ISPR Presence News

Monthly Archives: January 2011

Call: 10th International Conference on Interaction Design and Children (IDC 2011)


IDC 2011 – The 10th International Conference on Interaction Design and Children – In cooperation with ACM-SIGCHI

University of Michigan
Ann Arbor, Michigan, USA
June 19-23, 2011


For young people today, technology is pervasive in many aspects of life as they learn and play using computers and other technological devices, build and maintain friendships, and engage in innovative learning experiences and other creative activity. IDC 2011 continues the IDC tradition of exploring and expanding the landscape of interaction design and children to understand children’s needs and how to design for them by gathering the leading minds in the field of interaction design and children to present and discuss innovative research and exhibit the most recent developments in design and technology for young people.

IDC 2011 would like to invite you to discuss the wide diversification of technology (e.g., ranging from computers to mobile phones to innovative uses of digital media, games, and other interactive technologies) for young people of different profiles, ages (very young children to adolescents) and psychological, social, and physical needs in different contexts (e.g., museums, classrooms, playgrounds, etc.).

Additionally, we would like to explore work addressing our conference theme “Designing When Boundaries Blur: Reshaping Interaction Design in the Pervasive Technology Landscape” to discuss the opportunities and challenges that arise as technology becomes more pervasive.  Read more on Call: 10th International Conference on Interaction Design and Children (IDC 2011)…

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Google Earth treadmill: A new way to explore the world

[From Search Engine Journal; a 0:50 minute video recorded at CES is here]

The Google Earth Treadmill: A New Way to Explore the World

Bob Young
January 14, 2011

If you stepped out onto my balcony right now, you’d see your breath fogging up instantly. Your fingers and toes would probably go numb within a few seconds. If you spat, it might turn to an icicle before it hit the ground. It’s for this reason that I usually find myself less fit during the winter; I hate going outside when it’s this frigid, and my main method of exercise is taking walks or jogs in the beautiful outdoors. Well, for those of you like me who have a passion for exploration but want to remain comfortable and warm, Google is pairing with Panasonic and Nordic Track to bring a solution.

According to a report on Mashable, Nordic Track and Panasonic had a display at CES which showed a new version of their “adventurous” treadmill concept.  A previous version of this treadmill allowed users to connect to Google Earth and walk the elevations of any locale they wanted to travel, be it the streets of Paris or the steep slops of the Alps. While interesting for those with sufficient imagination, it’s nothing compared to the new set of features. Read more on Google Earth treadmill: A new way to explore the world…

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Call: Workshop on Embodied Interaction: Theory and Practice in HCI (at CHI 2011)


Workshop on Embodied Interaction: Theory and Practice in HCI
in conjunction with CHI 2011, Vancouver, May 8th 2011

Submission deadline: January 23, 2011 (EXTENDED)


An embodied perspective on interaction seeks to describe and explain how the body plays a foundational role in how human beings experience, interact with and understand computation in the world we live in. This workshop seeks to bring together a community of researchers who are creating interactive technologies based on an embodied perspective on human-computer interaction (HCI). We begin with a presentation by the organizers who will revisit the last ten years of embodied HCI research and set the stage for mini-conference style presentations of new research through paper presentations, posters, and interactivity demonstrations by the workshop participants. The workshop will enable participants to be exposed to and discuss different approaches to investigating embodiment in HCI research. Read more on Call: Workshop on Embodied Interaction: Theory and Practice in HCI (at CHI 2011)…

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“Real Virtuality” exhibition at renovated NY Museum of the Moving Image

[From The New York Times, which features additional images]

[Image: Kora Van den Bulcke walks around her exhibit “RealTime UnReal.”]

When Pictures Leap to Other Screens

January 13, 2011

“Why have a Museum of the Moving Image at all?” is the question that readily comes to mind before visiting the new, improved, expanded incarnation of this venerable institution in Astoria, Queens, which reopens its doors on Saturday after a $67 million face-lift that might even put Hollywood cosmeticians to shame.

