ISPR Presence News

Monthly Archives: August 2015

Call: NetGames 2015 – 14th International Workshop on Network and Systems Support for Games

NetGames 2015 Call for Papers

The 14th International Workshop on Network and Systems Support for Games
December 3-4, 2015, Zagreb, Croatia

In co-operation with ACM SIGCOMM and ACM SIGMM
Technically co-sponsored by IEEE Communications Society


Long/Short paper deadline: September 6, 2015, 23:59 CET (EXTENDED DEADLINE)
Demo submission deadline: September 18, 2015
Notification of decisions: October 12, 2015
Registration/ Final Paper Due: October 26, 2015


The 14th International Workshop on Network and Systems Support for Games (NetGames 2015) will be held at the University of Zagreb, Zagreb, Croatia on December 3-4, 2015. NetGames brings together researchers and practitioners from academia and industry across the globe to present their latest research on the challenges of today’s networked games, and to further understand the requirements and explore the possibilities of future generations of networked games. NetGames will also have a keynote and panel discussions with participants (or invited talks) from both academia and industry. Submissions are solicited on all aspects of networked games, including (but not limited to): Read more on Call: NetGames 2015 – 14th International Workshop on Network and Systems Support for Games…

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“You Vs. Sharapova”: VR to let fans play tennis with Maria Sharapova at 2015 US Open

[It’s one thing to watch the top athletes at work but this new VR application is designed to give fans a sense of what it’s like to play against them; the story is from Forbes and includes the three videos mentioned along with more images. The press release is available from Business Wire. –Matthew]

Maria Sharapova on VR set

[Image: Tennis Professional Maria Sharapova On-Set at the American Express “You Vs. Sharapova” and “Vs. on the River” Virtual Reality Shoot in Los Angeles, CA.]

Amazing Technology Allows Fans To Play Tennis With Maria Sharapova At 2015 US Open

Gabe Zaldivar, Contributor
Aug 18, 2015

The future is here, and it features the ability to return a serve from a virtual version of Maria Sharapova at the 2015 U.S. Open.

An opportunity normally afforded tennis stars at the top of their game comes to myriad fans thanks to budding virtual reality technology, which inches ever closer to something akin to “Star Trek’s” holodeck.

Rather than asking the computer to load a program, however, you will slap on an HTC Vive set and attempt to return a 100 mile-per-hour serve. Read more on “You Vs. Sharapova”: VR to let fans play tennis with Maria Sharapova at 2015 US Open…

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Call: New Media and Ethics – Special issue of The Turkish Journal of Business Ethics

[This Call doesn’t specifically mention VR, AR and other presence-evoking technologies on the horizon, but they’d obviously be relevant. -Matthew]

Call for Papers
The Turkish Journal of Business Ethics
Special Issue: New Media and Ethics

Deadline for Article Submission: September 30, 2015

The Turkish Journal of Business Ethics, a biannual journal published by the Turkish Entrepreneurship and Business Ethics Association, will publish a special issue in Autumn 2015, focusing on “New Media and Ethics.”

New media has come to the forefront subsequent to various changes in traditional media, such as news professionalism, institutionalization, and most importantly, the changing form of production and consumption. The limited interaction between media producers and consumers has yielded an interactive content generated by individuals in conjunction with new media. The issues relating to personal data security have been increasing due to new media and digital surveillance. New media allows generation of hate discourses, which affect both private and public lives, without a large amount of capital and effort. Therefore, new legal regulations pertaining to new media must be prepared. Legal regulations related to new media would lead to both national and international discussions, and ethics assumes an important role in these discussions. Submission related to this special issue could consist of research and book reviews in topics including, but not limited to:

  • Defining efforts of new media: Conceptual and theoretical discussions
  • New media and ethical dilemmas
  • Ethical principles and values of new media
  • Freedom, surveillance, and reporting ethics in new media
  • Legal regulations toward new media
  • Intellectual property rights in the context of new media
  • Relationship among new media, politics, and power

The editors of this special issue of the Turkish Journal of Business Ethics invite academics and researchers in the field of humanities and social sciences to contribute to the journal. We encourage papers from multidisciplinary perspectives. The deadline for the paper submission is September 30, 2015. Read more on Call: New Media and Ethics – Special issue of The Turkish Journal of Business Ethics…

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Airport ‘Climate Portal’ simulator lets you sample weather at destinations

[This weather simulator lets travelers ‘visit’ any city serviced by the airport in real time; the story is from PSFK and includes more pictures and a video; for more information see the August 15 coverage by NBC’s Today, which includes a 4:15 minute video. –Matthew]

Climate Portal weather simulator

Airport Simulates Your Destination’s Climate at Push of Button

Stockholm Arlanda Airport lets you feel foreign weather even before your flight

Leo Lutero
12 june 2015

The Climate Portal is exactly how it sounds; it’s a series of small rooms that bring the climate of faraway places to where you are. Yvonne Boe, Communication Manager of the Stockholm Arland Airport where the device is housed shares, “We wanted to explore the possibilities of not just moving you to your destination but our destinations to you.”

