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Author Archives: Matthew Lombard

Call: Tangible, Embedded and Embodied Interaction (TEI) 2015

CALL FOR PARTICIPATION: PAPERS and STUDIOS & WORKSHOPS

ACM TANGIBLE, EMBEDDED AND EMBODIED INTERACTION (TEI) 2015
January 16-19, 2015 in Palo Alto, California, USA

http://tei-conf.org/

UBMISSION DEADLINES

  • Papers:  01 August 2014, 11:59 pm PST
  • Studios & Workshops:  22 August 2014, 11:59 pm PST

The work presented at TEI focuses on physical interaction with computing technology and addresses theories, design, user experience, interfaces, interaction, and technical development. The intimate size of this single-track conference provides a unique forum for exchanging ideas and presenting innovative work through talks, demonstrations, posters, art installations and performances, and participating in hands-on studios and workshops.

With the rise of DIY and maker culture and the acceptance of research in tangible, embodied and embedded interaction, the TEI conference has gained substantial visibility and activity over the past decade. It brings together research disciplines, including tangible computing, physical computing, speculative design, IT product design, appliance design, whole body interaction, gestural interaction, embodied interaction, responsive architecture, and responsive and interactive environments and spaces. Application areas are diverse, including: public art and performance; games; learning; planning; automotive, fashion, furniture, and architectural design; music and sound creation; as well as productivity and creativity tools in domains ranging from scientific exploration to non-linear narrative. TEI brings together researchers, practitioners, businesses, artists, designers and students in this emerging field, providing a meeting ground for diverse communities of research and practice including computing software, hardware, mechatronics, camera vision and sensor technology; human computer interaction; interaction, interface and experience design; computer supported collaborative work and learning; product, industrial and architectural design; and interactive art and performance. We invite submissions from all of these perspectives: theoretical, conceptual, technical, applied, or artistic. The conference is designed to provide appropriate presentation forms for different types of contributions. Accepted submissions of all types will be included in the ACM digital library proceedings. Read more on Call: Tangible, Embedded and Embodied Interaction (TEI) 2015…

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Brain Games host Jason Silva on the transformation that occurs when we’re immersed in a story

[From Fast Company’s The Beginning is Near graphic

Dreaming With Your Eyes Open: How Humans Are Hardwired For Stories

Brain Games host Jason Silva explains the transformation that occurs when we’re immersed in a story, and what makes an effective storyteller.

By Joe Berkowitz
April 23, 2014

Talking to Jason Silva might make your head spin. Perhaps not quite in the same manner as the possessed child at the center of The Exorcist, but something closer to the way the film itself does a number on audiences. This is not by accident. Silva’s goal is nothing less than to explain the attention-paralyzing power of storytelling by harnessing that power within his demonstration. It’s kind of a meta approach.

“I want to create media that talks about what media does,” says Silva. The philosophical filmmaker and host of NatGeo Channel’s show Brain Games has lately been making short videos he calls Shots of Awe that illustrate the complex science behind how the mind works, in ways that are both literal and metaphorical. With these videos he’s hoping to not only do what all storytellers want to do, and captivate an audience; he also wants to explain why it’s working.

“We are narrative beings. Our humanness is built on the ability to understand ourselves in the context of a story, so we’re basically hardwired for stories,” Silva says. “In the age of YouTube, though, we have many more signals competing for our attention. We have the tyranny of the small screen, attention spans are shrunken. You have to change how you tell a story, because at the end of the day, stories only work if you are immersed in them.“ Read more on Brain Games host Jason Silva on the transformation that occurs when we’re immersed in a story…

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Call: International Conference on Education Technologies and Computers (ICETC 2014)

The International Conference on Education Technologies and Computers (ICETC 2014)

Lodz University of Technology, Lodz, Poland
September 22-24, 2014

http://sdiwc.net/conferences/2014/icetc2014/

The conference aims to enable researchers to build connections between different digital applications. The event will be held over three days, with presentations delivered by researchers from the international community, including presentations from keynote speakers and state-of-the-art lectures.

The conference welcomes papers on the following (but not limited to) research topics:

  • Distance and E-Learning in a Global Context
  • E-Learning Platforms, Portals
  • E-Testing and new Test Theories
  • Educating the Educators
  • Groupware Tools
  • Immersive Learning
  • Intelligent Tutoring Systems
  • E-Learning Success Cases
  • E-learning in Electrical, Mechanical, Civil and information engineering
  • Errors in E-Learning
  • Higher Education vs. Vocational Training
  • Impact and Achievements of International Initiatives
  • Interdisciplinary Programs for Distance Education
  • Joint Degrees
  • Lifelong Learning: Continuing Professional Training and Development
  • Pedagogy Enhancement with E-Learning
  • Simulated Communities and Online Mentoring
  • Supervising and Managing Student Projects
  • Teacher Evaluation
  • Technology Support for Pervasive Learning
  • Virtual Labs and Virtual Classrooms

Read more on Call: International Conference on Education Technologies and Computers (ICETC 2014)…

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Dying woman goes outside for last time via Oculus Rift

[From Grandma in OculusRift Streetview

How the Oculus Rift helped Roberta Firstenberg battle cancer

17 Apr, 2014 Tom Rudderham

“I can’t believe it. I mean, you hear about things that like that, and you think you’re all prepared for it, and it’s like dropping into a mirage… into a new life… it’s beautiful… it’s awe-inspiring.”

