ISPR Presence News

Monthly Archives: October 2010

Call: 16th Annual CyberPsychology & CyberTherapy Conference

16th Annual CyberPsychology & CyberTherapy Conference

Call for Abstracts

June 19th – 22nd, 2011 in Gatineau, Canada

This year’s theme is: Evidence-Based Clinical Applications of Information Technology

This year the Interactive Media Institute (IMI) and Université du Québec en Outaouais (UQO) are organizing the 16th Annual CyberPsychology and CyberTherapy Conference (CT16), the official conference of the International Association of CyberPsychology, Training, & Rehabilitation (iACToR). IMI and UQO are proud to announce the first call for abstracts CT16. The abstract submission deadline is January 15th, 2011. In addition to two and a half days of scientific presentations, a full day of new pre-conference workshops will be held, presenting several hands-on tutorials. Once again, there will also be exhibits and an interactive Cyberarium held as part of the conference, where attendees will be able to try the latest simulations and discuss possible collaborations. In addition, several funding agency representatives, policymakers, and industrial partners will be given the unique opportunity to experience first-hand the latest technologies and speak one-on-one with the scientists. The conference will seek input from a wide segment of the scientific community, and is interested in attracting experts in clinical therapy and rehabilitation, cognitive sciences, neurosciences, social sciences, and computer sciences.

Conference website: Read more on Call: 16th Annual CyberPsychology & CyberTherapy Conference…

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Rachael Ray “Halloween Bash in 3-D” uses new process, marks daytime first

[A press release from 3-D Vision; see the 1 minute promotional video here]

 World’s First 3-D Broadcast Nationwide for All TVs in Full Color

Rachael Ray ground breaking episode “Halloween Bash in 3-D” to be broadcast on Oct 29


New York – October 25, 2010

The Rachael Ray Show, along with 3-D Vision, Inc., (both based in New York), are taking a major step forward in the exploding 3-D TV market. On October 29, “Rach’s Halloween Bash in 3-D” will be broadcast to millions of viewers with 3-D Vision’s revolutionary new 3-D process called “FullColor 3D™”. The Rachael Ray show is the first to use this revolutionary 3-D process in a commercial TV broadcast (sponsored in part by Sarah Lee). The show will be viewable in full-color and in 3-D on all existing TV sets, 2-D and 3-D, thanks to a new type of 3-D glasses which will be given away to over 2.4 million viewers in the October 25 issue of TV Guide Magazine. Read more on Rachael Ray “Halloween Bash in 3-D” uses new process, marks daytime first…

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Call: IADIS Mobile Learning 2011

CALL FOR PAPERS – Deadline for submissions: 29 October 2010
Avila, Spain, 10 to 12 March 2011


The IADIS Mobile Learning 2011 International Conference seeks to provide a forum for the discussion and presentation of mobile learning research. In particular, but not exclusively, we aim to explore the theme of mobile learning under the following topics:

  • Pedagogical approaches and theories for mobile lifelong learning. For instance, situated, contextual and authentic mobile lifelong learning
  • Social software for mobile learning
  • Gaming, simulations and augmented reality for mobile learning
  • Mobile learning in formal educational institutions
  • Mobile learning in informal setting
  • Tools, technologies, and platforms for mobile learning
  • User studies of mobile learning
  • Research methodologies and evaluation of mobile learning
  • Ethical issues regarding mobile learning

Conference special theme: Mobile Lifelong Learning (mL3)

Lifelong learning (L3) has been defined as “All learning activity undertaken throughout life, with the aim of improving knowledge, skills and competencies within a personal, civic, social and/or employment-related perspective” (European Commission, 2002 p. 7). L3 qualifies a society as a context in which there are learning possibilities for those who want to learn (Fischer, 2001) and implies a shift from “provider-driven ‘education’ toward individualised learning” UNESCO (1999). Lifelong learning is: often self-directed, interest and needs driven; it occurs predominantly in informal and too-rich environments; and frequently implies a collaborative activity (Fischer & Sugimoto 2006) among learners transiting through learning events in life.

Early research in the design of mobile technologies for lifelong learning (Sharples, 2000) pointed to highly portable, individual, unobtrusive, available anywhere, adaptable to the learner’s development, persistent, useful for everyday needs, and intuitive personal tools. Technological advancements have delivered mobile devices and applications which meet and surpassed early requirements and which have positioned mobile technologies as an essential part of the new ecology for lifelong learning.  Read more on Call: IADIS Mobile Learning 2011…

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Augmented reality at MoMA and its implications

[From The New York Times

Editorial Notebook

Is That a Dagger I See?

