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Monthly Archives: January 2015

Call: 5th International Symposium on Communicability, Computer Graphics and Innovative Design for Interactive Systems (CCGIDIS 2015)

5th International Symposium on Communicability, Computer Graphics and Innovative Design for Interactive Systems (CCGIDIS 2015)
Madrid, Spain :: May 27 – 29, 2015

http://www.alaipo.com/CCGIDIS-2015/symposium_CCGIDIS_2015.html

CCGIDIS 2015 will be composed of research presentations, keynote lectures, invited presentations, workshops, doctoral consortium, demo session, poster presentations, and research-in-progress.

INTRODUCTION AND TOPICS

Communicability is the cornerstone for the success of the interaction among human beings and the technological (r)evolution in scientfic visualization, hypermedia online, virtual reality, augmented reality, etc., devices in which a huge part of humankind is immersed. In these devices there is a convergence and intersection of disciplines deriving from the formal and factual sciences. The main goal is to improve the interaction process with the new technologies on a daily basis.

Since its origins computer graphics has always been involved in the global village foreseen by McLuhan and has accompanied all the stages of the technological (r)evolution in the professional computer sector and telecommunications.

Many conferences are focussed on specific aspects of human-computer interaction, multimedia, computer science, computer art, etc. and bring together leading experts in a particular field or sometimes on a specific technology. At such large conferences students are often marginalized or relegated to poster sessions. The conferences, workshops, symposiums, etc., are not a big scale and aim to promote dialogue between established professors and graduate students working on new directions. Hence topics from the whole range of human-computer interaction, multimedia, software, design, etc. are welcomed. Last year’s symposia, workshops, conferences, etc., organized by ALAIPO and AInCI, for instance, included papers on the topics (see below the alphabetical order). An extensive listing connotes and reflects the requirement and also skill necessary to find intersection zones of the disciplines among the different domains, fields, and specialities; which at the same time potentially boosts and merges the formerly different scientific views.

Today the variegated devices of massive consumption of microcomputers, deriving mainly from the educational and entertainment sectors, have already entered the era of tridimensional vision without using additional peripherals such as specialized glasses or virtual reality helmets. Evidently a new horizon is opening for on-line and off-line hypermedia systems contents, virtual and mixed reality navigation, biocomputing, etc.

In others words, in the current space of the 5th International Symposium on CCGIDIS 2015, we intend to set up a context of exchange of experiences, projects in their way of development and reflexion about theoretical aspects with the purpose of drawing guidelines for the future in the middle and long run. Consequently, the discussion will be focused on – but not limited to – the following main issues (alphabetical order):

  • 2D and 3D Computer Vision
  • Artificial Life
  • Audio-Visual Communication
  • Augmented Reality
  • CAD / CAM / CAE
  • Cinema 3D
  • Cloud Computing and Multimedia Content Distribution
  • Communicability
  • Computational Geometry
  • Computational Photography
  • Computer Animation
  • Computer Art
  • Computer Graphics and Security
  • Computer Graphics for Users with Physical Disabilities
  • Database and Compression Methods of the Graphic Information
  • Design Categories for Interactive Systems: Heuristics and Evaluation Techniques
  • Digital Cartography
  • Digital Sound
  • Eco-design
  • Efficiency and Complexity Issues in Graphics Algorithms
  • Finite Element Methods in Graphics
  • Fractals and Chaos: Theory and Experiments
  • Human-Computer Interaction
  • Illumination Techniques
  • Image Restoration for Cultural Heritage
  • Industrial Design and Ergonomics
  • Interactive Geometric Processing
  • Medical Image Processing
  • Mixed Reality
  • Modeling Non-rigid Objects
  • Models of Design for Interactive Systems
  • Molecular Graphics
  • Motion Capture
  • Natural Phenomena and Computer Graphics Emulation
  • Open-Source Software
  • Perceptual Quality in Image
  • Printing Technologies
  • Progress and Challenges in Computer Graphics for Scientific Visualization
  • Quality Attributes for Communicability Assessment
  • Radiosity
  • Ray Tracing
  • Rendering
  • Robot Vision
  • Shape Analysis
  • Social Impact of Visual Emerging Technologies for Education
  • Software Engineering
  • Special Effects
  • Speech and Natural Language Interfaces
  • Surface: Appearance, Formation, Enhancement and Light Interactions
  • Telecommunications
  • Texture Mapping
  • User-Centered Design
  • Video Games
  • Virtual Museums and E-tourism
  • Virtual Tutors and Education
  • Visualizing Multivariate Data
  • Web 2.0 and 3.0
  • Wireless and Mobile Computer Science

Read more on Call: 5th International Symposium on Communicability, Computer Graphics and Innovative Design for Interactive Systems (CCGIDIS 2015)…

