ISPR Presence News

Monthly Archives: June 2011

Call: Interactive Technology and Smart Education (ITSE)

Interactive Technology and Smart Education – Call for Papers

Edited by:
Dr Pedro Isaias
Information Management & Information Systems, Universidade Aberta, Portugal

Dr Maggie McPherson
School of Education, University of Leeds, UK

Interactive Technology and Smart Education (ITSE) is a multi-disciplinary journal examining educational technologies that have emerged from multimedia and social software. The journal promotes innovative technology in the context of pedagogical strategies and learners’ educational needs. By bringing together these specialist fields, the journal bridges an important gap in educational technology research.

Contributions are solicited in any of the two main broad themes – interactive technology and SMART education, either covered individually or combined. “SMART” is used as an acronym that refers to interactive technology offering a more flexible and tailored approach by being “Sensitive, Manageable, Adaptable, Responsive and Timely”. Read more on Call: Interactive Technology and Smart Education (ITSE)…

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Dentists learn with virtual drill

[From BBC News; the original story features a 1:29 minute video and links to related stories]

Dentists learn with virtual drill

By Anna-Marie Lever Health reporter, BBC News
22 June 2011

To the high-pitched sound of numerous drills, students get to work removing a decayed tooth.

Their patients need not be afraid though, as these want-to-be dentists are practising on 3D virtual-reality jaws, not the real thing.

The 14 work stations lined up in a lab at Europe’s largest dental school, King’s College London, use a technology that allows the student to learn how much pressure they should use when drilling.

The device, called HapTEL (haptics in technology-enhanced learning), received the excellence in education innovation award at the Medical Futures ceremony earlier this month.

The project is a collaboration between dentists from Guy’s Hospital, technical developers from Reading University and Birmingham City University, and e-learning professionals from King’s College London. Read more on Dentists learn with virtual drill…

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Call: OZCHI 2011 (Australia Computer-Human Interaction conference)


OZCHI 2011
Australian National University
Canberra, Australia

Monday 28 November to Friday 2 December, 2011


Friday 17th June 2011:
Submission of Long Papers/Tutorial proposals/Workshop proposals

Friday Sept 2, 2011:
Submission of Short papers/Demos/Doctoral consortium applications

OZCHI is Australia’s leading forum for work in all areas of Computer-Human Interaction. It 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 and managers. The conference also welcomes perspectives from design, architecture, engineering, planning, social science and creative industries among other disciplines.

OZCHI is the annual conference of the Computer-Human Interaction Special Interest Group (CHISIG) of the Human Factors and Ergonomic Society of Australia (HFESA).

Conference Theme

The conference theme, “Design, Culture and Interaction”, reflects both the global nature of HCI and the diversity of cultures within which people incorporate interactive use of computers in their daily lives and HCI practitioners and researchers conduct their research and build their applications. Read more on Call: OZCHI 2011 (Australia Computer-Human Interaction conference)…

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Mezzanine innovation creates common interactive meeting space

[From Fast Company]

FC Expert Blog

Mezzanine Steps Meetings Up A Level

By FC Expert Blogger Rob Salkowitz
Thu Jun 16, 2011

Despite decades of earnest technological advances, meetings generally remain as unsatisfying as they are unproductive. The culprit is the meeting room model of a single computer hooked up to a projector, which forces participants to work in sequence rather than in tandem. This stymies collaboration and channels meetings into a presenter-driven dynamic, where each person must wait their turn to load up their material or use the mouse.

Whiteboarding and application sharing can restore some of the sense of mutuality and participation, but they typically limit the collaboration to one document or application at a time. It can also be difficult for participants to incorporate materials that they’ve prepared in advance of the meeting into the collaborative session.

In teleconferences and virtual meetings–even in high-end telepresence environments–the problems are amplified by the inevitable fifteen minutes of troubleshooting and verifying connections, and the disconnection that remote participants experience by not being in the room.

So we have a consensus: meetings suck. Can we adjourn now?

Not so fast. Mezzanine, an innovative new technology from Los Angeles-based startup Oblong Industries, promises a cure for the common meeting with a feature set straight out of a science fiction movie.

Imagine this: Participants walk into a meeting room outfitted with a series of large flat-panel monitors on every wall creating a display surface nearly a dozen feet long and three feet high. Additional monitors in vertical aspect are mounted on adjoining walls. Attendees attach their laptops, iPads, SmartPhones or any device with a video output to one head of an octopus-like connection cable (or, perhaps someday soon, through a wireless technology).

All the video signals are aggregated across the series of displays, which function as a single interactive workspace. Additional input sources can come from remote participants, video cameras positioned around the room, whiteboards, Web-based or networked media, or applications running elsewhere. Read more on Mezzanine innovation creates common interactive meeting space…

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Call: American Telemedicine Association Fall Forum 2011

American Telemedicine Association

ATA Fall Forum 2011
Call for Presentations
Open through July 1

Click here for more information

The ATA Fall Forum 2011 will be a different type of meeting, with short presentations focused on innovative ideas that are revolutionizing healthcare. We are looking for talks, demonstrations or other inventive presentation formats on a wide range of telemedicine subject areas. Topics might include: a unique approach to delivering telehealth services, a new and better device, a successful way of introducing telemedicine to providers or consumers, a novel way to organize and fund a program, a fresh look at overcoming a barrier. Don’t be afraid to push, stretch or even rip-open the envelope!

