ISPR Presence News

Monthly Archives: July 2018

Call: Casts and Casting: Perspectives from Aesthetics and Philosophy of Art – British Society of Aesthetics Workshop

Call for Abstracts (300-500 words)

Casts and Casting: Perspectives from Aesthetics and Philosophy of Art. A workshop supported by the British Society of Aesthetics
University of Hertfordshire, Hatfield
10-11 November 2018

Abstract submission deadline: 17 September 2018

Speakers will include: Catharine Abell (Philosophy, Manchester); Anna Blackwell (Centre for Adaptations, De Montfort); Craig Bourne (Philosophy, Hertfordshire) & Emily Caddick Bourne (Philosophy, Hertfordshire); Beccy Collings (Film, Television and Media, UEA); Nils-Hennes Stear (Philosophy, Southampton); Kathleen Stock (Philosophy, Sussex).

This workshop focuses on philosophical questions arising from the casting of particular actors in particular roles in, e.g., film, television and theatre. By focussing on casting and its relationships to fictional truth and to audience engagement, we hope that the workshop will catalyse work on several areas of emerging philosophical interest:

  1. Questions concerning what cast changes in serial fiction, franchises and adaptations show about the dynamics of fictional truth and the identity of fictional characters. For instance: In what ways do casting decisions legitimate the re-evaluation of fictional truths or reinterpretation of original fictions? Do any such cases support the view that fictional truths can change over time in a way actual truths cannot? Can casting practices help reveal anything about whether or not fidelity can be a source of aesthetic value in adaptations? What does casting show about the identity-conditions of fictional characters?
  2. Questions about the aesthetic evaluation of individual instances of casting or of broader casting practices. For instance: How can aesthetic responses to actors’ bodies be co-opted into the aesthetic responses invited by artworks? What kind of an aesthetic flaw is miscasting? When audiences evaluate actors as getting their characters wrong, what does this suggest about the ways in which fictional truths about characters can be generated by things other than the behaviour of actors? What are the aesthetic advantages and disadvantages of casting either in line with, or against, audiences’ expectations of how a character will be represented, and how do these relate to potential ethical and epistemic advantages/disadvantages of such choices?
  3. Questions about the relationship between diversity in casting and philosophical theories of artistic representation. For instance: Can concepts from aesthetics help to articulate differences between so-called ‘inclusive’, ‘non-traditional’, ‘colour-blind’, ‘colour conscious’ and ‘cross-cultural’ casting, and to evaluate these different terms and the respective ambitions? What models of perception and aesthetic attention capture the kinds of ‘seeing’, ‘visibility’ and ‘invisibility’ involved in audiences’ various responses to actors and their characters? What are the aesthetic implications of casting actors who differ from the characters they portray in e.g. ethnicity, gender, disability or sexuality, how do these implications differ from case to case, and how do the aesthetic aspects of such choices interact with their ethical and epistemological aspects?

Other philosophical questions about casts and casting are very welcome too. Read more on Call: Casts and Casting: Perspectives from Aesthetics and Philosophy of Art – British Society of Aesthetics Workshop…

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The DolphinView headset lets you ‘see’ like your favorite sea creature

[Andrew Thaler’s DIY headset lets users experience and navigate the world at least in part as a dolphin would. This short story is from The Verge; Dr. Thaler’s post in Southern Fried Science has much more information and NowThis Future has a 1:53 minute video summary. –Matthew]

Read more on The DolphinView headset lets you ‘see’ like your favorite sea creature…

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Call: 8th World Congress on Information and Communication Technologies (WICT’18)

Call for Papers

The 8th World Congress on Information and Communication Technologies (WICT’18)
December 17 – 19, 2018
Kochi, India
http://www.mirlabs.org/wict18
http://www.mirlabs.net/wict18

Indexed by: SCOPUS, Thomson ISI Web of Science, DBLP etc.
History of WICT series: http://www.mirlabs.net/wict18/previous.php