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New Toyota Oculus Rift driving simulator brings dangers of distracted driving to life

[From Toyota, where the press release includes another photo and a 1:15 minute video]

Toyota TeenDrive365 with Oculus Rift

New Driving Simulator from Toyota TeenDrive365 Uses Oculus Rift to Bring Dangers of Distracted Driving To Life

Marks the First Time Oculus Rift Virtual Reality Technology Is Being Used to Educate The Public about Safe Driving

January 14, 2015

DETROIT – Today at the Detroit Auto Show, Toyota launched its new TeenDrive365 distracted driving simulator with Oculus Rift, marking the first time the virtual reality technology is being used to educate the public – teens and parents alike – about the dangers of distracted driving. A video of the virtual reality experience can be found here – www.toyota.us/14WI1B9.

To experience the new Toyota TeenDrive365 simulator you get behind the wheel of a stationary Toyota car, put on the Oculus Rift headset and are fully immersed in a virtual reality driving experience, complete with the three dimensional sights and sounds of a busy city street. During the simulation, you are challenged to drive safely using the car’s steering wheel and pedals, while navigating a series of common distractions, including traffic noises, the radio, text messages and virtual friends who occupy the passenger and back seats. Lose your focus and you’ll experience the consequences of distracted driving within the virtual setting. But, hopefully, you’ll come away a little wiser about what it takes to be safe behind the wheel. Read more on New Toyota Oculus Rift driving simulator brings dangers of distracted driving to life…

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Call: 4th International Visual Methods conference

Call for Contributions:
4th International Visual Methods conference
16-18 September 2015

The University of Brighton is delighted to host the Fourth International Visual Methods Conference in September 2015. Our programme builds on the foundations laid by the three successful Visual Methods conferences that have taken place at the Open University and the University of Leeds in the UK and at Victoria University in Wellington New Zealand over the past six years.

Deadline for panels and ‘other’ contributions: 16th January 2015

Deadline for papers: 30th January 2015

We are very pleased to announce two confirmed keynote speakers: Professor Gillian Rose, Professor of Cultural Geography, Open University and Joe Lambert, Executive Director of the Center for Digital Storytelling. Rose G (2012) Visual Methodologies: An Introduction to Interpreting Visual Materials, third edition, Sage. Lambert J (2013) Digital Storytelling: Capturing Lives, Creating Community, fourth edition, Routledge.

BACKGROUND

We invite you to help build on the foundations laid down in the Visual Methods series so far. This event will deepen and extend the exchange of ideas and approaches across disciplines and between visual research and visual practices. The conference will include a combination of keynote presentations, panels and papers, alongside workshops, screenings and exhibitions.

We welcome proposals exploring any of these areas:

  • Visual Methods and Research Design
  • Approaches to analyzing visual data
  • Data visualisation
  • Researcher created visual data
  • Arts based visual research methods
  • Visual ethics
  • Visual culture and visual methods
  • Participatory visual methods

The core of our programme is built on three open strands designed to capture strong proposals:

  • Narrative and Visual Methods
  • Exploring Digital Visual Methodologies
  • Critical Perspectives on Visual Methodologies

We will supplement this with two focused strands engaging directly with local research interests within the University of Brighton. The first is on Digital Storytelling: Form and Practice where the University has a range of research interests and a second exploring the visual navigation and articulation of place. We therefore invite scholars and other visual practitioners to submit proposals for panels, papers or other types of contributions in one of the conference themes. Read more on Call: 4th International Visual Methods conference…

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Visionary VR is reinventing the concept of frame to tell stories in VR

[From Road to VR, where the story includes more pictures and a 5:50 minute video]

Visionary VR focus, buondary, sensory cues

Visionary VR is Reinventing Filmmaking’s Most Fundamental Concept to Tell Stories in Virtual Reality

January 5, 2015 by Ben Lang

Several of the founders of the VRLA Meetup are today launching Visionary VR, a technology and content development studio which is reinventing the language of filmmaking for effective storytelling in virtual reality.

The frame. It’s a simple, but incredibly powerful concept within the world of filmmaking, one that has endured for film’s history of more than 100 years. The frame is the edge of the screen, it allows directors—who can be thought of as ‘one who directs the frame’—to decide what the audience looks at, when they look at it, and for how long.

After 100 years of working within the frame, along comes virtual reality—an experience that allows users to look around an environment in 360 degrees, in the process taking the power of direction back from the director. How can VR filmmakers reconcile direction without film’s most fundamental concept? It’s a challenge that the pioneers of VR filmmaking have been working on, and one that Visionary VR believes it has solved. Read more on Visionary VR is reinventing the concept of frame to tell stories in VR…

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Call: Art.CHI

Call for Participation – Proposal for Catalogue Entries and further artworks

Art.CHI
http://art-chi.org

The Art.CHI workshop brings together artists working in interactive media who wish to explore and discuss the HCI issues around their work. In addition to the workshop we are also publishing a catalogue of Art.CHI work at CHI2015.