Read more on Call: American Telemedicine Association Fall Forum 2011…

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Researchers use simulated environment to understand and treat Parkinson’s ‘freezing of gait’

[From The University of Sydney; a 1:47 minute video story from Australia’s ABC News is available here]

[Image: “I just freeze for no reason” … Parkinson’s sufferer John Marshall undergoes an MRI scan. Photo: Dean Sewell]

World-first virtual reality study to trial new Parkinson’s treatment

In a world-first study, researchers at the Brain and Mind Research Institute (BMRI) at the University of Sydney may have found a new way to help the Parkinson’s disease patients who experience walking problems.

20 June 2011

Researchers are hoping to use a simulated virtual reality environment to help patients suffering from the phenomenon known as ‘freezing of gait’ (FOG). FOG affects over half of all Parkinson’s patients, and is commonly triggered by having to walk through narrow doorways.

“Patients experiencing FOG suddenly feel like their feet have been glued to floor as they try to walk, often causing them to fall,” Dr Simon Lewis, Director of the BMRI PD Research Clinic, said.

Using a new magnetic resonance (MR) scanner, the BMRI team collaborated with Southern Radiology to devise a realistic virtual reality (VR) environment with a series of corridors and doorways, which patients navigate using foot pedals. Read more on Researchers use simulated environment to understand and treat Parkinson’s ‘freezing of gait’…

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Call: CHArt 2011 – The Challenge of Ubiquity in Digital Culture

Call for Papers:

The Challenge of Ubiquity in Digital Culture
Computers and the History of Art (CHArt)

Thursday 17th and Friday 18th November 2011
London, venue to be confirmed

Read more on Call: CHArt 2011 – The Challenge of Ubiquity in Digital Culture…

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A research breakthrough toward odor-generating TV

[A news release from The University of San Diego (UCSD), where the original story includes 3 images]

Coming to TV Screens of the Future: A Sense of Smell

A research breakthrough toward odor-generating TV

June 16, 2011
By Catherine Hockmuth

Today’s television programs are designed to trigger your emotions and your mind through your senses of sound and sight. But what if they could trigger a few more? What if you could smell or taste the cheesy slices of pizza being eaten by your favorite characters on TV? Is it possible? Would audiences enjoy the experience? Would advertisers jump on the opportunity to reach consumers in a new way?

These questions formed the basis of a two year experiment by researchers at the University of California, San Diego, conducted in collaboration with Samsung Advanced Institute of Technology (SAIT) in Korea. In a proof of concept paper published this month in the journal Angewandte Chemie, the researchers demonstrate that it is possible to generate odor, at will, in a compact device small enough to fit on the back of your TV with potentially thousands of odors. Read more on A research breakthrough toward odor-generating TV…

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Call: AmGam ’11: First International Workshop on Ambient Gaming

CALL FOR PARTICIPATION (Submission deadline: July 25, 2011)

AmGam’11: First International Workshop on Ambient Gaming
November 16, 2011, Amsterdam, The Netherlands
Hosted by the AmI-11 conference

Submission deadline: July 25, 2011


‘Ambient games’ are innovative game designs incorporating ambient intelligence characteristics, such as context-awareness, personalization, adaptation and anticipation. They may lead to new player experiences, for instance by allowing players to (inter)act freely, without being allocated by a computer screen or device, by using information coming from sensors or actuators. Ambient games support casual play, allowing play and games to be seamlessly integrated with daily activities. Ambient gaming implies taking the everyday stuff of life and turning it into a game, and yet that gaming is not limited to a single device at a single time, but is intertwined with everyday life.

In this First International Workshop on Ambient Gaming (AmGam’11) we intend to discuss various issues regarding this new and emerging field of research from different perspectives (game design, games research and technology) and uncover the challenges and opportunities of ambient technology for play and games in various contexts. We aim to come to a strategy and research agenda in the field of Ambient Gaming for the forthcoming years. Read more on Call: AmGam ’11: First International Workshop on Ambient Gaming…

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Celebrities talk to *you*: StarGreetz brings hyper-personalized messages to consumers

[A press release from StarGreetz via PR Newswire; related stories, a story about how Syracuse University is using the service to retain admitted students is available here, and an interview with the founder and CEO is available here]

StarGreetz Makes Facebook Talk … Personally


First-Ever Personalized Video Facebook and Web App Launches With The CW’s Vampire Diaries and 90210 and American Idol; Premium Retail Products Include Messages From The NFL, Jersey Shore’s DJ Pauly D, American Idol and Disney/Pixar Characters

LOS ANGELES, June 6, 2011 /PRNewswire/ — StarGreetz (, a pioneering new content provider of customized, user-personalized, star-powered video messages for online and mobile platforms, launched today with a transformative technology that enables marketers to talk directly to their customers, and empowers stars to address their fans personally by name.

StarGreetz’ proprietary technology allows the voices and video images of celebrities and brand personalities to be transformed into personalized, rich-media messages sent directly to consumers via Facebook, Twitter, web pages, banner ads, email, mobile and digital devices, even personalized audio on land lines. All of StarGreetz’ content incorporates the user name and most of its products are user-customized with a selection of variables such as location, hobbies, gender, and relationship, among others creating hyper-personalized messages. Read more on Celebrities talk to *you*: StarGreetz brings hyper-personalized messages to consumers…

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