WICT 2018: Scopus & UGC Approved Proceedings:
All accepted and registered papers will be published in AISC Series of Springer, indexed in ISI Proceedings, EI-Compendex, DBLP, SCOPUS, Google Scholar and Springerlink. (Listed in UGC approved list, please refer List 1- Page 32 – S.No. – 1375) (http://www.ugc.ac.in/pdfnews/8919877_Journals-1.pdf)

IMPORTANT DATES

Paper submission due: August 31, 2018
Notification of paper acceptance: October 15, 2018
Registration and Final manuscript due: November 10, 2018
Conference: December 17 – 19, 2018

ABOUT WICT’18

WICT’18 aims to provide an opportunity for the researchers from academia and industry to meet and discuss the latest solutions, scientific results and methods in the usage and applications of ICT in the real world. The conference programme includes workshops, special sessions and tutorials, along with prominent keynote speakers and regular paper presentations in parallel tracks. In the past century, our society has been through several periods of dramatic changes, driven by innovations such as transportation systems, telephone etc. Last few decades have experienced technologies that are evolving so rapidly, altering the constraints of space and time, and reshaping the way we communicate, learn and think. Rapid advances in information technologies and other digital systems are reshaping our ecosystem. Innovations in ICT allow us to transmit information quickly and widely, propelling the growth of new urban communities, linking distant places and diverse areas of endeavor in productive new ways, which a decade ago was unimaginable. Thus, the theme of this World Congress is “Innovating ICT For Social Revolutions”. All accepted and registered papers will be included in the conference proceedings expected to be published by Springer.

TOPICS (NOT LIMITED TO)

  • Bioinformatics and Computational Biology
  • Computer Graphics and Virtual Reality
  • Data Mining
  • e-Learning
  • e-Business
  • e-Government
  • Artificial Intelligence
  • Web Services and Semantic Web
  • Grid and Cloud Computing
  • Ambient Intelligence
  • Body Sensor Networks
  • Computational Finance and Economics
  • Cybercrime (Legal and Technical Issues)
  • Computer Network Security
  • Data Mining for Information Security
  • Academic Integrity, Plagiarism Detection and Software Misuse
  • Intrusion Detection and Forensics
  • Scheduling For Large Scale Distributed System
  • Nature Inspired Optimization Algorithms and Their Applications
  • The Role of Technology in Education and Health
  • Data Management
  • Collaborative Design in Knowledge-based Environment
  • Software Engineering

SUBMISSION GUIDELINES Read more on Call: 8th World Congress on Information and Communication Technologies (WICT’18)…

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Inverse presence: This beautiful art installation looks like Photoshop. It’s not.

[In most presence experiences technology creates the illusion of reality, while inverse presence experiences produce the illusion that reality is mediated by technology (see “When ‘real’ seems mediated: Inverse presence”). Recent art installations by German duo Quintessenz provide a vivid example, as described in this short story from Fast Company about the 2017 work Paradis Perdus. The original story includes more images and a 0:33 minute video; for more details and photos see the Quintessenz website. And for coverage of the duo’s latest work see This is Colossal. –Matthew]

Read more on Inverse presence: This beautiful art installation looks like Photoshop. It’s not….

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Call: IEEE TALE 2018 Special Track on XR & Immersive Learning Environments

Call for Papers

Special Track on XR & Immersive Learning Environments
IEEE TALE 2018 (“An International Conference on Engineering, Technology and Education”) 
Wollongong, NSW, Australia
4–7 December 2018
https://www.tale2018.org/xr

FINAL extended submission deadline: 24 August 2018

The Special Track on XR & Immersive Environments for Learning at IEEE TALE 2018 will focus on the use of virtual reality, augmented reality, mixed reality and related technologies for creating environments and experiences that excite, inspire and engage learners in immersive ways. Of interest are reports of both research studies and applications covering the entire spectrum of immersive platform types, including desktop, mobile, wearable and room-based (e.g., CAVE). Authors and presenters are encouraged to think creatively in terms of how they might frame their work to accommodate different conceptions of and perspectives on immersion.

