ISPR Presence News

Author Archives: Matthew Lombard

Call: BBC looking to fund VR experiences and more

[This item is both news and a call for proposals that may be of interest; it’s from VRFocus. –Matthew]

BBC Looking to Fund VR Experiences and More

July 27, 2015
Jamie Feltham

Read more on Call: BBC looking to fund VR experiences and more…

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In Honda’s Dream Drive, real car takes you on trippy virtual journey

[Here’s a vivid first-hand report about an interesting experimental use of VR to evoke presence; it’s from PCWorld, where the story includes two more images. –Matthew]

Dream Drive: Oculus Rift in Honda car

Oculus Rift took me for a ride in a real car during Honda’s trippy Dream Drive

They drove, and I watched VR that synced to the motion of the car. I was on a racetrack. In a space station. Trippy indeed.

Martyn Williams, IDG News Service
July 24, 2015

As I climbed into the car, I didn’t have high hopes.

I was trying out Honda’s Dream Drive, a prototype technology that pairs an Oculus Rift headset with data about the car’s movements to produce a virtual reality simulation.

The car (an Acura MDX from Honda’s luxury line) was going to drive around the parking lot at Honda’s new R&D center here in Mountain View, California, and the headset would let me gaze into another world as we drove along. Read more on In Honda’s Dream Drive, real car takes you on trippy virtual journey…

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Call: Hear The Music, Play The Game: Music And Game Design: Interplays And Perspectives (GAME theme issue)

GAME – Games as Art, Media, Entertainment
www.gamejournal.it

Call for Papers – n. 6/2016
Hear The Music, Play The Game
Music And Game Design: Interplays And Perspectives

Edited by Hillegonda C. Rietveld and Marco Benoît Carbone

http://www.gamejournal.it/n-62016-hear-the-music-play-the-game-music-and-game-design-interplays-and-perspectives/#.VbCbv4cn91M

Music composition and sound design in video games are important dimensions in the experience of play, gaining increased acknowledgement and attention within the game industry. The growing relevance and success of several kinds of music-based games, and their codification in novel genres and sub-genres, illustrates one tendency in this shift of focus towards the aural in relation to the usually visual dominance of the medium. This calls for an attempt to reconsider the often-overlooked impact of music and its role in defining games. Arguably, a distinction can be made between games in which music functions in the background, and games in which music is an integral part of the game mechanics. For example, attention to game music demands a reconsideration of the importance of sonic content in past productions, and to look at practices like the revival of chip music, associated with early arcade, console, and home computer games. Meanwhile, the music industry has recognized the importance of game music, as demonstrated by the growing amount of releases of game sound tracks as well as occasional in-game music sales in and across new and different markets. Composers and sound designers have too often been regarded as contributors to the final phases of game development, despite the central affective power of music production in game design and the experience of play.

So far, academic research has focused mostly on general aspects of sound design. There seems to exist a vastly unexplored area of analysis for thinking about how technological change, market differentiations, and evolving social contexts of media consumption have affected game-music interactions over the past decades. With this call for papers, we encourage research on music as a multi-faceted creative and professional practice, of importance to the development and understanding of video games. Through a focus on music in relation to the overall game architecture we wish to emphasize the aural as a crucial dimension. Encouraging contributions from video game and music scholars, including musicologists, semioticians and media researchers, we are interested in papers exploring the intersections, interaction, and growing reciprocal influences between these fields.

We are particularly interested in analyses that focus on aspects and issues at the intersection of game and music studies that include, but not are limited to, the following themes: Read more on Call: Hear The Music, Play The Game: Music And Game Design: Interplays And Perspectives (GAME theme issue)…

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Emotional pictures show lonely man’s trips out with life-size doll daughter

[This is an unusual example of presence involving perceiving a medium as a social actor; it’s from RocketNews24, where the story includes 13 additional images (via Sina News via Zaeega) (side note: when I accessed DesignTAXI’s coverage of the same story, an advertisement appeared for The Ashton-Drake Galleries Online’s sale of the “Waltraud Hanl ‘Sweet Butterfly Kisses’ ‘So Truly Real’ ’Touch Activated’ Interactive Baby Doll). –Matthew]

Song Bo with Xiao Die at IMAX

[Image: Song Bo takes his “daughter” Xiao Die to an IMAX film.]