Published: October 22, 2010

We’ve been waiting a long time for technology to deliver us an alternative reality, like the future in H.G. Wells’s “Time Machine,” Neo’s Matrix, or the universe of code navigated by the “Neuromancer” hacker, Case. The future has arrived, finally — by the prosaic hand of our cellphones. Chances are it will soon be sponsored by laundry detergent or a fast-food chain.

Just the other day, my iPhone showed me an exhibition at the Museum of Modern Art that most people around me didn’t know was there. Looking at the galleries through the phone’s camera, I saw a chunk of the Berlin Wall floating before me. There were faces suspended in midair in the museum’s immense atrium. Over the sculpture garden hovered a path through the desert along which illegal immigrants often die. Read more on Augmented reality at MoMA and its implications…

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Call: CONNECTING the EDGES: An Inter-Continental LiveVibe

The world’s first live performance with simultaneous motion capture from three continents will happen this Nov 4th, hosted at the International Digital Media Arts Association Conference 2010, in Vancouver. Live Performers in Japan, Vancouver, New York City and Florida will dance together in the virtual world – you can watch this historic production at In the Same Space at the Same Time.

Read more on Call: CONNECTING the EDGES: An Inter-Continental LiveVibe…

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Nestlé Cereals promotion combines real-time motion sensing with stereoscopic 3-D


Post Published: 22 October 2010

Dassault Systèmes helps consumers enjoy a virtual reality experience with Nestlé breakfast Cereals

Dassault Systèmes creates a video game combining real-time motion sensing with stereoscopic 3-D for Nestlé Breakfast Cereals

Following the success of the augmented reality game integrated into Chocapic and Nesquik cereal packs launched in France at the end of 2009, Dassault Systèmes has deployed leading-edge know-how and experiential 3D technologies to support the marketing strategy of Nestlé France Breakfast Cereals with the roll-out of a new immersive virtual reality application  The promotion is timed to coincide with the launch of Luc Besson’s latest movie Arthur 3 – The War of the Two Worlds.

Now, video gaming fans won’t have to wait for the next generation of motion-sensing game systems that can be hooked up to a 3D TV screen. Instead, they can simply buy a packet of their favorite breakfast cereal to get a foretaste of the endless possibilities of video games.  People can immerse themselves into the fantastic world of the Minimoys and enjoy a unique virtual reality experience using the cut-out 3D glasses provided on the Nestlé cereal packs.

From October, 4.2 million packs of Chocapic and Chocapic Duo, Chocapic Pepites, Nesquik, Cookie Crisp,Cheerios and Chokela, cereals featuring the 3D offer will be available in stores in France for a period of nine weeks. Read more on Nestlé Cereals promotion combines real-time motion sensing with stereoscopic 3-D…

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Call: International Conference on Materiality, Memory and Cultural Heritage

Materiality, Memory and Cultural Heritage

A conference organized by the Department of Humanities and Social Sciences, İstanbul Technical University and the Department of Anthropology, Yeditepe University in İstanbul, Turkey on May 25-29, 2011.

Keynote Speakers:
Ian Hodder (Stanford University)
Richard Handler (University of Virginia)
Ayfer Bartu Candan (Boğaziçi University)
Charles Stewart (University College London)

We are organizing a conference on the interrelated themes of memory, materiality and cultural heritage that will appeal to scholars from the fields of archaeology, anthropology and history. We invite papers that particularly address the uses and management of ancient sites, monuments and objects at the local and global scales from different social spaces and sectors of societies such as houses, ritual-architectural spaces, netscape, museums, touristic scapes, media industry, ethnoscapes and nation-states. Many different processes play a role in the particular contemporary uses of ancient objects and monuments such as the making of public/official or alternative histories and education, nationalism, cultural preservation efforts, place-making, object and profit oriented capitalist material practices, violence, archaeological practices, and the politics of the production and/or erasure of memory about the past, present and future. Despite the efforts of countries to geographically and culturally ‘preserve’ ancient monuments and objects, there has been a process of deterritorialization in the sense that they constantly move across space and time in the form of actual reproduction in different socio-spatial contexts, web-based information and computer simulation. In these new contexts they are reappropriated and attributed new meanings and senses and/or intentions to evoke the ancient potent meanings, becoming objects of new materialities and also containers and/or producers of new immaterialities. They become part and parcel of new historicities.