POTENTIAL TOPIC AREAS

  1. Pedagogy & learning design for XR (VR/AR/MR) & immersive environments
  2. Technical infrastructure & standards for supporting XR & immersive learning
  3. Design & application of XR & immersive technologies in K-12 & higher education
  4. Design & application of XR & immersive technologies in vocational/workplace training
  5. Applications of XR & immersive technologies in informal & lifelong learning
  6. Collaborative learning (co-located or distributed) with XR & immersive technologies
  7. Assessment & impact of learning in X-reality & immersive environments
  8. Intelligent, adaptive & personalised learning in XR & immersive environments
  9. Serious games for learning based on XR & immersive technologies
  10. Promoting access & equity in education through XR & immersive technologies

Read more on Call: IEEE TALE 2018 Special Track on XR & Immersive Learning Environments…

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How I discovered the therapeutic power of VR – by accident

[This personal story from VentureBeat is a reminder that despite the current limitations of technology, presence experiences have great potential to improve individual lives. See the original version for a second image. –Matthew]

How I discovered the therapeutic power of VR — by accident

David Waltenbaugh
July 26, 2018

Ask anyone that has experienced a true, high-production virtual reality experience and nearly all can remember our “first time.” The immersive nature of the technology tends to evoke such a visceral response that it often remains with us long after our dive into the virtual realm. Most people I’ve spoken with recall even more clearly the particular VR experience that changed their appreciation of the technology from mere entertainment novelty to fundamental paradigm-shift.

For some, lightning struck early with the rough-hewn content during the Oculus DK1 days, while for others it took the more polished productions of the past few years. For most, it was an experience that resonated on a personally emotional or practical level as immediately applicable to daily routine, professional practice, or unique interest. For me, it came when I least expected it.

My experiments

After more than a year of research, experimentation, and cognitive dissonance, I finally convinced myself to pull the trigger on a VR-capable workstation and HTC Vive during the late summer of 2017. I had previously experienced a number of less-immersive experiences, but I was now, for the first time, able to do a deep-dive into the virtual landscape, slowly coming to understand what kinds of experiences amazed me and those that simply didn’t.

I started, of course, with the most-hyped experiences of which I was aware, from zombie-invasion jump scares to troll-infested social experiments. I certainly had my share of fun, but after honest reflection I remained skeptical of the long-term potential for VR. Over time, however, I continued working my way down to what I at the time considered a sort of second-class-citizen of the virtual ecosystem: apps which existed previously in 2D form but were ported over during the VR hype-cycle. Low and behold, when I had finally lowered my expectations and let my guard down just enough, an old and familiar friend from the desktop days popped up and changed everything. Of all possible experiences, my personal “killer app” turned out to be Google Earth VR. Read more on How I discovered the therapeutic power of VR – by accident…

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Call: Art Machines: International Symposium on Computational Media Art (ISCMA 2019)

Call for Papers

Art Machines: International Symposium on Computational Media Art (ISCMA 2019)
4th – 7th January 2019
School of Creative Media, City University of Hong Kong
https://www.cityu.edu.hk/iscma

Submission deadline: 1st September 2018

We are now calling for papers for Art Machines: International Symposium on Computational Media Art (ISCMA), which will take place between 4th – 7th January 2019 at the School of Creative Media, City University of Hong Kong. “Art Machines” will bring together Academics, Artists and Professionals in the field of Computational Media Art in a four-day symposium whose core theme will be the topic of Machine Learning and Art.

This agenda-setting Symposium will provide an opportunity for in depth reflection upon and assessment of the impact of artificial intelligence on the making of computational art and media, as well as to reflect more broadly on the conditions of existence, range, and futures of computationally based art and media. In addition to the academic keynotes, panels and discussion forums, the conference will include the presentation of artistic projects, a major concurrent exhibition on Asian Digital Art, and a student-led Workshop.

