Month: December 2013


  • Call: The Future of Experiencing Cultural Heritage (PATCH 2014 Workshop)

    Call for Proposals and Papers PATCH’2014 -The Future of Experiencing Cultural Heritage Haifa, Israel. February 24, 2014 Extended deadline: 26 December 2013 The 7th International Workshop on Personalized Access to Cultural Heritage (PATCH 2014) will be this year co-located with the Intelligent User Interfaces Conference (http://www.iuiconf.org/). IUI is the annual meeting of the intelligent interfaces community and serves as the principal international forum for reporting outstanding research and development on intelligent user interfaces. It takes place in Haifa, Israel on 24 February 2014. Next to the full research papers, we also encourage submissions of position papers, short papers and demonstrations…

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  • Researcher studying whether world of ‘Second Life’ can help amputees adjust to their prosthetics

    [From the South Florida Sun-Sentinel; more information is available from Nova Southeastern University] [Image: This screen shot shows the avatars of the research team members in an area of the private Second Life island where amputees will be able to meet virtually as part of the study. (Photo courtesy Nova Southeastern) Amputees navigate virtual world in NSU study By Nicole Brochu, Staff writer December 19, 2013 A Nova Southeastern University researcher is studying whether the virtual reality world of ‘Second Life’ can help amputees adjust to their prosthetics. Video games don’t have to be just for fun. The hope is…

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  • Call: 10th International Conference on Disability, Virtual Reality and Associated Technologies

    10th International Conference on Disability, Virtual Reality and Associated Technologies Gothenburg, Sweden September 2–4, 2014 Download: Call for Papers 2014 (PDF) DEADLINE FOR FULL PAPER: SUBMISSION will be 28 Feb, 2014 DEADLINE FOR SHORT PAPER SUBMISSION will be 31 May, 2014 The ICDVRAT conference Series provides a forum for international experts and researchers to present and review how advances in the general area of virtual reality can be used in the area of disabilities and rehabilitation. High quality papers are sought in which technical innovation is backed up by evidence of original and practical implementation, or which promise practical implementation…

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  • Avegant Glyph: Part Google Glass, part Oculus Rift

    [From The Verge, where the story includes more pictures and a 3:26 minute video] Avegant Glyph: The virtual reality headset made for the mainstream Part Google Glass, part Oculus Rift — part Beats by Dre By David Pierce on December 18, 2013 Picture it: you’re sitting on the plane or in the doctor’s waiting room, listening to music on a large, good-looking set of headphones. You decide you’d rather catch up on Justified, or play a little Call of Duty. You tip your headphones forward until the broad white band is now in front of your face, and suddenly your show…

    Read more: Avegant Glyph: Part Google Glass, part Oculus Rift
  • Call: EMSS 2014 – 26th European Modeling & Simulation Symposium (Simulation in Industry)

    EMSS 2014 – The 26th European Modeling & Simulation Symposium (Simulation in Industry) 22 – 24 September, 2014 Bordeaux, France http://www.msc-les.org/conf/emss2014/index.htm Conference Aims The European Modeling and Simulation Symposium is one of the most important Simulation Appointment in Europe. As tradition the conference focuses on Modeling & Simulation in Industry taking into consideration both applications and theoretical approaches. The conference proposes a multi-sides perspective to Modeling & Simulation environment. Tracks organization is intended to cover different research macro-areas dedicated to Industrial Engineering, Effective Design, Business, Economy and Finance, Medicine, Methodologies, Techniques and Applications. Such framework gives to scientists, technicians and…

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  • Is telepresence dead?

