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Monthly Archives: March 2016

Call: IUI 2017 – 22nd ACM International Conference on Intelligent User Interfaces

Call for Papers

22nd ACM International Conference on Intelligent User Interfaces
IUI 2017
St. Raphael Resort, Limassol, Cyprus
March 13-16, 2017

http://iui.acm.org/2017

OVERVIEW

ACM IUI 2017 is the 22nd annual meeting of the intelligent interfaces community and serves as a premier international forum for reporting outstanding research and development on intelligent user interfaces.

The 22nd edition of the conference will be held in Limassol, Cyprus. Limassol (or Lemesos) is a multicultural bustling town, flanked by two ancient cities, Amathus and Kourion, and guarded by the Amathusian Aphrodite and Appolo Hylates. It is a town of great visual diversity and contrast from spectacular seafront views, historic places like the mediaeval Castle, and Byzantine churches. Along the 17 km long sandy beaches, two Marinas, world renowned 5 star hotels, and a most exciting dining, shopping, nightlife and yachting scene create a year-round vibrant lifestyle well beyond the expectations of a Mediterranean island.

ACM IUI is where the Human-Computer Interaction (HCI) community meets the Artificial Intelligence (AI), with contributions from related fields such as psychology, behavioral science, cognitive science, computer graphics, design or the arts. Our focus is to improve the interaction between humans and machines, by leveraging both more traditional HCI approaches, as well as solutions that involve state-of-the art AI techniques such as machine learning, natural language processing, data mining, knowledge representation and reasoning. ACM IUI welcomes contribution from any relevant arena: academia, business, or non-profit organizations.

Why you should submit to ACM IUI:

At ACM IUI, we focus on the interaction between machine intelligence and human intelligence. While other conferences focus on one side or the other, we address the complex interaction between the two. We welcome research that explores how to make the interaction between computers and people smarter, which may leverage solutions from data mining, knowledge representation, novel interaction paradigms, and emerging technologies. We strongly encourage submissions that discuss research from both HCI and AI simultaneously, but also welcome works that focus more on one side or the other.

The conference brings together people from academia, industry and non-profit organizations and gives its participants the opportunity to present and see cutting-edge IUI work in a focused and interactive setting. It is large enough to be diverse and lively, but small enough to allow for extensive interaction among attendees and easy attendance to the events that the conference offers, ranging from oral paper presentations, poster sessions, workshops, panels and doctoral consortium for graduate students.

SUBMISSION

Full and Short Papers

We invite original paper submissions that describe novel user interfaces, applications, interactive and intelligent technologies, empirical studies, or design techniques. IUI 2017 especially encourages submissions on innovative and visionary new concepts or directions for the design of intelligent interfaces. We do not require evaluations with users, but we do expect papers to include an appropriate evaluation for their stated contribution.

Accepted papers will appear in the ACM Digital Library and citation indices. Authors of accepted IUI 2017 full papers will have an opportunity to submit extended versions to the ACM Transactions on Interactive Intelligent Systems (TiiS, http://tiis.acm.org) for consideration for a special issue titled “Highlights of IUI 2017”.

Examples of ACM IUI topics of interest include, but are not limited to: Read more on Call: IUI 2017 – 22nd ACM International Conference on Intelligent User Interfaces…

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What it’s like to see Batman v Superman in butt-punishing 4DX

[This Wired story is a first-person description of the latest presence-evoking tech for movie-going; as the author notes, it’ll be interesting to see how well it works when it accommodates the film rather than the reverse. –Matthew]

Superman v Batman

What It’s Like to See Batman v Superman in Butt-Punishing 4DX

Brian Raftery
March 29, 2016

The sign outside of the just-installed 4DX theater in New York City warns of “motion enabled chairs” with “strong vibrations”; some “lightning, rain, [and] flashing (strobe) lights”; and a dash of “fog and strong scents.” But after sitting through a recent screening of Batman v Superman: Dawn of Justice in the immersive, audience-rattling moviegoing format—which promises the chance to experience firsthand nearly every punch, jostle, and chin-jut of Zack Snyder’s new superhero showdown—I might add the following heads-up: And by the way, once the movie’s through, your upper butt will feel as though it’s been massaged by a coked-up gibbon.