Open Call Topics

  1. Machine Learning and Art (core theme)
  2. Sound Art
  3. Immersive Media
  4. Digital Cinema
  5. Digital Animation
  6. Gaming
  7. Computational Humanities
  8. Creative Coding
  9. Urban Media
  10. Digital Fabrication
  11. Physical Computing
  12. Digital Preservation
  13. Curatorial Practice
  14. Brain Computer Interface
  15. Other Topics Pertaining to Computational Media Art

Open Call Formats

  1. Research Papers (double-blind review)
  2. Scholarly Abstracts
  3. Artistic Project Abstracts
  4. Pre-Constituted Scholarly or Artistic Project Panels
  5. Posters

Read more on Call: Art Machines: International Symposium on Computational Media Art (ISCMA 2019)…

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“David Bowie Is” coming to AR and VR

[The press release below from davidbowie.com previews new AR- and VR-based versions of the “David Bowie Is” touring exhibit. They’ll follow several other applications of technology to create presence experiences related to Bowie, including the “Augmented Reality: David Bowie in Three Dimensions” feature by The New York Times, a “2.5-minute train journey through the world of David Bowie” from NS and the Groninger Museum, the “Heroes” dance sequence for 360-degree Gear VR and Microsoft HoloLens from Sundance 2017, and a VR version of the Bowie musical “Lazarus” (see more material by searching for “Bowie” on the V&A Museum website. –Matthew]

Read more on “David Bowie Is” coming to AR and VR…

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Call: EICS 2019 – 11th ACM SIGCHI Symposium on Engineering Interactive Computing Systems

Call for Papers

EICS 2019: The 11th ACM SIGCHI Symposium on Engineering Interactive Computing Systems
18-21 June, 2019
Valencia, Spain
https://eics.acm.org/2019/

Submission deadlines: July 24, 2018, October 26, 2018, February 5, 2019 (see below)

EICS 2019 is the eleventh international conference devoted to engineering usable and effective interactive computing systems. Work presented at EICS covers the full range of aspects that come into play when “engineering” interactive systems, such as innovations in the design, development, deployment, verification and validation of interactive systems. Topics of interest include the design and development of systems incorporating new interaction techniques and multimodal interaction, multi-user, multi-device/screen, multi-environment interaction, mobile and pervasive systems, large-scale and big data applications, deployment of interactive systems, as well as novel development methods and processes for improving the development of interactive systems.

TOPICS

EICS 2019 focuses on models, languages, notations, methods, techniques and tools that support designing and developing interactive systems. The Conference brings together people who study or practice the engineering of interactive systems, drawing from HCI, Software Engineering, Requirements Engineering, Conceptual Modelling, CSCW, Ubiquitous / Pervasive Systems.

Submissions are invited that advance the state of the art of the engineering of interactive systems. Topics include but are not limited to: Read more on Call: EICS 2019 – 11th ACM SIGCHI Symposium on Engineering Interactive Computing Systems…

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Ford uses VR and presence to help drivers and cyclists change their dangerous behaviors

[As a cyclist with poor vision even with corrective glasses, I’m particularly interested in this post about using presence to reduce accidents by increasing driver-cyclist empathy. A report in Australia’s Nyngan Observer about how the government there is using VR to reduce accidents with quad bikes on farms led me to the short story below from Campaign that describes a Ford program that uses VR to give motorists the experience of bicyclists and vice versa. For much more information including videos, see Ford’s Share the Road website and the Ford Europe blog. For a recent published study on this topic, see “Enhancing Bicycle Safety Through Immersive Experiences Using Virtual Reality Technologies” in Augmented Cognition: Intelligent Technologies. And for a discussion of how these efforts fit into broader approaches to enhancing bicycle safety see coverage in Cycling Weekly. –Matthew]

Read more on Ford uses VR and presence to help drivers and cyclists change their dangerous behaviors…

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