ISPR Presence News

Author Archives: Matthew Lombard

Call: Chapters for Handbook of Research on Androids, Cyborgs, and Robots in Contemporary Culture and Society

Call for Chapters
Handbook of Research on Androids, Cyborgs, and Robots in Contemporary Culture and Society
Editor: Steven John Thompson, (UMUC)

Proposals Submission Deadline: August 1, 2015
Full Chapters Due: December 15, 2015

Introduction

Handbook of Research on Androids, Cyborgs, and Robots in Contemporary Culture and Society lays the foundation for current research and exploration in cyborg theory and practice, and sets the stage for cyborg inquiry and participation in an academic platform. The project idea comes from my edited book on human enhancement technologies, where scientists, laymen, philosophers, and other explorers converge on the fringe of cybernetics related to human-machine integration and sentience. Some prospective authors may be colleagues from my book and recognized experts in the field. Active association support will be established for this book prior to its publication, possibly from organizations and associations dedicated to robotics, cybernetics, and artificial intelligence.

Objective

Handbook of Research on Androids, Cyborgs, and Robots in Contemporary Culture and Society will publish high-quality, anonymously peer-reviewed essays that explore universal concerns, ethics, objectives, and principles in aspects of emergent technologies related to human-machines, machine-humans, their cyber-relatives, and the proliferation of cyborg activity, culture, engineering, society, and technology. Handbook of Research on Androids, Cyborgs, and Robots in Contemporary Culture and Society will include groundbreaking and exploratory author contributions from engineers, practitioners, researchers, scholars, scientists, theorists, and technologists who work closely — theoretically or in practice — with select emergent technologies, synthetic biological sciences, military advancements, robotics engineering, nanoscience technologies, and related allied research interests. The book provides a forum for the cybernetics field in critical emerging technologies, including research into design, engineering, and technological aspects of cyborg creation and existence alongside humankind for issues in their potential acceptance, participation, policy, governance, and requisite socialization between individualization and corporate, global, networked, mechanized human and humanized machine experiences.

Emerging areas of artificial intelligence and robotics are advancing rapidly, with announcements daily related to cyborgology, ensuring the future of the android, cyborg, and robot entities are here to stay. Theoretical, philosophical, engineering, and practical applications of the technologies merging humankind with machines are being addressed in select, respective periodicals and blogs, including Cyborgology, Cyborg Culture, Stop the Cyborgs, and dozens of books on artificial intelligence, cybernetics, nanosciences, robotics, and synthetic biologies. Handbook of Research on Androids, Cyborgs, and Robots in Contemporary Culture and Society is capable of rescuing existing research and literature — along with hundreds of growing publications on personal and academic blogs, possibly with some exploratory transhumanist organizations and data in robotics journals dedicated largely to allied fields — through strong provision of a dedicated book for serious topical inquiry and address of all existing and emerging cyborg-related studies issues today.

Target Audience

The target audience for this book will be composed of researchers, professors, graduate students, practitioners, and professionals in academe, and scientists, designers, and technologists in corporate industries who will find value in inquiry into cyborg studies. Persons engaged in academic course offerings associated with bioinformatics, cybernetics, robotics, and synthetic biology will benefit, as will scholars engaged in study of metasystems, new artificial life, and robotics. This book will merge some of the leading disciplinary voices into a singular compelling voice of inquiry on the development of Handbook of Research on Androids, Cyborgs, and Robots in Contemporary Culture and Society. Moreover, the book will provide insights and support for executives concerned with management of cyborg expertise, knowledge, information and organizational development in different types of work communities and health environments.

Recommended Topics Read more on Call: Chapters for Handbook of Research on Androids, Cyborgs, and Robots in Contemporary Culture and Society…

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“I ogled a schoolgirl in Sony’s virtual reality”

[VR can put people inside nearly any experience – here’s one that raises important issues for presence scholars and others; the story is from Gizmodo, where it features two animated gifs and a 2:00 minute video. For more information and a 3:51 minute video featuring Namco Bandai talking about his project, see coverage in Anime News Network. –Matthew]

Summer Lesson screenshot

I Ogled a Schoolgirl in Sony’s Virtual Reality

Sean Hollister
6/19/15

Yep, it’s creepy.

Summer Lesson, a VR experiment for Sony’s Project Morpheus headset produced by Namco Bandai, is a powerful virtual reality experience. It’s also disturbing and awkward and, well, kind of pornographic.

