ISPR Presence News

Monthly Archives: June 2014

Call: “Social Simulation in Environmental Psychology” – Special issue of JEP

Call for a special issue of the Journal of Environmental Psychology (JEP)

“Social Simulation in Environmental Psychology”

Social simulation has been one of the most interesting methodological developments of the last decades for the behavioral sciences. Social simulation models deal with behavioral and cognitive dynamics, with differentiated social influence, with feedback to (simulated) natural environments, or space. Specifically in environmental psychology, these models can also stimulate collaborations between environmental psychologists and researchers from other disciplines to deal with complex environmental problems.

The goal of this special issue is to provide successful examples of social simulation from the domain of environmental psychology. We encourage the submission of papers with a focus on psychological or behavioral theory in their agent architecture. We strongly prefer empirical data as the basis for the parameterization or the validation of the model. Papers must address a relevant environmental domain. Read more on Call: “Social Simulation in Environmental Psychology” – Special issue of JEP…

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Texting smells with the oPhone: New communication tech going beyond sight and sound

[From CNN, where the story includes a photo gallery; more coverage can be found at Wired and Fast Company (the latter includes a description of the just accomplished first transatlantic “Scent Message”]

OPhone

[Image: Courtesy Art Science]

Forget text messaging, the ‘oPhone’ lets you send smells

By Kieron Monks for CNN
March 17, 2014

(CNN) — Holiday albums could be less forgettable when pictures of a Mediterranean meal carry the scent of olives; a selfie on the beach contains a trace of salt spray or a rainy London scene conveys the distinctive aroma of freshly wet concrete.

If the digital age has increased the volume of communication, it may not have improved the quality. Reversing that trend is the goal of a new generation of sensory engineers who are going beyond sight and sound to produce devices that use our untapped faculties. Perhaps the most exciting breakthroughs right now are arriving in the form of smell-centered communication.

“Our motto is ‘aroma tells a thousand pictures’”, says Dr. David Edwards, biomedical engineer at Harvard and founder of Le Laboratoire, known for producing radical sensory devices such as calorie-free chocolate spray. Every human has thousands of distinct smell sensors, Edwards explains, a resource he taps with his newest invention the oPhone. Read more on Texting smells with the oPhone: New communication tech going beyond sight and sound…

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Call: Press Start (interdisciplinary journal of game studies)

Press Start (http://press-start.gla.ac.uk) is a new peer-reviewed, open access journal of game studies, run by the Humanities Advanced Technology and Information Institute (HATII) at the University of Glasgow and due for launch in October this year. Reviewers and editorial board members are comprised entirely of students and recent graduates.

Call for papers

The editorial board invites submissions from undergraduate and postgraduate students (and from those who have graduated within the last year), from any discipline and from any higher education institution. This policy acknowledges the interdisciplinary and multidisciplinary nature of game studies, and the growing international interest in this area. It is also important to note that, in addition to welcoming submissions from students on game design and development courses, we are interested in any academic work that relates to video games. Increasingly, students from more established disciplines (including, but not limited to, Psychology, Philosophy, Sociology, Film and Television, Literature, History, Computing Science and History of Art) elect to write essays and dissertations on a game-related topic that intersects with their primary discipline: Press Start is an ideal venue for the publication of such work. Read more on Call: Press Start (interdisciplinary journal of game studies)…

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Immersive installation “SKIN” transforms your emotions into sound and color through sweat data

[From The Creators Project, where the post includes many more pictures]

SKIN immersive installation

“SKIN” Transforms Your Emotions Into Sound And Color Through Sweat Data

By Zach Sokol — Jun 5 2014

This week, Harvest Works gallery in New York exhibited an installation by audiovisual artist, Claudia Robles, that gets under your skin… literally. SKIN is a project that measures gallery visitors’ skin moisture using a GSR (Galvanic Skin Response) interface and transforms that data into sound and images. Psychological states such as stress, nervousness, and even arousal become observable, external information. Be careful who you test it out around.

