ISPR Presence News

Monthly Archives: August 2013

Call: 11th annual International Digital Media and Arts Association Conference

The iDMAa Call for Papers deadline is approaching. Please consider submitting a paper and share this call with faculty or graduate students who would be interested in participating.

The eleventh annual International Digital Media and Arts Association Conference will be held November 6-8, 2013 in Laguna Beach, California. iDMAa invites you to share your thoughts and work in digital media and arts.

The deadline for accepting submissions for panel proposals and presentations is midnight, Sunday, September 1, 2013. To ensure rich dialog and exchange, we ask that presentations conform to 20 slides, 20 seconds per slide format. (See the link on Lightning Talk format for more information). Authors interested in organizing panels will need to submit single word file containing an abstract and vita for each panel participant.

The conference will include keynote speakers, lively pecha kucha presentations, a juried art exhibition highlighting creative research in interactive media and digital arts, topical discussions focused both on future of digital media in the industry and also evolving pedagogies in academia.

Call for Papers and Projects:

While we welcome papers and projects whose focus is on “the future,” we are equally interested in papers and projects that question and subvert this idea of what lies before us. From disruptive technologies to neo-luddite practices, the conference wants to examine all sides of our unquestioning inclination to privilege “progress” and to look forward. Where is it that we are hurrying to arrive-and do we really want to arrive there? This year’s conference theme is both a celebration of that which we build and study that brings about this halcyon future, and a joyous, subversive questioning of those practices and beliefs that underlie this impulse to look forward.

Creative research that demonstrates the convergence of different disciplines, media, cultures, and technologies is particularly encouraged. The conference will contain several tracks of programming that expand on the conference theme in the following areas: Read more on Call: 11th annual International Digital Media and Arts Association Conference…

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A new paradigm: IVN’s live video avatars

[From the Association of Virtual Worlds Forum]

IVN Silhouette live avatar

Just What Virtual Worlds Need: A New Paradigm – Live Video Avatars

Posted by Craig McAllister on June 26, 2013

To many people, today’s avatars represent elaborate animations. Recently, however, much fanfare has been made about new technologies enabling animated avatars to mimic a wide range of users’ facial expressions. If you smile, your avatar smiles with you. If you frown, your avatar frowns. This development allegedly translates into greater realism. But is this realism “real” enough? If the objective is to make an avatar truly “real”, why not have it actually be real?

Certainly there exists specific segments of the Virtual world population for whom animated avatars are preferred. These groups might include children under 10; teenaged gamers; and non-gaming adults in virtual worlds like Second life. In each of these examples, customization, fantasy, and/or anonymity take precedence over true realism.

There are, however, a number of possible virtual world environments where users are likely to be interested in seeing avatars that are as realistic as possible. In fact, wouldn’t a live streaming video avatar of an actual person be a viable alternative to the currently available animations? This technology would allow for real time, face-to-face meetings in virtual worlds. People could actually see each other. Read more on A new paradigm: IVN’s live video avatars…

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Skype eye-contact problem solved with new software

[From ETH Zurich]

Effects of Skype eye-contact software

[Image: Innovative software rotates the face of the person on screen during video conferences in order to make eye contact. (Photo: Computer Graphics Laboratory / ETH Zurich)]

Skype eye contact finally possible

Those separated from family and friends by long distances often use video conferencing services such as Skype in order to see each other when talking. But who hasn’t experienced the frustration of your counterpart not making direct eye contact during the conversation? A software prototype from the Computer Graphics Laboratory ETH Zurich may be able to help.

Angelika Jacobs
Published: 27.08.13

“We want to make video conference calls as similar as possible to a real meeting,” explains Claudia Kuster, a doctoral student at the Computer Graphics Laboratory ETH Zurich. Lack of eye contact is said to be a considerable obstacle to the feel of a ‘real’ conversation. This problem arises because the speaker looks mainly at their counterpart’s picture instead of at the camera. Kuster and her colleagues are now offering a solution to the problem for everyday use: software that recognises the face in the video and rotates it so that the person appears to be looking at the camera. Read more on Skype eye-contact problem solved with new software…

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Call: ISPR 2014 – Deadline extended to September 25

[By popular demand, the deadline for submitting our work for presentation at ISPR 2014 in Vienna next March has been extended until September 25. If you’ve already submitted or are about to, congratulations – you can move on to other things and wait for your reviews. If not, now you have a little more time.

