Month: January 2013
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Call: Point of View in Memory & Imagery: Philosophical & Psychological Perspectives on Perspective
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Read more: Call: Point of View in Memory & Imagery: Philosophical & Psychological Perspectives on PerspectiveCall for Papers Point of View in Memory & Imagery: Philosophical & psychological perspectives on perspective Macquarie University, Friday-Saturday, 10-11 May 2013 Abstracts due Feb 15 Enquiries to John Sutton, john.sutton@mq.edu.au Overview This workshop will address perspective-taking in remembering and imagining. We welcome offers of papers from philosophers and psychologists, and from related disciplines. We are particularly interested in proposals which discuss relations between visual or visuospatial perspective and other kinds of perspective, or which address interactions between internal and external perspectives on one’s past, future, or possible actions and experiences. Background When I remember my past experiences, I may…
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Virtual superheroes are more heroic in real life
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Read more: Virtual superheroes are more heroic in real life[From Discovery News] Virtual Superheroes Are More Heroic In Real Life Jan 30, 2013 // by Nic Halverson “With great power comes great responsibility” is perhaps the most famous — albeit foreshortened — phrase in comic book history, attributed to Stan Lee and Steve Ditko’s Amazing Fantasy #15, the issue that first introduced the world to Spider-Man. However, this adage also holds true for virtual superheroes. A recent study found that having superpowers in a virtual world made people more likely to be helpful in real life. The study, conducted by clinical psychologist Robin Rosenberg and colleagues from Stanford University’s…
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Call: Arts,Design & Virtual Worlds – Special Session at Cyberworlds 2013
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Read more: Call: Arts,Design & Virtual Worlds – Special Session at Cyberworlds 2013Calls for Papers: ARTS,DESIGN & VIRTUAL WORLDS SPECIAL SESSION at CYBERWORLDS 2013 INTERNATIONAL CONFERENCE http://www.vc.media.yamanashi.ac.jp/cw2013/ 21-23 OCTOBER 2013, YOKOHAMA, JAPAN Keio University, Faculty of Science and Technology Chair: Dr. Gianluca Mura, Politecnico di Milano University, Italy SUBMISSION DEADLINE: March 18, 2013 Send your paper to: gianluca.mura@polimi.it More information from http://artsvirtualworlds.artsmachine.org/ Full papers up to 8 pages and short papers up to 5 pages have to be submitted electronically in MS Word data formats. The papers must be written in English. Please use the following template for preparing your papers from: http://www.artsmachine.org/web/docs/cwtemplate.doc By submitting a paper the authors confirm that their…
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Simple virtual world gonorrhea game used for ethical study of why people skip condoms, vaccinations
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Read more: Simple virtual world gonorrhea game used for ethical study of why people skip condoms, vaccinations[From Tech News Daily] [Image: To get a flu shot or not to get a flu shot? A new game lets researchers explore why people choose not to take precautions against disease outbreaks. CREDIT: CDC/Judy Schmidt] Game Reveals Why People Skip Condoms, Vaccinations Francie Diep, TechNewsDaily Staff Writer January 14 2013 A new game, loosely modeled after the spread of gonorrhea, offers a new way for researchers to study people’s motivations for choosing whether or not to use condoms, get flu shots or otherwise protect themselves from epidemics. The game may be the first specifically designed for studying the spread…
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Call: CHORD Conference – ‘Retailing and the Senses: Historical Perspectives’
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Read more: Call: CHORD Conference – ‘Retailing and the Senses: Historical Perspectives’5 September 2013: CHORD CONFERENCE CALL FOR PAPERS: ‘Retailing and the Senses: Historical Perspectives’ The conference will be held at the: Marks & Spencer Company Archive, Leeds The Centre for the History of Retailing and Distribution (CHORD) and the M&S Company Archive invite proposals for papers that explore the relationship between retailing and the senses, in Britain and beyond. We welcome papers focusing on both buying and selling, approaching the topic from any discipline and focusing on any historical period. We invite contributions that explore the connections between retailing and any one or more of the senses: Sight Smell Taste…
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Buddhism in Second Life: Anthropologist studies spirituality in virtual reality
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Read more: Buddhism in Second Life: Anthropologist studies spirituality in virtual reality[From Kansas State University] [Image credit: The Buddha Center] Buddhism in Second Life: Anthropologist studies spirituality in virtual reality January 28, 2013 By Communications and Marketing A Kansas State University researcher is studying how religion — particularly Buddhism — fits into new forms of virtual reality. Jessica Falcone, assistant professor of sociology, anthropology and social work, studies South Asian cultures and religions, particularly Buddhism, Sikhism and Hinduism. Several of her current research projects focus on Buddhist communities, particularly the growing presence of Buddhism in the world of virtual reality.…
