ISPR Presence News

Monthly Archives: May 2012

Call: Affective experience in movement-based games (with Fun and Games 2012)

Affective experience in movement-based games
http://turing.iimas.unam.mx/~pablor/events/f&g/index.html
September 4th. 2012, Toulouse, France
in conjunction with Fun and Games 2012

Promoting an appropriate affective experience is a central aspect of games. Affective factors such as emotion, aesthetics and affective expression are important for games, as they can be a source of engagement and fun. In movement-based games, those that can use the user’s body movements as input, the affective experience and the role of movement in constructing meanings has an increased relevance.

Frequently, studies in movement-based games have looked at sports to inspire and inform both the design of games and the way to promote affective experiences. While this has provided a natural initial platform, there are other research areas that have also studied the affective experience and we believe there can be a number of advantages in looking at them. Although not directly related with movement-based games, their findings could complement our understanding of how to conceptualise, promote and evaluate the affective experience in movement-based games.… read more. “Call: Affective experience in movement-based games (with Fun and Games 2012)”

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Giza 3D premieres with a virtual reality tour of the pyramids

[From BostonInno; more information is available here]

Proving History Isn’t Static, Giza 3D Premieres With a Virtual Reality Tour of the Pyramids

May 8th, 2012 by Lisa DeCanio

The Pyramids at Giza are familiar to most of us – we’ve seen photos of them on the pages of our history books and watched recreations of them in movies – but very few of us have actually experienced them in person. Now, though, you’ll be able to travel to Giza right from the comfort of your own computer.

Today marks the premiere of Giza 3D, an interactive 3D recreation of the Giza Plateau, engineered by Waltham-based software design firm Dassault Systèmes in collaboration with Harvard and the Museum of Fine Arts. The web app has digitized approximately 100 years of research by the Giza Archives project at Harvard, taking real archeological data to reconstruct the Giza necropolis, from its temples to its underground burial chambers.… read more. “Giza 3D premieres with a virtual reality tour of the pyramids”

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Call: SLACTIONS 2012 – Life, imagination, and work using metaverse platforms

SLACTIONS 2012: Call for Papers

Research conference on virtual worlds – Life, imagination, and work using metaverse platforms

November 2012

http://www.slactions.org/
http://www.facebook.com/pages/SLACTIONS-Life-imagination-and-work-using-metaverse-platforms/242464792497177
http://twitter.com/slactions
info@slactions.org

CALL FOR PAPERS

The metaverse is emerging, through the increasing use of virtual world technologies that act as platforms for end-users to create, develop, and interact, expanding the realm of human cooperation, interaction, and creativity. The conference focus is scientific research on applications and developments of these metaverse platforms: Habbo Hotel, IMVU, Second Life, OpenSimulator, Open Croquet, Activeworlds, Open Wonderland, Minecraft, and others, including MMORPGs such as World of Warcraft, and virtual worlds based on social networks, such as *-ville and others, providing a forum for the research community to present and discuss innovative approaches, techniques, processes, and research results.

SLACTIONS 2012 is the fourth edition of SLACTIONS, which was the first international conference held simultaneously in several countries on the topic of metaverse platforms.… read more. “Call: SLACTIONS 2012 – Life, imagination, and work using metaverse platforms”

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Students create sensory room to bring beach, ballpark to those with disabilities

[From The Daily News of Newburyport, Massachusetts; more about the UMass Lowell SLICE program is available here and the detailed proposal for the sensory room is in a Word file here]

A sense of reality

New projects bring beach, ballpark to those with disabilities

By Bruno Matarazzo Jr., Staff writer
May 21, 2012

AMESBURY — The noise inside Coastal Connections’ Lower Millyard facility can be loud at times with all the activities happening at once.

The open space at the nonprofit school in Amesbury bustles with energy as students with an array of disabilities work together with staff on different exercises and games.

Sometimes, the students just need a quiet space.

Enter the sensory room.

Thanks to a group of soon-to-be engineering graduates from UMass Lowell, an empty room furnished with only a chair and bare walls can now be a beach, a forest, an aquarium, a coffee shop, a boat or even McDonald’s.… read more. “Students create sensory room to bring beach, ballpark to those with disabilities”

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Job: Learning Technologies Design Research Specialist at University of Wisconsin-Madison

UNIVERSITY OF WISCONSIN-MADISON
Position Vacancy Listing: PVL# 73108
http://www.ohr.wisc.edu/pvl/pv_073108.html

Working title: Learning Technologies Design Research Specialist

Official title: ASSISTANT SCIENTIST (E10LN)

Degree and area of specialization:

PhD in Learning Sciences, Computer Science, Cognitive Science, or Statistics or related field.

Minimum number of years and type of relevant work experience:

Minimum of three years of experience in the following (years of post doc experience may be included):

Essential:

Skills in experience design, interface design, and developing software for learning. Excellent software engineering, programming and tool development skills in a design research setting. Deep understanding of assessment in formal and informal learning contexts.

