ISPR Presence News

Monthly Archives: July 2015

Call: 8th International Conference on Computer Supported Education – CSEDU 2016

CALL FOR PAPERS

The 8th International Conference on Computer Supported Education – CSEDU 2016
Website: www.csedu.org
21 – 23 April, 2016
Rome, Italy

REGULAR PAPERS
Paper Submission: October 28, 2015
Authors Notification: January 28, 2016
Camera Ready and Registration: February 12, 2016

POSITION PAPERS
Paper Submission: January 5, 2016
Authors Notification: February 5, 2016
Camera Ready and Registration: February 19, 2016

WORKSHOPS
Workshop Proposal: November 9, 2015

DOCTORAL CONSORTIUM
Paper Submission: February 16, 2016
Authors Notification: February 24, 2016
Camera Ready and Registration: March 4, 2016

SPECIAL SESSIONS
Special Session Proposal: November 18, 2015

TUTORIALS, DEMOS AND PANEL PROPOSALS
December 14, 2015

Sponsored by:
INSTICC – Institute for Systems and Technologies of Information, Control and Communication

INSTICC is Member of:
WfMC – Workflow Management Coalition
OMG – Object Management Group
SEFI – European Society for Engineering Education
Eatel – European Association of Technology-Enhanced Learning
IGIP – International Society for Engineering Educatiom

In Cooperation with:
ASEE – American Society for Engineering Education
ATIEF – Association des Technologies de l’Information pour l’Education et la Formation

Technically Sponsored by:
IGIP – International Society for Engineering Educatiom

Logistics Partner:
SCITEVENTS – Science and Technology Events

SCOPE

CSEDU 2016, the International Conference on Computer Supported Education, aims at becoming a yearly meeting place for presenting and discussing new educational environments, best practices and case studies on innovative technology-based learning strategies, institutional policies on computer supported education including open and distance education, using computers. In particular, the Web is currently a preferred medium for distance learning and the learning practice in this context is usually referred to as e-learning. CSEDU 2016 is expected to give an overview of the state of the art as well as upcoming trends, and to promote discussion about the pedagogical potential of new learning and educational technologies in the academic and corporate world.

CSEDU 2016 will be held in conjunction with ICT4AWE 2016, SMARTGREENS 2016, WEBIST 2016, CLOSER 2016, VEHITS 2016 and IoTBD 2016. Read more on Call: 8th International Conference on Computer Supported Education – CSEDU 2016…

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“It Can Wait”: Fighting distracted driving with VR and presence

[I’d like to see research results, but it seems likely that the VR component of this important campaign will lead to greater presence, persuasion, and hopefully behavior change, than the same information in video or text. The story is from USA Today, where it features a different image and the short (30 second) and long (3:53 minute) videos; for more information see the AT&T press release via PR Newswire. For details on Volkswagen’s interactive in-theater PSA “Eyes on the Road” (mentioned at the end of the story) see CTV News’ coverage and watch the 1:23 minute video on YouTube. –Matthew]

A woman in AT&T's It Can Wait texting-and-driving simulation

Latest weapon to fight distracted driving: virtual reality

Edward C. Baig, USA TODAY
July 17, 2015

NEW YORK — AT&T is counting on virtual reality to help reduce the number of potentially fatal automobile accidents.

The wireless carrier is letting you take the wheel of a car virtually to simulate what can happen the instant you turn your attention away from the road to respond to a beeping cell phone or to text.

As you drive along suburban streets, and eventually a highway, the simulation presents everyday obstacles — kids in the crosswalk, cyclists and joggers, vehicles swerving in traffic — eventually to devastating effect.

It’s the latest tool in AT&T’s 5-year-old “It Can Wait” campaign which is designed to explain to you, or in this case to have you “experience,” the deadly consequences of distracted driving.

AT&T teamed up with the animation studio Reel FX to produce the impactful 360-degree VR simulation, which I got to try out while wearing Samsung Gear VR headgear. You can too. Read more on “It Can Wait”: Fighting distracted driving with VR and presence…

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Call: Social Internet of Things (book chapters)

Call for Book Chapters: Social Internet of Things

Series Title: Internet of Things: Technology, Communications and Computing – Springer AG

Editors: Alessandro Soro, Margot Brereton, Paul Roe
(Queensland University of Technology)

[a.soro, m.brereton, p.roe]@qut.edu.au

http://www.designparticipation.net/CFP-Social-IoT

The vision for the Internet of Things has moved over time from a supply chain management perspective to one aimed at combining the power of smart objects, ubiquitous connectivity and semantic interoperability. At the same time, fuelled by the increasing availability of miniaturized computing and cheap sensing devices, a multitude of research initiatives has envisioned, prototyped and investigated in depth a wide range of tools and architectures.