Available for public use until August 31, anyone can step into one of the three chambers and experience what it feels like on a specific place anywhere in the world.

The system is hooked up to Internet services that relay weather information. Its systems transform this information to adjust the room conditions. Aside from shifting the temperatures, sound, light and wind machines complete the simulation. The boxes are labeled Hot, Cold and Big. The first two refer to the temperature while the “Big” room mimics conditions of megacities. Read more on Airport ‘Climate Portal’ simulator lets you sample weather at destinations…

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Call: Human–Technology Choreographies: Body, Movement, and Space (Special issue of HT)

Call for Papers:

Human Technology: An Interdisciplinary Journal on Humans in ICT Environments
Special Issue on Human–Technology Choreographies: Body, movement, and space

Guest Editors:
Antti Pirhonen (University of Jyväskylä, FI)
Kai Tuuri (University of Jyväskylä, FI)
Cumhur Erkut (Aalborg University, DK)

Submissions by August 28, 2015

In interaction design and related disciplines, the focus of research tends toward technological objects rather than the movements relating to interacting with the objects. Even when movements are considered, the emphasis is placed on their instrumental value, that is, how movements have direct effect on the functions of technology. However, the emphasis of this special issue rests upon technological objects and how they are used. In other words, the editors of this special issue seek submissions that emphasize intentional human movement in the physical and social “life-world” in which humans encounter technological and virtual artifacts. The term choreography here refers to meaningful continuums of movement that humans, as individuals or as groups, experience during interaction with technology.

In daily life, each technological design constitutes choreographies of varying scopes: Technology may enable, limit, or control human movements and other behavior. Human–technology choreographies can involve anything from subtle finger movements to the movement of crowds in public spaces. A choreographic orientation brings forth all the opportunities and options that interaction designers have available for defining movements, movement-qualities, and choreographies required in the interface with the various devices so prevalent in contemporary living. Human movement is never a mere structure that could be handled without also affecting the inherent meanings it embodies.

We seek contributions that challenge current thinking and critically acknowledge the role of bodily movement as a basic element in a profound understanding of relationships between humans and technology. We propose choreography as a key concept through which the movement-centered phenomena present in interaction with technology could be better acknowledged, reflected on, and understood. Varying orientations on the subject are welcome. These may include, for example, interaction design, product design, architecture, phenomenology, or embodied cognition, as well as more broad cultural, societal, artistic, educational or philosophical accounts. Reports on empirical studies are welcome, as are movement-centered reinterpretations of prior research and theories. The themes include (but are not restricted to): Read more on Call: Human–Technology Choreographies: Body, Movement, and Space (Special issue of HT)…

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VR and presence pain relief demo illustrates plot of play “Ugly Lies the Bone”

[The ability of VR and presumably presence to relieve pain is central to the plot of the play Ugly Lies the Bone; the story below from the Roundabout Theater Company blog describes a recent demonstration the cast and others experienced (some of the coverage indicates that audience members will have the opportunity as well). More information about the play is available from Broadway World. The stories don’t mention it but the lead actress in the play is Meryl Streep’s daughter, who also has a key role in the CBS TV series Extant, which deals with other presence-related themes. For more on portrayals of presence, see the (new) web site of the Telepresence in Media Environments project. –Matthew]

Ugly Lies the Bone VR demo

[Image: Actress Mamie Gummer, who plays Jess in “Ugly Lies the Bone”]

Virtual Reality and Ugly Lies the Bone

Posted on: August 12th, 2015 by Jill Rafson

How can you put yourself in the shoes of a person experiencing pain? The answer comes in the form of a simple bucket of ice.

On July 27, members of the cast and creative team for Roundabout Underground’s Ugly Lies the Bone gathered in a rehearsal hall to learn about the ways in which Virtual Reality technology can be used as pain therapy. Howard Rose, Founder and CEO of DeepStream VR, led the group in a discussion of how this technology has developed from something used by gamers for simple entertainment to a scientifically-proven aid in alleviating both chronic pain and the severe pain suffered during wound treatment for burn victims.

In Ugly Lies the Bone, soldier Jess was burned over much of her body, and she immerses herself in the snowy landscape of a virtual world to find relief. This aspect of the plot comes directly from the actual Virtual Reality game “SnowWorld” and its newer offshoot, “Cool.” Read more on VR and presence pain relief demo illustrates plot of play “Ugly Lies the Bone”…

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Call: Ecoplay: Digital Games and Environmental Rhetoric – TRACE journal issue

Call for Papers – Ecoplay: Digital Games and Environmental Rhetoric

The University of Florida’s TRACE journal publishes online peer-reviewed collections in ecology, posthumanism, and media studies. Providing an interdisciplinary forum for scholars, we focus on the ethical and material impact of technology. TRACE Innovation Initiative’s second call for papers, “Ecoplay: Digital Games and Environmental Rhetoric,” focuses on digital games and asks how play contributes to ecological thought.

