ISPR Presence News

Monthly Archives: October 2014

Call: 6th annual Joint Forces Simulation & Training Conference

Joint Forces Simulation & Training
2nd to 3rd February 2015
Holiday Inn Bloomsbury, Coram Street, London, WC1N 1HT, United Kingdom
Website: http://atnd.it/16055-0
Organized by: SMI Group Ltd

OVERVIEW:

As defense budgets are squeezed and the nature of modern war fighting changes, military projects and procurement are increasingly focusing on the unification of air, land, maritime and special operations forces. As a result, a more holistic approach is being taken in the way training capabilities are delivered.

Countries are embracing the need to develop training tools and simulators that enable the forces to react quickly to any situation. In fact, the value of global military simulation and virtual training programs is expected reach a value of US$12.6 billion by 2024.

Returning for its sixth year and following on from the major success of previous events, SMI are proud to present the 6th annual Joint Forces Simulation & Training Conference, 2nd – 3rd February, 2015, London.… read more. “Call: 6th annual Joint Forces Simulation & Training Conference”

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Future of telepresence seen in new survey of experts

[From NDTV; a summary and the full report are available from Pew Research]

Future tech graphic

[Image: Source]

Ultrafast Internet to Open New Possibilities Like ‘Telepresence’: Experts

Agence France-Presse, October 10, 2014

Superfast Internet connections are likely open up new kinds of communication such as “telepresence” and improve services such as remote health care, a survey of experts showed Thursday.

The ultrafast connections, expected to be widely deployed in the coming years, can open up a range of possibilities by delivering “immersive” experiences and virtual reality, according to the experts polled by the Pew Research Center and Elon University.

“People’s basic interactions and their ability to ‘be together’ and collaborate will change in the age of vivid telepresence – enabling people to instantly ‘meet face-to-face’ in cyberspace with no travel necessary,” the report said.

Additionally, the report said that “augmented reality will extend people’s sense and understanding of their real-life surroundings and virtual reality will make some spaces, such as gaming worlds and other simulated environments, even more compelling places to hang out.”… read more. “Future of telepresence seen in new survey of experts”

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Call: Posthumanism issue of Cinema – Journal of Philosophy and the Moving Image

Cinema – Journal of Philosophy and the Moving Image welcomes submissions to its 7th issue on Posthumanism. Human and Non-human: links, continuum, interplay.

Abstracts due: November 30, 2014

The 7th issue of Cinema – Journal of Philosophy and the Moving Image aims at discussing Posthumanism as a way to explore alternative understandings to both the Modern/Humanistic and Postmodern views on the issue of Technological Images, New Media and Human and Non-human relations.

In the turn of the Millennium, Robert Pepperell’s book The Posthuman Condition and Katherine Hayles’ How We Became Posthuman: Virtual Bodies in Cybernetics, Literature and Informatics launched a debate over the concept of Posthumanism. Despite using the term in diverse ways, both authors discuss the means in which Posthumanism tries to respond to what they considered to be the insufficient capacity of the Modern/Humanistic concepts of Human, Nature, Technology, Body, and Consciousness to cope with the developments taking place in tour technological information societies.… read more. “Call: Posthumanism issue of Cinema – Journal of Philosophy and the Moving Image”

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Halloween illusions: Phone-synced masks and body morphsuits

[From PSFK, where the story includes several more pictures and a 3:46 minute video]

Digital Dudz Halloween effect ( 'eye phone')

Try On Phone-Synced, Effects-Heavy Mask Just in Time for Halloween

These tricking and treating items work hand-in-hand (or eye-in-socket) with your mobile to create cringe-worthy FX

By Leo Lutero on October 10, 2014

The Digital Dudz mask line offers an easy-to-use smartphone insert that lets your phone save a rather run-of-the-mill monster mask. By downloading the free Digital Dudz app, you can play video loops of restless eyeballs, throbbing hearts or pulsating wounds and use these as the highlight of your spooky get-up.

The mind behind this clever idea belongs to Mark Rober who is also a NASA scientist. He helped build the rover now exploring Mars but in his free time, he creates clever costumes. A Youtube video featuring one of his costume creations kickstarted his Digital Dudz brand.… read more. “Halloween illusions: Phone-synced masks and body morphsuits”

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Call: Experience Design for Behavior Change (at HCI International 2015)

EXPERIENCE DESIGN FOR BEHAVIOR CHANGE 2015

We invite you to share your research on how technology experiences can be designed to facilitate positive behavior change. This is the third year this popular parallel paper session will run as part of the Human-Computer Interaction International conference series, and this time we will be in Los Angeles, California, in August 2015.

http://designforbehaviorchange.wordpress.com/

Papers may be related (but not limited) to the domains of physical health, mental well-being, exercise, social activities, rehabilitation after illness or stress, ageing, energy saving, and generally living in an independent, sustainable way. We will review theoretical papers, case studies, and empirical user experience research under one or more of the following session themes:

  • new theoretical approaches resulting from practice or research
  • design and/or evaluation heuristics
  • case studies or formative research
  • qualitative, quantitative and mixed methods data
  • novel applications of new technologies and techniques

