Month: July 2012


  • Job: Postoc position at Bielefeld University on EU funded project “The Hand Embodied”

    A 1.5 year postdoc position is available in the Department of Cognitive Neuroscience, Bielefeld University, Germany (http://www.uni-bielefeld.de/(en)/biologie/cns/) to work with Prof. Marc Ernst on the EU funded Project “The Hand Embodied – THE” (http://www.thehandembodied.eu/). In this project a highly interdisciplinary team of 10 European Universities covering fields from perception, neuroscience, engineering and robotics work together with the ultimate goal to understand and learn from the highly sophisticated human dexterous abilities. In our group we are focussing on questions related to human multisensory perception necessary for interacting with the environment and for manipulating objects.…

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  • Pittsburgh specialists mentor international surgeons remotely

    [From FierceHealthIT] [Image: From Telementoring and Telesurgery: Future or Fiction? by da Silva, McGregor, Rayman and Luke (2010).] Pittsburgh specialists mentor international surgeons remotely Telepresence technology allows them to walk colleagues through new procedures July 30, 2012 | By Susan D. Hall A University of Pittsburgh Medical Center uses telepresence technology to provide live support for surgeons in other countries who have difficulty replicating complex new procedures. Since 2005, its cranial base surgical team of three neurosurgeons and two otolaryngologists have trained more than 500 surgeons from more than 30 countries on treatment tumors and other conditions affecting the base…

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  • Call: Videogames 2012

    Videogames 2012 5th Annual Conference in Science and Art of Videogames Game, Play, and Society 13, 14 and 15 December, Catholic University of Portugal – Lisbon Videogames 2012 – Annual Conference in Science and Art of Videogames will be organized by the research line “Media, Technology, Contexts” of the Research Center for Communication and Culture (CECC), at the Faculty of Human Sciences of the Catholic University of Portugal, and the Portuguese Society of Videogame Sciences (SPCV).The SPCV conferences take place annually and have come to constitute significant venues to promote research as well as debate and foster the videogames industry.…

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  • Extending body space: Long virtual arms perceived as part of users’ body

    [From The University of Barcelona] Using virtual reality an arm up to three or even four times the length of a real arm can be felt as if it was the person’s own arm July 20, 2012 Recerca A study shows that using virtual reality an arm up to three or possibly even four times the length of a person’s real arm can be felt as if it was the person’s own arm, even if it incorporates strong asymmetries in the body shape. It is explained in the article “Extending body space in immersive virtual reality: a very long arm…

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  • Call: Video Game Studies Scholarly Interest Group panels at SCMS Chicago 2013

    Here are the five prospective pre-constituted panels looking for participants from the Video Game Studies Scholarly Interest Group (VGSSIG) of the Society for Cinema & Media Studies (SCMS) for the Chicago 2013 SCMS conference. Please note that deadlines and requirements for submissions vary from panel to panel; please contact the panel convener directly if you have questions. Best of luck to all! Sincerely, Jessica Aldred jessica.aldred@gmail.com Daniel Reynolds dreynolds@umail.ucsb.edu VGSSIG co-chairs Felan Parker felan.parker@hotmail.com VGSSIG graduate student representative…

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  • Trying out Canon’s mixed-reality tech

    [From IEEE Spectrum; for more information, see Canon’s press release] [Image: Reality Mixed: The author checks out a computer generated car through Canon’s mixed reality system. Photo: John Boyd] Trying Out Canon’s Mixed-Reality Tech Meant for design work, it goes well beyond consumer-oriented augmented reality By John Boyd 26 July 2012—Canon begins selling a next-generation form of virtual reality technology known as mixed reality (MR) this month. The company suggests its version of MR is an enhanced, more grown-up version of the augmented reality provided by some smartphone apps and things like Google’s Project Glass. In contrast to augmented reality,…

    Read more: Trying out Canon’s mixed-reality tech
  • Call: JVWR Augmented Reality Workshop at ICIS2012

    Call for Participants, Ideas, and Sponsors Augmented Reality AT ICIS2012 A Special Face-2-Face Workshop December 16, 2012 08:30-12:00 at the International Conference on Information Systems (ICIS2012) to be held in Orlando Florida, USA from December 16-19, 2012 ICIS (http://icis2012.aisnet.org/) is the major annual international meeting of the Association for Information Systems (AIS), which has over 4,000 members representing universities in over 95 countries worldwide. It is the most prestigious gathering of academics and practitioners in the IS discipline, and provides a forum for networking and sharing of latest ideas and highest caliber scientific work among the IS professions. Each year,…

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  • Virtual shoe stores use augmented reality to find your perfect footwear

    [From DesignTAXI, where the story includes additional images and a 1:26 minute video] Virtual Shoe Stores Use Augmented Reality To Find Your Perfect Footwear 25 Jul 2012 To reach out to more consumers, German shoe retailer, Goertz, has gone virtual with their augmented reality ‘pop-up’ shoe stores. They installed virtual stores at crowded public places such as train stations and invited customers to ‘try on’ a pair of shoes. Using three Microsoft Kinect cameras and a large screen, they would scan and render 3D shoes onto the customer’s feet—allowing customers to see the shoes like they were actually wearing them.…

    Read more: Virtual shoe stores use augmented reality to find your perfect footwear
  • Call: Antennae: The Virtual Animal

    Call for Papers: Antennae: The Virtual Animal www.antennae.org.uk In his influential essay from 1977 titled ‘Why Look at Animals?’ John Berger advanced the thesis that human relationships with animals are predominantly shaped by representation. The essay argued that the increase of animal representation, which began at the end of the nineteenth century, constituted a phenomenon directly linked to the increasing disappearance of live animals in our everyday lives. Today animals have conspicuously emerged in video games and alternative reality scenarios, posing pressing questions about representation and interaction at a time when the virtual world seems to be on the brink…

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  • Apple granted patent for high-concept input techniques

    [From Wired;  more information is available at Patently Apple] [Image: An illustration showing a combined system using target tracking and a touchscreen. Image: Free Patents Online.] Apple Granted Patent for High-Concept Input Techniques By Christina Bonnington July 24, 2012 Apple was granted a sweeping, multipronged patent today by the United States Patent and Trademark Office — but you may need a degree in theoretical physics to divine exactly which technologies the patent is protecting. The patent, “Method for providing human input to a computer,” addresses both new and existing ways we interact with touchscreen devices, and covers everything from computer…

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  • Call: International Conference on Narrative 2013

    Call for Papers International Conference on Narrative Manchester Metropolitan University, 27-29 June 2013 Plenary Speakers: Catherine Belsey – Swansea University Diane Negra – University College Dublin Nicholas Royle – University of Sussex Sponsored by the International Society for the Study of Narrative and hosted by Manchester Metropolitan University, the International Conference on Narrative is an interdisciplinary forum addressing all dimensions of narrative theory and practice. We welcome proposals for papers and panels on all aspects of narrative in any genre, period, discipline, language, and medium.…

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  • Project Holodeck aims to make Star Trek gaming a reality

    [From Eurogamer.net, where the story includes a 2:08 minute video] Project Holodeck aims to make Star Trek gaming a reality Uses Oculus Rift, PlayStation Move and the Razer Hyrdra By Wesley Yin-Poole Published 23 July, 2012 A team at the University of Southern California is trying to make the Holodeck from Star Trek a virtual reality. Project Holodeck aims to create full 360 degree, full body virtual reality in an accessible consumer gaming platform. It fuses head tracking, body tracking and button inputs with vehicular locomotion and in-place locomotion (jogging on the spot to run). This, the team said, means…

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