ISPR Presence News

Monthly Archives: December 2013

Call: 2014 International Conference on Collaboration Technologies and Systems (CTS 2014)

Call for Papers and Participation

The 2014 International Conference on Collaboration Technologies and Systems (CTS 2014)

May 19-23, 2014
The Commons Hotel
Minneapolis, Minnesota, USA
In Cooperation with ACM, IEEE, and IFIP (Pending)

(Extended Paper Submission Deadline:  January 14, 2014)
http://cts2014.cisedu.info  or  http://cisedu.us/rp/cts14

INVITATION:
You are cordially invited to participate in and attend the International Conference on Collaboration Technologies and Systems to be held May 19-23, 2014 in Minneapolis, Minnesota, USA.  Participation is extended to researchers, designers, educators and interested parties in all CTS disciplines and specialties.

PURPOSE:
The Conference will include invited presentations by experts from academia, industry, and government as well as contributed paper presentations describing original work on the current state of research in collaboration technologies, collaboration systems, the Internet of things, people social networks and media, virtual worlds, services computing, social clouds, and related issues.  There will also be tutorial sessions, symposia, workshops, special sessions, demos, panels and forums, posters, doctoral dissertation colloquium, and exhibits.  Conference sponsorships are welcomed.  Read more on Call: 2014 International Conference on Collaboration Technologies and Systems (CTS 2014)…

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London’s fireworks will be multi-sensory, available via augmented reality app

[From Slate’s design blog The Eye, where the post includes more pictures; follow the links for more information, including pictures and video.

Best wishes for a happy, healthy, safe, productive, and otherwise very wonderful 2014 to everyone in the presence and ISPR community! ]

Read more on London’s fireworks will be multi-sensory, available via augmented reality app…

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Call: SEARIS 2014: Workshop on Software Engineering and Architectures for Realtime Interactive Systems

Call for Papers

SEARIS 2014 7th Workshop on Software Engineering and Architectures for Realtime Interactive Systems
30th of March in Minneapolis, Minnesota, USA
In conjunction with IEEE Virtual Reality 2014

Deadlines and Dates:

January 10, 2014:  Abstract submission
January 24, 2014:  Short/long paper submission
February 10, 2014:  Notification of acceptance
February 21, 2014:  Camera-ready versions
March 30, 2014:  Workshop (please check http://www.searis.net for updates)

Description:

SEARIS provides a forum for researchers and practitioners working on the design, development, and support of realtime interactive systems (RIS). These systems span from Virtual Reality (VR), Augmented Reality (AR), and Mixed Reality (MR) environments to novel Human-Computer Interaction systems (such as multimodal or multitouch architectures) and entertainment applications in general. Their common principle is a strong user centric orientation which requires real-time processing of simulation aspects as well as input/output events according to perceptual constraints. Therefore, we encourage researchers and developers of real-time human computer interaction systems of all flavors to share their experiences and learn from each other during this workshop.  SEARIS wants to account the state-of-the-art in software design and software engineering for realtime interactive systems, to shape a common understanding, to compare systems and approaches and derive common paradigms, to develop useful and necessary methods and techniques, and to foster new ideas. Topics of interest include (but are not limited to):

  • Architectures: data-flow-oriented, object-oriented, component-based, scene graph(s), etc.
  • Abstraction mechanisms: entity centered design, world descriptions, semantic modeling
  • Reusability/Extensibility: plugins, components, modules, extension points, etc.
  • RIS Programming: class libraries, scripting & core implementation languages, declarative languages and solutions
  • System Issues: operating systems, portability, networking, distribution, etc.
  • Adaptivity: support of configurability, personalization, adaptation
  • Behavior: support and integration of behavioral components (physics, AI, etc.)
  • Implementation and Testing of Realtime Interactive Systems
  • Performance: consideration of evaluation strategies, latency, synchronization, etc.

