ISPR Presence News

Monthly Archives: November 2009

Call: FNG 2010 The 3rd Intl Conference on Fun and Games

[From Vero Vanden Abeele (vero.vanden.abeele@groept.be) ]

FNG 2010 – The 3rd International Conference on Fun and Games, 2010

September, 15-17, 2010
University of Leuven, Belgium
http://FNG2010.org/

CONFERENCE OVERVIEW

Fun ‘n Games is a single-track, 2-day conference where academics and practitioners can interact together in a playful event that marries the best of academic writing with the most innovative user experiences. The conference invites original contributions from designers, developers and researchers in computer games, experience design and `fun´. Of particular interest are contributions that cross the traditional disciplines of human-computer interaction, games design, and game development. It will provide a venue for presenting and discussing peer reviewed academic and practitioner papers, posters and live demos. Furthermore, the conference encourages student designers/developers to submit their works to the Fun and Games Design Competition. The nominees of this competition receive a free pass to the conference and winners will be awarded at the conference.… read more. “Call: FNG 2010 The 3rd Intl Conference on Fun and Games”

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Stroll through VR with CyberWalk omni-directional treadmill

[From Gizmag (“invention, innovation and emerging technologies in all fields of human endeavour”); the web version of this story contains video segments]

GOOD THINKING

Take a stroll through virtual reality on the CyberWalk omni-directional treadmill

By Darren Quick
November 4, 2009 PST

Jogging on the spot has gone high tech thanks to an omni-directional treadmill that allows you to walk in any direction while staying centered on the treadmill. When coupled with virtual reality (VR) technology it offers the potential for truly natural walking and immersion in virtual environments.… read more. “Stroll through VR with CyberWalk omni-directional treadmill”

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Lightstep’s simulations of disaster evacuation system

[From the web site of Zest Audio; more information about Lightstep Technologies follows below]

Community Simulates Disaster for Life Safety

Zest Audio has recently completed the installation of a high power Community sound system for the demonstration facilities of Lightstep Technologies at their Belfast headquarters.

Lightstep produce innovative products to help people escape from life threatening situations. Following many well publicised disasters in recent years, involving major loss of life in high rise buildings, nightclubs, underground stations and at sea, Lightstep has developed systems that represent a significant step forward in Life Safety systems.

Much has been done to improve and integrate the response and ability of the fire, ambulance, police and other emergency services but, until now, little progress has been made in developing integrated visual systems to increase the chances of escape from burning buildings, gas leaks, underground black outs, explosions on land or at sea, capsizing vessels or collapsing tunnels.… read more. “Lightstep’s simulations of disaster evacuation system”

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Video Game to Help Urban Teens Avoid HIV in $4 Million Grant to Yale

[A press release from Media-Newswire]

Video Game to Help Urban Teens Avoid HIV Infection Focus of Nearly $4 Million Grant To Yale

New Haven, Conn. – Creating a video game to help teens avoid sex, drugs and alcohol use-behaviors that could lead to HIV infection-is the aim of a five-year, $3.9 million research grant to Yale from the Eunice Kennedy Shriver National Institute of Child Health and Human Development. The grant, to be paid out over five years, will fund work by Lynn Fiellin, M.D., assistant professor of medicine at Yale School of Medicine.

(Media-Newswire.com) – New Haven, Conn. – Creating a video game to help teens avoid sex, drugs and alcohol use-behaviors that could lead to HIV infection-is the aim of a five-year, $3.9 million research grant to Yale from the Eunice Kennedy Shriver National Institute of Child Health and Human Development.… read more. “Video Game to Help Urban Teens Avoid HIV in $4 Million Grant to Yale”

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Job: Res. Asst. at Serious Games Institute at Coventry U.

Research Assistant
Coventry University – The Serious Games Institute

The Serious Games Institute is situated as part of the largest commercial arm of any UK university, on the Coventry University Technology Park Innovation Village. Based just one hour’s easy commute from London, the Institute promotes excellence in applied research, working closely with industry enabling leading edge research to move to development more quickly and supporting spin outs and IP generation.

The Institute is the UK’s first hub of excellence in serious games and virtual worlds, and the group are developing an international standing in the emerging cross-disciplinary area, with three major international conferences (including an IEEE conference), Second Wednesday events and a developing SGI research and development network.

The SGI’s applied research postdoctoral team led by Prof. Sara de Freitas draw from different disciplinary areas (including computer science, engineering, psychology, educational science, health studies, and environmental studies), with a focus upon three specialist application areas: Health, Education and the Environment.… read more. “Job: Res. Asst. at Serious Games Institute at Coventry U.”

