HELL NO: The Sensible Horror Film
by Kyle Anderson on October 17, 2013
HELL NO: The Sensible Horror Film
by Kyle Anderson on October 17, 2013
[From Fast Company’s Co.CREATE blog, where the story includes more pictures]
Your Halloween Is Sorted With These Gory, iPhone-Enabled Costumes From An Ex-NASA Engineer
If you’ve got a smartphone and 30 bucks, you no longer have an excuse for not having a killer Halloween costume.
By Dan Solomon
October 9, 2013
Mark Rober was just your average mechanical engineer for NASA, working for seven years helping to build the Mars Rover, when he finally found his true passion: Halloween costumes.
In 2011, Rober figured out that, with FaceTime, he could create one of the grislier costumes the human mind had ever conceived: a person with a hole blown through them. By cutting a hole in his shirt and duct-taping one iPad to the front of his shirt, and another to the back, he could use FaceTime to allow people to look right through him. How long did it take Rober to come up with the idea?
“When I first heard Steve Jobs talk about FaceTime, it occurred to me that would be a simple way to blow a hole in your stomach, if you combined them,” he tells Co.Create. “Turns out, it worked pretty well.”
It did work well–the how-to video that Rober put on YouTube landed him well over three and a half million views, and it launched him on his path to his new career. Rober left his NASA job over the summer to pursue his company, Digital Dudz, in partnership with another company that makes freaky Halloween outfits, Morphsuits. Now, he’s there to help people who want to have memorable costumes, but don’t like putting in the work or energy to come up with an idea, still be the talk of the party. Read more on iWound and other tech for gruesome Halloween costumes…
CALL FOR PAPERS
5th International Conference on Sensor Systems and Software
October 5-7, 2014 Warwick, Great Britain
S-CUBE 2014, the 5th International Conference on Sensor Systems and Software, provides an ideal venue to disseminate state-of-the-art work in the areas of system development and software support for wireless sensor network-based systems. This year conference theme centred on Mobile Sensing. This theme reflects recent proliferation of mobile devices equipped with an increasing number of sensors based mobile applications. Mobile sensing applications have penetrated into many application domains such as health, gaming and entertainment, security and privacy, navigation, mobile search and advertising, by taking advantages of the availability of miniature wireless sensors. This conference will bring together researchers from industry and academia to share insights, designs, and research findings on mobile sensing technologies, systems, and applications. Historically, mobile sensing technologies and sensing platforms have played a major role for enabling new applications and experiences in pervasive computing and wireless sensing networks. Read more on Call: S-CUBE 2014, 5th International Conference on Sensor Systems and Software…
Still Wearing a Real Mask This Halloween?
NYU-Poly Team Suggests Latest in Augmented Reality
Posted October 28th, 2013
Brooklyn, New York—Halloween costumes can be so…analog. Until this season. Artist and Polytechnic Institute of New York University (NYU-Poly) augmented-reality researcher Mark Skwarek has teamed with one of his grad students to create 3D digital masks more appropriate to the year 2013.
Skwarek, an NYU-Poly instructor of integrated digital media, and Animesh Anad, a computer science graduate student, developed the virtual masks to launch an augmented reality game that turns the entire planet into a futuristic reality game in which real people and locations morph with fantasy. Read more on NYU-Poly team develops 3D augmented reality Halloween masks…
First Person Scholar (firstpersonscholar.com) is seeking submissions for our weekly games studies periodical. As a publication, it is our aim to occupy the niche between academic blogs and scholarly journals in establishing an informed, sustained conversation. Our articles, read by thousands a month, are relatively short, thought-provoking pieces that are intended to stimulate debate on games and games scholarship. In that respect, our contributors are encouraged to take calculated risks with their submissions; we want to hear scholars think out loud about gaming in a way that challenges accepted definitions and practices. If journals document where games studies has gone, we are interested in where games studies is going. Read more on Call: First Person Scholar seeks submissions on games scholarship…
[From Springer via ScienceDaily]
Virtually Numbed: Immersive Video Gaming Alters Real-Life Experience
Role-playing video games can alter our experience of reality and numb us to important real-life experiences, a new study finds.