In addition to particular case studies we are specifically interested in papers that address theoretical and methodological questions. How can we theorize about contemporary uses of ancient monuments and objects? What is the unit of analysis and how is it methodologically constructed? From an analytical perspective, how can we gauge the historical traffic of these objects across space? What are our analytical boundaries? Read more on Call: International Conference on Materiality, Memory and Cultural Heritage…

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Our undeniable bond with virtual pets

[From, where you can find several additional images]

Our Undeniable Bond With Virtual Pets

How games like EyePet and Kinectimals are changing the cute little face of virtual pet interactions.

By Anthony John Agnello

Something strange happens to you when you’re playing with the EyePet. After you’ve learned all the different ways you can interact with Sony’s cuddly little beast — you’ve fed the blighter, cleaned him, fed him, taught him how to conjure an airplane out of thin air by drawing it in his magic notebook — you start to wonder if there’s any real reason to continue completing the set challenges in the “game,” other than earning more trophies for your PSN profile. Then, just before you turn off the camera and your move remote for the last time, your EyePet looks out of your television, gives a little grin, and hops up in your lap. So you pet him a little. He purrs, circles around in front of you not-quite-like a cat or a dog, then lies down and goes to sleep. You smile and turn off the PS3.

It’s a trick, of course. Your EyePet doesn’t actually feel affection for you. The software in your PlayStation is running while the PlayStation Eye is showing you the room you are sitting in. Your lap just happened to be in the spot where your EyePet ended up after it followed the camera and detected the movement of your hand. The pet doesn’t need to be fed or cleaned. It won’t die if neglected. It isn’t necessarily pleased to be wearing that Sergeant Pepper costume you dressed it up in.

That your interactions with this augmented really game aren’t real, that this virtual pet is an illusion, ultimately doesn’t mean squat. Whether it’s because you want to achieve the game’s goals or because of genuine affection, your interest in your digital pet is grounded in the same emotions as care for a flesh and blood pet. This is why we continue to play virtual pet games. Our emotional bonds are real even if the critters aren’t. Read more on Our undeniable bond with virtual pets…

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Call: SKILLS European Project (IST, Multimodal Interfaces) conference

Dear Colleague,

The EuroMov center at Montpellier-1 University in the south of France organizes a special conference in December 2011:

SKILLS is the international conference of the SKILLS European Project (IST, Multimodal Interfaces, 2007-2011). It addresses fundamental and translational issues related to the acquisition, storage, maintenance and transfer of human skills using multimodal technologies such as virtual and augmented realities, human-machine interfaces, interaction design, and robotic systems. SKILLS aims at introducing a novel approach to technology-assisted skill acquisition or rehabilitation based on enactive and direct interaction between learner and technology. Perception-action and cognitive accelerators embedded in specific training protocols are used at various stages of learning in several (real) trainee – (virtual) trainer situations.

In addition to keynote lectures, regular papers and posters, a large portion of the conference will be devoted to the presentation of hands-on demos illustrating the enactive approach to skill acquisition and transfer, not limited to but including the three following domains: Sport & Entertainement, Surgery & Rehabilitation, Industry & Manufacturing. Read more on Call: SKILLS European Project (IST, Multimodal Interfaces) conference…

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On the threshold of the avatar era

[From The Wall Street Journal]

OCTOBER 23, 2010

On the Threshold of the Avatar Era


In a garage in Palo Alto, Calif., in the 1980s, some friends and I were the first humans to experience becoming avatars—that is, movable representations of ourselves in cyberspace. Amazingly, all these years later, almost no one else has been able to experience a hint of what will be one of the great cognitive adventures of this century.

It has been possible for some years for visitors to theme parks to try out virtual-reality “rides,” but these don’t capture the experience. Becoming an avatar in virtual reality, as a full-bodied human (or even nonhuman), has the potential to be vastly more interesting and important than one would expect from a technological amusement. What is really going on is the opening up of a new frontier of human potential, which can be called “somatic cognition”—somatic meaning “of the body.” Read more on On the threshold of the avatar era…

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