April 1st is the abstract deadline for papers, posters, workshops, panels and general presentations. May 1st is the abstract deadline for demos and outliers (novel late-breaking research and technology). Details are available on the official Immersive Education (iED) Summit website at http://summit.ImmersiveEducation.org
Building on the success of the previous seven years of Immersive Education conferences, iED 2012 Boston has a special focus on learning games, serious games and game-based teaching and learning technologies and systems and full, augmented and mixed reality (FAM). Read more on Call: Immersive Education 2012 – Learning Games, Serious Games and Game-Based Education…
[Image: Eon Reality’s virtual reality product, the Eon iCube.]
Virtual Reality Technology Comes of Age
Published: Tuesday, 27 Mar 2012
By: Joan Voight, Special to CNBC.com
Scuba diving among the sharks along Australia’s Great Barrier Reef is a breathtakingly immersive experience. It’s also dangerous and expensive.
But exploring a virtual ocean and coming nose to nose with a real-looking shark is a viable alternative. That, in a nutshell, has been the promise of virtual reality over the years — it could put us in an artificial environment that feels entirely real, without getting our feet wet.
Movies like “The Matrix,” “Lawnmower Man“ and “Star Trek“ gave us a taste of “VR.” In the mid-1990s startups and investors jostled to bring virtual technology to the mass market; instead, VR tech became specialized, used mostly in corporate training, the military (flight simulators) and science education.
No more. The success of the 3-D movie “Avatar” and the popularity of super-realistic video games are bringing virtual reality and its cousin, augmented reality, to the entertainment forefront.
You can now experience virtual reality technology at museums, discovery centers and trade shows and in immersive “rides” at Disney World and other big theme parks. It will soon make its way into our living rooms via devices that transport us fully into virtual games. And as the tech goes mainstream, the job opportunities are growing. Read more on Virtual reality technology comes of age…
Postdoctoral Research Fellows and Research Assistants in Human Factors in Surgical Simulation and Training
Cambridge Health Alliance Hospitals, Department of Surgery, Cambridge, MA
Please circulate. Review of applications will begin immediately until the positions are filled.
We are seeking several highly qualified postdoctoral research associates (2) and research assistants (3) to perform research in surgical simulation and training. This multidisciplinary research is funded by 3 NIH R01 grants and is multi-institutional, involving engineers and physicians from Rensselaer Polytechnic Institute, Wright State University, Beth Israel Deaconess Medical Center, Massachusetts General Hospital, Brigham & Women’s Hospital, Tufts Medical Center, and the Cambridge Health Alliance Hospitals. Successful candidates will hold one-year appointments, renewable for four years. Read more on Jobs: Postdoctoral research fellows, research assistants in Human Factors in Surgical Simulation and Training (NIH project)…
[Image: The Naval Research Laboratory's Shipboard Autonomous Firefighting Robot (SAFFiR) is a humanoid-type robot being designed for shipboard firefighting. Credit: U.S. Naval Research Laboratory]
NRL designs robot for shipboard firefighting
March 8, 2012 By Donna McKinney
(PhysOrg.com) — In both war and peacetime scenarios, fire in the shipboard environment is serious and frequently results in excessive damage and high repair costs because the fire is not detected or controlled adequately. To help further improve future shipboard firefighting capability, scientists at the Naval Research Laboratory have formed an interdisciplinary team to develop a humanoid robot that could fight fires on the next generation of combatants. A humanoid-type robot was chosen because it was deemed best suited to operate within the confines of an environment that was designed for human mobility and offered opportunity for other potential warfighting applications within the Navy and Marine Corps.
The firefighting robot, called the Shipboard Autonomous Firefighting Robot (SAFFiR), is being designed to move autonomously throughout the ship, interact with people, and fight fires, handling many of the dangerous firefighting tasks that are normally performed by humans. The humanoid robot should be able to maneuver well in the narrow passages and ladderways that are unique to a ship and challenging for most older, simpler robots to navigate. Read more on Humanoid firefighting robot SAFFiR interacts as member of the team…
European Conference on Cognitive Ergonomics
ECCE 2012, Edinburgh Napier University
28 – 31 August 2012
We invite long or short papers, posters, doctoral work-in-progress and proposals for workshops and tutorials in the areas of cognitive ergonomics, human technology interaction and cognitive engineering.
This year’s theme is Re-thinking cognition. Cognition is no longer viewed as being merely “rules and representations” but is now seen to be situated, distributed, shared, embodied and embedded. We invite researchers to consider how these new treatments have shaped and perhaps, even, overturned their thinking and practice. Read more on Call: European Conference on Cognitive Ergonomics (ECCE 2012)…
With Augmented Reality, Wallit App Assigns Virtual Walls to Physical Places
March 06, 2012 by Sam Laird
“People have wanted to leave their mark since the beginning of humanity,” says Veysel Berk, creator of the mobile app Wallit. “Now they are going to be able to do that digitally using their smartphones.”
Released Tuesday for iPhone and iTouch, Wallit is hailed by Berk as the world’s first “social augmented reality app.” Like Facebook, it enables you to interact with your friends. Like Twitter, it only lets you write in short 140-character bursts. Like Foursquare, its digital benefits are based on where you go in the real world. But Wallit combines these features — and more — in an entirely new way.
The app is essentially a virtual wall for physical locations. Here’s how it works:
You go somewhere, for example a stadium or the Golden Gate Bridge. You view the the place through your smartphone camera screen, as if taking a photo. But with Wallit, a digital augmented reality-powered wall appears on the screen next to the landmark to show posts, photos, videos and other “marks” by people there at the same time or before you (see concept shot, above). Then you can add your own mark to the wall for others to see. Read more on With augmented reality, Wallit app assigns virtual walls to physical places…
First Call for Papers
GAME-ON North America 2012
7th Annual International North-American Conference on AI and Simulation in Games
August 16-18, 2012
Digipen Institute of Technology
The European Technology Institute
Digipen Institute of Technology, Redmond-Washington, USA
Digipen Institute of Technology
AIM AND TOPICS
Games have become an important part of our everyday life, not only as a means of entertainment, but also by providing a unique venue for recreation, training, health intervention and artistic creation.
The aim of the 7th annual North American Game-On Conference (GameOn’NA 2012) is to bring together academics, researchers and commercial game developers from North America and around the world to exchange ideas and present new advances in the field of digital gaming research. This conference also aims to enhance research contacts in the field of gaming research between researchers from North American and from other parts of the world.
The design and development of games involve many disciplines. GameOn’NA focuses broadly on the AI, Simulation, psychological and social aspects of digital games.
The intent of the GameOn’NA 2012 event is to expose the research qualities of the efforts currently being studied and employed in the gaming community: projects in games research fields, students’ game-related research work, commercial game development and design including tools, etc. Read more on Call: GAME-ON North America 2012…
[From Scientific American’s
[Image: Using a virtual reality maze and brain imaging system, Princeton researchers have detected a form of neural activity the formation of short-term memories used in decision-making. The panel shows the view of the virtual reality maze as seen by the mouse. A cue or sign indicates to the mouse to turn right to receive a water reward. (Image courtesy of Nature, Christopher Harvey and David Tank; more information from Princeton is Read more on Animals exposed to virtual reality hold an emergency meeting…