ISPR Presence News

Monthly Archives: August 2014

Call: “Practical Virtual Reality Technologies and Applications” special issue of IEEE Computer Graphics & Apps

Call For Papers
IEEE Computer Graphics & Applications
Special Issue on Practical Virtual Reality Technologies and Applications

Final submissions due:  1 Jan. 2015
Publication date:  1 Sep. 2015

VR research received much attention in the ’80s. It then became quiet for many years owing to the expensive hardware, including sensing, rendering, and display equipment. It has been receiving more attention since 2000 owing to the availability of inexpensive graphics cards and sensors, and the popularity of applications in such areas as gaming and virtual worlds. Recently, many augmented-reality applications have been developed, exploiting the popularity of mobile devices, which contain cameras and various sensors.

For this special issue, we solicit papers describing practical VR technologies or systems that have explicit applications. We’re particularly interested in technologies and systems for use in the mobile environment. Topics of interests include, but aren’t limited to,

  • computer graphics techniques for VR,
  • real-time rendering,
  • real-time animation,
  • mobile technologies for VR,
  • gaming and real-time entertainment,
  • interactive social worlds,
  • augmented VR, and
  • telepresence.

Read more on Call: “Practical Virtual Reality Technologies and Applications” special issue of IEEE Computer Graphics & Apps…

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Lessons from BBC virtual reality stream at Glasgow Games

[From; see also the BBC’s 3:57 minute video report]

Woman trying BBC VR at Commonwealth Games

Lessons from BBC virtual reality stream at Glasgow Games

The BBC Research and Development team shares what lessons were drawn from the first virtual reality sports stream and how they can be used in the future

Posted: 8 August 2014
By: Catalina Albeanu

A virtual reality live stream was set up at the Commonwealth Games last week to allow viewers outside of the Hydro Arena to experience the gymnastics competition as if they were comfortably seated in the stalls.

The BBC Research and Development (R&D) team placed a 360 degree camera and an audio microphone which recorded sound from all directions in the arena, and streamed the content to an Oculus Rift virtual reality (VR) headset in the Glasgow Science Centre, half a mile away.

The team has been experimenting with ways in which the BBC might use virtual reality in its programming if the technology became a popular consumer product.

Bruce Weir, senior technologist, immersive and interactive content at BBC R&D, told the Commonwealth Games “seemed like an excellent opportunity to get this technology in front of people who may not have seen anything like it before, just to get an idea of how they reacted to it, whether they thought it was something they’d be interested in and any technical issues that they’ve spotted that perhaps we glossed over that were quite important to them.” Read more on Lessons from BBC virtual reality stream at Glasgow Games…

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Call: CAADRIA 2015 – “Emerging Experiences in the Past, Present, and Future of Digital Architecture”

Call for Papers

20th International Conference of the Association for Computer-Aided Architectural Design Research in Asia (CAADRIA 2015)
Emerging Experiences in the Past, Present, and Future of Digital Architecture
May 20-23, 2015
Kyungpook National University (KNU),
Daegu, Republic of Korea

500-Word Abstract Due September 26, 2014

The adoption of computational processes in architecture has transformed the way we think, design and make, thereby enhancing our understanding, skills and performance in architectural design and research. Since 1996, CAADRIA has contributed to the exchange of information relating to studies and technologies in architecture and design by promoting dialogue, collaboration, and the dissemination of information among leading researchers and practitioners in the field of digital architecture. CAADRIA 2015 celebrates the twenty-year history of CAADRIA with the theme, “Emerging Experiences in the Past, Present, and Future of Digital Architecture”.

The concept of emerging experience originated from the field of Human–Computer Interaction (HCI), and means ‘novel computer interaction and experience’. The theme for CAADRIA 2015 encompasses the total complement of effective innovation and experiences of digital technologies and design research over the twenty years of CAADRIA’s existence. By reflecting on the past, speculating about the present, and exploring the future of digital architecture in CAADRIA, we intend to inspire and to share innovative ideas, emphasizing a cross-disciplinary context in technologies in architecture to promote research in CAAD which enhances creativity. Read more on Call: CAADRIA 2015 – “Emerging Experiences in the Past, Present, and Future of Digital Architecture”…

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Help Me Obi: Is this the first true 3D video?

