Month: September 2011


  • Call: Society for Cognitive Studies of the Moving Image (SCSMI 2012)

    Call for Paper Proposals The Society for Cognitive Studies of the Moving Image announces its call for proposals for the 2012 SCSMI Conference, June 13-16, 2012, at Sarah Lawrence College (June 13-15) and New York University (June 16) in New York. The Society for Cognitive Studies of the Moving Image is an interdisciplinary organization made up of scholars interested in cognitive, philosophical, aesthetic, neuro-physiological, and evolutionarypsychological approaches to the analysis of film and other moving-image media. Members of SCSMI seek to understand, among other things, the ways in which perceptual, psychological and neural processes relate to spectators’ affective responses, to…

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  • Simulating the sensation of an object passing through your hands

    [From Diginfo.TV, where the story includes additional images] Simulating The Sensation Of An Object Passing Through Your Hands 14 September 2011 The Kajimoto research group at the University of Electro-Communications is developing a device that simulates the sensation of something passing through your hand. It is proposed to improve the sense of realism in games, and uses a vibration mechanism to create the illusion.…

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  • Call: Innovative Research in Virtual Worlds 2011 Conference

    Innovative Research in Virtual Worlds 2011 Conference 3rd – 4th November 2011 Coventry University Techno Centre With Gala Dinner at St Mary’s Guildhall Registration is now open! Learning Innovation Applied Research Group is hosting its first two-day conference, Innovative Research in Virtual Worlds, on the 3rd and 4th November 2011. A dissemination event for the Leverhulme Trust funded CURLIEW project, IRVW 2011 provides an opportunity to interact, discuss and collaborate on the topic of innovative research in virtual worlds. IRVW 2011 will focus on a number of virtual world themes, including the CURLIEW project’s three PhD topics – pedagogical design, learner identity and…

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  • Telepresence inspires new cross-border music-making

    [From The Korea Times, where the story includes additional images] [Image: Musicians in Ansan, Gyeonggi Province, perform with players in New York, shown in the screen in the background, in a real-time telepresence concert on Monday morning or Sunday evening in the United States.] Telepresence inspires new cross-border music-making  By Lee Hyo-won 09-27-2011 ANSAN, Gyeonggi Province ? Cross-border music-making traditionally meant artists embarking on worldwide tours to reach audiences or musicians from different corners of the world gathering in one place to collaborate. But in this digital age, a live rock concert in London can attract full-house audiences in Sydney…

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  • Call: ACM Interactions magazine

    Call for Submissions ACM Interactions Magazine The Editors-in-Chief of ACM Interactions magazine invite authors to submit articles and other features for publication. Interactions magazine is the mirror on the human-computer interaction and interaction design communities and beyond. It is the multiplicities of conversations, collaborations, relationships and new discoveries focused on how and why we interact with the designed world of technologies. Interactions magazine carries a special voice that lies between practice and research with an emphasis on making accessible and engaging HCI research in practitioner communities.…

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  • Disabled patients mind-meld with telepresence robots

    [From Science] [Image: Deus in machina. A semiautonomous robot can be controlled with the brain waves of paralyzed patients. Credit: José del R. Millán] Disabled Patients Mind-Meld With Robots by Sara Reardon on 6 September 2011 They’re not quite psychic yet, but machines are getting better at reading your mind. Researchers have invented a new, noninvasive method for recording patterns of brain activity and using them to steer a robot. Scientists hope the technology will give “locked in” patients—those too disabled to communicate with the outside world—the ability to interact with others and even give the illusion of being physically…

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  • Call: Emerging Learning Design 2012 Conference

    Call Announcement Emerging Learning Design 2012 Conference “Innovative Practices for Digital Teaching and Learning” June 1, 2012 Montclair State University http://eld.montclair.edu This one-day event will bring together educators from a wide variety of settings to share and learn about exemplary practices in hybrid, online, and emerging instructional technology pedagogy. [Note the “Immersive Technology” track below] Proposals will be peer reviewed and must be submitted via the online form at http://eld.montclair.edu by December 1st, 2011. For the proposal submission, please provide a title, 50-word description and 250-word abstract.…

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  • The power and limitations of 3D

    [From The Red & Black, the independent student newspaper of the University of Georgia] [Image from Angry AP] 3D will plague screens for years to come By MEGAN WHITE on September 25, 2011 My first televised encounter with the third dimension occurred at Disney World’s MGM Studios when I was only six years old. In order to fully embrace the tacky tourist experience, my parents had decided to take my sister and me to see “The Muppets” in the park’s high tech, state-of-the-art 3D theater. For a six-year-old in the 90s, anything involving the Muppets was instantly appealing, so with…

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  • Job: PhD studentship at Sheffield U. – Telemedicine: A Virtual Reality Solution project

    Project: Telemedicine: A Virtual Reality Solution EPSRC DTA PhD Studentship available at the Virtual Reality Lab Computer Science University of Sheffield Deadline for application 30th October 2011 Telemedicine is the use of telecommunication and information technologies in order to provide clinical health care at a distance. It helps eliminate distance barriers and can improve access to medical services that would often not be consistently available and for example save lives in critical care and emergency situations. This project will be investigating the challenge of providing a virtual reality solution for rich interactions between remote medical staff, working over the superfast…

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  • Augmented Reality meets gesture recognition

    [From MIT’s Technology Review] Augmented Reality Meets Gesture Recognition A new app superimposes imagery over your smart-phone view, and lets you interact with it via hand gestures. Thursday, September 15, 2011 By Tom Simonite To make its business software more effective, HP recently paid $10 billion for Autonomy, a U.K. software company that specializes in machine learning. But it turns out that Autonomy has developed image-processing techniques for gesture-recognizing augmented reality—the type of technology that could be more attractive to consumers than IT managers. Augmented reality involves layering computer-generated imagery on top of a view of the real world as…

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  • Call: Third International Conference on Virtual Worlds (VW’2012)

    Virtual Worlds III 3-5 July, 2012, Paris, France http://www.virtual-worlds.net/vw2012/ Dear colleagues, We are delighted to announce and call for papers for the Third International Conference on Virtual Worlds (VW’2012) which will be held from July 3 to 5, 2012 in Paris (La Défense). Background A Virtual World can be defined as a computer-simulated environment with its own physical and biological laws, populated by dynamic interacting entities such as artificial creatures and human avatars. Whereas Virtual Reality largely focuses on the design of 3D immersive spaces, and Artificial Life on the modeling and study of life-like systems, Virtual Worlds embrace both…

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  • ‘Game Transfer Phenomena’: When videogamers transfer virtual experiences into real world impulses

    [From Nottingham Trent University; see also coverage from BBC Newsbeat] Excessive videogamers transfer virtual experiences into real world impulses Wednesday 21 September 2011 Some videogame players are becoming so immersed in their virtual gaming environments that when they stop playing they transfer some of their virtual experiences to the real world, according to new research. The first of its kind study, led by experts at Nottingham Trent University, reveals that some gamers experience ‘Game Transfer Phenomena’ (GTP) which results in them doing things in the real world as if they were still in the game. Extreme examples of GTP have…

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