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Call: “Methodology of gaming simulation for learning, research and design” – ISAGA Workshop
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Read more: Call: “Methodology of gaming simulation for learning, research and design” – ISAGA WorkshopSpecial workshop “Methodology of gaming simulation for learning, research and design” You are cordially invited to a workshop on Methodology of gaming simulation for learning, research and design at the 44th conference of the International Simulation and Gaming Association (ISAGA). The ISAGA 2013 conference will take place June 24 – 28, 2013, Royal Institute of Technology (KTH), Stockholm, Sweden.…
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Healthspot replaces doctor’s office with a telepresence kiosk
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Read more: Healthspot replaces doctor’s office with a telepresence kiosk[From Gizmag] Healthspot replaces doctor’s office with a telepresence kiosk By David Szondy January 27, 2013 Telepresence physicians have been predicted since Hugo Gernsback foresaw the “radio doctor” in the 1920s. HealthSpot of Dublin, Ohio takes this idea a step further with its HealthSpot Station. It’s a telepresence kiosk that acts as an alternative to the traditional doctor’s office.…
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Call: InSight 2: Engaging the Health Humanities
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Read more: Call: InSight 2: Engaging the Health HumanitiesINSIGHT 2: ENGAGING THE HEALTH HUMANITIES The call for proposals for the InSight 2: Engaging the Health Humanities, an international exhibition and publication offering frameworks for examining linkages, experiences, visualisations and productive imaginings at the nexus of the health humanities, design and community engagement. The health humanities, an interdisciplinary domain of study which connects the arts, humanities, bioethics and social sciences, among other areas, is concerned with human needs and experiences related to health and healthcare. A human-centred design approach to health and well-being involves community members in identifying, and co-creating solutions to, issues and problems that affect them. Community…
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AlterEgo: Humanoid robotics, VR to improve social interactions
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Read more: AlterEgo: Humanoid robotics, VR to improve social interactions[From AZoRobotics] Humanoid Robotics and Virtual Reality to Improve Social Interactions Published on January 24, 2013 Social pathologies, including schizophrenia, autism and social phobia, are mainly characterised by difficulties in interacting with other people. This causes much suffering both for the person and those that surround them. A new project, that aims to improve social interactions, will develop and test an innovative rehabilitation method using humanoid robotics and virtual reality. The collaborative European research team, including Dr Krasimira Tsaneva-Atanasova and Professor Mario di Bernardo from the Department of Engineering Mathematics at the University of Bristol, have been awarded €2.9 million…
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Call: Your research for meta-analysis on presence
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Read more: Call: Your research for meta-analysis on presenceStudies sought for meta-analysis on presence We are currently gathering candidate studies for a meta-analysis examining the effect of immersive virtual reality technology on self-reported presence. We are investigating the effect of relative high vs. low immersive levels as operationalized across various hardware and software variables. The studies we are including either manipulate overall levels of immersion (e.g., head-mounted display vs. mental simulation, CAVE environment vs. desktop monitor, etc.) or the levels of a particular immersive system component (e.g., different fields of view, stereoscopic vs. monoscopic visuals, stereo vs. mono audio, different update rates, etc..). A list of most of…
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Detroit Auto Show attendees get virtually in the driver’s seat
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Read more: Detroit Auto Show attendees get virtually in the driver’s seat[From The Detroit News, where the story includes many more images] Automakers put attendees virtually in the driver’s seat By Tony Briscoe, The Detroit News January 21, 2013 Detroit— The North American International Auto Show is letting consumers get a taste of what it’ll be like to be behind the wheel of many new models. In the middle of the Ford Motor Co. show floor, people can test their racing skills in the virtual simulation of the brand’s sports technology of the Focus. Technicians strap volunteers into an elevated two-seat cockpit controlled by four mechanical legs that allow the drivers…
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