ISPR Presence News

Monthly Archives: October 2012

Call: G|A|M|E (Game as Art, Media, Entertainment) – 3D issue

G|A|M|E – Game as Art, Media, Entertainment
http://www.gamejournal.it

CFP for G|A|M|E n.2/2013 (http://bit.ly/P9MV4P)

Deadline for abstract (max. 500 words): November 2nd, 2012

Technology evolution and perspective innovation – 3D and spatial depth today and yesterday.

The second issue of G|A|M|E| will investigate 3D technologies and their implications for the video game world. The concept of 3D, in this context, refers to both stereoscopy and, more generally, tridimensional systems of representation that have been dominant in video games since the early 1990s. The issue welcomes all contributions dealing with these graphic technologies and their influence as representational and aesthetic tools.… read more. “Call: G|A|M|E (Game as Art, Media, Entertainment) – 3D issue”

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Zugara’s virtual dressing rooms take the X factor out of online shopping

[From VentureBeat]

Zugara’s virtual dressing rooms take the X factor out of online shopping

September 25, 2012
Rebecca Grant

No matter how good a piece of clothing looks online, the reality often falls short. The joy of ripping open a package is destroyed when you discover that a particular shade of teal makes you look seasick or that leopard print jeans are a far better idea in theory.

Sometimes, you need to try things on to know if they are right, and this is a frustration shared by web retailers and customers alike.

Zugara was granted a patent today for its augmented reality technology that creates virtual dressing rooms for online consumers. The Webcam Social Shopper seeks to alleviate the element of the unknown from online shopping by enabling consumers to virtually try on clothes.

The platform generates a simulated view of what a wearable item will actually look like on your body using information from a web cam.… read more. “Zugara’s virtual dressing rooms take the X factor out of online shopping”

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Google’s 360-degree tour of endangered reefs

[From The Sydney Morning Herald]

Google’s 360-degree tour of endangered reefs

September 26, 2012
James Manning, Technology reporter

Australia’s Great Barrier Reef has been opened to an audience of more than one billion people worldwide as Google launches a virtual tour of one of the seven natural wonders of the world.

Users can log on to Street View on Google Maps and Google Earth and explore high-resolution, 360-degree images of the reef that are being gathered as part of the Catlin Seaview Survey, which documents the health of coral reefs around the world.

“The project is as much about the engagement as it is about the science,” project director Richard Vevers told Fairfax from Monterey, California, where he officially launched the survey at the Blue Ocean Film Festival in front of an audience of scientists and filmmakers that included James Cameron.… read more. “Google’s 360-degree tour of endangered reefs”

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ISPR News: Presence and other activities at ISPR 2012

You won’t find a conference that takes better care of you. The ISPR 2012 Organizing Committee is planning a series of presence-related activities in Philadelphia for the Wednesday (October 24) before the formal conference presentations on Thursday and Friday. And some non-presence related activities too! Some of the details:… read more. “ISPR News: Presence and other activities at ISPR 2012”

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Call: MuseumNext 2013

MuseumNext 2013

Amsterdam, May 2013
CALL FOR PAPERS

What’s next for museums?

Now in its fifth year MuseumNext looks to bring together the leading themes, trends and related best practice from the digital side of museums, with the aim of providing a clear insight into how technology and media are shaping our institutions and the world around us.

This year MuseumNext will focus on ‘What’s Next’ and will use this call for papers to create a programme that is structured around eight key themes. These will be directed by the proposals submitted from our community to highlight the direction in which museums and technology are heading.

We will look favourably at proposals that push the boundaries, turn convention on its head and use technology for a positive impact.… read more. “Call: MuseumNext 2013”

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Video game’s audio environment teaches blind people to navigate buildings

[From News-Medical.net]

[Image: Rendering of physical environment represented in the AbES software; in gamer mode, the player (yellow icon) navigates through the virtual environment using auditory cues to locate hidden jewels (blue squares) and avoid being caught by chasing monsters (red icons).]

‘Video game’ teaches blind people to navigate buildings

Published on September 25, 2012
By Liam Davenport, medwireNews Reporter

Blind people can learn the spatial layout of an unfamiliar building using a novel “video game” virtual reality environment that employs only audio-based cues, thus enabling them to learn skills that may improve functional independence, say US and Chilean scientists.

“The accuracy of this mental map was confirmed by the fact that participants were able to transfer acquired spatial information into successful navigation performance carried out in the physical building modeled in a corresponding virtual environment,” notes Lofti Merabet, from Harvard Medical School, in Boston, Massachusetts, USA, and colleagues.… read more. “Video game’s audio environment teaches blind people to navigate buildings”

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