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Monthly Archives: December 2013

“Touch me” – Workshop on Tactile User Experience Evaluation Methods at CHI 2014

“Touch me” – Workshop on Tactile User Experience Evaluation Methods

One-day workshop at CHI 2014, April 26th (Saturday) in Toronto, Canada

SUBMISSION DEADLINE: January 10th 2014, via E-Mail to mbusch@cure.at

SUBMISSION FORMAT: 2-4 page position papers, formatted according to ACM SIGCHI Publications Format (not anonymized)

NOTIFICATION: February 1st, 2014

INFORMATION & NEWS: http://tactile-ux-evaluation.cure.at/

TOPIC

There are various methods for evaluating the User Experience (UX) when interacting with systems, e.g. questionnaires, interviews and physiological measures. Most of these methods only rely on visual or verbal stimuli, do not capture UX in a holistic way or are too invasive (e.g. physiological measures, questionnaires) and therefore interrupt the experiences of users. This workshop focuses on the enhancement of purely visual, physiological or verbally based UX evaluation methods with tactile perception. In this workshop we want to discuss and explore ideas, challenges and possibilities for tactile UX evaluation methods that enable users to self-report their UX by choosing one from a range of physical objects that vary in shape and material. Being non-verbal and not dependent on visual stimuli, these methods include many user groups (e.g. blind users, illiterates or children). And beyond those contexts, they might capture aspects of experience which are harder to articulate in words. Read more on “Touch me” – Workshop on Tactile User Experience Evaluation Methods at CHI 2014…

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Jon Hyers’ projection DVDs bring Virtual Santa and other holiday figures into your home and neighborhood

Virtual Santa

Jon Hyers’ projection DVDs bring Virtual Santa and other holiday figures into your home and neighborhood

Filmmaker and special effects expert Jon Hyers’ Outrageous Media sells specially designed DVDs for projection in windows to create an apparently effective illusion (note: this is not a product endorsement). The description of the Virtual Santa DVD says “Santa walks around inside a house doing typical Santa tasks, from pulling present from a bag, to eating Milk and Cookies. Very realistic image and lighting that makes Santa appear to be lit by Moonlight as he leans towards the window.”

Read more on Jon Hyers’ projection DVDs bring Virtual Santa and other holiday figures into your home and neighborhood…

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Call: The Future of Experiencing Cultural Heritage (PATCH 2014 Workshop)

Call for Proposals and Papers

PATCH’2014 -The Future of Experiencing Cultural Heritage
Haifa, Israel. February 24, 2014

Extended deadline: 26 December 2013

The 7th International Workshop on Personalized Access to Cultural Heritage (PATCH 2014) will be this year co-located with the Intelligent User Interfaces Conference (http://www.iuiconf.org/). IUI is the annual meeting of the intelligent interfaces community and serves as the principal international forum for reporting outstanding research and development on intelligent user interfaces. It takes place in Haifa, Israel on 24 February 2014. Next to the full research papers, we also encourage submissions of position papers, short papers and demonstrations to enable active discussion of the open challenges and issues in this area of research. For more details check PATCH2014 webpage: http://patch2014.wordpress.com/.

The PATCH workshop series (http://patchworkshopseries.wordpress.com/) is the meeting point between state of the art cultural heritage and personalization research – using technology to enhance the personal experience in cultural heritage applications. We aim at building a research agenda for personalization in cultural heritage in order to make the individual cultural heritage experience a link in a chain of a lifelong cultural heritage experience which builds on past experience, is linked to daily life and provides the foundation for future experiences. The workshop aims to be multi-disciplinary. It is intended for researchers, practitioners, developers and students of information and communication technologies (ICT), cultural heritage domains, e.g. museums, archives, libraries, and more, and personalization.