–Roberta Firstenberg

By the end of 2013, Roberta Firstenberg was losing her battle with cancer. After several months of radiation therapy and chemotherapy, she was told that the treatments were no longer effective. It was around this time that her granddaughter, Priscilla Firstenberg – a 2D and 3D video game artist – moved in to help take care of her. Pri would come home after work each night and sit with her grandma. The two would talk long into the evening until Roberta fell asleep. It was during this time that Pri decided to record her grandma’s most cherished memories and stories. One night, Roberta revealed an usual dream she’d had, where a future, time travelling version of Pri and her sister came to visit. They promised to take Roberta back into the future and cure her cancer, using a time travelling chair that would also enable her to explore and see the world once again. Roberta remarked how she missed the outside world, in particular how she could no longer step into her own yard. Her favourite pastime was caring for the garden.

“I had a hard time sleeping that night,” Pri told me, “that was one of the hard hitting conversations we’ve had where I truly felt helpless.” The next day, she found herself debating the next generation of consoles with her co-workers. Pri argued in favour of the Oculus Rift, which was bringing something new to the table, while her co-workers championed the merits of the Xbox One and Playstation 4. “As I brought up more points about the Rift, it suddenly clicked – there might as well have been a literal light bulb above my head – traveling, going outside, just sitting in a chair, etc. That night I went out on a limb and emailed the support center for the Oculus Rift.” Read more on Dying woman goes outside for last time via Oculus Rift…

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Call: OzCHI 2014 – Designing Futures: The Future of Design

OzCHI 2014 Designing Futures: the Future of Design

2-5 December 2014 Sydney, Australia

OZCHI is the annual conference for the Computer-Human Interaction Special Interest Group (CHISIG) of the Human Factors and Ergonomics Society of Australia, a non-profit event. It is Australia’s leading forum for work in all areas of Human-Computer Interaction. OZCHI attracts an international community of practitioners, researchers, academics and students from a wide range of disciplines including user experience designers, information architects, software engineers, human factors experts, information systems analysts, social scientists or managers. We look forward to your involvement at this year’s OZCHI conference.

This year’s theme is about how we can shape the future of human-centred technology design in a fast changing technology landscape. We invite contributions on all topics related to Human-Computer Interaction, Interaction Design and the design of interactive technologies, including practical, technical, empirical and theoretical aspects. We particularly welcome contributions from those design approaches that deal with emergent technologies in an ever diversifying environment of use.

INITIAL SUBMISSIONS
7 July 2014: Long Papers/Industry Case Studies (Note – one week extension!)
21 July 2014: Workshop proposals
1 September 2014 Short Papers/Demos/Doc consortium

NOTIFICATION OF ACCEPTANCE
22 August 2014: Long Papers/Industry Case Studies
22 August 2014: Workshops
3 October 2014: Short Papers/Demos/Doc consortium

CONFERENCE TOPICS

In keeping with the theme “Design Futures: the Future of Design”, topics of interest include, but are not limited to: Read more on Call: OzCHI 2014 – Designing Futures: The Future of Design…

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Explore the bridge of ‘Star Trek: Voyager’ through Oculus Rift

[From Mashable]

Voyager bridge in Oculus Rift

Explore the bridge of ‘Star Trek: Voyager’ through Oculus Rift

By Jacob Kastrenakes on April 21, 2014

The Oculus Rift has been used to transport people everywhere from Jerry Seinfeld’s fictional apartment to another human’s body, and over the weekend, one developer began taking gamers someplace even a bit further from reality: to the bridge of Star Trek: Voyager‘s famous ship. The new virtual reality demo lets you walk around a fairly accurate recreation of the Voyager’s bridge and even allows you to stare out into space as you whiz past distant stars. You’ll be exploring the ship alone, however — unfortunately, no familiar crew members will be around for you to bump into, though you may just hear their voices off-screen. Read more on Explore the bridge of ‘Star Trek: Voyager’ through Oculus Rift…

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Call: Digital Research in the Humanities and Arts International Conference – DRHA 2014

Call for Papers

Digital Research in the Humanities and Arts International Conference – DRHA 2014

EXTENDED Deadline Proposals (300 word abstract): Monday, 28th April 2014

The University of Greenwich and the Department of Creative Professions and Digital Arts, will host the DRHA2014 [Digital Research in the Humanities and Arts] International conference for the first time in its history, from 31st August 2014 -3rd September 2014.

