ISPR Presence News

Monthly Archives: January 2011

Call: ISPR 2011 – International Society for Presence Research Annual Conference

FIRST CALL FOR PAPERS – PLEASE DISTRIBUTE WIDELY

International Society for Presence Research Annual Conference – ISPR 2011

Edinburgh, Scotland
October 26 – 28, 2011

Academics and practitioners interested in presence (short for telepresence) are invited to participate in the Annual International Conference on Presence, to be held in Edinburgh on October 26-28, 2011. The presence community comprises researchers in communication, computer science, psychology, entertainment, philosophy, the arts, education and other fields.

Presence exists in two overlapping flavours – social presence and spatial presence.

Social presence is the sense, the feeling and the experience of being with other people mediated by technologies such as teleconferencing, collaborative virtual environments, social networking, mobile communications and so on.

In contrast, spatial presence is the sense, the feeling and the experience of being in another place by way of technologies such as immersive and non-immersive virtual reality, movies, games, mixed reality systems and books.… read more. “Call: ISPR 2011 – International Society for Presence Research Annual Conference”

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Watch live sports from on the field with Japan’s 3D VR tech

[From DVICE]

Watch live sports from on the field with Japan’s 3D VR tech

By Evan Ackerman
Jan 8, 2011

For their 2022 FIFA World Cup bid, Japan promised us that they’d have 3D fields that we could watch live games on while flying around in virtual reality. Japan didn’t get the 2022 World Cup, but they’re making the technology a reality anyway, and here’s what it’s going to look like.… read more. “Watch live sports from on the field with Japan’s 3D VR tech”

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Call: VRIC11 Workshop on “Haptics for Telepresence, Teleoperation and Collaborative Environments”

Call for Papers

VRIC11 Workshop on “Haptics for Telepresence, Teleoperation and Collaborative Environments”

IEEE Technical Committee on Haptics
13th Virtual Reality International Conference, April 6-8, 2011, Laval, France

http://hapticsig.limsi.fr/content/workshop

Background:

While haptic sense provides the most natural way to interact and physically feel the environment, it also has an important role in communication and collaboration between users through co-located and remote configurations.

This special function of haptics supports low level exchanges during closely coupled tasks and enables improved interpersonal awareness, social presence and affective communication through the last Information and Communication Technologies (ICT) and Computer Supported Cooperative Work systems (CSCW). This highly multidisciplinary field is quickly expanding and involves numerous research challenges including hardware, software, perceptual and social issues.

This workshop intends to foster discussions and exchanges among participants and exhibit recent and original contributions in the field of haptics for Telepresence, Teleportation and Collaborative Environments (e.g.,… read more. “Call: VRIC11 Workshop on “Haptics for Telepresence, Teleoperation and Collaborative Environments””

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Miscrosoft previews motion-savvy, virtual-world interactions of Avatar Kinect

[From TechNewsWorld; a 2:46 minute video is available here]

Avatar Kinect Puts Your Best Face Forward

Avatar Kinect allows for richer virtual interactions by tracking the actual facial expressions and gestures of users and letting their avatars express them on screen — or not. “With an avatar, people can choose which visual details they want to transmit,” observed UVa prof Kamin Whitehouse. The technology could go way beyond gaming — bringing dramatic changes to business teleconferencing, for example.

By Mike Martin
TechNewsWorld
01/06/11 2:50 PM PT

“Avatar” movie director James Cameron couldn’t have scripted a better keynote speech for Microsoft (Nasdaq: MSFT) CEO Steve Ballmer, who announced at the Consumer Electronics Show in Las Vegas Wednesday that Kinect and Xbox will connect with consumers via avatars, transporting Xbox Live Gold subscribers into the chatty, motion-savvy, virtual world of Avatar Kinect.… read more. “Miscrosoft previews motion-savvy, virtual-world interactions of Avatar Kinect”

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Call: Pervasive Intelligibility: Workshop on Intelligibility and Control in Pervasive Computing

Call for Papers

Pervasive Intelligibility: Workshop on Intelligibility and Control in Pervasive Computing
http://research.edm.uhasselt.be/pervasive-intelligibility/
San Francisco, CA, USA in conjunction with Pervasive 2011

Important Dates

Submission Deadline: February 4, 2011
Notification to Authors: March 11, 2011
Camera-Ready Papers: March 21, 2011
Workshop: June 12, 2011

Workshop Theme

Due to the proactive and complex dynamics of pervasive computing applications, it is important that systems are intelligible (also called scrutable) to allow end-users to understand “what the systems know, how they know it, and what they are doing”. Furthermore, these systems should put end-users at the center of control by empowering them to better co-ordinate, control, and personalize pervasive systems. Intelligibility and control are crucial to improve the usability of these novel, and possibly unintuitive, systems and to help users understand, appreciate, trust, and ultimately adopt them.

