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Author Archives: Matthew Lombard

Call: Behavior Coordination between Humans, Animals and Robots – ICDL-EPIROB 2014 Workshop

Call for Abstracts

Workshop on Behavior Coordination between Humans, Animals and Robots
@ IEEE ICDL-EPIROB 2014
Genoa, Italy
Oct. 13, 2014

DEADLINE:  Sept. 15, 2014

http://icdl14.bplaced.net/wordpress/
http://www.icdl-epirob.org/

Contact:  hagen.lehmann@iit.it

Organizers:
Luisa Damiano
Research Centre on Complex Systems / Department of Human and Social Sciences, University of Bergamo, Bergamo, Italy
and
Hagen Lehmann
Italian Institute of Technology, iCub Facility, Genoa, Italy

This workshop intends to bring together specialists investigating one or more aspects of behavior coordination in three different research domains: human-human interaction, human-animal interaction, human-robot interaction.

The aim is to develop an interdisciplinary dialogue directed towards cross-fertilization between these fields, and to stimulate front line research engaged in (a) deepening the scientific understanding of the natural mechanisms underlying behavioral coordination through their robotic modeling; (b) facilitating and enhancing human-robot cooperation on the basis of the implementation of these mechanisms in human-robot interaction.

The workshop aims at involving in this bi-directional transmission of knowledge between the domain of the ‘natural’ and the domain of the ‘artificial’ all the disciplines included in the traditional and in the synthetic study of behavior coordination: cognitive sciences, developmental psychology, developmental anthropology, developmental robotics, primatology, the sciences and the epistemology of self-organization, the sciences and the epistemology of complex systems, social robotics, HRI, etc.

The interdisciplinary discussion on behavior coordination that will take place during the workshop will focus on dyadic behavior, conceived as the basic systemic unit of coordinated behavior, and on some of the key mechanisms for effective coordination currently under exploration, such as joint attention, action observation, task-sharing, action coordination, perception of agency, motor synchronization.

Some of the questions on which the forum will focus are:

  • What are the differences and similarities between human-human and human-animal behavior coordination?
  • What are the underlying mechanisms for behavior coordination?
  • Which aspects of behavior coordination influence human social perception?
  • How can aspects of natural behavior coordination be productively used to facilitate naturalistic Human-Robot Interaction?

Read more on Call: Behavior Coordination between Humans, Animals and Robots – ICDL-EPIROB 2014 Workshop…

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Humans communicate info brain-to-brain over internet

[From PLOS One for more information]

Schematic of brain-to-brain communication

[Image: An overview of the brain-to-brain interface. Image: electroencephalography-powered headsets, has already been demonstrated to do all kinds of impressive things, such as piloting an aircraft or controlling a robot. Now, researchers are investigating how to telepathically communicate with the tech.

An international team of researchers was able to use electroencephalography (EEG) to convert the words “hola” and “ciao” from a person’s brain waves into binary. That data was transmitted from a subject in India to another subject in France, where the process was successfully reversed. In other words, the researchers say they’ve created a brain-to-brain communication system. Read more on Humans communicate info brain-to-brain over internet…

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Call: EdMedia 2015

Call for Participation

EdMedia 2015
June 22 – 25
Montréal, Québec, Canada

Submissions Deadline: December 12, 2014
Proposal Submission Guide & Form

[This call:  Association for the Advancement of Computing in Education (AACE).

This annual conference serves as a multi-disciplinary forum for the discussion and exchange of information on the research, development, and applications on all topics related to multimedia, hypermedia and telecommunications/distance education.

EdMedia, the premiere international conference in the field, spans all disciplines and levels of education and annually attracts more than 1,500 leaders in the field from over 70 countries. For a list, see: Countries @ EdMedia.

We invite you to attend EdMedia and submit proposals for papers, panels, roundtables, tutorials, workshops, posters/demonstrations, corporate showcases/demos, and SIG discussions. The Conference Review Policy requires that each proposal will be peer-reviewed by for inclusion in the conference program, proceedings book, and online proceedings available on EdITLib – Education and Information Technology Digital Library. Read more on Call: EdMedia 2015…

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Immersive Dolby Atmos tech entering home and mobile markets

[From Dolby Atmos graphic

Dolby Atmos is coming home and it sounds amazing

Don’t bin your multichannel home cinema system just yet

By Steve May, 13 Aug 2014

Can Dolby Atmos save the beleaguered home cinema business? With sales of AV receivers tanking, makers of multichannel home theatre receivers are banking on the latest in surround sound technology to rekindle interest.

Dolby Atmos has been called 3D for your ears. It’s a cute label to describe a tangible leap forward for movie audio. Unlike traditional surround sound, Atmos is object rather than channel based, using metadata to position audio within a hemispherical three-dimension soundstage, adding height to the usual encircling speaker array. It’s gaining traction in Hollywood, with over 120 movies rendered in Atmos so far.

