ISPR Presence News

Monthly Archives: July 2014

Call: 7th Workshop on Eye Gaze in Intelligent Human Machine Interaction (at ICMI 2014)

The 7th Workshop on Eye Gaze in Intelligent Human Machine Interaction

At ACM ICMI 2014, Istanbul, Turkey November 16th, 2014

Papers deadline: July 15th, 2014 www:  http://hhhuang.homelinux.com/gaze_in

Eye gaze is one of the most important aspects in understanding and modeling human-human communication, and it has great potential also in improving human-machine and robot interaction. In human face-to-face communication, eye gaze plays an important role in floor and turn management, grounding, and engagement in conversation. In human-computer interaction research, social gaze, gaze directed at an interaction partner, has been a subject of increased attention. This is the seventh workshop in Eye Gaze in Intelligent Human Machine Interaction, and in the previous workshops we have discussed a wide range of issues for eye gaze involved in multimodal human-machine/robot/agent interaction; technologies for sensing human attentional behaviors, attentional behaviors in problem-solving and task-performing, multimodal communication, interpretation and generation.… read more. “Call: 7th Workshop on Eye Gaze in Intelligent Human Machine Interaction (at ICMI 2014)”

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First person: “The Oculus Rift game that’s so real it nearly destroyed me”

[From Wired, where the story includes two more images]

Alien Isolation

The Oculus Rift Game That’s So Real It Nearly Destroyed Me

By Chris Kohler
07.10.14

I can hear the alien breathing.

I’ve played lots of videogames, lots of run-and-gun shooters in which I happily charge down a corridor into certain death. Not this time. I’ve got my back pressed against the wall of an abandoned spaceship, and I’m inching down a hallway, my head darting left and right, looking for danger everywhere.

And I wonder, is this the one? Is this the Oculus Rift demo where I rip the headset off my face and bolt, terrified, out of the room?

I don’t get scared by horror movies or horror videogames. Sure, you can startle the hiccups out of me with a well-timed jump scare, but that only proves my lizard brain is firing on all cylinders.… read more. “First person: “The Oculus Rift game that’s so real it nearly destroyed me””

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Call: Workshop on Interfaces and Human Decision Making for Recommender Systems at RecSys 2014

Call for papers:
Joint Workshop on Interfaces and Human Decision Making for Recommender Systems
IntRS’14:  http://recex.ist.tugraz.at/intrs2014/

Held in conjunction with the ACM Conference on Recommender Systems (RecSys 2014)
6-10th October 2014, Silicon Valley, California.

Submission deadline: 21st of July, 2014
Submit here:  http://www.easychair.org/conferences/?conf=intrs2014

As an interactive intelligent system, recommender systems are developed to suggest items that match users’ preferences. Since the emergence of recommender systems, a large majority of research has focused on objective accuracy criteria and less attention has been paid to how users interact with the system and the efficacy of interface designs from users’ perspectives. The field has reached a point where it [is] ready to look beyond algorithms, into users’ interactions, decision making processes and overall experience.

This workshop focuses on integrating different theories of human decision making into the construction of recommender systems. This year it will focus particularly on the impact of interfaces on decision support and overall satisfaction.… read more. “Call: Workshop on Interfaces and Human Decision Making for Recommender Systems at RecSys 2014”

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Cars Are Social Actors: Subtle anthropomorphic cues increase machines’ (perceived) humanity

[From Fast Company’s Co.Design, where the story includes another image. The much-missed Cliff Nass would have appreciated this.]

Google car

The Psychology Of Anthropomorphic Robots

Subtle anthropomorphic cues, such as faces or voices, increase robot humanity. Google’s self-driving car is onto something.

Eric Jaffe
June 16, 2014

By now we’ve all seen the prototype for Google’s self-driving car: a teeny little road bopper shaped like a gumdrop. What’s immediately striking is that the car seems to have a smiley face designed into the front. Headlights for eyes, a forward sensor for a nose, a bumper line for a mouth tilted slightly upward in a grin. I mean, we all see humanity in odd places–the man in the moon, a face in the clouds, Jesus in a potato chip. The smiley face is totally there.

This might annoy some traditional car designers; Chris Bangle told Co.Design’s… read more. “Cars Are Social Actors: Subtle anthropomorphic cues increase machines’ (perceived) humanity”

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Children with autism overcome real-life fears in virtual world

[From Newcastle University’s Institute of Neuroscience]

THe Blue Room at Newcastle University

[Image: Dr. Jeremy Parr, Paul Smith and Dr. Morag Maskey in the Blue Room. Source: The Journal]

Children with autism overcome real-life fears in virtual world

3rd July 2014

Immersive reality can help children with autism spectrum disorder overcome their fears and phobias, new research has shown.