More recently however, coming from such diverse backgrounds as participatory design, computer supported collaborative work, constructionism, critical theory (to name but a few) a growing community of researchers is focusing attention on the people that adopt, shape, evolve and use (or refuse) such technologies.

These efforts, aimed at uncovering the Social aspects of the Internet of Things, emphasize how architectures, tools, and services should be conceptualized and developed so as to inspire people and support their best skills. Shifting the attention from the technical aspects to the people, allows designer and researcher to understand and support the collaboration that happen through or around smart objects and environments, and to understand how smart interconnected objects will fit into (and reshape) the values, goals and practices of individuals, families and communities.

We seek contributions from researchers and practitioners on the following (non exhaustive) list of topics. Authors are invited to submit their proposed chapter following the timeline provided below. Read more on Call: Social Internet of Things (book chapters)…

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President meets guest via telepresence robot in the White House for the first time

[Telepresence history at the White House! This is from Tech Times and more images, and a video of the event, are available from the Disability Visibility Project blog. Gizmodo broadens the focus with “The 5 Best Times Obama Met With Robots.” –Matthew]

Read more on President meets guest via telepresence robot in the White House for the first time…

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Call: 2016 Arts In Society Conference: The Practice of Art in the Age of the Anthropocene

2016 ARTS IN SOCIETY CONFERENCE: THE PRACTICE OF ART IN THE AGE OF THE ANTHROPOCENE – A COMMON GROUND CONFERENCE

University of California, Los Angeles
Los Angeles, USA
10-12 August 2016

http://artsinsociety.com/losangeles-2016

CALL FOR PAPERS

Proposals for paper presentations, workshops, posters, or colloquia are invited for the Eleventh International Conference On The Arts In Society held at the University of California, Los Angeles in Los Angeles, USA, 10-12 August 2016.

The purpose of the annual Arts Conference is to create an intellectual platform for the arts and arts practices, and to create an interdisciplinary conversation on the role of the arts in society. It is intended as a place for critical engagement, examination and experimentation of ideas that connect the arts to their contexts in the world – on stage, in studios and theaters, in classrooms, in museums and galleries, on the streets and in communities.

Proposals are invited that address the arts in society through one of the following categories: Read more on Call: 2016 Arts In Society Conference: The Practice of Art in the Age of the Anthropocene…

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Players in World of Warcraft can now have virtual cats curl up in their virtual laps

[Interesting how small affordances can impact users in powerful ways that blur the real and virtual worlds; this is from SiliconANGLE, where the post includes an additional image. –Matthew]

Virtual cat in WoW tweet

Players in World of Warcraft can now have virtual cats curl up in their virtual laps

by Kyt Dotson | Jul 21, 2015

People are already able to play video games and have their cats curl up in their laps—but now World of Warcraft players can have their cats in games curl up on their characters’ laps. It’s cat lap inception!

This recent addition to Blizzard Entertainment, Inc.’s cultural juggernaut massively multiplayer role playing game (MMORPG) allows players to sit down with their in-game feline pets and have their cats curl up in their laps. The process is simple: target the cat, type “/sit”, and wait. After the character sits down the cat will mosey over and hop into your character’s lap.

This addition follows other “little things” that affect quality of life and quality of presentation for World of Warcraft players. In January of this year, Blizzard added selfie capability with an in-game camera that provides Instagram-like filters and the ability to post to Twitter.

These changes don’t directly affect the mechanics or content of the game, but provide new ways for players to interact with the environment and each other. Read more on Players in World of Warcraft can now have virtual cats curl up in their virtual laps…

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Call: Social Interaction in Virtual Worlds (book chapters)

CALL FOR CHAPTERS

Social Interaction in Virtual Worlds
http://sites.google.com/site/sivw2016/

Editors: Kiran Lakkaraju and Gita Sukthankar

Online games, such as World of Warcraft, Second Life, Angry Birds etc. or others have become a huge phenomena; recent surveys show that 59% of Americans play video games [1]. A genre of games, Massively Multiplayer Online Games, like World of Warcraft and Eve Online, stand out as complex, rich environments in which players develop strong social connections with each other, fight over resources and territories, engage in diplomacy, and form and maintain large, complex organizations. In short these are “Virtual Worlds” that capture many of the dynamics of the real world. Virtual worlds can thus be a window towards studying and understanding human behavior.