[From CNET, where the story includes more images and a 1:04 minute video; more coverage is available from The Creators Project, including this quote from Chris Helson: “When you actually stand there with them floating in front of you, they have a life that you connect to in a very different way than you would with a film or video, or even a 3D film.”]

Image from Help Me Obi

Help Me Obi: Is this the first true 3D video?

Art installation Help Me Obi plays projected video that viewers can walk around and watch from any position.

by Michelle Starr
July 27, 2014

Video that can be viewed from any direction is something of a white whale. Although holograms are now being used in an increasing number of situations — from assistance at airports to stage shows — they are 2D affairs that can only be properly viewed from a certain angle.

An artwork, however, while not holographic, has broken through into that third dimension, showing moving images that can be viewed from any direction, looking exactly the same no matter where you stand.

The artwork, called Help Me Obi — named, of course, for the famous scene in “Star Wars” — is the creation of Scotland-based artists Chris Helson and Sarah Jackets, who have been working on the project for about eight years.

“It’s not actually a 3D hologram, we use the term holographic to help to describe it because there is nothing else like it, it’s a device that produces 360 degree video objects. The machine creates 360-degree moving video objects apparently floating in space. The viewer is able to walk around the machine and see the video object from any position,” Helson, who trained in aircraft engineering before studying art and working as an artist for the past two decades, explained. Read more on Help Me Obi: Is this the first true 3D video?…

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Call: Game Idea Jam for Sport and Exertion Games at CHI PLAY 2014

Game Idea Jam for Sport and Exertion Games
at CHI PLAY 2014 – The ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play

SUBMISSION DEADLINE:  August 15th, 2014
NOTIFICATION:  September 1st, 2014


Physical inactivity is one of the greatest public health problems of our century increasing the risk of chronic diseases such as heart disease, type 2 diabetes, or specific cancers. The Game Idea Jam brings together game researchers and practitioners in the fields of human-computer interaction, game development, interaction design, instructional design, etc. to collaborate and develop ideas for sports and exertion games that combat physical activity.

The aim of the Game Idea Jam is to:

  • Enable game researchers and practitioners with and without development skills to participate.
  • Explore jamming through a practice-based collaboration between game researchers and practitioners.
  • Develop creative ideas for sport or exertion games combating physical inactivity.
  • Provide the experience of a game jam to our participants in order to gain confidence to integrate this approach into their own practice.

This one-day workshop consists of three game jam break-out sessions. As no particular game development skills are required for the participation, the participants will be supported with different creative approaches (e.g., Outline of EA Personas, the Exertion Game or PLEX Cards) and a lot of other inspiring materials to choose from. Due to time constraints there will be no full game developed, but instead the final game idea will be produced in the form of a conceptual video demonstrating the play experience.


We encourage the participation of:

  • Game User Researchers
  • Designers & Developers
  • UI Artists
  • Information Architects
  • Content Strategists
  • Producers
  • Sport Enthusiast

Read more on Call: Game Idea Jam for Sport and Exertion Games at CHI PLAY 2014…

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Cyberith’s Virtualizer brings running, jumping … and sitting to VR

[From Gizmag, where the story includes an image gallery and a 2:29 minute video; those of us at ISPR 2014 in Vienna had the chance to try out and learn about the Virtualizer from the creators]


[Image: The Virtualizer VR rig from Cyberith lets gamers walk, run, jump, crouch, kneel and even sit]

Cyberith’s Virtualizer brings running, jumping … and sitting to virtual reality

By Colin Jeffrey
July 23, 2014

In recent years, we’ve seen a number of virtual reality (VR) devices targeted at bringing more immersive gaming to the home while also adding locomotion to the mix. Joining the charge is the Virtualizer from Austrian-based company Cyberith. The rig features an omni-directional treadmill, which is nothing new, but in addition to letting gamers walk and run on the spot, it also lets them rotate, jump, crouch, kneel and even sit down, with these motions matched in game by their virtual selves.