No, she doesn’t get naked. It’s not that kind of lesson — at least, not literally. And yet it’s clearly a strong hint about how sex will sell in virtual reality, even in places where actual VR porn might be off the menu. The VR industry hasn’t been willing to talk about porn, because they don’t want that to be the focus of the conversation, but Summer Lesson is a concession that, yes, VR will be a platform for those kinds of experiences. Read more on “I ogled a schoolgirl in Sony’s virtual reality”…

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Call: International Workshop on Emotion Representations and Modelling for Companion Technologies (ERM4CT 2015)

International Workshop on Emotion Representations and Modelling for Companion Technologies (ERM4CT 2015)
13 November 2015, Seattle (at ACM ICMI’15)

http://erm4ct.cogsy.de/

Submission deadline: July 10, 2015

SCOPE:

ERM4CT joins two past workshop series, “Emotion representations and modelling in Human-Computer-Interaction Systems” (ERM4HCI) and “Techniques Towards Companion Technologies” (T2CT), respectively.

The major goal in human computer interaction (HCI) research and applications is to improve the interaction between humans and computers. One way of achieving a better interaction is to allow the computer to recognise and respond to the user’s natural behaviour as shown during the interaction. As user behaviour is often very specific to an individual and generally of multi-modal nature, the current trend of multi-modal user-adaptable HCI systems arose over the past years. These systems are designed as companions capable of assisting their users based on the users’ needs, preferences, personality and affective state. These companion systems are dependent on reliable emotion recognition methods in order to provide natural, user-centred interactions. However, the adequate incorporation of emotions in these modern HCI systems has proved to be a challenging task.

Depending on the modalities used, the user model incorporated and the application scenario, varying difficulties in the emotion representations and modelling may arise. The ERM4CT Workshop is a joint-workshop of the 3rd ERM4HCI and the 2nd T2CT workshop aiming at highlighting the specific issues associated with the multi-modal emotion representations as needed in companion technologies.

The ERM4CT workshop focuses on emotion representations, signal characteristics used to describe and identify emotions as well as their influence on personality and user state models to be incorporated in companion systems. The combination of the 3rd ERM4HCI and the 2nd T2CT workshop allows the in-depth analysis of technical prerequisites and modelling aspects as well as application specific issues associated with the development of affective, multi-modal, user-adapted systems.

Researchers are encouraged to discuss possible interdependencies of characteristics on an intra- and inter-modality level. Such interdependencies may occur if two characteristics are influenced by the same physiological change in the observed user and are especially relevant to multi-modal affective systems. The workshop aims at identifying a minimal set of characteristics needed to express emotions in multi-modal corpora. Researchers discussing their feature selection from a multi-modal or physiological point of view are encouraged to submit to the workshop. Theoretical papers contributing to the understanding of emotions in order to aid in the technical modelling of emotions for companion systems are welcomed. The workshop supports discussions on the necessary prerequisites for consistent emotion representations in multi-modal companion systems.

The ERM4CT workshop complements ICMI 2015, the 17th ACM International Conference on Multimodal Interaction; http://icmi.acm.org/2015/), by offering a platform focusing on emotion representation and modelling in multi-modal companion systems. Providing a forum for discussions on emotion representations, models and implementations in modern companion technologies shall encourage researchers from all disciplines involved to exchange on the topic and improve their models and understanding of affective HCI through interdisciplinary discourse. Read more on Call: International Workshop on Emotion Representations and Modelling for Companion Technologies (ERM4CT 2015)…

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Los Angeles panorama theater offers quick trip to the Arctic with old art form

[We too often overlook the long history of attempts to use technology to transport and engage us (i.e., evoke (tele)presence). This is from the Long Beach Press-Telegram. –Matthew]

Velaslavasay Panorama and its Theater Director Sara Velas

[Image: The Velaslavasay Panorama is a little known theater in Los Angeles celebrating its 15th Anniversary. The 360 panorama landscape incorporates sound and light for shows like those popular in the days before film. Theater director Sara Velas stands in the circular venue. Photo by Robert Casillas / Daily Breeze]

Los Angeles panorama theater offers quick trip to the Arctic with old art form

By Richard Guzman, Press-Telegram
Posted: July 1, 2015; Updated July 2, 2015

It was hot and sunny on a recent Friday afternoon, but inside a century-old Los Angeles theater, in a dimly lit room at the top of a narrow winding stairway, it felt like a different world.

The tranquil sound of crashing waves, trickling water, wind and cracking ice engulfed the room. As the dim lighting slowly became brighter, a rich blue ocean and white frozen landscape became visible all around.