Theme: Communication Futures: Connecting interdisciplinary design practices in arts/culture, academia and the creative industries

Digital Research in the Humanities and Arts [DRHA] is an annual conference whose goal is to bring together the creators, users, distributors, and custodians of digital research and resources in the arts, design and humanities to explore the capture, archiving and communication of complex and creative research processes. DRHA provides an intellectual and physical space for cross-disciplinary discussion and the generation of new ideas, resulting in many new networks and productive research relationships.

Human beings, as users, have always been obsessed with finding new ways of communicating through various techniques and technologies.

The rapid technological changes that have occurred during the last two decades have allowed us – the users – to communicate through various social media platforms, providing us with more easily, faster and more frequently ways of communicating. However there are always concerns about other impacts those technologies might have on the communication processes.

The aim of the conference is to facilitate conversations on Design and collaborations between

  • Digital Arts and Humanities
  • Creative Industries
  • Digital Libraries and Archives

For the first time the DRHA conference would like to support and bring together the Academic environment with that of the Creative industries under a conference that will affect the current interdisciplinary creative practices. Read more on Call: Digital Research in the Humanities and Arts International Conference – DRHA 2014…

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Honda’s ASIMO robot is evolving

[From ASIMO robot using sign language

[Image: Honda’s newest version of its advanced humanoid robot, ASIMO, signs with its hands during a demonstration for media outlets at the Westin Grand Central Hotel in Manhattan. Andrew White/WIRED]

Watch the Astounding Dexterity of Honda’s Dancing Humanoid Robot

By Tim Moynihan  04.19.14

Even in today’s rapidly evolving world of technology, there are few things that make your jaw drop when you see them in real life. Honda’s ASIMO is one of those things.

When you witness this bipedal humanoid robot hopping in a circle on one foot, taking a few steps back to line up a kick to a soccer ball, or transitioning smoothly from a walk to a slow jog, you have to remind yourself that you’re not looking at a person in a robot suit or some sort of computer-generated special effect. This is an autonomous mechanical being, capable of walking around on two legs and making its own decisions based on input from its sensors. Its name, an acronym that stands for “Advanced Step In Innovative Mobility,” appropriately evokes Isaac Asimov. Read more on Honda’s ASIMO robot is evolving…

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Call: The End of Place as We Know It: Shifting Perspectives on Literature and Place

[Note: The submission deadline has just passed, though it may be worth inquiring. –Matthew ]

The End of Place as We Know It:
Shifting Perspectives on Literature and Place

Keynotes: Professor Edward Casey and Professor Timothy Morton
University of Strathclyde, Glasgow, September 17-19, 2014

Literatures of place have often been considered conservative and reactionary. We see this expressed in the longing for a pastoral return to a former Golden Age, in the nostalgic desire to rediscover the home of a long lost childhood, or in that of national extremism as expressed through a practice of territorial and racial purity. However, contemporary theorists have pointed out that ‘place’ is not a stable entity. Place is ‘radically indeterminate – it is intrinsically in question, is a question’ (Timothy Morton, Ecology Without Nature). Accordingly, if ‘place itself is no fixed thing’ (Edward Casey, The Fate of Place), then place has the capacity to ‘change us, not through some visceral belonging (some barely changing rootedness, as so many would have it) but through the practicing of place’ (Doreen Massey, For Space). An attachment to, and investment in, place can be gainfully employed to open up, rather than close down, questions of identity, territory, and nationality.

Yet it is not simply the theory of place that has undergone fundamental change in recent years. Our lives have been changed due to the rapid development in transportation and communication technologies, explosive growth in migrant mobility, a rise in global population, as well as the sudden shifts enacted by natural and manmade disasters. The fabric of place is changing physically as well as socially. In addition, the breakdown of barriers between the human and the inhuman, the citizen and the foreigner, the actual and the virtual, has complicated questions of belonging for individuals as for entire communities.

The conference invites paper submissions ranging from re-readings of place and texts traditionally considered to be regressive and restrictive, to discussions of contemporary writings on place. Topics might include but are not limited to: Read more on Call: The End of Place as We Know It: Shifting Perspectives on Literature and Place…

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Cyborg glasses save users the need to control emotions

[From YouTube]

Prof. Osawa wearing Cyborg glasses

Cyborg glasses save users the need to control emotions

By Leo Kelion Technology desk editor
16 April 2014

As Google continues to stoke excitement for its Glass smart-eyewear, a Japanese researcher has developed a radical alternative.

Rather than focus on what the owner sees, Prof Hirotaka Osawa’s kit shows computer-generated eye animations in place of the wearer’s real ones.

Special lenses let the user see out or take a secret nap if they prefer.

The professor said the glasses could be used to simulate emotional reactions when users are distracted or busy.

He added that the idea of creating an “emotional cyborg” was inspired by the work of an American sociologist who had coined the phrase “emotional labour” to refer to the use of facial expressions and body movements to show feelings.

This, Prof Osawa noted, could be a requirement for nurses, waitresses, teachers, therapists and others working in interaction-intensive professions. Read more on Cyborg glasses save users the need to control emotions…

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