ISPR Presence News

Monthly Archives: January 2013

Call: Point of View in Memory & Imagery: Philosophical & Psychological Perspectives on Perspective

Call for Papers

Point of View in Memory & Imagery: Philosophical & psychological perspectives on perspective
Macquarie University, Friday-Saturday, 10-11 May 2013

Abstracts due Feb 15

Enquiries to John Sutton, john.sutton@mq.edu.au

Overview

This workshop will address perspective-taking in remembering and imagining. We welcome offers of papers from philosophers and psychologists, and from related disciplines. We are particularly interested in proposals which discuss relations between visual or visuospatial perspective and other kinds of perspective, or which address interactions between internal and external perspectives on one’s past, future, or possible actions and experiences.

Background

When I remember my past experiences, I may see the remembered scene from my original point of view. Alternatively I may see myself in that remembered scene, as from an observer’s perspective. Likewise, when I visualize and imagine my future or possible actions, I may adopt either an internal or ‘own eyes’ perspective, or an external or ‘see-oneself’ perspective on those imagined events. Sometimes, in both memory and imagery, I can switch perspectives. The availability of such ‘field’ and ‘observer’ perspectives is a puzzling aspect of the phenomenology of memory and imagery. It is the subject of concerted but as yet unintegrated research programs in psychology and philosophy (Nigro & Neisser 1983; Debus 2007; Rice & Rubin 2009; Libby & Eibach 2011; Goldie 2012 – a select reference list is below). The study of vantage-points in memory and imagery raises a range of intriguing questions about self-representation and the body, personality and identity, emotion and mood, movement and space, narrative and time. Read more on Call: Point of View in Memory & Imagery: Philosophical & Psychological Perspectives on Perspective…

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Virtual superheroes are more heroic in real life

[From Discovery News]

Superhero

Virtual Superheroes Are More Heroic In Real Life

Jan 30, 2013 // by Nic Halverson

“With great power comes great responsibility” is perhaps the most famous — albeit foreshortened — phrase in comic book history, attributed to Stan Lee and Steve Ditko’s Amazing Fantasy #15, the issue that first introduced the world to Spider-Man.

However, this adage also holds true for virtual superheroes. A recent study found that having superpowers in a virtual world made people more likely to be helpful in real life.

The study, conducted by clinical psychologist Robin Rosenberg and colleagues from Stanford University’s Virtual Human Interaction Lab, not only reinforced common superhero tropes, but also showed how using virtual reality experiences can increase pro-social behavior in the physical world, an area researchers say holds vast potential. Read more on Virtual superheroes are more heroic in real life…

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Call: Arts,Design & Virtual Worlds – Special Session at Cyberworlds 2013

Calls for Papers: ARTS,DESIGN & VIRTUAL WORLDS SPECIAL SESSION

at CYBERWORLDS 2013 INTERNATIONAL CONFERENCE
http://www.vc.media.yamanashi.ac.jp/cw2013/
21-23 OCTOBER 2013, YOKOHAMA, JAPAN
Keio University, Faculty of Science and Technology

Chair: Dr. Gianluca Mura, Politecnico di Milano University, Italy

SUBMISSION DEADLINE: March 18, 2013
Send your paper to: gianluca.mura@polimi.it
More information from http://artsvirtualworlds.artsmachine.org/

Full papers up to 8 pages and short papers up to 5 pages have to be submitted electronically in MS Word data formats. The papers must be written in English.

Please use the following template for preparing your papers from:
http://www.artsmachine.org/web/docs/cwtemplate.doc

By submitting a paper the authors confirm that their papers represent original previously unpublished work, and if accepted, the author will register for the conference and present the papers.

INTRODUCTION

Virtual Worlds are information spaces and communities that immensely augment the way we interact, participate and receive information throughout the world. Virtual Worlds seriously impact our lives and the evolution of the world economy by taking such forms as social networking services, 3D shared virtual communities, and massively multiplayer online role-playing games.

OBJECTIVE

The goal of the Arts,Design and Virtual Worlds is to analyze and trace the advancements of new Art and Design theories and practices in Virtual Worlds. Arts,Design and Virtual Worlds is a special session at the 2013 International Conference on Cyberworlds (http://artsvirtualworlds.artsmachine.org/) Read more on Call: Arts,Design & Virtual Worlds – Special Session at Cyberworlds 2013…

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Simple virtual world gonorrhea game used for ethical study of why people skip condoms, vaccinations

[From Tech News Daily]

Girl getting vaccination

[Image: To get a flu shot or not to get a flu shot? A new game lets researchers explore why people choose not to take precautions against disease outbreaks. CREDIT: CDC/Judy Schmidt]

Game Reveals Why People Skip Condoms, Vaccinations

Francie Diep, TechNewsDaily Staff Writer
January 14 2013

A new game, loosely modeled after the spread of gonorrhea, offers a new way for researchers to study people’s motivations for choosing whether or not to use condoms, get flu shots or otherwise protect themselves from epidemics.

The game may be the first specifically designed for studying the spread of diseases, its developers wrote in a paper published Jan. 9 in the journal PLOS ONE. With the game, researchers can ethically study people’s behaviors during epidemics. In real life, of course, performing certain experiments, such as releasing a disease or making vaccines more expensive for some people than others, would be deplorable and highly unethical.