This is the frozen Arctic, or at least as close as you’re going to get to it from this little-known theater that showcases panorama, a form of entertainment dating back to the late 18th century that could be considered a precursor to the silver screen or even an early form of virtual reality. Read more on Los Angeles panorama theater offers quick trip to the Arctic with old art form…

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Call: Academic MindTrek 2015 Conference

ACADEMIC MINDTREK CONFERENCE 2015

Call for Papers, Extended Abstracts, Posters, Demonstrations, Workshops, Tutorials
22nd to 24th of September 2015
Tampere, Finland

http://www.academicmindtrek.org, http://www.mindtrek.org

Long and short papers, posters, demonstrations, workshops and extended abstracts due on:
— DEADLINE 31st of July 2015

Tutorials due on:
— DEADLINE 24th of August

In cooperation with ACM, ACM SIGMM, and ACM SIGCHI

Contributions will be published in the ACM digital library and a selected set of high-level work will be published as book chapters or in journals.

We are pleased to invite you to the Academic Mindtrek conference, 22nd to 24th September 2015, which brings together a cross-disciplinary crowd of people to investigate current and emerging topics of media and technology in many facets. The conference explores academically the emerging and frontier-breaking applications of new media and technology in everyday contexts of leisure, business and organizational life. 23rd and 24th September 2015 will be the main Academic Mindtrek days with other Mindtrek Openmind Conference sessions starting at the 22nd.

The academic conference features seven major themes (detailed description below):

  • (Open) Data
  • Human-Computer Interaction (HCI)
  • Games
  • Interactive Experience Demonstrators
  • Ubiquitous Media
  • Media Studies
  • Media Management and Business

Read more on Call: Academic MindTrek 2015 Conference…

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Virtual reality sweeps shoppers into new retail dimension

[Retailers are working to take advantage of virtual reality’s ability to create presence experiences. This story is from Reuters; for a more general discussion see recent coverage in DIGIDAY. –Matthew]

Virtual reality shopping

Virtual reality sweeps shoppers into new retail dimension

Tue Jun 23, 2015
Reporting by Piya Sinha-Roy and Lisa Richwine; Editing by Jill Serjeant and Lisa Shumaker

A shopper in France gazes into a virtual reality headset and is transported to the bustle of a Manhattan street, then steps into a high-end boutique to browse crystal chandeliers, a chaise lounge draped with a sheepskin throw, and designer trousers.

Virtual reality, the panoramic technology with roots in gaming, is being adapted for retail consumers within the next year, aiming to pair the ease of e-commerce with the thrill of real-life shopping.

While no retailers have yet announced a virtual storefront, developers are experimenting with experiences that shoppers could enter with devices such as Google Inc’s Cardboard or Facebook Inc’s Oculus Rift.

Marketing agency SapientNitro, owned by Publicis Groupe, worked with luxury boutique The Line to develop a demonstration that takes people into the brand’s Manhattan store, The Apartment. It plans to show the technology this week at the Cannes Lions marketing industry conference in France that runs through Saturday. Read more on Virtual reality sweeps shoppers into new retail dimension…

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Call: 2nd International Workshop on Vision and Eye Tracking in Natural Environments and Solutions & Algorithms for Gaze Analysis (SAGA 2015)

Call for Papers

2nd International Workshop on Vision and Eye Tracking in Natural Environments and Solutions & Algorithms for Gaze Analysis (SAGA 2015)

Where: Center of Excellence Cognitive Interaction Technology (CITEC), Bielefeld University, Germany
When: September, 29-30, 2015
WWW: http://saga.eyemovementresearch.com

The SAGA 2015 workshop is accepting abstracts for two calls:

  1. solutions for the (semi-) automatic annotation of gaze videos,
  2. eye movement studies in natural environments as a trailblazer for gaze analysis in natural environments, social interactions, computational linguistics, consumer research, mobile eye-based interaction and eye-based context-awareness.

As a follow up event of the successfull SAGA 2013 workshop, we are providing a forum for researchers from human-human and human-computer interaction, context-aware computing, robotics, computer vision and image processing, psychology, computational linguistics, sport and consumer science, eye tracking and industry to discuss techniques and applications that go beyond classical eye tracking and stationary eye-based interaction. We want to stimulate and explore the creativity of these communities with respect to the implications, key research challenges, new techniques and application areas. The long-term goal is to create a strong interdisciplinary research community linking these fields together and to establish the workshop as the premier forum for research on automatic annotation of gaze videos and use of eye tracking in natural environments. We are currently pursuing possible options for publication of the submitted abstracts in a special issue or as an edited volume.