Topics

Multimedia information systems, such as interactive tours, visualizations and search engines, are now positioned centrally in a shared information space consisting of (1) digitized artifacts (2) the social web (3) and links between them. Personalization in multimedia information systems can improve the experience of visitors by assisting them in finding appropriate starting points, and in discovering new relevant information. Critically, these systems must become smart, so that they are able to adaptively act, react, respond and learn intelligently from user interactions. This workshop investigates three timely and interrelated issues relevant to the domains of both intelligent user interaction and cultural heritage:

Mobile, personalized and context-aware cultural heritage information delivery – using mobile devices, large displays, projectors embedded in the environment and new technologies including Google Glass

Grow existing knowledge with new knowledge – Explore methods and tools to capture knowledge resulting from interactions between users (collective intelligence), professionals and collection artifacts, and interaction between users and different (intelligent systems) collecting information about them

Extend contexts of use – Appropriation of digitized artifacts from memory organizations outside the traditional museum and research context for both visitors and professionals Read more on Call: The Future of Experiencing Cultural Heritage (PATCH 2014 Workshop)…

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Researcher studying whether world of ‘Second Life’ can help amputees adjust to their prosthetics

[From the South Florida Sun-Sentinel; more information is available from Nova Southeastern University]

Research team in Second Life

[Image: This screen shot shows the avatars of the research team members in an area of the private Second Life island where amputees will be able to meet virtually as part of the study. (Photo courtesy Nova Southeastern)

Amputees navigate virtual world in NSU study

By Nicole Brochu, Staff writer
December 19, 2013

A Nova Southeastern University researcher is studying whether the virtual reality world of ‘Second Life’ can help amputees adjust to their prosthetics.

Video games don’t have to be just for fun. The hope is that they can also be life-changing for those with disabilities.

Thanks to a nearly $1 million government grant, a Nova Southeastern University researcher is studying whether the virtual reality world known as “Second Life” can help amputees adjust to their prosthetics by practicing certain moves on the computer.

“The ultimate goal is to teach amputees how to self-manage their chronic conditions,” said Sandra Winkler, a faculty researcher and assistant professor for the Department of Occupational Therapy in Nova Southeastern University’s College of Health Care Sciences. She was awarded a three-year grant from the U.S. Department of Health & Human Services’ Agency for Healthcare Research & Quality. Read more on Researcher studying whether world of ‘Second Life’ can help amputees adjust to their prosthetics…

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Call: 10th International Conference on Disability, Virtual Reality and Associated Technologies

10th International Conference on
Disability, Virtual Reality and Associated Technologies

Gothenburg, Sweden
September 2–4, 2014

Download: Call for Papers 2014 (PDF)

DEADLINE FOR FULL PAPER: SUBMISSION will be 28 Feb, 2014
DEADLINE FOR SHORT PAPER SUBMISSION will be 31 May, 2014

The ICDVRAT conference Series provides a forum for international experts and researchers to present and review how advances in the general area of virtual reality can be used in the area of disabilities and rehabilitation. High quality papers are sought in which technical innovation is backed up by evidence of original and practical implementation, or which promise practical implementation in the very near future. Presentations which include video material and/or experimental systems are particularly welcome. Facilities for presenting such material will be available at the conference. The research presented at the conference will be published in a peer reviewed Proceedings which will be made widely available through the ICDVRAT Online Archive at www.icdvrat.org/archive.htm.

ICDVRAT Topics

Papers are encouraged in all areas that span Disability, Virtual Reality and its Associated Technologies, encompassing both practical application and more generic research. Read more on Call: 10th International Conference on Disability, Virtual Reality and Associated Technologies…

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Avegant Glyph: Part Google Glass, part Oculus Rift

[From The Verge, where the story includes more pictures and a 3:26 minute video]

Avegant Glyph

Avegant Glyph: The virtual reality headset made for the mainstream

Part Google Glass, part Oculus Rift — part Beats by Dre

By David Pierce on December 18, 2013

Picture it: you’re sitting on the plane or in the doctor’s waiting room, listening to music on a large, good-looking set of headphones. You decide you’d rather catch up on Justified, or play a little Call of Duty. You tip your headphones forward until the broad white band is now in front of your face, and suddenly your show or game appears on the underside. It’s like watching an 80-inch TV, except the picture you’re seeing isn’t on an LCD screen — it’s being projected directly into your eyes.