“I’m interested in making the human body visual and audible,” Robles told The Creators Project. “We normally don’t hear or perceive our body, and this work is a way of making us aware of it and to enhance its potential as a visual and musical instrument.” With this exhibition, people can affect the video, sound, and overall environment of a gallery space purely based on their own emotional states.

The artist originally premiered a similar installation in 2012, but Harvest Works contacted her and said they had a new audio system with eight channels and three video projectors, prompting her to upgrade the project. “My work is immersive, and [Harvest Work’s set-up] has really great conditions for a piece like this,” she said. Read more on Immersive installation “SKIN” transforms your emotions into sound and color through sweat data…

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Call: Chapters for “Alternate Reality Games and the Cusp of Digital Gameplay”

Call for Chapters: Alternate Reality Games and the Cusp of Digital Gameplay

Series: Approaches to Digital Game Studies, Bloomsbury
Editors: Antero Garcia, Colorado State University & Greg Niemeyer, University of California, Berkeley

Alternate Reality Games (ARGs) challenge what players understand as “real.”

Though prominent examples of ARGs have persisted over the past two decades, only recently have ARGs come to the prominence as a unique and highly visible digital game genre. Adopting many of the same strategies as online video games, ARGs blur the distinction between the “real” and the “virtual.”

We seek chapter proposals for a proposed collection that explores and defines the possibilities of ARGs. With ARGs continuing to be an important and blurred space between digital and physical gameplay, this collection offers clear analysis of game design, implementation, and ramifications for game studies. Divided into three distinct sections (noted below), this collection emphasizes first hand accounts by leading ARG creators, scholarly analysis of the meaning behind ARGs from noted critics and researchers, and explication of emerging visualization and data collection methodologies. We are particularly interested in cultivating research from various disciplinary perspectives; by balancing the voices of designers, players, and researchers, this work highlights how the Alternate Reality Game genre is transforming the ways we play and interact today.

We seek chapter proposals that fit within one of the following three book sections: Read more on Call: Chapters for “Alternate Reality Games and the Cusp of Digital Gameplay”…

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The bizarre world of fake vacation destinations

[From Wired, where the story includes an impressive 22 image photo gallery]

Fake hHolidays photo by R. Riedler

[Image: Austrian photographer Reiner Riedler’s series Fake Holidays documents artificial travel destinations around the world. Here, families swim at indoor Tropical Islands just outside Berlin. Credit: Reiner Riedler]

The Bizarre World of Fake Vacation Destinations

By Margaret Rhodes
06.16.14

There are countless ways to travel: on a budget or in first class; on a cruise ship or at a hostel; with tour guides or nothing but a backpack and fresh pair of socks. No matter the voyage, the point is always roughly the same: to leave regular life behind, if only for a moment.

Reiner Riedler’s photography captures a slice of the travel industry that capitalizes on that very sentiment. Call it manufactured travel. His Fake Holidays series documents vacation spots from around the world, and they’re all a mirage. There are crystalline tropical beaches, built inside a resort in Germany. Guests get their picture taken in front of replicas of Mount Rushmore in China, and dine next to Mayan ruins in Florida. In Dubai, there’s an indoor ski resort—with snow. Read more on The bizarre world of fake vacation destinations…

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Call: NordiCHI’14 Workshop – “The Fuzzy Front End of Experience Design”

Call for participation

NordiCHI’14 Workshop “The Fuzzy Front End of Experience Design”
Sunday, October 26th, 2014: Helsinki, Finland

In conjunction with NordiCHI’14 – http://www.nordichi2014.org/

Workshop web site:  www.vtt.fi/uxgoals

Deadline for submissions (2-6 page position papers in ACM Extended Abstract format): August 14th, 2014.

To start an experience design process, the designers should determine what experience to aim for. How should this decision be made?  In the fuzzy front end of experience design process, there are often several alternative sources for gaining insight and inspiration. There may be different, even conflicting viewpoints and opinions. In addition to user studies, insight and inspiration for experience goals can be sought from brand promise, technology and societal trends as well as mere vision of renewal.