Such are the lingering effects of 4DX, which was introduced in South Korea in 2009, and expanded to nearly 230 theaters around the world before finally making its NYC debut last week at Manhattan’s Regal Union Square Stadium 14 theater (a Times Square screen is scheduled to open in late April). For studio heads and theater-owners hoping to lure viewers away from their living rooms and/or BitTorrent nooks, 4DX is a chance to introduce pricey theme-park pleasures to a pastime that’s largely been a lean-back cheapish thrill for decades. For movie fans, it’s an opportunity to empathize, at least physically, with Bruce Wayne after one of his tire-dragging CrossFit workouts. Read more on What it’s like to see Batman v Superman in butt-punishing 4DX…

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Call: 4th European and 7th Nordic Symposium on Multimodal Communication

Call for Papers
The 4th European and 7th Nordic Symposium on Multimodal Communication
University of Copenhagen
29-30 September 2016

http://mmsym.org/

Deadline for abstract submissions: 6 June

DESCRIPTION

The 4th European and 7th Nordic Symposium on Multimodal Communication aims to provide a multidisciplinary forum for researchers from different disciplines who study multimodality in human communication as well as in human-computer interaction. The multimodal communication symposium is organised by the Centre for Language Technology (CST), Department of Nordic Research, Faculty of Humanities, University of Copenhagen. At CST we have a strong group in the research area of multimodal communication, with a strong record of publications in this field. Bringing a European Symposium on Multimodal Communication to the University of Copenhagen is an outstanding opportunity to add more international visibility to this research.

The symposium follows up on a tradition established by the Swedish Symposia on Multimodal Communication held from 1997 till 2000, and continued by the Nordic Symposia on Multimodal Communication held from 2003 to 2012. Since 2013 the symposium has acquired a broader European dimension, with editions held in Malta, Estonia and Ireland. In 1916 we would like the symposium to return to University of Copenhagen.

Multimodal communication as a research area is growing rapidly. There is indeed an increased interest in embodied and situated communication – how humans interact with each other using different modalities, as well as how technological artifacts affect communicative activities. Work places as well as school environments, health care and other services increasingly involve complex multimodal communication. The development in innovative computer interfaces, mobile media and robotics makes new multimodal technical solutions to communicative challenges possible while at the same time creating new challenges for communication research.

As in the preceding editions, we aim to present a broad view of the field by accepting papers on a wide range of topics. This year, however, a special track will be dedicated to studies of cross-linguistic comparisons.

TOPICS

Topics addressed in the symposium cover all aspects of multimodal communication, including but not limited to: Read more on Call: 4th European and 7th Nordic Symposium on Multimodal Communication…

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You’re not human: The appeal of animal simulators

[Here’s an interesting take on the kinds of presence experiences we will want; the story is from The Verge, where it includes an additional image. –Matthew]

Beat simulator First Click

First Click: Life as a bear would be sweet in virtual reality

By James Vincent
on March 29, 2016

I have a theory. A pet theory, you might say. I think that if and when virtual reality finally takes off (and I realize this still isn’t a given), some of the most popular games will be animal simulators. Bear simulators. Bird simulators. Bug simulators. Games where you don’t have to think too hard or do too much, and where the main attraction is simply taking time out of being human. These would be beautifully rendered titles — either highly realistic or slightly cartoonish, it doesn’t matter — where players are given the opportunity to stop and smell the roses, and maybe eat them, too. There might be structured gameplay elements like building a nest or hunting, but these will mostly be optional, with the main emphasis on experience and immersion. You’ll get home from your job, tired of human life, and you’ll think: “God, I could really do with being a bear right now.” Read more on You’re not human: The appeal of animal simulators…

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Call: Digital games and sociality – Games and Gaming minitrack at Hawaii International Conference on System Sciences (HICSS)

Call for Submissions:

Hawaii International Conference on System Sciences (HICSS)
Games and Gaming minitrack
January 4-7, 2017
Waikoloa, Hawaii

Deadline: June 15, 2016

The Games and Gaming minitrack at the Hawaii International Conference on System Sciences (HICSS) is looking for submissions broadly related to digital games and sociality. Qualitative, quantitative, and mixed methods papers are welcome, ranging from interviews to big data analyses, or more broadly theoretical papers looking at digital gaming practices in general. Types of games studied may include mobile, social, free to play, AAA, MMOGs, PC, console, multiplayer, and indie games. As part of the Digital and Social Media track, papers should contain a social dimension in the analysis, examining, for example, sociability, social practices, communities (in-game, out-game, across multiple spaces or time), use of social affordances, or some other social dimension.