From a sound design point of view, Atmos offers unparalleled creative control, which no doubt explains its acceptance. Up to 128 objects in a frame can have their own positional metadata. When the soundtrack is played back in an Atmos-equipped movie theatre, adaptive rendering steers the sound to where the sound designer intended it to be heard.

In larger theatres with scores of speakers, precision is hardwired. In smaller venues with fewer speakers, the renderer in the processor creates a phantom channel to most accurately recreate the spatial position. From a cinematic point of view, this translates to wonderfully detailed soundfields and precise panning of transitory effects.

Immersive is an over-used word, but seems entirely appropriate. When the ragtag band of humans first foray into the apes’ forest in Dawn of the Planet of The Apes, the Atmos soundstage seems entirely convincing; when rain falls, all your senses tell you you’re in for a soaking.

Recreating comparable holographic audio in the home comes with an obvious challenge. Most consumers want fewer speakers in their lounge, not more. The solution is a new breed of Dolby Atmos certified speakers which point upwards, reflecting all that extra audio info off your ceiling. Read more on Immersive Dolby Atmos tech entering home and mobile markets…

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Call: HCI International 2015

HCI International 2015
17th International Conference on Human-Computer Interaction
2-7 August, 2015
Los Angeles, California, USA

http://www.hcii2015.org/

PROPOSALS SUBMISSION DEADLINES:

  • Papers:  17 October 2014
  • Tutorials:  17 October 2014
  • Posters:  20 February 2015

HCI International 2015, jointly with the affiliated Conferences, which are held under one management and one registration, invite you to Los Angeles, California, USA, to participate and contribute to the international forum for the dissemination and exchange of up-to-date scientific information on theoretical, generic and applied areas of HCI, through the following modes of communication: Plenary / Keynote Presentation, Parallel Sessions, Poster Sessions, Tutorials and Exhibition.

The Conference will start with three days of Tutorials (2-4 August). Parallel Sessions, Poster Sessions and the Exhibition will be held during the last three days (5-7 August) of the Conference.

THEMATIC AREAS:

Read more on Call: HCI International 2015…

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“Experiencing is believing”: What VR could mean for ads and brands

[From Woman using Oculus Rift

Experiencing is believing: what virtual reality could mean for ads and brands

If Facebook can pull off mass adoption of Oculus Rift, how will it change media and marketing? Mike McGee dares to dream

Posted by Mike McGee
28 August 2014

Facebook is hoping to create 1bn users for its virtual reality (VR) acquisition, Oculus. Sounds overly ambitious doesn’t it? But not impossible. After all, Google managed this level of adoption for Android. So let’s assume for a moment that it’s feasible and ask ourselves how mass uptake of VR will affect media and marketing?

VR is most commonly associated with gaming, where the kinship is clear. Perhaps the most obvious media connection is with Hollywood, where VR has the potential to completely revolutionise the film industry. From giving every viewer an IMAX-worthy “best seat in the house” to letting people interact with a film’s narrative and pause to reveal character backstories, VR has the power to utterly disrupt the passive film viewing experience.

If this sounds far-fetched, it’s not. Although we’re yet to witness the release of the world’s first VR Hollywood film, the BBC has already opened the floodgates. During its recent coverage of the Commonwealth Games, Oculus Rift headsets could be used to submerse viewers into 360-degree videos and three-dimensional audio.

Sporting events have a natural affinity with VR; what better way to bring people who can’t be at the stadium closer to the action? But any live event could benefit. Can’t get a ticket to Glastonbury? The BBC can take you there – and I don’t just mean via soon-to-expired BBC Three. It could take you there through a VR headset that lets you interact with other virtual Glasto-heads and viscerally bring that festival feeling into your living room.

If VR has the ability to disrupt the way we consume media on a mass scale, how should marketing adapt? VR is a huge opportunity for brand world because it has the ability to foster deep, persuasive touchpoints. As Shuhei Yoshida, head of Sony Worldwide Studios, neatly sums up: “We used to say seeing is believing. Now we have to say experiencing is believing.” This means we can no longer solely rely on consumers’ inert viewing as a means of convincingly communicating marketing messages. Read more on “Experiencing is believing”: What VR could mean for ads and brands…

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Job: Postdoc researcher in HCI for remote patient care project in Ireland

The Centre for Affective Solutions for Ambient Living Awareness (CASALA) at Dundalk Institute of Technology, Ireland are seeking to hire a postdoctoral researcher in Human Computer Interaction, full-time, for a 12-month project, with potential for extension for one further year. This project is an academic-industry collaboration being undertaken with Fujitsu Ireland and University College Dublin as partners.