Building on M. Jimmie Killingsworth and Jacqueline S. Palmer’s Ecospeak: Rhetoric and Environmental Politics in America as well as Sidney I. Dobrin and Sean Morey’s Ecosee: Image, Rhetoric, Nature, this issue proposes “Ecoplay” as a rhetorical framework for investigating the intersection of gameplay and ecocriticism. Both Ecospeak and Ecosee explore how rhetorical forms encourage support and sympathy for environmental movements. Specifically, Ecospeak identifies rhetorical patterns in writing about environmental politics and argues that discourse is a fundamental part of the environmental problem. Meanwhile, Ecosee claims that image-based media plays a powerful role in shaping arguments about ecology, environment, and nature. Examining play as a catalyst for environmental discourse, Ecoplay critically considers existing and potential rhetorics of digital ecologies and evaluates how games make arguments about nature.

Games often perpetuate problematic ideologies about human-nature-technology relationships by offering a platform for environmental consumption, resource management, colonization, cultivation, etc. At the same time, game designers and players can challenge entrenched ecological narratives or promote conservation efforts through digital worlds. TRACE’s “Ecoplay” issue seeks a comprehensive way of engaging the interplay between multiple forms of ecological rhetoric in digital games and ‘plays’ with how the multi-modality of games enables rhetorical forms to interact. Thus, contributions to this issue of TRACE should explore how digital games configure our understandings of ecologies and ecological issues through their design, play, and materiality.

Paper topics may include, but are not limited to, any of the following as they relate to digital games: Read more on Call: Ecoplay: Digital Games and Environmental Rhetoric – TRACE journal issue…

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Why hospitals are using virtual reality to train staff

[Using VR (and presence) for training and practice opportunities in health care isn’t new, but it seems to be expanding to more people and procedures as the technology improves and becomes more mobile and as costs come down. This is from Fortune. –Matthew]


Here’s why hospitals are using virtual reality to train staff

By John Gaudiosi
August 17, 2015

Mobile virtual reality devices like Google Cardboard, Gear VR, and VR One are changing the way hospitals and health care providers are training doctors, nurses, and medical personnel.

Augmented and virtual reality company Next Galaxy Corp has partnered with Nicklaus Children’s Hospital to develop virtual reality medical instructional software for procedures like cardiopulmonary resuscitation (CPR), nasal gastric tube insertion, Foley catheter insertion, intubation, starting an IV, wound care, and the Heimlich maneuver.

Although still in its early days, VR usage is paying off. According to Dr. Narendra Kini, CEO at Miami Children’s Health System, the retention level a year after a VR training session can be as much as 80%, compared to 20% retention after a week with traditional training. Kini says people are actually creating memories, so it’s like they’ve done the procedure before. Read more on Why hospitals are using virtual reality to train staff…

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Call: Robot Ethics 2.0 (MIT Press)

Call for Papers: Robot Ethics 2.0 (MIT Press)

Abstract deadline: 10 Sept 2015 (and ongoing)
Paper deadline: 1 Feb 2016

We are putting together an edited book on robot ethics, to be published by MIT Press.

This is a follow-up to our previous volume, Robot Ethics, and will cover more recent developments in the field, including:

  • Autonomous cars
  • Space, underwater, other environments
  • Entertainment and sports
  • Cyborgization and enhancement
  • Personal/gender identity
  • Security, crime, and abuse
  • Environment
  • Risk and uncertainty
  • Programming and design strategies
  • Privacy and other law
  • Sex and psychology
  • Deception and artificial emotions
  • Human-robot interactions
  • Medical, health, and personal care
  • Labor and unemployment
  • Internet of Things
  • Artificial intelligence and robotics
  • Religion
  • Other related topics.

As with our first volume, we already have several prominent roboticists and technology ethicists as prospective contributors, but we’re always happy to hear about new research.

Technical papers should not be too technical (and/or technical parts should be very clearly explained or footnoted), as this volume is designed for a broad audience. Read more on Call: Robot Ethics 2.0 (MIT Press)…

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Zero Latency: A world-first VR entertainment facility opens in Melbourne

[Time for a field trip! Note the explicit reference in this CNET story (which features many more photos) to the key concept: “Commonly referred to as ‘presence’ by VR pundits…,” as well as the potentially depressing suggestion at the end that adversarial combat will be more popular than cooperative games. –Matthew]

The large space of Zero Latency

Zero Latency: The VR revolution begins in Melbourne, Australia

For Road Trip 2015, CNET gets a hands-on preview of a world-first VR entertainment facility before it opens its doors to the public on August 15.

August 13, 2015
by Bennett Ring

Stepping onto the large freight elevator, my body sways to keep balanced as the rising platform lifts me into the zombie-infested city above. Yet my conscious mind knows I’m actually standing on unmoving concrete and that the sense of motion is all in my head.

I’ve been playing Zero Latency for mere moments and already I’m amazed at how it overwhelms my senses. This is the world’s largest virtual reality (VR) attraction, and its doors open August 15 in North Melbourne, Australia. Read more on Zero Latency: A world-first VR entertainment facility opens in Melbourne…

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