All kinds of important information, including the registration fees, can be found on the conference web site and via the conference Facebook group.

If you haven’t already, please take a minute right now and help spread the word by distributing this post to your social networks…

–Matthew Lombard]

ISPR 2014

Call for Papers

ISPR 2014: The 15th International Conference on Presence
International Society for Presence Research

Vienna, AUSTRIA
March 17th – 19th 2014

Web site: http://presence2014.univie.ac.at
Facebook group: http://www.facebook.com/groups/500322373359785

Following a series of 14 successful PRESENCE conferences, ISPR 2014: The 15th International Conference on Presence will retain the single-track format and pleasant social environment of previous conferences while featuring expanded oral presentations, poster presentations, panels, keynote presentations and hands-on demonstrations of presence applications, services and projects. Read more on Call: ISPR 2014 – Deadline extended to September 25…

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Call: “Exploring the User Experience of Autonomous Driving” (Automotive’UI 13 Workshop)

Workshop on “Exploring the User Experience of Autonomous Driving”

October 27th, 2013, Eindhoven, The Netherlands Held in conjunction with 5th International Conference on Automotive User Interfaces and Interactive Vehicular Applications (Automotive’UI 13)

http://workshops.icts.sbg.ac.at/autoui2013

Call for Papers

Position Paper Submission Deadline:  Wed, Sep 18th, 2013
Notification on Position Papers:  Mon, Sep 23th, 2013
Workshop Date:  Sunday, October 27th, 2013

This workshop will explore the emerging themes of autonomous driving, social driving and novel user interface approaches. The aim being to define the future landscape for research within and across each these areas.

It aims to collect different, radical, innovative, versatile and engaging works that challenge or re-imagine human interactions in today’s automobile space. It will seek to challenge existing thinking by exploring what is possible both now and by the time the autonomous vehicle is a standard feature of our roads. Participants will be encouraged to suggest alternative concepts whether low fidelity, high fidelity, or both. Especially encouraged will be works that are experiential and can be demonstrated hands on. The workshop will be an opportunity to re-shape the conversation of automobile technology by introducing the community to a new way of thinking. Read more on Call: “Exploring the User Experience of Autonomous Driving” (Automotive’UI 13 Workshop)…

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Researcher controls colleague’s motions in 1st human brain-to-brain interface

[From the University of Washington]

Brain-to-brain experiment participants

[Image: University of Washington researcher Rajesh Rao, left, plays a computer game with his mind. Across campus, researcher Andrea Stocco, right, wears a magnetic stimulation coil over the left motor cortex region of his brain. Stocco’s right index finger moved involuntarily to hit the “fire” button as part of the first human brain-to-brain interface demonstration.]

Researcher controls colleague’s motions in 1st human brain-to-brain interface

August 27, 2013
Doree Armstrong and Michelle Ma
News and Information

University of Washington researchers have performed what they believe is the first noninvasive human-to-human brain interface, with one researcher able to send a brain signal via the Internet to control the hand motions of a fellow researcher.

Using electrical brain recordings and a form of magnetic stimulation, Rajesh Rao sent a brain signal to Andrea Stocco on the other side of the UW campus, causing Stocco’s finger to move on a keyboard.

While researchers at Duke University have demonstrated brain-to-brain communication between two rats, and Harvard researchers have demonstrated it between a human and a rat, Rao and Stocco believe this is the first demonstration of human-to-human brain interfacing. Read more on Researcher controls colleague’s motions in 1st human brain-to-brain interface…

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Call: Physical and Digital in Games and Play – Special issue of ToDIGRA

Transactions of the Digital Games Research Association (ToDIGRA)
Special Issue CFP: Physical and Digital in Games and Play

Following the successful “Physical and Digital in Games and Play” seminar (May 29-31, 2013, University of Tampere), the Transactions of Digital Games Research Association (ToDiGRA) journal invites paper submissions for a special issue on the role of physicality and materiality in digital games, hybrid media, and mixed reality play experiences. The research carried out in such areas holds potential for providing interesting comparative work in theoretical and empirical game studies as well as inspiring new design experiments of hybrid games, playful media or augmented toys.