Emotional pictures show lonely man’s trips out with “love doll” daughter [Photos]

Fran Wrigley
May 6, 2015

Two years ago, Song Bo was diagnosed with a serious illness which gave him constant headaches and brought upon depression. Convinced he would never marry or have children, Song was browsing the internet one day when he stumbled upon a listing on China’s online shopping site Taobao that was to give him new hope.

Song bought a child-sized love doll, just 145cm tall (4’10”), and now takes her everywhere with him. The doll may be pint-sized, but as this tender photo series shows, she seems to have changed his life.

The photo series shows the two enjoying days out together at the cinema or in cafes. Song takes her on the subway around Tianjin and carries her tenderly across busy roads. He enjoys taking photos with her, such as these shots that were uploaded to Chinese social networking site Weibo. Read more on Emotional pictures show lonely man’s trips out with life-size doll daughter…

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Call: 8th International Conference on Computer Supported Education – CSEDU 2016

CALL FOR PAPERS

The 8th International Conference on Computer Supported Education – CSEDU 2016
Website: www.csedu.org
21 – 23 April, 2016
Rome, Italy

REGULAR PAPERS
Paper Submission: October 28, 2015
Authors Notification: January 28, 2016
Camera Ready and Registration: February 12, 2016

POSITION PAPERS
Paper Submission: January 5, 2016
Authors Notification: February 5, 2016
Camera Ready and Registration: February 19, 2016

WORKSHOPS
Workshop Proposal: November 9, 2015

DOCTORAL CONSORTIUM
Paper Submission: February 16, 2016
Authors Notification: February 24, 2016
Camera Ready and Registration: March 4, 2016

SPECIAL SESSIONS
Special Session Proposal: November 18, 2015

TUTORIALS, DEMOS AND PANEL PROPOSALS
December 14, 2015

Sponsored by:
INSTICC – Institute for Systems and Technologies of Information, Control and Communication

INSTICC is Member of:
WfMC – Workflow Management Coalition
OMG – Object Management Group
SEFI – European Society for Engineering Education
Eatel – European Association of Technology-Enhanced Learning
IGIP – International Society for Engineering Educatiom

In Cooperation with:
ASEE – American Society for Engineering Education
ATIEF – Association des Technologies de l’Information pour l’Education et la Formation

Technically Sponsored by:
IGIP – International Society for Engineering Educatiom

Logistics Partner:
SCITEVENTS – Science and Technology Events

SCOPE

CSEDU 2016, the International Conference on Computer Supported Education, aims at becoming a yearly meeting place for presenting and discussing new educational environments, best practices and case studies on innovative technology-based learning strategies, institutional policies on computer supported education including open and distance education, using computers. In particular, the Web is currently a preferred medium for distance learning and the learning practice in this context is usually referred to as e-learning. CSEDU 2016 is expected to give an overview of the state of the art as well as upcoming trends, and to promote discussion about the pedagogical potential of new learning and educational technologies in the academic and corporate world.

CSEDU 2016 will be held in conjunction with ICT4AWE 2016, SMARTGREENS 2016, WEBIST 2016, CLOSER 2016, VEHITS 2016 and IoTBD 2016. Read more on Call: 8th International Conference on Computer Supported Education – CSEDU 2016…

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“It Can Wait”: Fighting distracted driving with VR and presence

[I’d like to see research results, but it seems likely that the VR component of this important campaign will lead to greater presence, persuasion, and hopefully behavior change, than the same information in video or text. The story is from USA Today, where it features a different image and the short (30 second) and long (3:53 minute) videos; for more information see the AT&T press release via PR Newswire. For details on Volkswagen’s interactive in-theater PSA “Eyes on the Road” (mentioned at the end of the story) see CTV News’ coverage and watch the 1:23 minute video on YouTube. –Matthew]

A woman in AT&T's It Can Wait texting-and-driving simulation

Latest weapon to fight distracted driving: virtual reality

Edward C. Baig, USA TODAY
July 17, 2015

NEW YORK — AT&T is counting on virtual reality to help reduce the number of potentially fatal automobile accidents.

The wireless carrier is letting you take the wheel of a car virtually to simulate what can happen the instant you turn your attention away from the road to respond to a beeping cell phone or to text.

As you drive along suburban streets, and eventually a highway, the simulation presents everyday obstacles — kids in the crosswalk, cyclists and joggers, vehicles swerving in traffic — eventually to devastating effect.

It’s the latest tool in AT&T’s 5-year-old “It Can Wait” campaign which is designed to explain to you, or in this case to have you “experience,” the deadly consequences of distracted driving.

