ISPR Presence News

Monthly Archives: August 2014

Job: SFI Professorship in HCI at University College Cork, Ireland

University College Cork, Ireland
SFI Professorship in Human Computer Interaction (HCI)

Job Posted:  31 Jul 2014
Closing Date for Applications:  22 Sep 2014
Contract Type:  Permanent Whole-Time

Full details available:  http://www.ucc.ie/en/hr/vacancies/academic/full-details-490108-en.html

UCC seeks to recruit a Research Professor in Human Computer Interaction (HCI) to drive and expand the university’s commitment to human-centred design of digital futures, with a particular focus on health and wellbeing. The pivotal position of user experience in understanding the current use of health and wellbeing-related technologies and in imagining future uses is widely acknowledged in research and in commercial application. This Professorship will provide strategic leadership in developing the scientific and design knowledge and practice required to realize technologies that are sensitive to user experience.… read more. “Job: SFI Professorship in HCI at University College Cork, Ireland”

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Diagnosing cognitive defects using Virtual Environment Human Navigation System (VE-HuNT)

[From the University of California, San Diego; a 4:39 minute video is available on YouTube]

VE-HuNT screenshot

New Virtual Reality Navigation System to Help Diagnose Cognitive Defects

August 18, 2014 | By Tiffany Fox

Note: This is the first in a three-part series about Qualcomm Institute research projects that have a direct impact on aging. All three projects are funded through the Calit2 Strategic Research Opportunities program. The Qualcomm Institute is the University of California, San Diego division of the California Institute for Telecommunications and Information Technology (Calit2).

Experts agree that the ability to navigate a neighborhood or built space is one of the first faculties to suffer at the onset of cognitive decline. They also agree that early intervention is crucial for stemming the further ravages of dementia.

But catching adults ‘in the act’ of getting lost or disoriented is a challenging and expensive research problem — one that a new low-cost, virtual-reality based tool being developed at the University of California, San Diego’s Qualcomm Institute hopes to address.… read more. “Diagnosing cognitive defects using Virtual Environment Human Navigation System (VE-HuNT)”

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Call: AAAI Symposium on Turn–taking and Coordination in Human-Machine Interaction

AAAI Symposium on Turn-taking and Coordination in Human-Machine Interaction
March 23-25th, 2015
Stanford University, Palo Alto, CA

The AAAI Symposium on Turn-taking and Coordination in Human-Machine Interaction will bring together researchers across multiple disciplines–including multimodal systems, human-robot interaction, embodied conversational agents, and spoken dialogue systems–to address a topic of common interest: the modeling, realization, and evaluation of turn-taking and real-time action coordination between humans and artificial interactive systems. This symposium will serve to build common ground for researchers from these disparate backgrounds to share their perspectives, methodologies, and results from their own investigations into the problem of multimodal coordination.… read more. “Call: AAAI Symposium on Turn–taking and Coordination in Human-Machine Interaction”

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Oculix = Netflix in VR

[From Business Insider; for more see the Netflix Hack Day 2014 web page]

Oculix screenshot

Netflix Paired With The Oculus Rift Headset Could Transform Your Home Into A Movie Theater

Steven Tweedie
Aug. 20, 2014

Netflix recently unveiled several experimental projects that were created during one of its “Hack Days,” where employees can tinker and dream up new versions of the popular streaming service.

One of the coolest projects is called Oculix, and it combines the Oculus Rift virtual reality headset with the Netflix experience.… read more. “Oculix = Netflix in VR”

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Call: “Closed Systems / Open Worlds” (book chapters)

Call for Chapters:
Closed Systems / Open Worlds

Contact:  ClosedandOpenBook@gmail.com

Deadline for précis:  15 September 2014 (extended)

Edited by:  Jeremy Hunsinger (Wilfrid Laurier University), Jason Nolan (Ryerson University) & Melanie McBride (York University)

This book will consist of explorations at the boundaries of virtual worlds as enclosed but encouraging spaces for exploration, learning, and enculturation. Game/worlds like Second Life, OpenSim, Minecraft, and Cloud Party are providing spaces for the construction of alternatives and reimaginings, though frequently they end up more as reproductions. We seek to challenge those spaces and their creativities and imaginings.

