ISPR Presence News

Monthly Archives: May 2014

Inside High Fidelity, the virtual reality successor to Second Life

[From The Verge, where the story includes an additional image]

Philip Rosedale with his avatar

Inside High Fidelity, the virtual reality successor to ‘Second Life’

A crude hint of how physical connection could invade the online world

By Adi Robertson on May 19, 2014

As virtual reality gains steam, the question of virtual worlds is never far behind. Philip Rosedale is best known for online community Second Life. But since last year, we’ve been watching for news on High Fidelity, a new project meant to blend his previous work with cutting-edge telepresence technology. The system, announced in 2013, was compared to the OASIS of Ready Player One: a series of worlds connected to each other by a central network and economy, provided — obviously — by Rosedale himself. At the Silicon Valley Virtual Reality Conference in Mountain View, we’re seeing the first hints of what that could mean, as well as a sense of the many hurdles left to jump. Read more on Inside High Fidelity, the virtual reality successor to Second Life…

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Second Life founder: Why virtual reality will compete with the real world

[From MIT Technology Review; see today’s second post for an update on and analysis of the Second Life founder’s High Fidelity project. –Matthew ]

Why Virtual Reality Will Compete with the Real World

Hardware like the headset made by Oculus VR will allow virtual worlds to offer person-to-person interactions that compete with real life.

Philip Rosedale
May 5, 2014

Recent weeks have been good ones for people interested in virtual reality. The Facebook acquisition of Oculus has galvanized the idea that “something wonderful” will happen if we put on these strange headsets and visually enter other worlds. Of course, most people assume this means gaming.

And it’s true that the upcoming Crystal Cove Oculus headset (which tracks the head’s position and rotation) will immerse its users in the most amazing computer gaming experiences they could have ever thought possible. But that’s not the big part of the story.

After we’ve had the Oculus strapped to our faces for a few months and the novelty has worn off, we might find ourselves asking some important questions: “Where are the other people?” And “Where can I start working and learning and building in here?”

That is where things are going to get interesting. Read more on Second Life founder: Why virtual reality will compete with the real world…

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Call: 4th International Workshop on Pervasive Eye Tracking and Mobile Eye-Based Interaction (PETMEI 2014)

Call for Papers

4th International Workshop on Pervasive Eye Tracking and Mobile Eye-Based Interaction (PETMEI 2014)
in conjunction with UbiComp 2014

You are cordially invited to submit original work at the PETMEI 2014 Workshop. The workshop will be held in Seattle on September 13th, 2014.

Location: Seattle, United States
Date: September 13th, 2014

IMPORTANT DATES

  • Abstract Submission: June 3, 2014
  • Paper Submission: June 10, 2014
  • Notification of Acceptance: June 24, 2014
  • Camera-ready due: July 1, 2014
  • Workshop: September 13, 2014

VISION AND GOALS

Despite considerable advances over the last decades, previous work on eye tracking and eye-based human-computer interfaces mainly developed use of the eyes in traditional desktop settings. Latest developments in remote and headmounted eye tracking equipment and automated eye movement analysis point the way toward unobtrusive eye-based human-computer interfaces that will become pervasively usable in everyday life. With the growth of interest in smart glass devices and low-cost eye trackers, gaze-based techniques for mobile computing is becoming increasingly important in recent years. We call this new paradigm pervasive eye tracking – continuous eye monitoring and analysis 24/7.

The potential applications for the ability to track and analyse eye movements anywhere and any time call for new research to further develop and understand visual behaviour and eyebased interaction in daily life settings. PETMEI 2014 will focus on pervasive eye tracking as a trailblazer for mobile eye-based interaction and eye-based context-awareness. We provide a forum for researchers from human-computer interaction, context-aware computing, egocentric computer vision and eye tracking to discuss techniques and applications that go beyond classical eye tracking and stationary eye-based interaction. We want to stimulate and explore the creativity of these communities with respect to the implications, key research challenges, and new applications for pervasive eye tracking in ubiquitous computing. The long-term goal is to create a strong interdisciplinary research community linking these fields together and to establish the workshop as the premier forum for research on pervasive eye tracking.

TOPICS

Topics of interest cover computational methods, new applications and use cases, as well as eye tracking technology for pervasive eye tracking and mobile eye-based interaction. Topics of interest include, but are not limited to: Read more on Call: 4th International Workshop on Pervasive Eye Tracking and Mobile Eye-Based Interaction (PETMEI 2014)…

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Michael Jackson’s hologram: Creepy or cool?