Cyberith’s Virtualizer has been designed to be compatible with various head-mounted displays, such as Oculus Rift goggles, along with various gaming guns and controllers, like Nintendo’s Wii remote. Teamed with a pair of stereo headphones and haptic feedback to add both aural and physical dimensions to the illusion, the creators believe that the Virtualizer is the most immersive VR experience available. Read more on Cyberith’s Virtualizer brings running, jumping … and sitting to VR…

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Call: “Spaces of Play: Geographies and Cartographies of Games and Gaming” panel at SCMS 2015

Panel: Spaces of Play: Geographies and Cartographies of Games and Gaming
Society for Cinema and Media Studies (SCMS) 2015
Montreal, March 25-29, 2015

Deadline: August 15th, 2014

The field of virtual geography and game mapping is as expansive and multifaceted as virtual worlds themselves. The history of games is rife with histories of the ways in which players explore them, from mazes and dungeons to descriptive spaces in text adventures. Game spaces invite both detailed route‐planning and virtual dérives reminiscent of filmic city symphonies like Vertov’s Man with a Movie Camera, while the criticism orbiting game worlds ranges from fan practices like screen-stitching to commercial designs of massive online spaces. This panel will build upon the rich foundations of game geography research, spatial theory, and virtual cartography. We invite abstract proposals for papers that address and expand upon work being done on the following topics: Read more on Call: “Spaces of Play: Geographies and Cartographies of Games and Gaming” panel at SCMS 2015…

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Attend Hanwah Eagles baseball games via robot (fanbot)

[From Digital Trends; see also “Androids Attend Damon Albarn Show In Japan” on The Creators Project web site]

Hanwah Eagles Fanbots (day)

Hanwah Eagles Fanbots (night game)

South Korean baseball team installs robots to replace absent fans

By David Nield — July 26, 2014

Going to miss the ballgame? If you’re a fan of South Korean team Hanwah Eagles then you can still be there in virtual spirit — the Eagles have just added three rows of robot spectators who beam video clips and messages from supporters who can’t be there in person. It looks like the new technology is a hit with fans: nearly 90,000 messages have been sent in during games so far.

“Those who cannot come to the stadium watch the game on the Web or their phones,” explains the official video showing off the innovation. “What if there was a robot cheering for those fans? At important moments the Fanbots encourage group cheering, so the fan and the Fanbots make victory together.” Read more on Attend Hanwah Eagles baseball games via robot (fanbot)…

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Call: Interactive Entertainment 2014 – Fun and Games

About IE2014 – Fun and Games

Interactive Entertainment is Australasia’s longest running games and digital entertainment conference. IE2014 marks the 10th anniversary of the conference which is hosted this year by the University of Newcastle, Australia.

IE2014 welcomes scientists, designers, artists, technicians, students, industry and academics from across the spectrum. We encourage contributions from fields as diverse as computer science, social science, design, communication, media studies, music, engineering, health and mathematics. Anyone interested in the myriad of technologies and issues that impact on interactive entertainment and computer games are encouraged to come along and share their discipline’s perspective on “Fun and Games”.

All papers are peer reviewed and will be published in the conference proceedings. For more detailed information about topics covered by the conference, submitting a paper and registration see the Call for papers, Submission and Registration.

Further Information about the Venue, Accommodation and Travel are also available on this site. The conference Program will be finalised in November, 2014.

Important Dates

Conference Dates:  2-3 December, 2014
Paper Submissions:  16 August, 2014
Author Notification:  1 October, 2014
Camera Ready Papers:  1 November, 2014

Conference Location

University of Newcastle, Australia.
All enquiries through Read more on Call: Interactive Entertainment 2014 – Fun and Games…

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VR used as surgical anesthesia

[From Motherboard, where the story includes the two videos mentioned]

Oculus Rift used at Hospital Perpetuo Socorro

[Image: From a large photo gallery at ACFI PRESS]

This Is What It’s Like to Be Anesthetized by Virtual Reality

Written by Meghan Neal, Managing Editor
August 8, 2014

The strange link between virtual reality and mind-altering drugs is well-trodden territory here at Motherboard. We’ve explored tripping in Oculus Rift, treating heroin addiction with VR therapy, technoshamans replacing psychedelics with an immersive virtual experience, and a speculative future where virtual reality “jolting” is the illicit substance of choice.

Now here’s another drug being “disrupted” by VR technology: anesthesia. Yes, instead of lulling patients into a chemically induced unconscious before a major operation, doctors are calming those pre-surgery nerves with an Oculus headset and soothing digital simulations. Read more on VR used as surgical anesthesia…

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