One of the major challenges (and opportunities) with studying human behavior in virtual worlds is the interdisciplinary nature. Many fundamental computer science problems arise in analyzing large quantities of data (“big data”), but along with that are foundational questions on human behavior. It’s clear that human’s change behavior when playing a game, but what types of behavior changes? Do people put on different personalities online (recent evidence suggests that this is not always the case)? Studying behavior within virtual worlds is an inherently interdisciplinary endeavor, requiring the expertise of computer scientists, statisticians, economists, sociologists and psychologists.

This multi-author volume intends to present a unified perspective on the field, drawing from contributions from a variety of disciplines. Thus, we are requesting chapter proposals on a variety of topics, from multiple disciplines, around the areas of: Read more on Call: Social Interaction in Virtual Worlds (book chapters)…

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VR and presence in football training: “This changes the game”

[Another realm in which VR and presence are making an impact (pun intended), thanks in part to our colleague Jeremy Bailenson; this is from USA Today, where the story includes more images, videos and links. –Matthew]

STRIVR Labs

[Image: STriVR CEO Derek Belch (center) outfits Arkansas quarterback Brandan Allen (left) as Razorbacks coach Bret Bielema looks on. Photo: Walt Beazley, Razorbacks Communications.]

Virtual reality becomes a reality for college football

George Schroeder, USA TODAY Sports
June 9, 2015

FAYETTEVILLE, Ark. — When he put on the mask and slipped on the headphones, Brandon Allen wasn’t sure exactly what he was getting into. Then it began — and he was “engulfed.”

Arkansas’ senior quarterback is among a growing number who sees — and feels — the potential of virtual reality in college football. Created by STriVR Labs, a start-up company grown out of a former Stanford kicker’s Master’s thesis, the technology is still in its infancy. But the universal first impression of the virtual reality trainer is something like this:

“It’s insane,” says Arkansas coach Bret Bielema, who adds: “This changes the game.” Read more on VR and presence in football training: “This changes the game”…

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Job: Professor of Interactive Narrative Design at HKU University of the Arts Utrecht, Netherlands

Vacancy: Professor (lector) Interactive Narrative Design
HKU University of the Arts Utrecht, Netherlands

http://www.hku.nl/Homeen/AboutHKU/VacancyProfessorLectorInteractiveNarrativeDesign.htm

HKU is searching for a Professor (lector) Interactive Narrative Design

HKU is a dynamic organisation with 8 Schools and 4 Expertise Centres. Research is one of the university’s spearheads. Professors are active on a HKU-wide basis and are connected to several schools and/or expertise centres. Professors give account directly to the Executive Board.

HKU is a broad university of the arts with a profile based on three cornerstones:

  • The arts (visual arts and design, music and theatre)
  • Media (technology and creative & design practices in media in the broadest sense of the word)
  • Focus on existing and developing new professional practices in the creative industry

Professors reinforce the HKU profile (arts and media focused on professional practices in the creative industry) and the HKU spearheads (art & education, technology & interaction, creative entrepreneurship, research & innovation). With regard to research and innovation projects, HKU has a good track record in the Netherlands and abroad. Our strength lies in articulating questions with external parties. HKU aims to further strengthen its position in research.

The Interactive Narrative Design professorship is a new professorship within HKU. The professorship spans the HKU, with more specific links to the schools HKU Games and Interaction, HKU Music and Technology, HKU Media and HKU Theatre, the HKU-wide Master of Crossover Creativity and the Expertise Centre HKU Creative Technologies. The professorship can continue to build on the knowledge and experience gained within HKU in recent years through various professorships and innovation projects in the fields of play design, applied gaming and interactive design for various media.

PROFILE FOR PROFESSOR (LECTOR) INTERACTIVE NARRATIVE DESIGN Read more on Job: Professor of Interactive Narrative Design at HKU University of the Arts Utrecht, Netherlands…

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3D GIFs use simple technique to create presence illusion

[Amazing that people are spending so much time and effort on creating these simple (presence) illusions. This story, which includes a collection of examples, is from My Modern Met from last year; more recent coverage and examples are in the Huffington Post, and there’s lots more on Tumblr. –Matthew]

Read more on 3D GIFs use simple technique to create presence illusion…

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