Yes, the fact that the Marx Brothers’ antics and Rudolph Valentino’s gaze were committed to celluloid by Paramount Pictures in this building makes a certain claim on cinematic attention. And yes, the museum’s screenings have given it much cachet with cinéastes. And sure, the making and marketing of movies are enterprises that in their importance and engrossing details deserve the kind of full-scale treatment they get here. But that would make it a museum of cinema — a very different thing.

Why “moving image”? Why keep enlarging that subject the way the museum’s founding director, Rochelle Slovin, did in opening the institution in 1988, stirring television, video games, video artwork and digital imaging into the mix?

And with this latest expansion of the museum’s size to nearly 100,000 square feet, its doubling of classroom facilities to host 60,000 students a year, its new 68-seat screening room and 267-seat theater (which during the next six weeks of celebrations will present newly restored film classics and contemporary movies), the institution’s wide-angle view is even more fully embraced. The museum, housed in a building owned by the city, which supplied nearly $55 million of the renovation costs, also has large public ambitions for its vision.

You can get some sense of why the “moving image” might be a revealing subject if you begin your explorations on the third floor, mounting the stairs that the architect Thomas Leeser has clad in a cool white that, like most of the new surfaces, seems to invoke the unbounded possibilities of screens and projector beams. You arrive in an enormous, darkened gallery devoted to a temporary exhibition, “Real Virtuality.”

It contains just six installations described as “experiments in art and interactive technology.” Read more on “Real Virtuality” exhibition at renovated NY Museum of the Moving Image…

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Call: 4th International Workshop on Semantic Ambient Media Experience (SAME 2011)

Call for Workshop Position Papers

SAME 2011 – 4th International Workshop
on Semantic Ambient Media Experience (NAMU Series)

29th June-2nd July 2011
in conjunction with the
5th International Conference on Communities and Technologies

Brisbane, Australia

Creating the business value-creation, vision, media theories and technology for ambient media

Call for Papers

The medium is the message! And the message was transmitted via a single distinguishable media such as television, the Web, the radio, or books. In the age of ubiquitous and pervasive computation, where the information goes through a distributed interlinked network of devices, the question “what is content in the age of ambient media?” becomes more and more of importance.

Ambient media are embedded throughout the natural environment of the consumer – in his home, in his car, in restaurants, and on his mobile device. Predominant example services are smart wallpapers in homes, location based services, RFID based entertainment services for children, or intelligent homes. The distribution of the medium throughout the natural environment implies a paradigm change of how to think about content.

Until recently, content was identified as single entities to information – a video stream, audio stream, TV broadcast. However, in the age of ambient media, the notion of content extends from the single entity thinking towards a plethora of sensor networks, smart devices, personalized services, media embedded in the natural environment of the user and even the World Wide Web. The user actively participates and co-designs media experience with his location and context based input. Initiatives as the smart Web considering location based tagging for web-pages underline this development.

This multidisciplinary workshop aims at a series, and at the creation of a think-tank of creative thinkers coming from technology, art, human-computer interaction, and social sciences, that are interested in glimpsing the future of semantic ambient intelligent empowered media technology. Thus, the workshop aims to answer to the challenges how to select, compose, and generate ambient content; how to interpret content for the ambient presentation; how to re-use ambient content and learning experiences; what are the characteristics of ambient media, its content, and technology; and what are ambient media in terms of story-telling and art. And finally, how do ambient media create business and value? How can ambient media be integrated into business processes and strategies? In addition, Semantics plays a crucial role in the generation of ambient media content. It can be seen as the glue between the raw data and the ambient media. Therefore we are interested to see innovative ideas how data can be (semi-)automatically be interpreted and translated into media presentations. Read more on Call: 4th International Workshop on Semantic Ambient Media Experience (SAME 2011)…

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Wright State researchers to create culture-specific virtual humans for Army

[From Wright State University Newsroom]

[Image: Wright State biomedical engineering graduate students Srikar Karanam and Jenny Davis worked on the project to help make the avatars as culturally authentic as possible.]

Wright State researchers to create culture-specific virtual humans for Army

January 10, 2011
Jim Hannah

You’re a freshly minted high school grad strolling down the street of your small Ohio hometown, giving a nod to the village barber, your former coach and the girl next door.