We highly welcome reflective and even controversial contributions. Read more on Call: SEARIS 2014: Workshop on Software Engineering and Architectures for Realtime Interactive Systems…

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Remote surgery via Google Glass and VIPAAR (Virtual Interactive Presence in Augmented Reality)

[From the UAB News, where the story includes a 2:50 minute video; a report that includes a 1:57 minute video is also available from CBS News]

Google Glass remote surgery

UAB does virtual surgery with VIPAAR and Google Glass

By Bob Shepard
October 29, 2013

A University of Alabama at Birmingham surgical team has performed one of the first surgeries using a virtual augmented reality technology from VIPAAR in conjunction with Google Glass, a wearable computer with an optical head-mounted display. The combination of the two technologies could be an important step toward the development of useful, practical telemedicine. Read more on Remote surgery via Google Glass and VIPAAR (Virtual Interactive Presence in Augmented Reality)…

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Call: MobileHCI 2014 – 16th International Conference on HCI with Mobile Devices and Services

Call for Participation

MobileHCI 2014
September 23-26, 2014
Toronto, Canada

http://mobilehci.acm.org/2014/

The 16th International Conference on Human-Computer Interaction with Mobile Devices and Services (MobileHCI) is the premier forum for innovations in mobile, portable and personal devices and with the services to which they enable access. MobileHCI brings together people from diverse areas which provides a multidisciplinary forum for academics, hardware and software developers, designers and practitioners to discuss the challenges and potential solutions for effective interaction with and through mobile devices, applications, and services. MobileHCI maintains a small number of tracks along with a wide range of other program aspects to encourage the exchange of research results, ideas and future research endeavours. Read more on Call: MobileHCI 2014 – 16th International Conference on HCI with Mobile Devices and Services…

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Spike Jonze’s film ‘Her’ and new forms of (sexual) interaction

[From The New York Times; for more on the film “Her,” which is earning high praise from critics, see the official web site, a detailed background article in Vulture, and “8 futuristic tech predictions from Spike Jonze’s new film ‘Her’” in Digital Trends. For more on the topic, see “Telepresence and Sexuality: A Review and a Call to Scholars” in Human Technology.]

Joaquin Phoenix in Her

[Image: Joaquin Phoenix, as Theodore in “Her,” a love story about a man and a computer-operating system]

‘Interactive’ Gets a New Meaning

By Alex Hawgood
December 24, 2013

It may be the most memorable sex scene of the season.

In “Her,” the near-future romance film written and directed by Spike Jonze, there is an awkwardly remarkable moment in which the lead character, Theodore (played by Joaquin Phoenix), has an intimate encounter with Samantha (Scarlett Johansson) after returning home inebriated from a failed blind date with another woman. Filmed with a close-up lens, it shows Theodore gently edging Samantha into arousal by telling her what he wishes to do to her body. As things become increasingly explicit, the screen turns black, leaving the audience lingering in darkness as the characters reach their aural climax.

Samantha, it should be mentioned, is a computer-operating system. But that doesn’t seem to subtract from the carnal abandon.

This may sound like futuristic sci-fi dystopia to some, but such sexual-techno prospects are increasingly the here and now. Read more on Spike Jonze’s film ‘Her’ and new forms of (sexual) interaction…

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Call: AISB 2014 Symposium: Machine Learning, Expressive Movement, Interaction Design, Creative Applications

Call for Participation, AISB 2014 Symposium:
Machine Learning, Expressive Movement, Interaction Design, Creative Applications

The Society for the Study of Artificial Intelligence and Simulation of Behaviour (AISB) 2014 Convention
Goldsmiths, University of London, UK
1st – 4th April 2014

Symposium dates: 1 and 2 April 2014

Workshop website:
http://www.doc.gold.ac.uk/~mas02mg/GestureWorkshop/?page_id=15

Submission deadline: 21st January 2014

OVERVIEW

Machine Learning (ML) is a set of techniques widely used for data analysis and understanding of complex phenomena. A subset of ML methods that are real time or that look at continuous data have been designed to carry out a wide variety of tasks such as gesture recognition, movement prediction, gesture spotting, animation, social signal processing, style generation. These in turn can be applied in diverse areas including novel human computer interaction methods, human robot interaction, musical performance, digital arts and entertainment. All of these application areas involve specific constraints in the design of ML methods, regarding movement complexity (e.g. from symbols to continuous gestures), learning procedure (e.g. from few examples) and realtime inference.

PRESENTATION

The workshop will take the form of a symposium to bear on the key challenges of the design of ML methods for expressive movement, interaction design and related fields. We wish to emphasize how the applications contexts contribute to shaping the methods used, the learning strategies, the tasks imagined. We will consider both computational challenges and interaction design issues. We will draw on advances in interactive art and music, fields which provide many relevant use cases for real-time, continuous, and “expressive” gestural interactions. Read more on Call: AISB 2014 Symposium: Machine Learning, Expressive Movement, Interaction Design, Creative Applications…

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Robot scientist pushes limits of virtual reality

[From the Korea Herald]

You Burm-jae

[Image: You Bum-jae, director of the Center of Human-Centered Interaction for Coexistence at KIST, and humanoid robot Mahru. (KIST]

Robot scientist pushes limits of virtual reality

Developer of Mahru calls for efforts to inspire students in science, promote innovative technologies

Published : 2013-12-25
By Oh Kyu-wook

In a remote hospital, a patient waits in bed for an operation. Standing bedside is not a surgeon but a human-faced machine, equipped with three-dimensional cameras, high-precision sensors and ultra-tiny instruments.

