ISPR Presence News

Monthly Archives: September 2012

Prototype-SR: I’ve seen the future of virtual reality, and it is terrifying

[From Kotaku]

I’ve Seen the Future of Virtual Reality, and It Is Terrifying

Toshi Nakamura
Sep 21, 2012

Experience the big-screen in private. That’s the sales pitch for head-mounted displays. One would think that the only real areas for technological advancement would be in the screen resolution and the actual weight of the device. Introducing the Prototype-SR (Substitutional Reality), a new take on the head-mounted display.

Based on Sony’s HMZ personal 3D viewer head-mounted display, the Prototype-SR mixes real-time video with prerecorded video to create what Sony hopes is a unique new entertainment experience. The Prototype-SR is currently on display at the Tokyo Game Show 2012, and I had a chance for some hands-on time with the device in an interactive demo. This is a prototype, and there are currently no plans to launch it. Can you put a release date on the future? Read more on Prototype-SR: I’ve seen the future of virtual reality, and it is terrifying…

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ISPR News: ISPR 2012 Presence Live conference registration open

ISPR 2012 Presence Live: Registration and conference details at http://presencelive.info

We’re looking forward to the latest in a series of productive and enjoyable ISPR Presence conferences, ISPR 2012, which will take place October 24-26 in Philadelphia, Pennsylvania.

Read more on ISPR News: ISPR 2012 Presence Live conference registration open…

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Call: ‘New classroom/distance instructional technologies’ panel at Eastern Communication Association 2013

For the 104th Eastern Communication Association Convention (April 24-28, 2013, Pittsburgh), I am planning a panel submission exploring the uses (and possible misuses) of new classroom/distance instructional technologies. Specifically, I am looking for panelists who plan to have completed research related to new instructional technologies before the convention. For my part, I will be presenting a paper exploring the use of Ving! for delivering media-rich lecture content, organizing instructional materials, creating compliance checks, and assessing retention. Please note: this is not a GIFTs panel. Submission should focus on pedagogical uses of technology and not individual teaching ideas. Read more on Call: ‘New classroom/distance instructional technologies’ panel at Eastern Communication Association 2013…

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In ‘Kinect Sesame Street TV’ on Xbox, the TV talks back to kids

[From AP via The Huffington Post; a related 1:07 minute video is available on YouTube]

In ‘Kinect Sesame Street TV’ On Xbox, The TV Talks Back To Kids

AP  |  By Barbara Ortutay Posted: 09/18/2012

NEW YORK (AP) — Elmo, Big Bird and the rest of the “Sesame Street” crew have always talked to kids. Now, they’ll try to have a two-way conversation with their pint-sized audience using Kinect, the motion and voice-sensing controller created by Microsoft.

“Kinect Sesame Street TV,” out Tuesday, is not exactly a video game, though it runs on the Xbox 360 video game system. There are no winners and losers, no real rules to follow and no points to score. If you don’t want to play, that’s fine. Just sit back and watch “Sesame Street,” as kids have for the past 43 years. But if you do play, Grover will count coconuts you’ve thrown, the Count will praise you for standing still and Elmo will catch a talking ball if you throw it to him.

The episodes presage the next step in the evolution of television, adding an interactive element to what’s still a passive, lean-back experience. The game is sure to arouse jealous feelings among football fans who yell at their TV sets during Sunday’s game. As you watch children playing the “Sesame Street” game, it’s easy to imagine a not-so-distant future where viewers become participants, affecting a show’s outcome —much more than they do when they vote for “American Idol” contestants. Read more on In ‘Kinect Sesame Street TV’ on Xbox, the TV talks back to kids…

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Call: International Communication Association (ICA) 2013 conference

International Communication Association (ICA)

2013 Annual Conference in London, UK
Theme: Challenging Communication Research
17-21 June 2013

Deadline for submission: Thursday, 01 November 2012 at 23:00 hours (11:00 PM) EST

Paper submission site: http://www.icahdq.org/cfp/

Read the full Call for Papers now as a PDF or on the web.

The ICA 2013 Conference theme, Challenging Communication Research, provides communication researchers an opportunity to reflect on the field’s multifaceted and increasingly open character in an era of shifting social relations, formations, and technologies. We must consider the challenges these developments pose for us as researchers, teachers, citizens, creative professionals, and cultural participants. Read more on Call: International Communication Association (ICA) 2013 conference…

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Researchers aim to boost accuracy of augmented reality technology

[From redOrbit, where the story includes a video]

Researchers Aim To Boost Accuracy of Augmented Reality Technology

September 17, 2012
Lee Rannals for redOrbit.com – Your Universe Online

The same technology used to produce that first down line on television at an NFL football game is also being used to help future surgeons perform operations.