These worlds exist as both code and conduct. Code is a modulating multiple signifier, in that the interpreters of the code vary from human to machine and that our understanding of the signifier changes the worldliness in itself. The conduct of both participants and administrators of these spaces influences how they flourish and then fade.… read more. “Call: “Closed Systems / Open Worlds” (book chapters)”

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Swimarium: The virtual reality swimming pool

[From Gizmag, where the story includes a 27 image picture gallery]

Swimarium concept art

Swimarium: The virtual reality swimming pool

By Stu Robarts
August 13, 2014

If you’ve ever fancied scuba diving at the Great Barrier Reef but can’t afford it, this idea from OVA Studio might provide a solution. The Swimarium is a design concept in which LED screens are placed all around a pool to create an immersive virtual swimming experience that would let you dive anywhere in the world.… read more. “Swimarium: The virtual reality swimming pool”

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Call: “Usability testing of video games: Multidisciplinary case studies” (Chapter proposals)

CALL FOR CHAPTER PROPOSALS

Usability Testing of Video Games: Multidisciplinary Case Studies

A book edited by Dr. Miguel A. Garcia-Ruiz, Algoma University, Canada
To be published by CRC Press/Taylor & Francis:  http://www.crcpress.com/

Introduction

Usability Testing of Video Games: Multidisciplinary Case Studies will present case studies describing academic research and practicing hands-on experience on usability testing methodologies and techniques, with the aim of improving the human-computer interfaces of video games and players’ user experience (UX). The usability experiences will be presented as comprehensive case studies to be used as learning and teaching materials in video game design and development, usability, human-computer interaction, software engineering, and related undergraduate and graduate courses. The case studies can also be used by scholars and practitioners from the video game industry interested in the topic.

Writing case studies on usability should require the “coming together” of science, technology and social knowledge in an interdisciplinary fashion, since the field of usability is supported by a number of knowledge areas.… read more. “Call: “Usability testing of video games: Multidisciplinary case studies” (Chapter proposals)”

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New military jets so powerful pilots must be trained in VR

[From Motherboard]

F-22 Raptor - Red Flag July 2014

New Military Jets Are So Powerful, Pilots Must Be Trained in Virtual Reality

Written by Jordan Pearson
August 11, 2014

The latest generation of US Air Force fighter jets are smarter, stealthier, and more lethal than their predecessors, but they present an unexpected hurdle: The new jets are too powerful to unleash their full potential during training exercises. One general believes that training pilots in virtual reality is the solution.

Fifth generation jets like the F-22 Raptor and F-35 Lightning II boast weaponized high technology like supersonically launched guided missiles and a wealth of sensors that provide full situational awareness to the pilot, simplify decision-making, and allow for advancements like automated targeting. In short, they’re pretty scary and lethal as hell.

It sounds like it would be a military honcho’s dream, but General Mike Hostage has a few complaints, as Air Force Times first reported.… read more. “New military jets so powerful pilots must be trained in VR”

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Call: Theories/Applications of Social Science for Interactive Tabletops and Surfaces (at ITS 2014)

CALL FOR PAPERS

Social ITS: Tutorial and Workshop on Theories and Applications of Social Science for Interactive Tabletops and Surfaces

In conjunction with ACM ITS 2014
Dresden, Germany
November 16, 2014

http://its2014socialscienceforis.weebly.com

Important Dates

  • Submission Deadline:  September 5, 2014, 5pm PDT
  • Notification to Authors:  September 23, 2014
  • NEW EVENT FORMAT:  Tutorial (½ day) + Workshop (½ day):  November 16, 2014

Social ITS Tutorial + Workshop Theme

There is an increasing trend in the human-computer interaction (HCI) and interactive tabletop and surfaces (ITS) communities towards the application of social theories describing human and social behaviour into our technology designs. For example, social theories that describe how people utilize different spatial distances to engage in different types of interactions with others, how collaborative and communication practices are employed in face-to-face environments, have been appropriated by ITS researchers to create new forms of interactive surface interactions in a variety of contexts.… read more. “Call: Theories/Applications of Social Science for Interactive Tabletops and Surfaces (at ITS 2014)”

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CEEDs: Making sense of big data with VR and the unconscious mind

[From Forbes, where the story includes two videos; much more information is available at the CEEDs Project web site]

CEEDs demo

[Image: Source]

Making Sense of Big Data With Virtual Reality And The Unconscious Mind

Federico Guerrini
8/16/2014

A single death is a tragedy; a million deaths is a statistic, is a well-known quote – often mistakingly attributed to Stalin. Regardless of the author, the sentence is interesting because it can be read in at least two ways: in one, it relates with compassion fatigue, our inability of feeling outrage when the horror surpasses a certain threshold. But it might also be seen as pointing to our inability to visualize and grasp the meaning of huge data amounts.

When numbers are too high, the mind struggles to make sense of them. If, instead of a single number, you deal with large datasets, it’s difficult to find meaningful patterns that characterize them.… read more. “CEEDs: Making sense of big data with VR and the unconscious mind”

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