A large screen projects the face of a doctor, who controls the procedure through the robotic surgeon to check on the patient’s condition in real time using the latest telepresence technologies.

The virtual operation, already in use in some parts of the world, is only a part of changes that robotics scientist You Bum-jae projects cognitive, human-mimicking and network-based machines can bring to daily life.

“Technologies are still limited and doctors can only see and hear, but it is only a matter of time before telemedicine robots enable doctors to feel patients without being there,” said You, director of the Center of Cognitive Robotics Research at the Korea Institute of Science and Technology.

Eight years ago, You developed the world’s first network-based humanoid called Mahru, whose latest version, unveiled in 2010, can recognize items and tasks such as house cleaning, operating a microwave and performing other household chores.

You, 50, has been leading the research to push the boundaries of virtual reality, focusing on technologies that enable people to interact without space or time constraints.

More than 200 researchers from KIST, the Electronics and Telecommunications Research Institute, KAIST, GIST, Hanyang University and Sangmyung University are taking part in the nine-year project.

“The purpose of our research is to enable people to experience virtual and remote worlds as if they were the real world,” the director of the Center of Human-Centered Interaction for Coexistence told The Korea Herald in a recent interview. Read more on Robot scientist pushes limits of virtual reality…

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Call: multi.player 2 – International conference on the social aspects of digital gaming

multi.player 2
Compete – Cooperate – Communicate

International conference on the social aspects of digital gaming

Date: Thursday, 14. August – Friday, 15. August 2014

Venue: Westfälische Wilhelms-Universität (WWU) Münster, Germany

Jointly organized by:

  • ECREA (European Communication Research and Education Association) Working Group “Digital Games Research”
  • ERC (European Research Council) research group “The social fabric of virtual life” at the University Münster

In the last decade, there has been an increase in ‘social’ multiplayer gaming activities, including rises in co-located gaming and online gaming. This increase in multiplayer gaming has led to a range of new research evaluating the sociality of virtual worlds, massively multiplayer role-playing games (MMORPGs), multiplayer shooters, e-sports, and cooperation in party oriented console gaming. However, despite the growth in the field over the few years, many aspects of social gaming still remain largely unexplored.

Building from the topics of discussion generated at multi.player in 2011, proposals are now being sought for the multi.player 2 conference to be held at the University of Münster (Germany) in August 2014. This is the follow-up conference to the 2011 multi.player conference, organized by ECREA’s temporary working group on Digital Games Research.

The aim of this conference is to take a deeper look at the various forms of human interaction in digital games. Researchers from a variety of disciplines interested in social interaction in games are welcome, including (but not limited to) the fields of communication research, media studies, sociology, psychology, education studies, and economics. Read more on Call: multi.player 2 – International conference on the social aspects of digital gaming…

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The televised yule log, past and present

[From the Village Voice; details about a new yule log video featuring purrrfect cat Lil Bub in front of the hearth are available from Time; information about where to watch various versions of yule log videos is available from the Los Angeles Times and Channel Guide Magazine; and you can read about and watch Yule Log 2.0, containing artistic reimaginings of the classic televised log fire, at Cool Hunting.

ISPR and I personally wish you all a joyous holiday season!

–Matthew Lombard ]

Lil Bub yule log video

The History of the Televised Yule Log, Which Was Invented in New York City

By Tessa Stuart Mon., Dec. 23 2013

Gather ’round, children, and I will tell you a holiday story, the story of the WPIX Yule Log. The yule log, the ceremonial incineration of a whole tree, has been a Christmas tradition for centuries. But television’s Yule Log, a loop of blazing fireplace flickering to a soundtrack of the Boston Pops, Nat King Cole, and Percy Faith, was invented in New York City in 1966.

The yule log you’ll see in YouTube clips and glowing in the background of The Colbert Report studio was the brainchild of WPIX Channel 11 president and CEO Fred Thrower, who conceived of the three-hour loop of 17 seconds of footage as a kind of Christmas card to viewers huddled in their tiny New York City apartments without a fireplace of their own. Read more on The televised yule log, past and present…

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