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Butting out in virtual reality may have real-life results

[From The Vancouver Sun]

Butting out in virtual reality may have real-life results

By Linda Nguyen, Canwest News Service
October 28, 2009

Our actions in virtual reality may subconsciously lead to changes to real-life addictive behaviours, according to a group of Quebec researchers.

A recent study by the GRAP Occupational Psychology Clinic and University of Quebec in Gatineau found that smokers who destroyed cigarettes in a virtual-reality environment many times over a period of months reported having less of a tobacco addiction than those who were assigned another virtual-reality task.

The theory behind the study, published in the current issue of the U.S.-based CyberPsychology and Behavior journal, is that the participants developed a “stronger drive” to quit smoking, because they subconsciously visualized themselves destroying their addiction.

Ninety-one smokers who were enrolled in a 12-week anti-smoking program were randomly divided into two groups.… read more. “Butting out in virtual reality may have real-life results”

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The Curious Case of Racism in Second Life

[From the Pixels and Policy blog (“Uncovering the ways virtual worlds change our politics, policy, and culture”)]

10/26/2009

The Curious Case of Racism in Second Life

The standard techno-optimist argument in favor of expanding the Metaverse goes something like this: Virtual worlds hold the promise of commuication without regard for distance, physical ability, gender, or race. Every aspect of the avatar is flexible, rendering prejudice obsolete.

It appears such wishful thinking might be snagged on the heated issue of race. Pixels and Policy reports on a little-noticed study that says our racial biases are carrying over into the Metaverse.

Bringing Race Issues into the Virtual World

A research team from Northwestern University conducted a very interesting study on the biases and prejudices we carry into the virtual world, and the findings are startling. Researchers used what is called a “Door in the face” technique.… read more. “The Curious Case of Racism in Second Life”

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Call: Workshop on Visualization in Computational Science at ICCS2010

Workshop on Visualization in Computational Science at ICCS2010

This workshop is co-located with the 10th International Conference on Computational Science (ICCS2010), May 31st – June 2nd, 2010, Amsterdam, The Netherlands.

Introduction

Researchers in computational science generate data faster than we can make sense of that data. In computer simulations and lab experiments, data sets are generated that not only increase in size but also in complexity while the techniques to analyze them are either non-existent or ill-posed. In these cases visualization is an indispensable method to detect structure and patterns in these data sets. This includes the development of increasingly advanced visualization algorithms that map data features to visual constructs, user-friendly human-computer interaction that encourages interactive visual exploration, and computing architectures that improve the use and responsiveness of interactive graphics displays. Significant progress has been made over the last decades but many challenges still remain.… read more. “Call: Workshop on Visualization in Computational Science at ICCS2010”

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Software Helps Music Students Collaborate Online With Crystal Clarity

[From The Chronicle of Higher Education’s Wired Campus blog; more information is available here and at the EchoDamp web site]

October 27, 2009, 02:00 PM ET

Software Helps Music Students Collaborate Online With Crystal Clarity

By Jeff Young

Music schools have a tradition of bringing in famous musicians to hold master classes with a handful of students, but many of those visits have been cut this year because of tight budgets. Free software developed at the University of Southern California promises to make videoconferencing clear enough to hold such classes remotely over high-speed Internet connections.

The software is called EchoDamp, and it was developed by Brian K. Shepard, an assistant professor of composition at Southern California’s Thornton School of Music. “There’s a great deal of information that is there if you’re in the same room with somebody singing or performing an instrument, but that is often not transmitted in a videoconference,” he said.… read more. “Software Helps Music Students Collaborate Online With Crystal Clarity”

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Call: International Journal of Gaming and Computer-Mediated Simulations

International Journal of Gaming and Computer-Mediated Simulations (IJGCMS)
An Official Publication of the Information Resources Management Association New in 2009

Editor-in-Chief: Richard E. Ferdig, Research Center for Educational Technology – Kent State University, USA
Published: Quarterly

Call for Papers:

The Editor-in-Chief of the International Journal of Gaming and Computer-Mediated Simulations (IJGCMS) would like to invite you to consider submitting a manuscript for inclusion in this scholarly journal. The following describes the mission, the coverage, and the guidelines for submission to IJGCMS.

Mission

The International Journal of Gaming and Computer-Mediated Simulations (IJGCMS) publishes research articles, theoretical critiques, and book reviews related to the development and evaluation of games and computer-mediated simulations. One main goal of this peer-reviewed, international journal is to promote a deep conceptual and empirical understanding of the roles of electronic games and computer-mediated simulations across multiple disciplines. A second goal is to help build a significant bridge between research and practice on electronic gaming and simulations, supporting the work of researchers, practitioners, and policymakers.… read more. “Call: International Journal of Gaming and Computer-Mediated Simulations”

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