PROJECT DESCRIPTION

The main goal of the project is to design, deploy and evaluate health and wellness technologies to support clinicians in remotely monitoring their patients. The postdoc will work closely with clinicians to design appropriate interfaces and visualisations of patient data, ultimately helping clinicians to make more informed decisions about their patients. A large part of the role will involve managing a study that follows older adult patients home from hospital. Sensing and interactive technologies will be deployed to monitor patients’ wellbeing and this data will be returned to clinicians through interfaces that have been designed.

The successful applicant will join a multidisciplinary team of researchers, including designers, data analysts, engineers and clinicians. Read more on Job: Postdoc researcher in HCI for remote patient care project in Ireland…

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Projection mapping and face tracking tech blur fantasy and reality

[From Vimeo), along with many images from it]

Omote realtime face tracking

Amazing real-time projection mapping technology blurs line between fantasy and reality [Video]

Kay August 24, 2014

Projection mapping is a technology we seem to be hearing about quite often these days, and you may have seen it being used at various events or amusement park shows. But the video that we’re sharing with you today makes use of a highly unexpected and unusual surface to create a series of projection mapped images quite unlike anything we’ve seen before. In fact, the technology used in the video is so visually convincing that it seems to blur the line between reality and fantasy, and once you see it, we think you’ll be impressed by it too!

The video, which was created jointly by Japanese projection mapping specialist Nobumichi Asai and make-up artist Hiroto Kuwahara along with French digital image engineer Paul Lacroix, is titled Omote (), which is a word that refers to the mask used in the traditional Japanese musical drama of Noh. The amazing footage in the video was made by combining projection mapping with a real-time face tracking technology, and according to Asai, who has experience mapping notable office buildings in Tokyo, the concept is using projection to draw a virtual mask onto a human face. Read more on Projection mapping and face tracking tech blur fantasy and reality…

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Call: Computational Intelligence and Virtual Environments for Measurement Systems and Applications (CIVEMSA 2015)

2015 IEEE International Conference on Computational Intelligence and Virtual Environments for Measurement Systems and Applications (CIVEMSA 2015)

12th to 14th June 2015
Shenzhen, China

Organized by:  IEEE Instrumentation & Measurement Society and IEEE Computational Intelligence Society

Website:  http://2015.civemsa.ieee-ims.org/

Papers are currently being solicited on all aspects of computational intelligence, human-computer interaction technologies, and virtual environments for measurement systems & the related applications, from the points of view of both theory & practice

IMPORTANT DATES:

Full Paper Submission:  Thursday, Jan 01, 2015
Acceptance Notification:  Sunday, Feb 01, 2015
Final Paper Submission:  Sunday, Mar 01, 2015

To increase the quality of life and better support the economical development, we often appreciate adaptable solutions, simple interfaces, and virtual views for enhanced operation. The wide and increasing needs of adaptable and flexible solutions for many industrial, environmental, engineering, educational, entertainment, and biomedical applications point out the importance of using design methodologies and implementation technologies with high ability of adaptation and evolution. Computational intelligence is one of the most relevant answers to such needs. Virtual environments and human-computer interfaces are essential to effectively understand the operating environment and support interactive applications. On the other hand, accuracy and uncertainty issues as well as suited data acquisition systems must be carefully considered in these applications since the quality of the solution greatly relies on them. Up to now, analysis has been performed mainly to understand the underlying technologies and methodologies, but without any specific focus on the mandatory need of a quantitative assessment and a metrological analysis.

Papers are currently being solicited on all aspects of computational intelligence, human-computer interaction technologies, and virtual environments for measurement systems and the related applications, from the points of view of both theory and practice.  This includes, but is not limited to, the topics below. Read more on Call: Computational Intelligence and Virtual Environments for Measurement Systems and Applications (CIVEMSA 2015)…

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Developer warns first death in VR coming

[From Gizmodo’s coverage is headlined “Could Virtual Reality Seem Real Enough To Kill You?”]

An Oculus Rift user reacts

[Image: From the 14:50 minute Matthew Handrahan
Fri 22 Aug 2014

The emergence of virtual reality is one of the most exciting trends in contemporary game development. The unparalleled sense of immersion it affords points toward a whole new era of interactive entertainment, but that potential carries significant responsibilities.

In a Q&A session following a VR panel at Unite 2014 in Seattle, a member of the audience followed up the discussion around the incredible power of persuasion that VR developers can now harness with a provocative question: What are the “VR evils” that pioneering developers should avoid?

At first, the panel’s responses were measured, but Denny Unger, creative director at Cloudhead Games, met the query head on. Unger reminded the audience that VR demands a greater consideration for the well-being of the player.

“I have some pretty strong views on this,” he said. “The low hanging fruit of VR, to me, is horror games that purposely do jump scares. We’re very close to having the first death in VR – I firmly believe that. Read more on Developer warns first death in VR coming…

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