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Author Archives: Matthew Lombard

Call: Special issue on Mobile Learning in the journal Education Sciences

Call for Papers

Special Issue on Mobile Learning in the Open Access journal Education Sciences
http://www.mdpi.com/journal/education/special_issues/Mobile_Learning

Preliminary abstracts due January 31st 2018

Special issue editor:
Prof. Dr. Maria Uther
Department of Psychology, Humanities and Social Sciences, University of Winchester, UK
Website | E-Mail
Interests: user-interface design for mobile devices; pedagogy and mobile learning; mobile language learning; speech technologies

Dear Colleagues,

This Special Issue, “Mobile Learning”, addresses the increasing popularity of mobile devices and their potential for developing learning. As mobile technologies are constantly changing and increased capabilities rapidly developing, it is timely to consider the technical and practical issues in implementing learning applications for mobile devices. In a changing landscape in which mobile device ownership rivals fixed PCs, it is critical that we understand and study more about their capability in education.

With these considerations in mind, articles are welcomed for inclusion in this Special Issue that: (1) provide empirical evidence on the efficacy of mobile devices for learning applications; (2) showcase novel uses or technical developments for mobile devices in learning; (3) review pedagogical and user interface design considerations and develop theories around the design of mobile learning applications; (4) interface mobile technologies with other technologies to enhance learning (e.g., speech recognition, augmented reality, psychophysiological recording); and (5) offer examples of situated learning (e.g. using augmented/virtual reality technology) with mobile devices. The above topics are indicative and we would also welcome any papers relating to mobile learning that do not immediately fit into the above categories.

Keywords:

  • mobile learning
  • augmented reality
  • situated learning
  • pedagogical theories of mobile learning
  • user-interface design for mobile learning

Read more on Call: Special issue on Mobile Learning in the journal Education Sciences…

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The Next Frontier for Virtual Reality: Courtrooms

[An attorney quoted in this story from Bloomberg’s Big Law Business says “The sense of ‘presence’ that VR provides has the potential to be a game changer in the practice of law.” The original story includes a second image and it links to a recommended second story that examines the challenges facing widespread use of VR in courtrooms. –Matthew]

The Next Frontier for Virtual Reality: Courtrooms

By Bruce Kaufman – Bloomberg Law
November 18, 2017

Twenty-five years ago, a California jury took a brave leap into the future by donning headsets to watch a virtual reality-like accident reconstruction scene.

The three-dimensional defense presentation lacked interactivity, a current hallmark of virtual reality. But, even so, the presentation helped persuade the jury that a motorcyclist had chosen to ride on dangerous terrain, and that Honda Motor Co. was not responsible for the accident.

Since then, the technology has become accepted in a broad array of industries, including gaming (Pokemon Go), architecture, property sales, and medicine.

Virtual reality has been nonexistent in U.S. courtrooms, however, burdened by logistical concerns, high costs, and legal fears it could prove unduly persuasive for impressionable jurors.

Though it can still run into six figures, the cost of virtual reality has come down and tech-savvy attorneys say the time is right for a fresh look at the technology’s use during trials, especially in areas like product liability or criminal law where evidence is vital to recreating events or presenting science.

“There are incredible possibilities for using this technology in the courtroom,” defense attorney Noel Edlin told Bloomberg Law. Read more on The Next Frontier for Virtual Reality: Courtrooms…

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Virtual reality comes to the hot tub purchasing experience

[Another interesting application context for VR and presence is described in this story from the Daily Herald (Provo, Utah). For more information see the Bullfrog Spas website and coverage in Aqua, and watch the 5:41 interactive video on YouTube. –Matthew]

Read more on Virtual reality comes to the hot tub purchasing experience…

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Call: “Human Work Interaction Design meets International Development” for IxD&A Journal

Call for Papers

Focus section on
“Human Work Interaction Design meets International Development”
to be published at the
Interaction Design and Architecture(s) Journal (IxD&A)
(ISSN 1826-9745, eISSN 2283-2998)

IxD&A implements the Gold Open Access (OA) road to its contents with no charge to the authors (submission & paper processing)

http://www.mifav.uniroma2.it/inevent/events/idea2010/index.php?s=102&link=call36fs