In a study published today in PLOS ONE, experts at Newcastle University describe how, following treatment in an immersive virtual reality room, eight out of nine children were able to tackle the situation they feared. Four children were found to have completely overcome their phobias. The effect of the treatment was still in place one year later. A video shows the treatment for phobia in action.… read more. “Children with autism overcome real-life fears in virtual world”

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Call: “Living With the Digital Dead” Workshop

Call for Papers:

“Living With the Digital Dead”

Burwood Corporate Centre, Deakin University, Melbourne
Friday 7th November

Researchers across a number of disciplines have noted that the internet, and especially the increasing ubiquity of social media, is changing the ways in which the dead figure in the lives of the living. New means of commemorating, remembering, forgetting, interacting with and even denigrating the dead have emerged in online contexts, from online memorial sites, to new conventions of public mourning, to Facebook users continuing to post on the walls of deceased friends, to speculative new technologies that will create interactive avatars of the dead. Such practices raise important questions about the ontological, ethical, and social standing of the electronically-mediated dead and the digital ‘remains’ in which they are instantiated.

This workshop aims to bring together researchers working on this topic from a range of interdisciplinary perspectives, including philosophy, media studies, cultural studies and sociology.… read more. “Call: “Living With the Digital Dead” Workshop”

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Drone camera at fireworks displays takes you ‘Inside the Explosion’

[From CNET; a story about a Nashville entrepreneur who tried the same thing this year is available in The Tennessean]

'Inside the Explosion' screenshot

[Image: A look inside the lights. Joe Stiglingh/YouTube screenshot by Chris Matyszczyk/CNET]

When you fly a drone into fireworks, it’s quite beautiful

A YouTube video that’s currently inciting wonder shows a completely different perspective on a fireworks display.

by Chris Matyszczyk
July 5, 2014

The proliferation of controlled flying objects has incited many an imagination.

Some believe drones should be used to deliver vacuum cleaners. Others might have more nefarious, prurient intentions.

However, one man thought it might be entertaining to fly a DJI Phantom 2 drone into a fireworks display.

It wasn’t filmed yesterday. However, the YouTube video seems to have taken on a new life as the Web’s virtual hands have passed it around.… read more. “Drone camera at fireworks displays takes you ‘Inside the Explosion’”

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Call: Video Game Studies at Society for Cinema and Media Studies (SCMS) 2015 conference

Call for Papers

Society for Cinema and Media Studies (SCMS) 2015
Video Game Studies Scholarly Interest Group
Montreal, March 25-29, 2015

The Society for Cinema and Media Studies’ Video Game Studies Scholarly Interest Group invites all game scholars to propose papers on game studies and related topics for the SCMS 2015 conference, Wednesday, March 25th to Sunday, March 29th at the Queen Elizabeth Hotel in Montreal. Information about the general call for papers can be found here: http://www.cmstudies.org/?page=call_for_submissions

In order to encourage game-related submissions to SCMS, the VGSSIG will be compiling a list of pre-constituted panels and workshops looking for participants. Using the subject line “SCMS 2015,” please send your panel topic, a description, a deadline for submissions, and your contact info no later than Friday, July 18th to scms.vgssig@gmail.com.

We also encourage organizers to post their panel calls on the VGSSIG message board, where a “SCMS 2015 CFP” category will be created for this purpose.… read more. “Call: Video Game Studies at Society for Cinema and Media Studies (SCMS) 2015 conference”

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‘Revealing flashlight’ uses AR to restore ancient treasures

[From the Daily Mail, where the story includes more images and two videos]

Revealing Flashlight

[Image: Researchers have shown off their device called the revealing flashlight that can be used to digitally restore artefacts. Pictured is an artefact (1), while an input (in this case a finger at 2) is being used to manipulate a LeapMotion gesture device (3), which allows the user to ‘point’ where they want the projection to go]

Shining a light on the past: ‘Virtual reality’ torch projects missing fragments on to ancient treasures, restoring them to their former glory

  • Researchers led from Bordeaux have created an augmented reality device
  • The ‘revealing flashlight’ can be used to restore broken or worn artefacts
  • It then uses a camera to project an image onto an object
  • This image is based on a digital representation of the artefact
  • The user can then point to move the projection around, revealing features

By Jonathan O’Callaghan
Published: 1 July 2014… read more. “‘Revealing flashlight’ uses AR to restore ancient treasures”

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Call: “Cyborgian Images: The moving image between apparatus and body” for Yearbook of Moving Image Studies

Call for Papers

First Issue – Yearbook of Moving Image Studies
“Cyborgian Images: The moving image between apparatus and body”

Deadline for Articles: December 31, 2014

The double-blind peer-reviewed Yearbook of Moving Image Studies (YoMIS) is now accepting articles from scientists, scholars, artists and film makers for the first issue entitled “Cyborgian Images: The moving image between apparatus and bod”. YoMIS will be enriched by disciplines like media and film studies, image science, (film) philosophy, art history, game studies and other research areas related to the moving image in general.

Modern perspectives on the structure of moving images exemplify a complex multimodal mechanism that interacts in specific ways with the recipient and various levels of the perception of images. In this case neither moving images nor the subjective reception are passive processes. Movement, time, space and different modalities interact with senses, memories and anticipation and create a complex hybrid structure of medium, recipient and sensory stimulus processing.… read more. “Call: “Cyborgian Images: The moving image between apparatus and body” for Yearbook of Moving Image Studies”

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