ISPR Presence News

Monthly Archives: May 2018

Call: Tangible, Embedded and Embodied Interaction (TEI) 2019

Call for Participation

ACM International Conference on Tangible, Embedded and Embodied Interaction (TEI) 2019
17-20 March 2019
Tempe, Arizona
http://www.tei-conf.org/2019

Paper submission deadline: August 8, 2018

TEI 2019 is the 13th annual conference dedicated to presenting the latest results in tangible, embedded, and embodied interaction. It will be held 17th to 20th March, 2019, and is hosted by Arizona State University in Tempe, Arizona, USA. The conference will be sponsored by ACM SIGCHI and Arizona State University.

The TEI conference has gained substantial visibility and activity over the past decade. It brings together researchers, practitioners, businesses, artists, designers and students from various disciplines, including engineering, interaction design, product design, computer science, and the arts. Application areas are diverse, including: human-augmentation, flexible and shape changing displays, haptic interaction, interactive surfaces, public art and performance, interactive robotics, games, learning, planning, automotive, fashion, furniture, architectural design, music and sound creation, as well as productivity and creativity tools in domains ranging from scientific exploration to non-linear narrative.… read more. “Call: Tangible, Embedded and Embodied Interaction (TEI) 2019”

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Universities should immerse themselves in virtual reality

[Although it doesn’t cover specific steps to bring about institutional change, this opinion column from Times Higher Education makes the compelling argument for the incorporation of presence-evoking technologies in higher education. –Matthew]

[Image: CAVE2 at the Electronic Visualization Laboratory (EVL) at the University of Illinois at Chicago (UIC). Source: UIC]

Universities should immerse themselves in virtual reality

Embracing immersive content would aid public engagement and bring research and teaching closer together, argue Vincent Tong, Sam Smidt and Matilda Katan

May 3, 2018
By Vincent Tong, Sam Smidt and Matilda Katan

While universities bill themselves as pioneers of technology, they are behind the curve when it comes to its application to their core business.

The use of virtual learning environments is now widespread, but there has been little engagement by the wider higher education community with the growing number of relevant applications of immersive technologies – which encompass augmented, mixed and virtual reality (AMVR).… read more. “Universities should immerse themselves in virtual reality”

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Call: The Unnatural World: Investigating Meaning and Modernity

Call for Papers

The Unnatural World:
Investigating Meaning and Modernity
7th December 2018
Department of Philosophy, Mary Immaculate College, Limerick, Ireland

Keynote speaker: Prof. Tanja Staehler (University of Sussex)

Submission deadline: 21st September 2018

Philosophy is continuously establishing the significance of the lifeworld, that is, the everyday, ordinary world of meaning in which we live. Given the atrocities of the 20th century, along with the rise of extensive technical apparatuses, and even the threat of ecological collapse, this task has never been so crucial. It seems that we are living an increasingly unnatural way of life where traditional structures of meaning are continuously undermined, leaving one to either buttress old values with new structures, find new meaning altogether, or simply live a nihilistic life.

This conference aims to explore challenges to establishing stable structures of meaning and values in today’s world, a world in which the overabundance of technology, for example, is alienating people from what it really means to live in a natural world.… read more. “Call: The Unnatural World: Investigating Meaning and Modernity”

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A new breed of immersive art experiences offers a gateway to alternative realities

[This story from Artsy describes the trend towards technology-based experiential art and attractions, focusing on Meow Wolf’s installation in Santa Fe (coming soon to Denver, Las Vegas and elsewhere); the company’s CEO “envisions a future where the lines between things like art, theme parks, role-playing games, and augmented reality will be blurred. The emerging term, he explains, is ‘alternative reality.'” The original story includes a large photo gallery, and for more information see Meow Wolf’s website and a 2:20 minute video on YouTube (which will lead you to other videos). Two related news stories from the last few weeks may be of interest too: “Virtual reality and blockchain are taking art to the next level” in the South China Morning Post and “Location-based virtual reality is increasing its footprint in the U.S.” in TechCrunch. –Matthew]

[Image: Installation view of Meow Wolf, House of Eternal Return, Santa Fe.read more. “A new breed of immersive art experiences offers a gateway to alternative realities”

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Call: DLI 2018 – 3rd EAI International Conference on Design, Learning & Innovation

Call for Participation

DLI 2018 – 3rd EAI International Conference on Design, Learning & Innovation
October 24-26, 2018
Braga, Portugal
http://designlearninginnovation.org

Keynote Speaker: Yvonne Rogers, director of the Interaction Centre at UCL (UCLIC).

Submission deadline: July 1st, 2018

The 3rd EAI International Conference on Design, Learning & Innovation, DLI 2018 will take place in Braga, a UNESCO Creative City of Media Arts, October 24 to 26, 2018 at the University of Minho.