Guest Editors

  • Pedro Campos – Madeira-ITI, Univ. of Madeira, Portugal
  • Barbara Rita Barricelli – Università degli Studi di Milano, Italy
  • Jose Abdelnour-Nocera – University of West London, United Kingdom

IMPORTANT DATES

  • Deadline: January 31, 2018
  • Notification to the authors: February 28, 2018
  • Camera ready paper: March 15, 2018
  • Publication of the special issue: end of March, 2018

OVERVIEW

Today, it is a true challenge to design applications that support users of technology in complex and emergent organizational and work contexts. To meet this challenge, the Working Group 13.6 (WG13.6) on Human Work Interaction Design (HWID) was established in September 2005 as the sixth working group under the International Federation for Information Processing specifically the Technical Committee 13 on Human Computer Interaction (HCI). A main objective of the WG13.6 as defined in 2012 is the analysis of this complexity and its relationships between extensive empirical work domains studies and HCI designs.

We are particularly interested in observing technology-mediated innovative work practices in informal settings, in a social development context. This is why WG 13.6 has decided to promote research jointly with WG. 13.8 on Interaction Design in International Development, whose main interest since its creation in 2006 is to promote the application of interaction design to address the needs, desires and aspirations of people across the developing world.

Today’s technologies change the way we work with pervasive interfaces and smart places, often shifting our physical boundaries and our operational modes. From health care, to traffic control, interaction with new technologies, researchers have raised challenging issues for HCI researchers and experts. This is even more challenging when one is away from the mainstream industrial sites of the global north.

In line with recent suggestions that HCI should “turn to practice” and do practice based research, the utility and merit of defining a field from its published works stems from providing a conceptual frame to organize a variety of issues emerging in recent HCI research. In this focus section, we take a practice oriented, bottom up approach where one can analyze and synthesize relevant field work. Stephanidis states that interactive technologies are entering all aspects of everyday life, in communication, work and collaboration, health and well-being, home control and automation, public services, learning and education, culture, travel, tourism and leisure, and many others. An extensive variety of technologies are already available, and new ones tend to appear frequently, and on a regular basis. Because of this we have to be attentive towards the development of studies that will help the growth of new technologies itself.

This focus section also aims at analysing the connections between ecological interface design with other common interface design methods, enabling participants to better understand how to combine approaches in the creation of design solutions. We propose to approach this in the perspective of transforming everyday interactions of people with technologies, in particular cognitive work approaches, using examples and case studies. Examples of everyday services and technologies that are already enabled by multiple cognitive engineering approaches include Amazon’s Echo, IBM’s Watson, Apple’s Siri, services like Dropbox, Spotify, Pinterest and so many others.

TOPICS OF INTEREST

In this context, this focus section of IxD&A invites papers around the following list of topics:

  • human-centered design approaches for specific work domains (workplaces, smart workplaces);
  • visions of new roles for workplaces that enhance both work practice and interaction design.
  • can HWID be effectively applied beyond control rooms and other industrial or manufacturing contexts?
  • analyzing the value of the current state of affairs with regard to the concept of “affordance”;
  • how does HWID can help improve the experience economy, the knowledge economy (Web 2.0, user-generated content) and the transformation economy (ethical value change, global and societal issues);
  • case studies of applied HWID leveraging on pervasive computing, Internet of Things, and other work domains or workplace technologies.

Read more on Call: “Human Work Interaction Design meets International Development” for IxD&A Journal…

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Oculus Dash lets you multi-task in VR

[Facebook’s Oculus now lets users bring the connected multi-tasking so many of us have come to crave into virtual environments. It’ll be interesting to see how enhances and/or degrades the sense of presence. This story is from CNET, where it includes different images. –Matthew]

[Image: Source: TechPocket]

Facebook just made VR better — by adding Microsoft Windows

With a new beta, you can do practically anything you’d do with your PC in an Oculus Rift headset.

By Sean Hollister
December 6, 2017

Being transported to a virtual world can be fantastic — until you realize what you’ve left behind. No email, no instant messages from friends or family, no TV in the background, no streaming tunes, no Tweets or Snaps or Likes.

The Fear of Missing Out (FOMO) is strong, and for some it might be a reason to stay out of VR entirely.