While this special issue is seeking articles on hybrid, physical-digital phenomena and their research questions, it is also open to submissions that mostly discuss traditional digital games or physical card, board or outdoor sports games. However, such papers should focus on positioning the role of such phenomena in an increasingly digitally augmented or mediated world. Read more on Call: Physical and Digital in Games and Play – Special issue of ToDIGRA…

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VR allows adults to see world through a child’s eyes, with implications

[From Science Now, where the story includes a 90 second video]

Adult and child views in VR

[Image: Body swap. Adults were transformed into a 4-year-old child (top) and a scaled-down adult (bottom) in a virtual reality simulation.]

Virtual Reality Allows Adults to See World Through a Child’s Eyes

2013-07-15

When you’re a kid, everything seems huge. Teachers tower over you; playgrounds stretch on to infinity. Now, researchers have found a way to make grownups feel the same way. By placing volunteers in virtual reality, scientists are helping adults see the world through the eyes of a child.

Virtual reality is more than an illusion. To enter it, people put on full-body suits that track their movements and goggles that display an artificial world in which they have a virtual body. If their virtual and real movements sync up, their computer-generated bodies start to seem real. Previous research has shown that subjects begin to feel like their body has changed into the simulated figure, even if it is different from their own body; volunteers placed into the body of a teenage girl, for example, “felt it” when her mother slapped her computer-generated representation. But scientists did not know how this virtual body “ownership” affected people’s perception of the world around them and whether this could help people relate with others unlike themselves. Read more on VR allows adults to see world through a child’s eyes, with implications…

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Jobs: PhD scholarships in Exertion Games Lab at RMIT University, Melbourne, Australia

PhD scholarships in the Exertion Games Lab at RMIT University, Melbourne, Australia

The Exertion Games Lab (exertiongameslab.org) at RMIT University (Royal Melbourne Institute of Technology) in Melbourne, Australia, is seeking exceptional PhD candidates to research the future of digital play.

The Exertion Games Lab is looking for candidates who value an interdisciplinary design studio environment, are highly motivated, willing to learn a variety of skills, are extremely creative as well as technical, and also have highly developed analytical and communicative skills. Prior research experience (publications, etc.) is desirable and so are hardware prototyping abilities (Arduino, etc.) and programming skills (Processing, etc.). We are looking at potential for creativity, excellence and drive.

We are particularly looking for candidates interested in a) promoting more walking activity during the day or b) supporting extreme sports with digital play technology (see our skateboarding project http://exertiongameslab.org/projects/copy-paste-skate). Read more on Jobs: PhD scholarships in Exertion Games Lab at RMIT University, Melbourne, Australia…

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London’s Science Museum uses laser-scanning to create faithful virtual tour of closed gallery

[From New Scientist, where the story includes a 1:26 minute video; follow the “Shipping Gallery” link for a longer video]

Shipping Galleries exhibition

Virtual reality resurrects a defunct exhibition

Using laser-scanning techniques, the Science Museum in London has created a faithful virtual tour of its shipping gallery, which shut last year

27 August 2013 by Shaoni Bhattacharya
Magazine issue 2931

Have you ever longed to visit an exhibition that no longer exists? Now you can – virtually. The Science Museum in London has harnessed technology originally developed to study clouds, and used it to capture a now defunct gallery in exquisite detail.

A much-loved childhood memory for many, the museum’s shipping gallery launched in 1963 and charted maritime milestones and technologies. But it closed last year in order to make way for an exhibition on the information age, due to open in September 2014.

Before the gallery and its 1800 objects were dismantled and packed away, the whole collection was scanned, using a laser system known as lidar – similar to radar, but based on beams of visible light. The first effort on this scale, the project preserved the shipping gallery in 275 images, amounting to 256 gigabytes of data.

You can now step back in time by watching a short video which whisks you through the gallery’s historic exhibits as they were, and learn something along the way from the video’s commentary by the museum’s curator of transport, David Rooney. Read more on London’s Science Museum uses laser-scanning to create faithful virtual tour of closed gallery…

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