Augmented reality, or “AR,” is the computer-generated virtual objects that sports fans have grown to both love and hate over the years. While there have been AR successes like the yellow line in football, there have also been failures like that seen in the NHL when they tried to use AR to highlight the constantly moving location of the hockey puck on the ice.

AR has become familiar to a big slice of the American populace thanks to its use in televised sports, but new research backed by the National Science Foundation (NSF) is making the technology even more accurate.

Computer Scientist Edward Swan and his colleagues at Mississippi State University (MSU) are working to improve depth perception in the augmented reality environment. Read more on Researchers aim to boost accuracy of augmented reality technology…

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Call: xCoAx 2013 – 1st International Conference on Computation, Communication, Aesthetics and X

xCoAx 2013: 1st International Conference on Computation, Communication, Aesthetics and X
Dates: 27-28 June 2013
Location: University of Bergamo, Bergamo Città Alta, Italy
Website: http://xcoax.org/
Deadline for submissions: 31 December 2012

The development of computational tools and media has been radically transforming the landscape for the practice of design, the arts and numerous cultural manifestations. Recognizing this, xCoAx is designed as a multi-disciplinary and nomadic enquiry on arts, computers, computation, communication and the elusive x factor that connects them all.

xCoAx is a forum for the exchange of ideas and the discovery of new and profitable synergies. It is an event exploring the frontiers of digital arts with the participation of a diverse confluence of computer scientists, media practitioners and theoreticians, that will focus on the relations between what can and cannot be computed, what can and cannot be communicated, what is beautiful and how humans and computational systems intersect in the development of new directions in aesthetics. Read more on Call: xCoAx 2013 – 1st International Conference on Computation, Communication, Aesthetics and X…

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uGenius replaces bank tellers with ‘PAT’ (personal assisted teller) technology

[From CBC, where the story includes a 1:43 video report; for more information about uGenius is available in an article in Fortune]

[Image: FirstOntario Credit Union in Ancaster is a bank with no tellers. (Kate Adach)]

Video banking makes robbery impossible

By Kate Adach, CBC News
Posted: Aug 27, 2012

How do you rob a bank that has no tellers?

“Oh, we have tellers,” says Mary De Sousa, marketing leader of an innovative banking system that provides virtual bankers through a computer screen. She points to a machine. “That’s our teller.” The machine looks like any ATM, but once activated, a smiling woman appears on the screen and asks “how can I help you?”

The “teller” is a live bank employee ready to serve you from her desk another city over. These virtual banking services – known as “PAT” (personal assisted teller) technology – can be found across the Greater Hamilton Area in several FirstOntario Credit Union branches. The bank introduced the “chat with PAT” service in 2010. Now it’s increasingly transitioning its format into virtual banking.

“They are super-human ATM machines,” described James Lefebvre, director of business services for FirstOntario Credit Union, a Hamilton-based bank. “But it’s not like you’re looking at an animated person, you’re actually looking at one of our frontline tellers.” Read more on uGenius replaces bank tellers with ‘PAT’ (personal assisted teller) technology…

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Jobs: Faculty positions in Philosophy and Technology at University of Twente

The Department of Philosophy of the University of Twente (the Netherlands) is looking for two Assistant Professors (full-time, tenure-track). The  positions are in 1) Applied Ethics and/or Political Philosophy with a (future) emphasis on technology and 2) Philosophy of Technology with a (future) emphasis on philosophical anthropology and human-technology relations. Read more on Jobs: Faculty positions in Philosophy and Technology at University of Twente…

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Augmented Immersive Team Training (AITT) gives U.S. Marines virtual explosions in the real world

[From Defense News]

[Image: The Augmented Immersive Team Training system superimposes objects, such as vehicles or munitions, on the real-life terrain that is viewed through a head-mounted display. (Office of Naval Research)]

Marines Get Virtual Explosions in the Real World

Sep. 13, 2012
By Michael Peck

The U.S. Marine Corps has unveiled a prototype training system that uses augmented reality to digitally superimpose objects upon a real landscape. This differs from the virtual reality used by programs such as the Army’s freshly fielded Dismounted Soldier Training System, which transports the user into a fake world.

The Marines recently demonstrated the Augmented Immersive Team Training (AITT) system, a five-year research project being conducted by the Office of Naval Research on behalf of the Marine Corps. AITT is a lightweight, portable training system that doesn’t require special virtual reality facilities.

The system includes a head-mounted display (HMD) with attached sensors tethered to a backpack computer. The software projects scaled virtual images of objects, such as tanks or helicopters, against the backdrop of the real terrain as seen through the HMD. It can work on any terrain, though the terrain must first be mapped. Read more on Augmented Immersive Team Training (AITT) gives U.S. Marines virtual explosions in the real world…

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