ISPR Presence News

Monthly Archives: February 2014

Call: VS-GAMES 2014


University of Malta
Valletta, Malta
9-12 September 2014

Supported by IEEE. Conference proceedings will also be published by IEEE.

Important dates:

  • Full and Work-in-Progress Papers:  15 March 2014
  • Doctoral Consortium Papers:  30 April 2014
  • Posters and Demos:  30 April 2014
  • Industry Expo:  30 June 2014

Notification of acceptance:  30 April 2014

VS-Games now running in its 6th year, is a conference that targets cross-disciplinary communities interested in virtual worlds and games for serious applications. The conference promotes efforts in all areas of research involving the advancement of technologies, design, and applications of virtual worlds and serious games. We are therefore seeking contributions from academic researchers, developers from the industry as well as practitioners and decision-makers in the field of technology advances in serious games. A 48-hour game jam is being held throughout the conference duration. For more details visit:

Themes that are encouraged for submission include: Read more on Call: VS-GAMES 2014…

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Occupy someone else’s body in BeAnotherLab’s ‘Gender Swap’

[From Wired, where the story includes two videos; for more information, see coverage by CNET]

BeAnotherLab's Gender Swap

A Crazy Oculus Rift Hack Lets Men and Women Swap Bodies

By Kyle VanHemert

The great promise of the Oculus Rift headset the chance to inhabit fantastic new worlds. A group of researchers in Barcelona are already using it for something even more radical: inhabiting new bodies.

BeAnotherLab, an interdisciplinary group of students at the University Pompeu Fabra, in Barcelona, has relied on an early version of Oculus Rift as part of an on-going research project called “The Machine To Be Another.” The concept is just what the name suggests. An early experiment let participants experience the creative process through someone else’s eyes, in real time. The latest undertaking is even wackier. It lets men and women swap bodies. (Note: The video contains nudity.)

Here’s how it works. Each subject is outfitted with an Oculus Rift headset. Those are supplied with video streams from point-of-view cameras attached to the other person’s rig. The participants are instructed to mimic each other’s movements, wordlessly dictating the action in tandem like kids playing with a Ouija board. Read more on Occupy someone else’s body in BeAnotherLab’s ‘Gender Swap’…

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Call: GAMEON 2014, the 15th annual Simulation and AI in Games Conference


The 15th annual Simulation and AI in Games Conference
University of Lincoln
Lincoln, United Kingdom
September 9-11, 2014

Games Development Methodology
Game Theory/Multi-Agent Systems
Artificial Intelligence
Learning and Adaptation
Intelligent/Knowledgeable Agents
Collaboration & Multi-agent Systems
Opponent Modelling
Physics and Simulation/Graphical Simulation
3D Scalability
Facial, Avatar, NPC, 3D in Game Animation
AI and Simulation Tools for games design
Game Design
Rendering Techniques
Voice Interaction
Artistic input to game and character design
Storytelling and Natural Language Processing
Online Gaming – Security Issues in Online Gaming
Serious gaming
Wargaming Aerospace Simulations, Board Games etc….
Games for training
Games Applications in education, Government, health, Corporate…
Games Consoles
Games Console Design
Mobile Gaming and VR Gaming
Perceptual User Interfaces for Games
Poster Session
Student Session

Organised by
The European Technology Institute

Sponsored by

For latest information see:

Conference Aim

The aim of the 15th annual European GAMEON® Conference (GAMEON®’2014) on Simulation and AI in Computer Games, is to bring together researchers and games people in order to exchange ideas on programming and programming techniques, which will be beneficial to the gaming industry and academia. Secondly it aims to steer young people into this industry by providing how-to tutorials and giving them the opportunity to show their ideas and demos to the gaming industry. The conference will concentrate mostly on the programming of games, with special emphasis on simulation, AI and fuzzy sets, and physics related computer graphics. Next to that, all of this will be fused in the topic of computer game design in stand-alone and networked games. Software providers will be able to show their latest packages and give hand-on tutorials for the participants.

Companies will also have the opportunity to seek new talent at this unique event. Read more on Call: GAMEON 2014, the 15th annual Simulation and AI in Games Conference…

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Google’s 3D tech could be boon to Glass, robots and virtual reality

[From Computerworld, where the story includes a 2:58 minute video about Project Tango]

Google's Project Tango phone creates 3D scan of hallway

Google’s 3D tech could be boon to Glass, robots and virtual reality

Just disclosed Project Tango 3D smartphone effort may be scratching the surface for Google

By Sharon Gaudin
February 21, 2014

Computerworld – News that Google is working on 3D smartphones has analysts speculating that the company will one day add the tech to a slew of its products, such as Google Maps, Google Glass, Google robots and even virtual reality tools.

“Google is much more than what it seems,” said Scott Strawn, an analyst at IDC. “It is so much more than a search engine. Innovation is really the core of their business. And 3D is going to be a big feature for them.”