[From CNN, where the story includes a 1 minute video report and screenshots of several tweets; see the full performance on YouTube; more notable coverage includes:

  • “Sorry everyone, but Michael Jackson is dead” (Technology Tell)
  • “Lionel Richie: Michael Jackson hologram was ‘freaky’ (Xpose)
  • “Holograms: How to give your brand the Michael Jackson effect” (MediaWeek)
  • “Decoding Holograms: 100 Narendra Modis, 1 Michael Jackson Alive on Stage in 2014” (a collection of videos/links for other posthumous hologram creations) (iDIVA)

–Matthew ]

Michael Jackson hologram

Michael Jackson’s hologram: Creepy or cool?

By Lisa Respers France, CNN
Mon May 19, 2014

(CNN) — The King of Pop is back in the spotlight — and not everybody is happy about it.

Despite the well of affection for the late Michael Jackson, his “return” in the form of a hologram at Sunday night’s Billboard Music Awards didn’t meet with unanimous approval.

The spectral Jackson performed “Slave to the Rhythm,” one of the singles from “Xscape,” a new album of posthumously released Jackson music. He was accompanied by actual, physically present dancers.

It was either the most amazing thing ever — or super creepy, depending on which side of the fence you were viewing it from. Read more on Michael Jackson’s hologram: Creepy or cool?…

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Call: Design, Interaction, and Technologically Dense Environments Workshop

Design, Interaction, and Technologically Dense Environments.
Methodological challenges to entangled work practices

Workshop at the University of Technology in Berlin
14-18 September 2014

Katharina Bredies, Attila Bruni, Valentin Janda, Cornelius Schubert

Deadline: 30.05.2014

In Technologically Dense Environments (TDEs), manifold situated interactions and layerings of humans and non.humans create heterogeneous and messy spaces of work. It follows that density is not a stable feature of TDEs, rather it is permanently produced through the complex translations of actors and artefacts. Likewise, these translations cannot be described as static procedures, but should rather be conceived as constantly developing and sometimes creative interactions of humans and non.humans. This does not only make TDEs as workplaces more similar to workshops – even though they are often framed as sites of mere use. It also represents a challenge for designers who see it as a core task to anticipate and enable trouble.free use for technological artifacts.

Therefore we want to focus on the interrelations between design and use, how novel (and possibly more or less dense?) ways of work and interaction are envisioned and developed by designers, and how users themselves re.design the complex arrangements of TDEs. Both design and use can be thought of as being carried out in technologically dense environments – in design laboratories which are set up to enable and create new forms of interacting with technology on the one hand, and professional sites where these “scripts” for interaction are followed or modified. Read more on Call: Design, Interaction, and Technologically Dense Environments Workshop…

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MIT App makes you intimate with a stranger

[From Fast Company’s Co.Design, where the story includes a photo gallery and a 1:03 minute video]

20 Days Stranger app graphic

MIT iPhone App Makes You Intimate With A Stranger

Over 20 days, MIT’s new app gives you a peek into someone’s life. Caveat: You never speak.

Mark Wilson
May 8, 2014

20 Day Stranger, an iPhone app by MIT Media Lab’s Playful Systems group, wants to burst the sociographic bubble of our “friend” network.

Our social media world, after all, is highly curated–it’s filled with people just like us. This app, very thoughtfully, hopes to change that. For 20 days, the app pairs you with a stranger who lives as far across the globe as possible. Over that time, you’ll receive countless intimate details about the person’s life–when the person wakes, where the person goes–except for one big piece of the puzzle. You’ll never learn the person’s name. In fact, you’ll only be able to send the person a single message at the end of the experience. Read more on MIT App makes you intimate with a stranger…

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Call: ‘Engaging Spaces – Interpretation, Design and Digital Strategies’: Nordic Digital Excellence in Museums 2014 conference

Nordic Digital Excellence in Museums (NODEM) 2014 Conference

Engaging Spaces – Interpretation, Design and Digital Strategies
December 1-3, 2014, Warsaw, Poland

Abstract Submission Deadline (extended): May 21, 2014

CALL FOR PARTICIPATION

We are delighted to announce the opening of call for proposals for anyone interested in speaking at the NODEM 2014 Conference “Engaging Spaces – Interpretation, Design and Digital Strategies”. We invite submissions of proposals that deal with issues of crossing boundaries and creating links between experience design, architecture, ICT, digital strategies and interpretative content to explore critical aspects of visitor engagement. Proposals are welcomed from museum professionals and researchers in digital media, interaction design, museum and communication studies, as well as designers, developers and producers in the field of experience technology or people with special interest in the field. All submissions will undergo a review process.