    [From No Jitter] Is Telepresence Dead? Sales of telepresence have stagnated not because of lack of demand, but instead of because of lack of innovation. Zeus Kerravala | December 11, 2013 As a technology, telepresence (TP) has been mainstream for about a decade now. In the mid part of the last decade, TP came to life with a big bang that was comparable to what we saw with Tebow-mania. Like Tebow-mania, the momentum behind TP has cooled off over the past few years, and shipments of the once shining star of the collaboration industry have plateaued over the past few…

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  • Call: 2nd International Workshop on Virtual and Augmented Assistive Technology (at IEEE Virtual Reality 2014)

    2nd International Workshop on Virtual and Augmented Assistive Technology At IEEE Virtual Reality 2014, Minneapolis, MN, USA http://www.cs.utsa.edu/~jpq/vaat/ The IEEE VR 2014 Workshop on Virtual and Augmented Assistive Technology is intended to bring together technological and clinical research communities to advance the state-of-the-art in Virtual Reality (VR) and Augmented Reality (AR) assistive technology. Over the past several decades, there has been a host of research conducted to improve rehabilitation and enable assistive technology for persons with disabilities (e.g., cognitive, physical) through VR and AR. However, this area needs to take more advantage of state-of-the-art VR and AR technology. We believe…

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  • Sony patents VR headset with object avoidance system and detection of body posture, pupil movement, blinking

    [From PlayStation Universe, where the post includes an additional image] Sony’s new virtual reality headset patent detects objects, simulates body posture, pupil movement, blinking Posted December 12th, 2013 by Kyle Prahl A new patent filed by Sony Computer Entertainment Inc. suggests the company is moving ever closer to completing its long-rumored virtual reality headset technology. The latest features, spotted in the patent by NeoGAF user Rösti, describes an “object avoidance apparatus” that detects obstacles in an image of the real-world, calculates their distance from you, and replaces them with different, virtual objects. The invention’s background describes a desire to more…

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  • Call: First International Workshop on Multiagent Foundations of Social Computing (at AAMAS 2014)

    First International Workshop on Multiagent Foundations of Social Computing http://www.lancaster.ac.uk/staff/chopraak/sc-aamas-2014/ Co-located with AAMAS 2014 (http://aamas2014.lip6.fr) May 5-9, 2014, Paris, France Social computing broadly refers to computing-supported approaches that facilitate interactions among people and organizations. Social computing has emerged as an exciting multidisciplinary area of research, driven by the wealth of easily available information and the success of online social networks and social media. Social computing applications are characterized by high interactivity among users, user-generated content, and in cases such as Wikipedia, more open governance structures. Much of the recent excitement in social computing is driven by data analytics and business…

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  • Meet the robot telemarketer who denies she’s a robot

    [From TIME] Meet the Robot Telemarketer Who Denies She’s A Robot Our encounter with an all-too-convincing robot By Zeke Miller and Denver Nicks With reporting by Michael Scherer, Christopher Wilson, and Jessica Roy [@jessicakroy] Follow @timenewsfeed Dec. 10, 2013 The phone call came from a charming woman with a bright, engaging voice to the cell phone of a TIME Washington Bureau Chief Michael Scherer. She wanted to offer a deal on health insurance, but something was fishy. When Scherer asked point blank if she was a real person, or a computer-operated robot voice, she replied enthusiastically that she was real,…

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  • Call: CHI PLAY 2014

    CALL FOR PARTICIPATION: CHI PLAY 2014 Submission Deadlines: May 8, 2014 (full papers, demos, workshops, doctoral consortium) June 26, 2014 (student competition, work-in-progress) CHI PLAY 2014 The ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play http://chiplay.org/ Twitter: #chiplay Toronto, Ontario, Canada October 5-8, 2014 CHI PLAY is a new international and interdisciplinary conference (by ACM SIGCHI) for researchers and professionals across all areas of play, games and human-computer interaction (HCI), we call it: “player-computer interaction”. The goal of the conference is to highlight and foster discussion of current high quality research in games and HCI as foundations for the…

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  • CAVE + robotic camera = Immersive research and learning center

    [From the Philadelphia Inquirer; more information is available from Villanova] [Image: A still frame from a video by computer scientist Frank Klassner shows an omni-directional image of the interior of Villanova University’s chapel made with a Ladybug camera] Villanova adding robotic camera to its virtual reality technology By Jeff Gelles, Inquirer Columnist December 12, 2013 What if you could explore and conduct research on the floor of the Grand Canyon, or examine archaeological sites underneath the Vatican, without ever leaving the Philadelphia region? By next fall, those kinds of experiences and many more will be available to students and the…

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