Google disclosed late Thursday that it has been working on the development of 3D smartphones for the past year. The effort, dubbed Project Tango, aims to enable smartphones to create realistic 3D mapping and virtual experiences — all while the user goes about her day. Read more on Google’s 3D tech could be boon to Glass, robots and virtual reality…

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Call: Eighth International Workshop on Human Aspects in Ambient Intelligence (HAI ‘ 14)

Call for Papers:



Warsaw, Poland, August 11, 2014

Workshop at the International Conference on Active Media Technology (AMT’14)

(Proceedings will be published by Springer in their LNCS series)


Recent developments within Ambient Intelligence provide new possibilities to contribute to personal care. For example, our car may monitor us and warn us when we are falling asleep while driving or take measures when we are too drunk to drive. As another example, an elderly person may wear a device that monitors his or her wellbeing and offers support when a dangerous situation is noticed. Such applications can be realised partly because of advances in acquiring sensor information about humans and their functioning. However, their full realisation depends crucially on the availability of adequate knowledge for analysis of such information about human functioning. If such knowledge about human functioning is computationally available within devices in the environment, these systems can show more human-like understanding and contribute to personal care based on this understanding. In recent years, scientific areas focusing on human functioning such as cognitive science, psychology, social sciences, neuroscience and biomedical sciences have made substantial progress in providing an increased insight in the various physical and mental aspects of human functioning. Although much work still remains to be done, models have been developed for a variety of such aspects and the way in which humans (try to) manage or regulate them. Examples of biomedical aspects are (management of) heart functioning, diabetes, eating regulation disorders, and HIV-infection. Examples of psychological and social aspects are emotion regulation, emotion contagion, attention regulation, addiction management, trust management, and stress management. If models of human processes and their management are represented in a formal and computational format, and incorporated in the human environment in systems that monitor the physical and mental state of the human, then such ambient systems are able to perform a more in-depth analysis of the human’s functioning. An ambience is created that has a human-like understanding of humans, based on computationally formalised knowledge from the human-directed disciplines, and that may be more effective in assisting humans by offering support in a knowledgeable manner that may improve their wellbeing and/or performance, without reducing them in their freedom. This may concern elderly people, medical patients, but also humans in highly demanding circumstances or tasks. For example, to help coordinate the evacuation of large crowds in case of an emergency, or to optimise the performance of teams in sports or in organisations. The HAI workshop seeks contributions from any area on the intersection of Ambient/Artificial Intelligence and human-directed disciplines such as psychology, social science, neuroscience and biomedical sciences. For more details, see the areas of interest.


This workshop on Human Aspects in Ambient Intelligence (HAI) is the eighth of a series that began in 2007. The HAI workshop series focuses on applied and theoretical research in the intersection of Ambient and Artificial Intelligence on the one hand and human-directed disciplines (such as psychology, social science, neuroscience and biomedical sciences) on the other hand. The aim is to bring people together from these disciplines, as well as researchers working on cross connections of Artificial and Ambient Intelligence with these disciplines. The emphasis is on the use of knowledge from these disciplines in ‘ambient’ applications, in order to support humans in their daily living in medical, psychological and social respects. The workshop series plays an important role, for example, to get modellers in the psychological, neurological, social or biomedical disciplines interested in Ambient Intelligence as a high-potential application area for their models, and, for example, get inspiration for problem areas to be addressed for further developments in their disciplines. From the other side, the workshop may make researchers in Ambient Intelligence, Agent Systems, and Artificial Intelligence more aware of the possibilities to incorporate more substantial knowledge from the psychological, neurological, social and biomedical disciplines in Ambient Intelligence applications. Read more on Call: Eighth International Workshop on Human Aspects in Ambient Intelligence (HAI ‘ 14)…

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Supersonic jet ditches windows for massive live-streaming screens

[From Wired’s Autopia blog, where the post includes another picture; see a recent related story here]

Spike erospace's Jet interior screen that replaces windows

Supersonic Jet Ditches Windows for Massive Live-Streaming Screens

By Alexander George

Spike Aerospace is in the midst of building the first supersonic private jet. And when the $80 million S-512 takes off in December 2018, it won’t have something you’d find on every other passenger aircraft: windows.

The Boston-based aerospace firm is taking advantage of recent advances in video recording, live-streaming, and display technology with an interior that replaces the windows with massive, high-def screens. The S-512’s exterior will be lined with tiny cameras sending footage to thin, curved displays lining the interior walls of the fuselage. The result will be an unbroken panoramic view of the outside world. And if passengers want to sleep or distract themselves from ominous rainclouds, they can darken the screen or choose from an assortment of ambient images. But this isn’t just a wiz-bang feature for an eight-figure aircraft. Read more on Supersonic jet ditches windows for massive live-streaming screens…

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Call: Fifth conference on Games for Health Europe

Fifth conference on Games for Health Europe
27 & 28 October 2014,
Utrecht, the Netherlands

Submission deadline: May 1th, 2014

1.  Background

Founded in 2004, the Games for Health Project supports community, knowledge and business development efforts to use cutting-edge games and game technologies to improve health and health care.