TOPICS

The program committee is looking for proposals on the following session themes:

  • (Re)creating Spaces of Engaging Experience in Museums and Heritage Sites
  • Digital Curating on Interpretation, Learning and Collaboration
  • Experience Design Inside/Outside Museums
  • Social Media for Creative Expression, Communication and Content
  • Strategies in Digital Heritage – Competence Centres, Collaboration, Participation in Museum Innovation, Policies
  • Digital Support – Archiving, Documenting, Preservation, Visualization, Recreating Tangible and Intangible Heritage
  • Virtual Museum

Read more on Call: ‘Engaging Spaces – Interpretation, Design and Digital Strategies’: Nordic Digital Excellence in Museums 2014 conference…

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On the importance of eye contact

[From The New York Times]

Moving eyes graphic

[Image: Tim Lahan]

Psst. Look Over Here.

By Kate Murphy   May 16, 2014

Look inside your kitchen cabinet and odds are you have a collection of old friends gazing back at you — the Quaker Oats man, the Sun-Maid girl, Aunt Jemima and maybe a Keebler elf or two. The reason they are there may have more do with your subconscious craving for eye contact than the taste of the products.

In a study published last month in the journal Environment and Behavior, researchers at Cornell University manipulated the gaze of the cartoon rabbit on Trix cereal boxes and found that adult subjects were more likely to choose Trix over competing brands if the rabbit was looking at them rather than away. In a creepy corollary, the researchers found that the eyes of characters on boxes of cereal marketed to kids were directed downward, and can meet the upward gaze of children in grocery store aisles.

“Making eye contact even with a character on a cereal box inspires powerful feelings of connection,” said Brian Wansink, a professor at Cornell’s Dyson School of Applied Economics and Management and the director of the school’s Food and Brand Lab, and one of the study’s authors.

This follows a flurry of recent research on the magnetic and mesmeric nature of eye contact and its essential role in developing emotional stability and social fluency. Read more on On the importance of eye contact…

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Call: ICEC2014 – International Conference on Entertainment Computing

CALL FOR SUBMISSIONS

ICEC2014 – International Conference on Entertainment Computing
1-3 Oct 2014
Sydney, Australia
http://icec2014.info/

The IFIP International Conference on Entertainment Computing is the primary forum for disseminating and showcasing research results relating to the creation, development and use of digital entertainment. The conference brings together practitioners, academics, artists and researchers interested in design, practice, implementation, application and theoretical foundations of digital entertainment. We solicit paper, poster and demonstration submissions, as well as proposals for tutorials and workshops.

SUBMISSION TYPES AND DEADLINES
We invite submissions on design, art, engineering and theory of digital entertainment in several tracks:

Full Technical Papers with a maximum length of 8 pages – 28 April extended 1 June

Short Technical Papers with a maximum length of 6 pages – 28 April extended 1 June

Poster Papers should be 3 pages – 28 April extended 1 June

Demonstration Papers should be 3 pages – 28 April extended 1 June

Tutorial/Workshop proposals should be 3 pages – 24 March Read more on Call: ICEC2014 – International Conference on Entertainment Computing…

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Design professor envisions virtual reality lives for farm animals

[From the Ames Tribune; the Second Livestock web site is here; a 0:55 minute video is here]

Second Livestock - Chicken view

ISU design professor envisions virtual reality lives for farm animals

By Gavin Aronsen, Staff Writer
Posted May 10, 2014 – Updated May 13, 2014

Could chickens raised in close confinement live more humane lives if they experienced them virtually?

That’s a question posed by Austin Stewart, an assistant professor in Iowa State University’s College of Design, for his latest project. He calls it Second Livestock — a takeoff on the popular online virtual world Second Life.

The idea goes something like this: Chickens, too numerous in the United States to realistically all live free-range lives, could be raised in cages more humanely if, from a young age, they stood on omni-directional treadmills and wore virtual reality headsets displaying three-dimensional worlds mapped to their feed and scratch, mimicking a free-range existence.

Such a life would also provide protection from the stressors and predators that threaten free-range chickens.

“The goal of the project is to raise that question of how do we know what’s best, or what is humane treatment,” Stewart said, “and also to look at how we treat ourselves. We’re living in these little boxes, just like chickens.” Read more on Design professor envisions virtual reality lives for farm animals…

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