But with a new beta update available today, Facebook is intentionally letting you break the immersion of its Oculus Rift virtual reality headset so you can do a heck of a lot more in VR. You’ll have your full Windows 10 desktop, spread across as many virtual monitors as your graphics card can support.

That means you can do multitasking — a lot of multitasking — even while you continue to play games in VR. Read more on Oculus Dash lets you multi-task in VR…

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Job: Research Scientist / Assistant Professor in Affective Computing at USC-ICT

Now Hiring: Research Scientist / Assistant Professor in Affective Computing at USC-ICT

The University of Southern California’s Institute for Creative Technologies (USC-ICT) has an immediate opening for outstanding recent PhD or Postdoc with expertise in nonverbal behavior understanding and analyses, machine learning (with a focus on deep learning) and multimodal social signal processing. Candidates are expected to have outstanding academic credentials with an earned doctorate in computer science or a closely related field; a solid record of research; and excellent communication and team skills.

Read more on Job: Research Scientist / Assistant Professor in Affective Computing at USC-ICT…

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Nvidia’s new AI “imagines” convincing fake images and videos

[New software created by Nvidia researchers extends both the potential value and dangers of technology-created illusions. The story below is from MIT Technology Review, where it includes a ten second video demonstration; for more information see the post on Nvidia’s blog, a 3:00 minute video by the researchers, a Two Minute Papers video report (which is actually 3:50 minutes) and more demonstration videos in coverage by DesignTAXI. The Next Web notes this tweet from Wired magazine’s Oli Franklin-Wallis about the implications of the new software: “The biggest casualty to AI won’t be jobs, but the final and complete eradication of trust in anything you see or hear.” –Matthew]

Nvidia’s Tag-Teaming AIs Imagine Night as Day, and House Cats as Tigers

A new direction in machine learning is giving computers the ability to daydream, and the results are fascinating and potentially pretty useful.

A system developed by researchers at Nvidia in Santa Clara, California, can look at an image of a sunny road and imagine, in stunning detail, what it would look like if it were raining, nighttime, or a snowy day. It can also imagine what a house cat would look like if it were a leopard, a lion, or a tiger. Read more on Nvidia’s new AI “imagines” convincing fake images and videos…

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Call: Scalable Algorithms and Behavior Analytics in Cyber-Enabled World – SCAC special issue

Call for Papers

Scalable Computing and Communications

Special Issue on
Scalable Algorithms and Behavior Analytics in Cyber-Enabled World

http://static.springer.com/sgw/documents/1608722/application/pdf/scalable+algorithms+and+behavior.pdf

Deadline: March 31, 2018

AIMS AND SCOPE

Due to the emerging computing paradigm, the physical, social, and mental world are increasingly integrating and merging into the cyberspace. In this emerging but significant field, it is necessary to model the human individual information processing along with their corresponding behaviors, in order to build systematic knowledge about new phenomena, behaviors, properties and practices across the broad applications in cyber-enabled world. Specifically, studies related to scalable algorithm and behavioral analysis are conducted in terms of the cyber entities, as well as their relations and conjugations in physical, social and mental spaces, which focuses more on the basic attributes, models, functions, and evolutions of cyber entities, and all their possible relations conjugated with real things. For this scientific and systematic study, numerous challenges are raised as: How to establish and improve the foundational theory and methodology for the scalable computing and data processing in the cyber-enabled world? How to find a unified way to study and represent the diversified cyber entities along with their behavior patterns and communications? How to systematically extract, create, and fuse the information, knowledge, and intelligence generated across the physical-social systems for the sustainable utilization? How to deal with the accompanying issues while producing numerous cyber things, such as security, reliability, and etc.