Oct. 28, 2013 — Spending time immersed as a virtual character or avatar in a role-playing video game can numb you to realizing important body signals in real life. This message comes from Ulrich Weger of the University of Witten/Herdecke in Germany and Stephen Loughnan of Melbourne University in Australia, in an article in the journal Psychonomic Bulletin & Review, published by Springer. Read more on Role-playing video games can alter our experience of pain…
CALL FOR PAPERS
SIMULTECH 2014 Special Session on Agent-Directed Simulation (ADS’14)
August 28-30, 2014
Manuscript Submission: June 23, 2014.
In conjunction with the 4th International Conference on Simulation and Modeling Methodologies, Technologies and Applications – SIMULTECH 2014, the special session on Agent-Directed Simulation (ADS’14) is a premier platform to explore all three aspects of the synergy of simulation and agent technologies. Hence, it has a special place within simulation and agent conferences, including agent-based (social) simulation conferences. Therefore ADS fills a gap in the agent community as well as the simulation community.
The purpose of the ADS special session is to facilitate dissemination of the most recent advancements in the theory, methodology, application, and toolkits of agent-directed simulation. Agent-directed simulation is comprehensive in the integration of agent and simulation technologies, by including models that use agents to develop domain-specific simulations, i.e., agent simulation (this is often referred to as agent-based simulation -when other two important aspects are not considered), and by also including the use of agent technology to develop simulation techniques and toolkits that are subsequently applied, either with or without agents. Read more on Call: Agent-Directed Simulation (ADS’14), a SIMULTECH 2014 special session…
[From Tnooz, where the story includes a 2:01 minute video]
Japan tourist attraction uses digital penguins to increase visits
Sunshine Aquarium, a 35-year old Japan tourist attraction, wanted people to easily locate it amongst other point of interests and activities in Tokyo.
The aquarium is located in an extremely dense part of the city and is nearly a kilometer from the nearest station.
So, what did officials do to put it on the map? The aquarium went down the augmented reality route. Read more on Japan tourist attraction uses digital penguins to lead customers to site…
Call for Papers
EICS 2014 – The 6th ACM SIGCHI Symposium on Engineering Interactive Computing Systems
17-20 June 2014
EICS is the sixth international conference devoted to the engineering of usable and effective interactive computing systems. Systems of interest will include traditional workstation-based interactive systems, new and emerging modalities (e.g. gesture), entertaining applications (e.g. mobile and ubiquitous games) and development methods (e.g. extreme programming).
EICS focuses on methods, techniques and tools that support designing and developing interactive systems. The Conference brings together people who study or practice the engineering of interactive systems, drawing from HCI, Software Engineering, Requirements Engineering, CSCW, Ubiquitous / Pervasive Systems and Game Development communities. Read more on Call: EICS 2014 – 6th ACM SIGCHI Symposium on Engineering Interactive Computing Systems…
[From Australian Ageing Agenda, where the story includes two more images]
Virtual dementia experience for aged care workers
By Natasha Egan on October 24, 2013
Aged care workers can now experience what it feels like to live with dementia at an Australian-first dementia learning centre that uses light, sound, colour, visual content and serious gaming technology to create a virtual reality.
The Perc Walkley Dementia Learning Centre is a key feature of Alzheimer’s Australia Vic’s new facility in Parkville, Melbourne, which was opened by Alzheimer’s Australia National President Ita Buttrose on Wednesday.
The training centre features doughnut shaped mood lighting, a 10 metre by two metre projection wall, an interactive touch screen and gesture-sensor technology.
It allows students to be immersed in the virtual world of someone with dementia and experience the cognitive and perceptual difficulties they might face in their daily life that can make ordinary tasks challenging or dangerous. Read more on Virtual dementia experience for aged care workers…