The Games for Health Conference brings together researchers, medical professionals and game developers to share information about the impact of games, playful interaction and game technologies on health, health care and health policy. Over three days, more than 400 attendees will participate in over 60 sessions provided by an international array of 80 speakers, cutting across a wide range of activities in health and health care. Topics include exergaming, physical therapy, disease management, health behavior change, biofeedback, scientific validation, rehabilitation, epidemiology, training, cognitive health, nutrition and education.

The aim of the conference is to bring together academics and practitioners working within the field of game & play design, game development and the medical community to explore and innovate within the area of health. The conference provides an excellent opportunity to showcase practice and to mainstream research ideas and outcomes. It will introduce a wider audience to key findings and products from research and will illustrate how practice feeds back into and informs research. The conference will create a forum for two-way communication between the academic and practitioner communities and particularly welcomes end-user presentations and workshops. The programme will include presentations of papers, workshops, a doctoral consortium and an exhibition space for demonstrations and posters. Read more on Call: Fifth conference on Games for Health Europe…

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The robot that makes virtual sex feel real

[From Motherboard, where the story includes more pictures and a video]

Tenga being used in demo

The Robot That Makes Virtual Sex Feel Real

Written by Brian Merchant
February 14, 2014

In the future, some people will choose to spend Valentine’s Day alone, having virtual sex with a 3D avatar with the help of a fully responsive robotic assistant. And by the future, I mean maybe next year. Intrepid horndog hackers can do it right now.

Tenga is a Japanese manufacturer of disposable male sex toys—they make cylindrical “masturbation aids” that somehow don’t seem as repulsive as the Fleshlight (perhaps mostly because they’re not called a fleshlight). They’re also promoting a jerry-rigged amalgam of software and robotics that’s easily the closest you can come to having physical sex with a video game.

At a tech conference last fall, Tenga unveiled a crude contraption that allowed volunteers to participate in a simulation wherein they received sexual favors from an anime character through virtual reality goggles. Since then, they’ve updated the software and the graphics of the simulator, and are continuing to promote robot-assisted virtual sex.

“I think in the future, the virtual real will become more real than actual real sex,” Tenga CEO Tsuneki Sato told me. He’d come by the Motherboard office to demonstrate the “future of masturbation,” as he put it. “That’s our slogan.” He laughed. Read more on The robot that makes virtual sex feel real…

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Call: Child-Robot Interaction Workshop at Interaction Design and Children Conference (IDC 2014)


Child-Robot Interaction @ Interaction Design and Children Conference, 2014

Workshop on Child-Robot Interaction: Social bonding, Learning, and Ethics

In Cooperation with FP7 EU-project EMOTE

Aarhus, Denmark
17 June, 2014


Children are an especially interesting target group for Human-Robot Interaction research since they are often more willing than adults to interact and engage with robots. Therefore, children are likely to easily form a bond with a robot.  Since research has suggested that when empathy or support is provided (from a human or artificial source) learning is improved, it is a logical step to use robots as teaching aids or companions. However, robots that children bond with and/or learn from are intended to affect individual well-being, and several ethical issues should thus be considered, such as whether robots ought to be made to appear or act humanlike, and whether they should be gendered. Furthermore, parents and teachers are also important stakeholders when it comes to children’s use of robots, either as social or learning companions.


Child-Robot Interaction is a half-day workshop integrated in the IDC’2014. The focus of the Workshop comprises three main topics: Bonding, Learning, and Parents’ and Teachers’ perspectives on children’s interactions with robots. Other important topics for the workshop are thus how we can make sure that these robots really increase children’s well-being and how we can take parents’ and teachers’ opinions and attitudes into account when designing and evaluating robots for children. Read more on Call: Child-Robot Interaction Workshop at Interaction Design and Children Conference (IDC 2014)…

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Q&A: A documentarian working in virtual reality

[From AP via Salon]

Documentarian Danfung Dennis wearing Oculus Rift

[Image: In this Jan. 7, 2014 file photo, show attendees play a video game wearing Oculus Rift virtual reality headsets at the Intel booth at the International Consumer Electronics Show(CES), in Las Vegas. (AP Photo/Jae C. Hong, File)]

Q&A: A documentarian working in virtual reality

By Derrik J. Lang
Feb. 19, 2014

LOS ANGELES (AP) — Forget 3-D glasses.

Oscar-nominated documentarian Danfung Dennis believes the next evolution in filmmaking will be to surround viewers with images in 360 degrees — directly on their noggins.

Dennis, whose gripping 2012 film “Hell and Back Again” told of a soldier’s battle with post-traumatic stress disorder, is creating his next film project especially for the Oculus Rift, a virtual reality headset still in development. The device provides wearers with an immersive, wrap-around view that doesn’t make them queasy. Read more on Q&A: A documentarian working in virtual reality…

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