Desirable:

Postdoc experience preferred. Understanding of game design, evidence-centered design, situated assessment practices, performance assessments, data visualization, and large-scale data sets.

Experienced in iterative software development approaches, and working in interdisciplinary teams. Programming in web authoring environments (Ruby-on-Rails preferred), web databases, and statistics packages (e.g.… read more. “Job: Learning Technologies Design Research Specialist at University of Wisconsin-Madison”

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Peter Jackson on the benefits of 48-frames-per-second films including The Hobbit

[From The Hollywood Reporter, where the story includes additional images and links to related stories]

Peter Jackson Responds to ‘Hobbit’ Footage Critics, Explains 48-Frames Strategy

Because the film clips shown at Cinemacon were not finished, he adds, “People haven’t experienced it yet in the way it should be experienced.”

4/28/2012 by Carolyn Giardina

Shrugging off the mixed reaction that greeted ten minutes of unfinished footage from The Hobbit, which screened earlier this week at the Cinemacon exhibitors convention in Las Vegas, director Peter Jackson told the Hollywood Reporter, “It wasn’t particularly surprising because it is something new.”

The Oscar-winning director is filming The Hobbit, his two-part 3D prequel to The Lord of the Rings at the higher frame rate of 48 frames per second. Movies have been shot and projected at a standard rate of 24 frames per second since the arrival of talkies, and the new technique results in a dramatically different aesthetic look.… read more. “Peter Jackson on the benefits of 48-frames-per-second films including The Hobbit”

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Lynx Anarchy uses Sydney house, LCD screens and polarized glasses to create first ‘invisible ad’

[From DigitalAnalog; a 2:07 minute video is available here and more information is available from Mumbrella]

Lynx Anarchy Promoted with ‘Invisible’ Videos

May 9, 2012

Lynx, also known as Axe in many countries, comes up with campaigns that are risky and innovative. It’s hard to ignore them because of their sex appeal and the creative way in which the campaigns are executed. The campaign for Lynx Anarchy scored in both categories. ‘Invisible’ videos were used in Sydney to promote the brand.

The windows of a building in Sydney were replaced with LCD screens. The visuals projected on these LCD screens were not visible to the naked eye. Special polarised sunglasses were distributed to onlookers and passers-by (men got the blue-framed sunglasses and the women received the pink ones). With these polarized sunglasses, the viewers could see videos on the blank screens.… read more. “Lynx Anarchy uses Sydney house, LCD screens and polarized glasses to create first ‘invisible ad’”

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ISPR Presence News e-mails have a new look

Subscribers to ISPR Presence News RSS e-mails will notice we’ve switched to a new, improved format and graphic appearance. The credit and appreciation for the changes (these things always take more time, effort, creativity and coding knowledge than expected) go to Temple University Mass Media & Communication doctoral student Darren Bau-Madsen. Aside from the improved appearance, we hope the inclusion of new sharing and comment links will encourage members of the presence community to interact more with News content and with each other.

We welcome feedback, and although we’ve conducted extensive tests in a broad array of news clients, please let us know (at ispr@ispr.info) if you have any problems with the new design.

Just a reminder: ISPR Presence News is available at https://smcsites.com/ispr; via individual item, daily digest, and weekly digest emails; and via Twitter and Facebook.… read more. “ISPR Presence News e-mails have a new look”

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Call: Conceptualising, Operationalising and Measuring the Player Experience in Videogames (Workshop at FNG 2012)

CALL FOR PAPERS – Fun and Games 2012 Workshop
Conceptualising, Operationalising and Measuring the Player Experience in Videogames
In conjunction with Fun and Games 2012
September 4th, 2012
Toulouse, France
http://tiny.cc/playexp

TOPIC:
The player experience is at the core of videogame play. Understanding the facets of player experience presents many research challenges, as the phenomenon sits at the intersection of psychology, design, human-computer interaction, sociology, and physiology. This workshop will bring together an interdisciplinary group of researchers to systematically and rigorously analyse all aspects of the player experience. Methods and tools for conceptualising, operationalising and measuring the player experience form the core of this research. Our aim is to take a holistic approach to identifying, adapting and extending theories and models of the player experience, to understand how these theories and models interact, overlap and differ, and to construct a unified vision for future research.… read more. “Call: Conceptualising, Operationalising and Measuring the Player Experience in Videogames (Workshop at FNG 2012)”

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Japanese developer creates robotic butt that expresses emotions

[From Design TAXI, where the story includes additional images a 3:51 minute video]

Japanese Developer Creates Robotic Butt That Expresses Emotions

16 May 2012

Tokyo-based interactive developer Nobuhiro Takahashi has created a robotic butt that represents emotions in the form of visual and tactile responses.

Called ‘SHIRI’, the human-like robotic butt expresses various emotions through organic movements of artificial muscles.

SHIRI can twitch, protrude, and be tense—as reactions to a user’s touch, stroke, or slap.… read more. “Japanese developer creates robotic butt that expresses emotions”

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