Possible topics include:

  • Social affordances of games
  • Network analysis of groups and communities in games
  • Social practice (in-game, out-game, both)
  • Player communities
  • Fans and fan communities
  • Community management
  • Toxicity online
  • Multiplayer games
  • Cooperative and competitive play
  • eSports
  • Fantasy sports leagues
  • Multigenerational play
  • Intercultural play
  • Streaming gameplay (e.g., Twitch)
  • Game curation via sites like Steam

Read more on Call: Digital games and sociality – Games and Gaming minitrack at Hawaii International Conference on System Sciences (HICSS)…

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Participating in film: Immersive Theater in London takes on Kubrick’s ‘Dr. Strangelove’

[Attempts to ‘get closer’ to the people and events on the screen go back to parasocial relationships with early film and TV personalities and characters. A latest example is described in this story from The Creators Project blog, where you’ll find several more images and a 1:16 minute video. –Matthew]

Secret Cinema's "Tell No One" - a view of the audience

Kubrick’s ‘Dr. Strangelove’ Meets Immersive Theater in London

Catherine Chapman — Mar 21 2016

Over the past month, nearly 20,000 people have been assigned new identities through the Department of Cultural Surveillance (D.O.C.S.), an organization yielding great nuclear power and the potential to launch a full-out assault on the Soviet Union, likely obliterating the entire world—after all, it just takes one deranged general.

With this in mind, February 17 through March 20 saw ordinary citizens becoming military personnel, world diplomats and— obviously—spies, who descended upon the D.O.C.S. War Room to assume active roles in a film screening like no other. Yes, film screening.

No, D.O.C.S. HQ wasn’t in Cold War America—while it could very well have been—but was instead, located in an abandoned 250,000 square foot South London warehouse reinvented to look like Stanley Kubrick’s 1964 Dr. Strangelove or: How I Learned to Stop Worrying and Love the Bomb, the latest immersive production to come from British events company Secret Cinema. Read more on Participating in film: Immersive Theater in London takes on Kubrick’s ‘Dr. Strangelove’…

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Job: Lecturer in Interactive Systems at Lancaster University

Lecturer in Interactive Systems
School of Computing and Communications, Lancaster University, UK
Salary: £33,574 to £46,414

Closing Date: Saturday 30 April 2016

Details and application link:
https://hr-jobs.lancs.ac.uk/Vacancy.aspx?ref=A1492

The School of Computing & Communications, based in the iconic InfoLab21 facility, is an international centre of excellence in research and teaching.  The 2014 Research Excellence Framework ranked us 12th overall in the UK for Computer Science, and 7th in the UK for producing work that is world-leading or internationally excellent.  The School’s research spans areas such as Communications Systems, Computer Networking, Software Engineering and Human-Computer Interaction.  The School is also strategically growing its activity in CyberSecurity, Data Science and Digital Health.  Regarding teaching excellence, the School received the highest award in the most recent Periodic Quality Review with particular commendation for innovative design and delivery of courses.

The School wishes to appoint a Lecturer in the Interactive Systems research group. We are looking for an individual who has outstanding competences in any area of HCI technology that is complementary to our existing portfolio. We are, for example (but not exclusively!), interested in machine learning for HCI, interaction enabled by advances in computer vision, perceptual user interfaces, and interactive visualisation.

Interactive Systems is a vibrant research field in the School in which we draw on multidisciplinary expertise to develop new knowledge and enabling technology for HCI. The group has strong roots in mobile and ubiquitous computing, long-standing experience in sensors and devices for interaction with the new landscapes of ‘computers’ in different sizes, shapes, contexts and embodiments, and new interests especially in human interaction with data and media at unprecedented scales. Read more on Job: Lecturer in Interactive Systems at Lancaster University…

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Could this BB-8 bot help people cope with anxiety?

[The interactive, social toy based on the Star Wars character BB-8 has the potential to not only evoke ‘medium as social actor’ presence but to help users cope with anxiety; this story is from Motherboard and includes an additional image. –Matthew]

Girl uses phone to interact with BB-8

Could This BB-8 Bot Help People Cope With Anxiety?

Written by Rebecca Krauss
March 25, 2016

Lots of students have roommates. Lauren Dwyer, a grad student at Ryerson University in Toronto, shares her space with BB-8, the rolling bot from Star Wars: The Force Awakens.