We highly encourage research that covers one or more of the following:

  1. Service design thinking approaches (human-centered design, ethnographic studies, participatory design)
  2. Networked health and sensing (mHealth, telehealth, biofeedback, quantified and/or augmented self, prosthetics)
  3. Interactive entertainment media and/or technologies (storytelling, games, virtual reality, augmented reality, mixed reality, mobile media)
  4. The next generation of designers (how can we coach future designers to create experiences people will *want* to have/use)

Submissions with supplemental AV materials (e.g.… read more. “Call: Experience Design for Behavior Change (at HCI International 2015)”

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The perils of making the virtual ever more real

[From ExtremeTech, where the story includes more images]

The Matrix - Neo, Morpheus and the red pill

Virtual reality, the death of morality, and the perils of making the virtual ever more real

By Sebastian Anthony on October 10, 2014

As the technology that underpins virtual reality develops and the experiences become increasingly more real, I’ve been pondering a particularly morbid thought: When will we have the first VR-induced death? Will a realistic rocket launcher blast in Team Fortress 2 or VR version of Silent Hill give you a heart attack? Will watching the chase sequence in Casino Royale in full VR 3D pump enough adrenaline into your system that your heart beat becomes arrhythmic, eventually leading to death? Will a a VR experience be so realistic that you get so swept up in the moment that you run into a wall or jump out a window?

I’ve always been fascinated by the interrelationship of real and virtual worlds, and how technological advancement has brought them steadily closer and closer together until it can be very hard to discern the virtual from the real.… read more. “The perils of making the virtual ever more real”

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Job: Assistant Professor in Game-based Art at Miami University (Oxford, Ohio)

Miami University
Oxford, Ohio, USA
Assistant Professor in Game-based Art

Art/Armstrong Institute for Interactive Media Studies: Assistant Professor (tenure-track) to teach undergraduate students and work in the area of game-based art. Experience in web-based art/design, computer-generated images, computer animation, virtual environments, three-dimensional modeling and other virtual forms desired. Candidates are expected to maintain an active agenda of research/creative achievement and provide service to the university.… read more. “Job: Assistant Professor in Game-based Art at Miami University (Oxford, Ohio)”

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Google/Magic Leap’s 3D “Cinematic Reality” to replace VR, AR?

[From Re/code, where the story includes two videos]

Virtual elephant in hand via Magic Leap

Google Set to Lead Huge Investment in Magic Leap and Its “Cinematic Reality”

October 13, 2014
By Liz Gannes and Peter Kafka

Google and other investors are planning a huge investment in Magic Leap, a secretive but boastful company building hardware and software it says will deliver “cinematic reality.”

Sources say Google is leading what could be a $500 million funding round for the Florida-based company; Andreessen Horowitz may be one of the other investors in the consortium. Magic Leap already announced $50 million in funding earlier this year.

Google, Andreessen Horowitz and Magic Leap reps declined to comment.

Aside from a few cryptic interviews and press releases, Magic Leap has kept a low profile until recently, but it has drawn increasing interest from Hollywood and Silicon Valley. CEO Rony Abovitz, who previously co-founded a surgical robotics company that sold for $1.65 billion, has said the company is working on “what we believe will be the most natural and human-friendly wearable computing interface in the world,” but has kept it mostly behind wraps.… read more. “Google/Magic Leap’s 3D “Cinematic Reality” to replace VR, AR?”

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Call: The Games User Research Book

CALL FOR CONTRIBUTIONS:

The Games User Research Book
A comprehensive overview of the field and practice of user research in games

Abstracts due: October 15, 2014

The goal of this community-driven book is to assist the game industry and academic[s] with building and maturing current user research practices, via dissemination of knowledge from the people and companies who have already adopted these practices and to provide a reference point for GUR work in games – see www.gurbook.com.

The Game User Research book (“GURbook”) will provide a venue for collating and disseminating knowledge and best practices about user research in games from industry and academia alike. The book aims to form an entry point for people into Game User Research, as well as a reference point and source of inspiration for experts.… read more. “Call: The Games User Research Book”

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Roboticist/artist Alexander Reben explores human relationships with machines

[From WVAS FM, where the post includes another picture and a 4:55 minute video]

Alexander Reben holding a BlabDroid

Domesticated Robots And The Art Of Being Human

September 29, 2014
By Tania Lombrozo

In the 1960s — well before Spike Jonze’s Samantha — MIT computer scientist Joseph Weizenbaum introduced the world to Eliza, a psychotherapist (of sorts) who interacted with people through a text interface. She’s still around today.

In preparing this post, I asked her what makes us human. “Are such questions on your mind often?” she replied.

Eliza is a computer program — one of the first “chat bots” and an example of early artificial intelligence. While today’s natural language processors are far more sophisticated, Eliza was an achievement in her day; having a conversation with her can be surprisingly intimate, personal, humorous and uncanny. She’s no replacement for a human psychotherapist, of course, but she succeeds in teaching us something about ourselves.… read more. “Roboticist/artist Alexander Reben explores human relationships with machines”

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