If Edward Tang is right, this is the new normal. The Avegant CEO is getting ready to launch the Glyph, a $499 headset designed to turn the immersive experience of the Oculus Rift into something decidedly more mainstream. It looks like a hefty pair of black or white headphones, but it’s that display that makes the Glyph matter. Read more on Avegant Glyph: Part Google Glass, part Oculus Rift…

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Call: EMSS 2014 – 26th European Modeling & Simulation Symposium (Simulation in Industry)

EMSS 2014 – The 26th European Modeling & Simulation Symposium (Simulation in Industry)
22 – 24 September, 2014
Bordeaux, France

http://www.msc-les.org/conf/emss2014/index.htm

Conference Aims

The European Modeling and Simulation Symposium is one of the most important Simulation Appointment in Europe. As tradition the conference focuses on Modeling & Simulation in Industry taking into consideration both applications and theoretical approaches.

The conference proposes a multi-sides perspective to Modeling & Simulation environment. Tracks organization is intended to cover different research macro-areas dedicated to Industrial Engineering, Effective Design, Business, Economy and Finance, Medicine, Methodologies, Techniques and Applications. Such framework gives to scientists, technicians and users the opportunity to interact, collaborate on the most challenging research topics in the field of Modeling & Simulation. Read more on Call: EMSS 2014 – 26th European Modeling & Simulation Symposium (Simulation in Industry)…

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Is telepresence dead?

[From No Jitter]

Cisco TelePresence

Is Telepresence Dead?

Sales of telepresence have stagnated not because of lack of demand, but instead of because of lack of innovation.

Zeus Kerravala | December 11, 2013

As a technology, telepresence (TP) has been mainstream for about a decade now. In the mid part of the last decade, TP came to life with a big bang that was comparable to what we saw with Tebow-mania. Like Tebow-mania, the momentum behind TP has cooled off over the past few years, and shipments of the once shining star of the collaboration industry have plateaued over the past few years. In football, Tebow-mania is officially dead; in technology, critics of telepresence have been stating that this era of video is officially over.

So is telepresence really dead? Read more on Is telepresence dead?…

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Call: 2nd International Workshop on Virtual and Augmented Assistive Technology (at IEEE Virtual Reality 2014)

2nd International Workshop on Virtual and Augmented Assistive Technology
At IEEE Virtual Reality 2014, Minneapolis, MN, USA
http://www.cs.utsa.edu/~jpq/vaat/

The IEEE VR 2014 Workshop on Virtual and Augmented Assistive Technology is intended to bring together technological and clinical research communities to advance the state-of-the-art in Virtual Reality (VR) and Augmented Reality (AR) assistive technology. Over the past several decades, there has been a host of research conducted to improve rehabilitation and enable assistive technology for persons with disabilities (e.g., cognitive, physical) through VR and AR. However, this area needs to take more advantage of state-of-the-art VR and AR technology. We believe this situation could be improved if the two contributing communities to this area – the technology and the clinical communities – had greater opportunity for more direct interaction and collaboration to advance the field. This is the primary goal of this workshop.

Read more on Call: 2nd International Workshop on Virtual and Augmented Assistive Technology (at IEEE Virtual Reality 2014)…

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Sony patents VR headset with object avoidance system and detection of body posture, pupil movement, blinking

[From PlayStation Universe, where the post includes an additional image]

Sony HMD patent figure

Sony’s new virtual reality headset patent detects objects, simulates body posture, pupil movement, blinking

Posted December 12th, 2013 by Kyle Prahl

A new patent filed by Sony Computer Entertainment Inc. suggests the company is moving ever closer to completing its long-rumored virtual reality headset technology.

The latest features, spotted in the patent by NeoGAF user Rösti, describes an “object avoidance apparatus” that detects obstacles in an image of the real-world, calculates their distance from you, and replaces them with different, virtual objects.

The invention’s background describes a desire to more fully immerse the player in a video game experience (hence, the wraparound, head-mounted display) with a need to protect the user from obstacles in their immediate vicinity. Our interpretation is that Sony’s HMD (head-mounted display) would detect objects in your play space and integrate them into the game world with a virtual representation. The patent describes a warning signal that would trigger when the user gets dangerously close to such an object. Read more on Sony patents VR headset with object avoidance system and detection of body posture, pupil movement, blinking…

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