Dwyer has been living alongside BB-8, and studying it, for the past two months. Made by Colorado-based tech company Sphero, it’s only slightly larger than the palm of my hand. It zips wirelessly around the room, controlled by a mobile app, and responds to requests for it to “look around!” and “go to sleep!” The app can also record video messages for BB-8 to play back. Watch through your phone, and it will appear as if the messages are being projected by the droid like in the Star Wars movies. Sphero calls BB-8 a “companion,” not a toy, and it has become the new BFF to hordes of wannabe Jedis since hitting the market in late 2015.

Befriending a real-life BB-8 is more than just obsessive Star Wars fandom. At Ryerson, the Faculty of Communication and Design is studying the BB-8 replica to determine whether robots can help treat anxiety, which affects 5 percent of the country’s population and is especially prevalent among young people, according to the Canadian Mental Health Association. Read more on Could this BB-8 bot help people cope with anxiety?…

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Call: The screen in everyday life: Journal of Media Practice and MeCCSA Practice Network Symposium

Call for Projects

Journal of Media Practice and MeCCSA Practice Network Symposium
Friday 10 June 2016
London, UK

http://aciresearch.blogspot.co.uk/2016/03/post-screen-culturespractices.html

Deadline for proposals: Monday 11 April 2016

A one-day practice/research symposium hosted by the School of Arts and Creative Industries at London South Bank University, with support from the Journal of Media Practice and the MeCCSA Practice network.

With the proliferation of mobile devices the presence of the screen in every day life is ever more pervasive, personal and immersive. In the last five years, for example, the tablet has become the must-have device, with over half of UK households (54%) now owning one (Ofcom, 2015). Raised as ‘screenagers’, one in ten (11%) 3-4 year olds now have their own tablet as a pacifier, educational aid and entertainer (Ofcom, 2015). Our urban spaces offer up new forms of interaction as the numbers of screens multiply. Via the screen we navigate an evolving media and cultural landscape that is increasingly interactive, intuitive and always on.

How has the ubiquity of the screen affected broader visual and media culture? How do we imagine life on screen for Generation Alpha? We welcome contributions from practitioners and practice researchers that explore the theme of post-screen cultures/practices. The prefix ‘post’ is used here to refer to the state of being ‘after in time or order’, but we are interested in approaches that address screen-oriented cultures/practices past, present and future. Contributions that seek to question, challenge or disrupt existing screen-oriented cultures or practices, or that consider life ‘beyond’ the screen, are also encouraged.

Possible topic areas include:

  • Ubiquitous photography and the networked image
  • New screen modalities and spectatorship/audience
  • Repurposing and remediation
  • Hybridity and Multi-platform practices
  • Gaming and gamification
  • The Internet of Things and wearable technologies
  • Collaborative interactions
  • Augmented/Mixed/Hybrid reality
  • Virtual reality and immersive environments
  • Surveillance, Sousveillance and Omnipresence
  • Big data visualization
  • Commercialisation

Read more on Call: The screen in everyday life: Journal of Media Practice and MeCCSA Practice Network Symposium…

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Father creates DIY telepresence robot RambleBot to spend time with his children

[The DIY telepresence robot RambleBot (which is available for sale by the inventor-creator for a fraction of the cost of professional products), is used to bring family members together across continents. This story is from The Sydney Morning Herald, where it includes more images and a 2:22 minute video. –Matthew]

The RambleBot

Robot dad: I built a smartphone bot to spend time with my kids

March 3, 2016
Hannah Francis, Technology Reporter

Divorce can be a painful experience, especially when it means one parent doesn’t see as much of their kids as they used to.

When divorcee Matt Walker met his future second wife in the US, he knew things would only get worse for him spending time with his two boys, Jarvis, 9 and Maxi, 7.

That’s why he built the RambleBot.

It looks like a miniature white tank but instead of a cannon it has an arm with a gripper. There’s a smartphone holder at the top where Matt’s face appears.

From his home in San Jose, California — where he lives with his current wife and seven-month-old son Jack — Matt logs into the RambleBot that lives at his ex wife’s house 11,410 kilometres away in Brisbane, Australia, and hangs out with his sons, controlling the robot with an app and talking via Skype. He’s done this every other day for the last three years. Read more on Father creates DIY telepresence robot RambleBot to spend time with his children…

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