We invite contributors to submit high-quality original research in the form of Full Papers, Work in Progress (Posters), Workshops, and Panel/Symposium proposals addressing research in design learning and innovation towards creating, shaping, incubating playful learning designs, tools, technologies, experiences, processes and outcomes.

TOPICS… read more. “Call: DLI 2018 – 3rd EAI International Conference on Design, Learning & Innovation”

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New telepresence tech connects veterinarian team members and pet owners

[Thank you to everyone who joined us for PRESENCE 2018 last week in Prague, either in person or virtually. Special thanks to organizing committee members SongYi (Grace) Lee, Kun Xu, Hocheol Yang and Jihyun Kim. For me at least, it was another rewarding, intellectually invigorating and very enjoyable combination of presentations and informal discussions about different aspects of a fascinating topic. In our concluding session we identified a variety of challenges we face as presence scholars and we’ll be following up soon on some of the steps we developed towards addressing them.

In the meantime, the story below is about how presence-evoking technology is being used in health care for animals. It’s from Veterinarian’s Money Digest, where the original includes a 2:02 minute video; for more information see the press release via PRWeb and a different video in coverage in Animal Pharm (both videos and a third are available on Vimeo).… read more. “New telepresence tech connects veterinarian team members and pet owners”

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How will virtual reality change your mind’s consciousness?

[One last news item before ISPR Presence News takes a break for a few weeks: This piece from Big Think considers the role of VR and other presence-evoking technologies in defining, and controlling, our personal reality; the original includes more images and three videos. –Matthew]

[Image: You are who you are because of your environment. What happens in a virtual world? Credit: Shutterstock/Big Think]

How will virtual reality change your mind’s consciousness?

May 16, 2018
by Derek Beres

Over a half-century ago, Canadian professor and philosopher Marshall McLuhan wrote one of the most influential books on media theory ever. Understanding Media introduced a number of ideas and phrases that now seem commonplace: “hot” and “cool” media; global village; and, of course, “the medium is the message.” He is credited with predicting the emergence of the World Wide Web three decades before its invention.… read more. “How will virtual reality change your mind’s consciousness?”

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ISPR Presence News publication schedule

As many of us gather in Prague for the PRESENCE 2018 conference, ISPR Presence News will be taking a break, but it will return on Tuesday May 29, 2018. For more presence news and other materials, join the free ISPR Presence Community on Facebook. “See you” in a few weeks…

–Matthew Lombard (managing editor)… read more. “ISPR Presence News publication schedule”

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Call: ‘Gamification’ at 52nd Hawaii International Conference on System Sciences (HICSS)

Call for Papers

GAMIFICATION @ HICSS 2019

Part of the “Decision Analytics, Mobile Services, and Service Science” track
52nd annual Hawaii International Conference on System Sciences HICSS
January 8-11, 2019
Grand Waile, Maui
https://www.tut.fi/Gamification/2018/03/14/call-for-papers-52nd-annual-hawaii-international-conference-on-system-sciences-hicss-2019/

IMPORTANT DATES:
JUNE 15: Submissions deadline
AUGUST 17: Notification sent to authors
SEPTEMBER 4: Revision deadline
SEPTEMBER 10: Final acceptance notifications sent to authors
SEPTEMBER 22: Deadline for authors to submit the final manuscript (camera ready)
OCTOBER 1: Registration deadline
JANUARY 8-11: Conference
FEBRUARY 15, 2019 (date subject to change) (Optional) Submission deadline for extended versions of selected papers for Gamification special issue in the Electronic Commerce Research and Applications

During the last decade, games have become an established vein of entertainment, consumer culture, and essentially, a common part of people’s daily lives (36). In the United States alone 59% of the population plays computer games while revenues of the computer games industry exceed US $15 billion (4).… read more. “Call: ‘Gamification’ at 52nd Hawaii International Conference on System Sciences (HICSS)”

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How Villanova baseball is using presence to improve at the plate

[A Villanova University professor is using a CAVE to evoke spatial presence and help baseball players train; this story is from Philly.com, where it includes two more images. –Matthew]

[Image: A Villanova professor developed a program to help Wildcat players improve at the plate. Sam Margulis, a freshman outfielder, demonstrates the virtual reality setup located in “The Cave” in a campus library. Credit: Michael Bryant / Staff Photographer.]

Taking a swing at virtual reality: How Villanova baseball is using tech to improve at the plate

Updated: May 10, 2018
by Frank Fitzpatrick, Staff Writer

Heads down, hoods up, hands buried deeply in pockets, Villanova students hustled through an icy wind that lashed their busy campus. Though it was a sunny mid-April morning, it clearly was not baseball weather.

But inside Falvey Memorial Library, in a hushed, confined, first-floor corner that, while heated, wasn’t much larger than a utility closet, a couple of Villanova ballplayers were taking batting practice, 2018 style.… read more. “How Villanova baseball is using presence to improve at the plate”

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