AT&T teamed up with the animation studio Reel FX to produce the impactful 360-degree VR simulation, which I got to try out while wearing Samsung Gear VR headgear. You can too. Read more on “It Can Wait”: Fighting distracted driving with VR and presence…

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Call: Social Internet of Things (book chapters)

Call for Book Chapters: Social Internet of Things

Series Title: Internet of Things: Technology, Communications and Computing – Springer AG

Editors: Alessandro Soro, Margot Brereton, Paul Roe
(Queensland University of Technology)

[a.soro, m.brereton, p.roe]@qut.edu.au

http://www.designparticipation.net/CFP-Social-IoT

The vision for the Internet of Things has moved over time from a supply chain management perspective to one aimed at combining the power of smart objects, ubiquitous connectivity and semantic interoperability. At the same time, fuelled by the increasing availability of miniaturized computing and cheap sensing devices, a multitude of research initiatives has envisioned, prototyped and investigated in depth a wide range of tools and architectures.

More recently however, coming from such diverse backgrounds as participatory design, computer supported collaborative work, constructionism, critical theory (to name but a few) a growing community of researchers is focusing attention on the people that adopt, shape, evolve and use (or refuse) such technologies.

These efforts, aimed at uncovering the Social aspects of the Internet of Things, emphasize how architectures, tools, and services should be conceptualized and developed so as to inspire people and support their best skills. Shifting the attention from the technical aspects to the people, allows designer and researcher to understand and support the collaboration that happen through or around smart objects and environments, and to understand how smart interconnected objects will fit into (and reshape) the values, goals and practices of individuals, families and communities.

We seek contributions from researchers and practitioners on the following (non exhaustive) list of topics. Authors are invited to submit their proposed chapter following the timeline provided below. Read more on Call: Social Internet of Things (book chapters)…

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President meets guest via telepresence robot in the White House for the first time

[Telepresence history at the White House! This is from Tech Times and more images, and a video of the event, are available from the Disability Visibility Project blog. Gizmodo broadens the focus with “The 5 Best Times Obama Met With Robots.” –Matthew]

Read more on President meets guest via telepresence robot in the White House for the first time…

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Call: 2016 Arts In Society Conference: The Practice of Art in the Age of the Anthropocene

2016 ARTS IN SOCIETY CONFERENCE: THE PRACTICE OF ART IN THE AGE OF THE ANTHROPOCENE – A COMMON GROUND CONFERENCE

University of California, Los Angeles
Los Angeles, USA
10-12 August 2016

http://artsinsociety.com/losangeles-2016

CALL FOR PAPERS

Proposals for paper presentations, workshops, posters, or colloquia are invited for the Eleventh International Conference On The Arts In Society held at the University of California, Los Angeles in Los Angeles, USA, 10-12 August 2016.

The purpose of the annual Arts Conference is to create an intellectual platform for the arts and arts practices, and to create an interdisciplinary conversation on the role of the arts in society. It is intended as a place for critical engagement, examination and experimentation of ideas that connect the arts to their contexts in the world – on stage, in studios and theaters, in classrooms, in museums and galleries, on the streets and in communities.

Proposals are invited that address the arts in society through one of the following categories: Read more on Call: 2016 Arts In Society Conference: The Practice of Art in the Age of the Anthropocene…

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Players in World of Warcraft can now have virtual cats curl up in their virtual laps

[Interesting how small affordances can impact users in powerful ways that blur the real and virtual worlds; this is from SiliconANGLE, where the post includes an additional image. –Matthew]

Virtual cat in WoW tweet

Players in World of Warcraft can now have virtual cats curl up in their virtual laps

by Kyt Dotson | Jul 21, 2015

People are already able to play video games and have their cats curl up in their laps—but now World of Warcraft players can have their cats in games curl up on their characters’ laps. It’s cat lap inception!

This recent addition to Blizzard Entertainment, Inc.’s cultural juggernaut massively multiplayer role playing game (MMORPG) allows players to sit down with their in-game feline pets and have their cats curl up in their laps. The process is simple: target the cat, type “/sit”, and wait. After the character sits down the cat will mosey over and hop into your character’s lap.

This addition follows other “little things” that affect quality of life and quality of presentation for World of Warcraft players. In January of this year, Blizzard added selfie capability with an in-game camera that provides Instagram-like filters and the ability to post to Twitter.

These changes don’t directly affect the mechanics or content of the game, but provide new ways for players to interact with the environment and each other. Read more on Players in World of Warcraft can now have virtual cats curl up in their virtual laps…

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