We welcome practitioners and academics to this full-day workshop to share experiences from the early phases of experience design processes:  How to get from the fuzzy front end to a shared vision of the experience to aim for? The workshop is based on the earlier UX Goals workshop in NordiCHI 2012. The aim of the workshop is to build mutual understanding of the early phases of the experience design process. The workshop will include presentations of position papers as well as group work to identify and discuss the commonalities and differences in the experience goal setting. Read more on Call: NordiCHI’14 Workshop – “The Fuzzy Front End of Experience Design”…

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New 65mm 4K IMAX 3D digital camera gives filmmakers more ways to “get you into the movie”

[From Phys.org, where the story includes more images and a 2:32 minute IMAX video; these and more information are also available from IMAX]

Michael Bay and IMAX 3D camera

[Image: Director/Executive Producer Michael Bay (far right) on the China set of Transformers: Age of Extinction, from Paramount Pictures. Photo credit: Andrew Cooper]

Filmmakers to get thrill-ride scenes with IMAX 3D digital camera

Jun 16, 2014 by Nancy Owano

IMAX has developed a 65mm 4K digital large-format IMAX 3D digital camera. Filmmakers will in turn have access to a “true” 4K stereo camera, meaning, said IMAX, that both the left eye and right eye images are captured at full 4K resolution. The edge in this development is that filmmakers may be quite attracted to a camera that is smaller, lighter and easier to use than some other 3D digital camera systems. IMAX said the fruits of the IMAX 3D digital camera will be seen in “Transformers: Age of Extinction.” The film, said IMAX, is the first feature film to use this new camera technology. The production team on the film captured action sequences of the film in high-resolution 3D in a way that was now possible because of the more compact size of the cameras. Read more on New 65mm 4K IMAX 3D digital camera gives filmmakers more ways to “get you into the movie”…

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Call: IUI 2015 – ACM International Conference on Intelligent User Interfaces

IUI 2015: ACM International Conference on Intelligent User Interfaces

Atlanta, GA, USA – March 29-April 1, 2015

http://iui.acm.org/

IUI 2015 is the 20th annual meeting of the intelligent interfaces community and serves as the principal international forum for reporting outstanding research and development on intelligent user interfaces.

IUI is where Human-Computer Interaction (HCI) meets the Artificial Intelligence (AI) community. We’re also very interested in contributions from related fields, such as psychology, behavioral science, cognitive science, computer graphics, design, the arts, etc.

WHY SUBMIT TO IUI?

At IUI our focus is to improve the interaction between machine intelligence and human intelligence – other conferences focus on one side or the other, whereas we address the complex interaction between the two. Unlike traditional AI, our focus is not so much to make the computer smart all by itself, but to make the interaction between computers and people smarter. Unlike traditional HCI, we are more willing to consider solutions that involve data mining, knowledge representation, novel interaction paradigms, and new emerging technologies.

The IUI conference brings together people from academia, industry, and nonprofits and gives you a chance to present and to see work results in an intimate, focused, and interactive event. It is large enough to be diverse and lively (we expect over 200 people), but small enough that you get a chance to talk to all the attendees, see all the posters, and take in all the presentations. As an ACM conference, papers appear in the ACM Digital Library and citation indices. There will also be a journal publication path for long papers. IUI is a single track conference, so you don’t have to miss anything!

IUI topics of interest including, but not limited to: Read more on Call: IUI 2015 – ACM International Conference on Intelligent User Interfaces…

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Colorado teachers get simulator training for active-shooter situations

[From 9News (KUSA TV), where the story includes a 2:06 minute video news report]

Simulator training for school shooting situations

JeffCo teachers go through active-shooter training

Christine Noel — June 16, 2014

KUSA – Bear Creek High School staff and faculty are learning life-saving skills in case there is ever an active-shooter situation on campus.

Jefferson County Schools has partnered with TI Training, a technology company based out of Colorado that develops training for law enforcement agencies all over the world.

Through the company’s school-safety program, simulators are used to arm teachers with the training and knowledge to protect students in critical situations. Read more on Colorado teachers get simulator training for active-shooter situations…

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