The next thing you know, you’re a rifle-toting soldier. And the streets you’re walking are those of Afghanistan, where you encounter people who speak Pashtu and Dari, pray five times a day, and where buzkashi is the national sport.

Extreme culture shock greets many deployed soldiers, who have to tiptoe through a social minefield as they try to bond with and befriend the local natives in an effort to forge a front against insurgents.

“We send our brand new soldiers who likely have never been outside the United States to a different country and expect them to interact with the populace. That’s not realistic,” said Julie Skipper, Ph.D., of the Wright State Research Institute.

Skipper and fellow researcher Jennie Gallimore, Ph.D., director of Wright State University’s Center of Excellence in Human-Centered Innovation, have been awarded a grant to give soldiers realistic cultural training by creating virtual humans. These avatar-like figures would be infused with personality and actual cultural representations of behaviors, gestures, facial expressions, speech patterns, pose and both verbal and non-verbal cues. Read more on Wright State researchers to create culture-specific virtual humans for Army…

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Call: Interactive Digital Storytelling for special issue of Transactions on Edutainment

Call for Papers:

Transactions of Edutainment

Special Issue –  “Interactive Digital Storytelling”
Editors: Ido Iurgel, Wolfgang Mueller, Paolo Petta

Interactive Digital Storytelling (IDS) has enjoyed much interest within both academic research and industry, especially in the gaming sector. IDS aims at an intensified experience and increased meaningfulness of story in simulated computer-generated story worlds and interactive applications, for example through dynamic adaptation of the story flow and of virtual actors’ behaviors to user inputs and the unfolding of the events.

IDS draws on a number of fields, such as storytelling, theory of gaming and game technologies, virtual reality, mobile computing, the arts, artificial intelligence, drama theory, and human-computer interaction.

IDS has already been applied successfully to edutainment and related interactive digital applications. In particular, IDS has proved effective in the extremely hot area of soft skill learning and experience based learning in general. At the same time, many opportunities to materialize the potential of meaningful narrative experience in private and societal contexts remain to be discovered.

For this special issue, we invite contributions that address IDS in the broader context of education, training, as well as therapeutic or interventional settings. Read more on Call: Interactive Digital Storytelling for special issue of Transactions on Edutainment…

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Smart contact lenses for health and head-up displays

[From New Scientist]

Smart contact lenses for health and head-up displays

Lenses that monitor eye health are on the way, and in-eye 3D image displays are being developed too – welcome to the world of augmented vision

10 January 2011 by Duncan Graham-Rowe
Magazine issue 2794.

The next time you gaze deep into someone’s eyes, you might be shocked at what you see: tiny circuits ringing their irises, their pupils dancing with pinpricks of light. These smart contact lenses aren’t intended to improve vision. Instead, they will monitor blood sugar levels in people with diabetes or look for signs of glaucoma.

The lenses could also map images directly onto the field of view, creating head-up displays for the ultimate augmented reality experience, without wearing glasses or a headset. To produce such lenses, researchers are merging transparent, eye-friendly materials with microelectronics. Read more on Smart contact lenses for health and head-up displays…

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Call: Foundations of Digital Games 2011

Foundations of Digital Games 2011
28th June – 1st July 2011

Call for Paper available here:

and in PDF version:

FDG 2011, the 6th International Conference on the Foundations of Digital Games (, is a focal point for academic efforts in all areas of research and education involving games, game technologies, gameplay and game design. The goal of the conference is the advancement of the study of digital games, including new game technologies, capabilities, designs, applications, educational uses, and modes of play. Read more on Call: Foundations of Digital Games 2011…

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iRobot’s AVA, an app-ready telepresence robot

[From PC Magazine]

iRobot’s AVA is an App-Ready Robot

A new telepresence robot combines mobility smarts, location awareness and even apps.

By: Lance Ulanoff

LAS VEGAS–Imagine your iPad. Imagine it on a robot. Now imagine that robot is a 5-foot-tall, self-navigating bot that can use the interface and app capability of your favorite portable device to create a new kind of telepresesence automaton. Roomba manufacturer iRobot has gone beyond imagining to developing a working prototype called AVA, perhaps the first practical mobility platform. Read more on iRobot’s AVA, an app-ready telepresence robot…

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