Topics may include (but are not limited to):

  • Scalable Communications in Cyber-world
  • Data Centric Computing in Cyberspace
  • Scalable Knowledge Modeling and Management in Cyber-world
  • User Behavior Analysis and Modeling in Cyber-physical Systems
  • User Influence Measure and Model in Cyberspace
  • Cyber-Social Sensing and Behavior Analysis
  • Scalable Cyber Hybrid Interface/System Design
  • Scalable Mechanisms for Intelligent Transportation Systems
  • Cyber-Based Learning Analytics with Scalable Computing
  • Cyber-Empowered Sentiment Analysis and Mental Computing
  • Wearable Computing and Smart Sensor
  • Scalable Computing for Healthcare
  • Scalability in Cyber Security, Privacy and Reliability
  • Scalable algorithms for Cyber Visualization
  • Scalable deep learning architectures
  • Scalable Brain-inspired Computing and Soft Computing
  • Scalable Agent-based Computing
  • Scalable algorithms for the Internet of Things
  • Scalable algorithms for Edge computing (EC) and Mobile Edge Computing (MEC)
  • Scalable Services for Pervasive Computing

Read more on Call: Scalable Algorithms and Behavior Analytics in Cyber-Enabled World – SCAC special issue…

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Virtual reality users must learn to use what they see

[An interesting new study demonstrates that users don’t perceive the 3D cues provided by virtual reality as they do the same cues in the real (nonmediated) world unless they’re trained to do so. This story is from University of Wisconsin-Madison News and the full study is available from Nature Scientific Reports. –Matthew]

[Image: Figure 2c from the study indicating that task feedback improves performance over time. Left: Target interceptions over trials when feedback was not provided (blue symbols) and when feedback was provided (orange symbols). Circles correspond to the percentage of target interceptions across observers on each trial.]

Virtual reality users must learn to use what they see

December 4, 2017
By Chris Barncard For news media

Anyone with normal vision knows that a ball that seems to quickly be growing larger is probably going to hit them on the nose.

But strap them into a virtual reality headset, and they still may need to take a few lumps before they pay attention to the visual cues that work so well in the real world, according to a new study from University of Wisconsin–Madison psychologists.

“The companies leading the virtual reality revolution have solved major engineering challenges — how do you build a small headset that does a good job presenting images of a virtual world,” says Bas Rokers, UW–Madison psychology professor. “But they have not thought as much about how the brain processes these images. How do people perceive a virtual world?”

Turns out, they don’t perceive it like the real world — at least not without training, according a study Rokers and postdoctoral psychology researcher Jacqueline Fulvio published recently in the journal Nature Scientific Reports. Read more on Virtual reality users must learn to use what they see…

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Call: 3rd Joint UAE Symposium on Social Robotics (JSSR2018)

Invitation and International Call for Presentations
3RD JOINT UAE SYMPOSIUM ON SOCIAL ROBOTICS (JSSR2018)
4-7 February 2018
New York University Abu Dhabi
United Arab Emirates University

Registration: SocialRoboticsUAE@uaeu.ac.ae
Updates: http://conferences.uaeu.ac.ae/jssr2018/en

Submission deadline: December 30, 2018

THE FUTURE IS HERE

A future in which robots will be our social companions and will assist us in many of our activities is quickly approaching. To get ready for tomorrow, a new kind of integrated research is gaining unprecedented traction: the study of interactions between humans inspires the development of more sophisticated autonomous agents, scaffolding the creation of the next generation of social robots. At the same time, the study of interactions between intelligent social machines and people provides insights into human social cognition and can inform and validate the explanatory and predictive models advanced by the social sciences.

SOCIAL ROBOTICS

Social robotics connects these two trends, bringing together expertise from different scientific and technological areas such as human-robot interaction, software engineering, artificial intelligence, social and cognitive psychology, the behavioral and brain sciences, social cognition theory, cognitive philosophy and philosophical psychology. Various approaches to cognitive robotics, including developmental, evolutionary, embodied/situated, and “soft” robotics build on the results achieved in these areas.

OUR THIRD MEETING

The United Arab Emirates is quickly emerging as an international hub for innovation. As such, it is committed to foster the progress in robotics, to assess its impact on the life of the people, and to support civil projects that can bring the greatest benefits to society. United Arab Emirates University (UAEU) and New York University Abu Dhabi (NYUAD) have joined forces in organizing the “3rd Joint UAE Symposium on Social Robotics” (JSSR2018) as part of “Innovation Month 2018”. This event features a multidisciplinary program that brings together renowned developers, roboticists, and social scientists from across the globe to discuss the state of the art in social robotics. Join the multi-site event, be part of the group of experts, share your research, check out new robot technology, and discuss the latest innovations in the field.

THEMATIC AREAS Read more on Call: 3rd Joint UAE Symposium on Social Robotics (JSSR2018)…

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