IMPORTANT DATES:

Oral presentation / poster call:
July, 10, 2015: Deadline for abstract submissions.
August, 7, 2015: Notification of acceptance for talks and posters.
August, 30, 2015: Early-Bird registration ends

Workshop:
September, 29-30, 2015: Workshop takes place at the CITEC Research Building, Bielefeld University, Germany. Read more on Call: 2nd International Workshop on Vision and Eye Tracking in Natural Environments and Solutions & Algorithms for Gaze Analysis (SAGA 2015)…

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Connected Worlds: Educational large-scale, interactive ecosystem at the NY Hall of Science

[This new educational interactive environment looks intriguing; the description is from Design I/O, where you can find a video and lots of images. For more information, see coverage in the New York Daily News  –Matthew]

Read more on Connected Worlds: Educational large-scale, interactive ecosystem at the NY Hall of Science…

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Call: Game Studies at 2016 National Popular Culture/American Popular Culture Conference

Call for Papers/Panels

Game Studies Area: 2016 PCA/ACA National Conference
Seattle, Washington, USA
March 21-25, 2016

The Game Studies area of the National Popular Culture Association and the American Culture Association Conference invites proposals for papers and panels on games and game studies for the Popular Culture Association/American Culture Association National Conference to be held Monday, March 21 through Friday, March 25, 2016 at the Sheraton in Seattle, WA.

The database for proposal submissions opens July 1.

Below, please find:

I. TOPICS OF INTEREST
II. SUBMISSION PROCESS
III. INFORMATION ABOUT THE CONFERENCE
IV. CONTACT INFORMATION

I. TOPICS OF INTEREST

The organizers seek proposals and papers covering all aspects of gaming, gaming culture and game studies. Proposals can address any game medium (computer, social, console, tabletop, etc) and all theoretical and methodological approaches are welcome. Possible topics include but are not limited to:

  • new game mediums and platforms (Facebook, iPhone/iPad/iPod, etc)
  • representation or performance of race, class, gender and sexuality in games
  • gaming culture, game specific cultures, and multicultural and cross-cultural issues
  • game development, design, authorship and other industry issues
  • game advertising, reviews, packaging, promotion, integrated marketing and other commercial concerns
  • political and legal entailments such as regulation, censorship, intellectual property
  • ludology, textual criticism, media ecology, narratology, etc as paradigms for games studies
  • player generated content in MUDs and MMORPGs, Mods, maps and machinima
  • game genres, platforms, consoles, console wars and connections to other media
  • serious games for education, business, healthcare, (military) training, etc
  • space and place in games, play spaces, virtual/physical communities, mobile gaming and localization
  • digital literacy, discourse practices, social norms and norming, the politics of play
  • public discourse/controversy over violence, militarism, sex, criminality, racism, etc in games
  • game pedagogy and classroom practices, gamification, learning as play

Read more on Call: Game Studies at 2016 National Popular Culture/American Popular Culture Conference…

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VR below the prehistoric waves: David Attenborough’s “First Life”

[David Attenborough guides you on a virtual trip through space and time, to the oceans of early Earth, at London’s National History Museum this summer (through September 24); the detailed review below is from The Register; more information and a 1:13 minute trailer is available from Wired. –Matthew]

Attenborough's First Life screenshot

Virtual reality below the prehistoric waves: David Attenborough’s First Life

A trip back in time at the Natural History Museum

20 Jun 2015, Nigel Whitfield

One way or another, Sir David Attenborough has been involved in the adoption of many key consumer technologies of recent decades, from the introduction of colour programming as BBC 2 controller, through landmark TV series such as Life on Earth, to the stunning HD of Planet Earth – and 3D nature programming for Sky.

It’s perhaps no surprise, then, that the latest addition to the Natural History Museum, a virtual reality experience, also bears the Attenborough imprint, using the latest technology to engage people in a look at the very beginnings of life on earth.

A partnership between the museum, Samsung, Atlantic Productions and VR specialist Alchemy, First Life is a fifteen minute presentation, narrated by Sir David. It explores the growth of life in our oceans from the earliest multi-cellular organisms through to complex creatures like arthropods. The VR realisations are based on fossils from the museum’s own collection, to ensure that as far as possible it’s grounded in real science. Read more on VR below the prehistoric waves: David Attenborough’s “First Life”…

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