“With this virtual world approach, we can do all kinds of policy experiments,” said Frederick Chen, an economist at Wake Forest University in North Carolina and the lead researcher in the development of the gonorrhea game. Read more on Simple virtual world gonorrhea game used for ethical study of why people skip condoms, vaccinations…

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Call: CHORD Conference – ‘Retailing and the Senses: Historical Perspectives’

5 September 2013: CHORD CONFERENCE CALL FOR PAPERS:
‘Retailing and the Senses: Historical Perspectives’

The conference will be held at the:
Marks & Spencer Company Archive, Leeds

The Centre for the History of Retailing and Distribution (CHORD) and the M&S Company Archive invite proposals for papers that explore the relationship between retailing and the senses, in Britain and beyond. We welcome papers focusing on both buying and selling, approaching the topic from any discipline and focusing on any historical period.

Read more on Call: CHORD Conference – ‘Retailing and the Senses: Historical Perspectives’…

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Buddhism in Second Life: Anthropologist studies spirituality in virtual reality

[From Kansas State University]

The Buddha Center in Second Life

[Image credit: The Buddha Center]

Buddhism in Second Life: Anthropologist studies spirituality in virtual reality

January 28, 2013
By Communications and Marketing

A Kansas State University researcher is studying how religion — particularly Buddhism — fits into new forms of virtual reality.

Jessica Falcone, assistant professor of sociology, anthropology and social work, studies South Asian cultures and religions, particularly Buddhism, Sikhism and Hinduism. Several of her current research projects focus on Buddhist communities, particularly the growing presence of Buddhism in the world of virtual reality. Read more on Buddhism in Second Life: Anthropologist studies spirituality in virtual reality…

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Call: “Methodology of gaming simulation for learning, research and design” – ISAGA Workshop

Special workshop “Methodology of gaming simulation for learning, research and design”

You are cordially invited to a workshop on Methodology of gaming simulation for learning, research and design at the 44th conference of the International Simulation and Gaming Association (ISAGA). The ISAGA 2013 conference will take place June 24 – 28, 2013, Royal Institute of Technology (KTH), Stockholm, Sweden. Read more on Call: “Methodology of gaming simulation for learning, research and design” – ISAGA Workshop…

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Healthspot replaces doctor’s office with a telepresence kiosk

[From Gizmag]

HealthSpot kiosk

Healthspot replaces doctor’s office with a telepresence kiosk

By David Szondy
January 27, 2013

Telepresence physicians have been predicted since Hugo Gernsback foresaw the “radio doctor” in the 1920s. HealthSpot of Dublin, Ohio takes this idea a step further with its HealthSpot Station. It’s a telepresence kiosk that acts as an alternative to the traditional doctor’s office. Read more on Healthspot replaces doctor’s office with a telepresence kiosk…

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Call: InSight 2: Engaging the Health Humanities

INSIGHT 2: ENGAGING THE HEALTH HUMANITIES

The call for proposals for the InSight 2: Engaging the Health Humanities, an international exhibition and publication offering frameworks for examining linkages, experiences, visualisations and productive imaginings at the nexus of the health humanities, design and community engagement.

The health humanities, an interdisciplinary domain of study which connects the arts, humanities, bioethics and social sciences, among other areas, is concerned with human needs and experiences related to health and healthcare. A human-centred design approach to health and well-being involves community members in identifying, and co-creating solutions to, issues and problems that affect them. Community engagement has emerged as a priority for many educational institutes for the “mutually beneficial exchange of knowledge and resources in a context of partnership and reciprocity” (Carnegie 2006).

The InSight 2 exhibition will be centred at the Fine Arts Building Gallery at the University of Alberta from May 14 to June 8, 2013. The publication will accompany the exhibition.

Building on the InSight: Visualizing Health Humanities project (http://insight.healthhumanities.ca/), InSight 2 explores how we can engage the health humanities to help us work collaboratively across disciplines and communities, to imagine and design innovative and transformative processes, communications, products/devices, environments, services and experiences that can help to promote our health and well-being. We are particularly interested in insights and perspectives that challenge habitual frames of mind and open up opportunities to explore uncharted territories in formats that blur the boundaries, for example, between the visual and the textual, the tactile and the virtual, and the conventional and the radical. Read more on Call: InSight 2: Engaging the Health Humanities…

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AlterEgo: Humanoid robotics, VR to improve social interactions

[From AZoRobotics]

AlterEgo

Humanoid Robotics and Virtual Reality to Improve Social Interactions

Published on January 24, 2013

Social pathologies, including schizophrenia, autism and social phobia, are mainly characterised by difficulties in interacting with other people. This causes much suffering both for the person and those that surround them. A new project, that aims to improve social interactions, will develop and test an innovative rehabilitation method using humanoid robotics and virtual reality.

The collaborative European research team, including Dr Krasimira Tsaneva-Atanasova and Professor Mario di Bernardo from the Department of Engineering Mathematics at the University of Bristol, have been awarded €2.9 million by the European Commission for the three-year project, known as AlterEgo.

The project is rooted in a new transdisciplinary theory in movement neuroscience and cognitive science, the theory of similarity. This theory suggests that it is easier to socially interact with someone who looks like us. This resemblance can be morphological (form of an alterego), behavioural (his/her actions), or kinematic (the way he/she moves). Read more on AlterEgo: Humanoid robotics, VR to improve social interactions…

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