With this workshop, we seek to provide a forum for exchanging design principles, programming techniques, toolkits and insights derived from real world studies towards building intelligible and user-controllable pervasive computing systems.… read more. “Call: Pervasive Intelligibility: Workshop on Intelligibility and Control in Pervasive Computing”

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Old-school optical illusion propels virtual koi pond for your living room

[From iSmashPhone]

They Work For Scale: Old-School Optical Illusion Propels Animated Fish Pond

It’s interesting that the current 3D/CGI boom is not only pushing technological advances in the screening room AND the living room — it’s also resurrecting a scad of old-fashioned, low-tech tricks.  If your last name isn’t Cameron, you probably can’t afford to design your own stereoscopic HD videocamera rig and shoot a gazillion-dollar sci-fi blockbuster.  However, as we’ve seen on this very blogeroo, you can get “3D” on your iPhone with a brace of mirrors, or make ghostly text float in mid-air with your iPad.

Now say hello to John Leung of AARIVE Design, who (in conjunction with ClarkeHopkinsClarke Architects) has ditched iDevices entirely, via the “Magic Carp-pet” (their pun, not ours!).  Using a fish-imprinted rug and a slatted coffee table (and the same moire-pattern technique as the aforementioned iPad text trick), Leung has created a virtual koi pond for your living room: walk around the table/rug combo, and the fish appear to be swimming placidly underneath the table. … read more. “Old-school optical illusion propels virtual koi pond for your living room”

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Call: 3rd Symposium on Artificial Intelligence and Games, at AISB 2011

Call for Papers:

3rd Symposium on Artificial Intelligence and Games

at the AISB 2011 Convention, University of York, UK, 4-7 April 2011

Digital games depend greatly on Artificial Intelligence, and in return they provide an excellent testing-ground for AI. In this 3rd symposium we take a broad interpretation of AI to include such topics as HCI (intelligent environments) and emotion.

We seek papers of up to 8 pages in length, or short papers up to 4 pages, or posters (submissions up to 2 pages), presenting unpublished work on topics such as:

  • Intelligent games and serious games
  • AI and ML applications to games
  • Use of games in AI research
  • Intelligent interaction techniques
  • Technology for Intelligent games
  • Affective computing and digital games
  • Cognitive, social and emotional impact of intelligent games

We welcome researchers from academia, education and industry. There is also an associated event in preparation, which will be of particular interest to workers in the games industry.… read more. “Call: 3rd Symposium on Artificial Intelligence and Games, at AISB 2011”

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Designs for avionics and synthetic vision link pilot with environment

[From Military & Aerospace Electronics; also see an article in Flying magazine in which a pilot describes his experience using Honeywell’s Smartview system]

Designs for avionics and synthetic vision rely heavily on human factors research

Jan 4, 2011
By John McHale

People interact with machines in different ways — with their eyes, touch, voices, and even their brain waves. These human factors are important when designing cars, home theaters, and especially commercial and military aircraft cockpits.

Telepathic flight control still resides in fictional realms such as the 1982 Clint Eastwood movie FireFox — in which a pilot stole a Soviet jet fighter that was programmed to respond to human thoughts. The Eastwood character controlled the fictional high-performance jet by thinking in Russian. Today, however, avionics designers are exploring touch screens, virtual worlds, 3-D moving maps, and even voice control in all types of cockpits.… read more. “Designs for avionics and synthetic vision link pilot with environment”

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Call: International Conference on Circuits, System and Simulation (ICCSS 2011)

Call For Papers

The 2011 International Conference on Circuits, System and Simulation (ICCSS 2011) will be held from May 28-29, 2011 in Bangkok, Thailand. ICCSS 2011 will bring together top researchers from Asian Pacific areas, North America, Europe and around the world to exchange research results and address open issues in all aspects of Circuits, System and Simulation.

The ICCSS 2011 papers will be published by IEEE, which will be included in the IEEE Xplore, and indexed by EI Compendex and Thomson ISI.… read more. “Call: International Conference on Circuits, System and Simulation (ICCSS 2011)”

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The Mind’s Eye: How our brains bring us a fragile virtual reality

[From The Guardian]

The Mind’s Eye by Oliver Sacks – review

Oliver Sacks’s study of optical dysfunction is a real eye-opener, says Tim Radford

Tim Radford
The Guardian, Saturday 1 January 2011

All reality is virtual: we reconstruct the outside world with a virtual reality headset pre-installed at birth and tuned by experience so perfectly that most of the time we are barely conscious of it.

The optic nerve delivers data from a blitz of electromagnetic wavelengths: the brain filters the information, selects the focus, interprets the imagery and projects it on to an interior screen. This unthinking process is one of the last great frontiers of science, and the trailblazers who helped to explore it were the victims of stroke, trauma or neurodegenerative disease. That is because the brain’s functioning systems become most apparent when they fail to work.… read more. “The Mind’s Eye: How our brains bring us a fragile virtual reality”

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