So in this call we are asking for Catalogue submissions in the same format as our previous artworks call.

In addition we have one or two places available at the workshop and are extending the call for artwork presentations to 19th January

The catalogue submissions and artwork proposals can include many different forms including sound, vision, performance, dance and theatre, as well as works that are not so easily categorized. The submissions should include the following (in CHI Extended Abstracts format http://chi2015.acm.org/authors/format/):

  • Description of the work including written texts, images, sound, video
  • Artist’s statement giving background to the ideas and creation Process
  • Inspiration, sources, materials, any research related to the Artwork
  • Artist Profile: short bio, track record including previous exhibitions

Proposals should be sent by email to David England, d.england@ljmu.ac.uk by the following date:

  • Submission of Artwork Proposals: 19th Jan 2015
  • Notification of Artwork Selection: 2nd Feb. 2015
  • Date of Workshop: 18-19th April 2015
  • Submission of Catalogue Entries:  9th Feb 2015
  • Notification of Catalogue Selection : 2nd March 2015

Artwork accepted for the workshop will be published in the catalogue.

Note: it is a condition of CHI workshop attendance that you should also register for at least one day of the main conference.

CRITERIA FOR SELECTION Read more on Call: Art.CHI…

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‘Futuristic Archaeology’ creates museum diorama illusion in Mongolian desert

[From The Creators Project blog, where the post includes more images]

From Daesung Lee's Futuristic Archaeology

Giant Billboards Paint a Discordant Portrait of Mongolian Desertification

By Emerson Rosenthal — Jan 13 2015

A large-scale museum diorama popped up in the Mongolian plains, challenging the unending ebb and flow of history by making apparent the borders between the actual and the ideal. Created by Paris-based Korean photographer Daesung Lee, the giant billboard that anchors his Futuristic archaeology project is adorned with images of desertification in Mongolia—that is, the places where, due to environmental and human factors, the drying landscape is threatening centuries-old traditions.

Read more on ‘Futuristic Archaeology’ creates museum diorama illusion in Mongolian desert…

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Call: “Fun and Engaging Computing Technologies for Health” – Special issue of Entertainment Computing

Special issue of Entertainment Computing
“Fun and Engaging Computing Technologies for Health”

http://www.journals.elsevier.com/entertainment-computing/call-for-papers/special-issue-on-fun-and-engaging-computing-technologies/

BACKGROUND

Health technologies and systems have been changing significantly in the last few years. There has been a transition from clinical and institutionally centralised scenarios to a more and more personalized and ubiquitous approach that uses joyful and engaging experiences to foster patients and caregivers acceptance and adoption. However, little is known about the effectiveness of these systems, the way in which to better design, develop, and evaluate them, and how different, and sometimes opposite needs – fun and health – can be managed throughout its development. The main goal of this special issue is to investigate these topics, the design and development of fun and engaging health systems, and the diverse aspects surrounding them, to enable a better understanding of the area, as well as to identify new avenues of research in the field.

This special issue is interested in original, practical, and theoretical work, reporting on existing examples, impacts and acceptance, as well as processes, methodologies, and frameworks to support the design of systems to support health related fields that take a fun, joyful, and light approach to promote rehabilitation, quality-of-life, and behaviour change. Read more on Call: “Fun and Engaging Computing Technologies for Health” – Special issue of Entertainment Computing…

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Oculus Rift Crescent Bay hands-on with 3D audio

[From Slashgear, where the story includes more pictures and a 2:48 minute video]

Oculus Rift 3D demo

Oculus Rift Crescent Bay hands-on with 3D Audio

Chris Burns
Jan 12, 2015

We entered the room Oculus VR had prepared for us not knowing exactly what we were in for. Not the Samsung Gear VR – surely not – that’s already nearly a consumer product. Instead, Oculus had a padded room ready for us. Not because the SlashGear team is ready for straight jackets, but because this demonstration required that we be in as quiet an environment as possible. This demonstration – of the newest Oculus Rift headset prototype Crescent Bay, beyond the DK2 – required that we stand on a platform 4 feet by 4 feet wide in the center of a room that was perhaps 12 feet square. We were dropped immediately into a series of demonstrations. Read more on Oculus Rift Crescent Bay hands-on with 3D audio…

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Call: “HCI at the Boundary of Work and Life” – Special issue of Personal and Ubiquitous Computing

Call for Papers: Special Issue of Personal and Ubiquitous Computing on “HCI at the Boundary of Work and Life”

Guest Editors: Erik Grönvall, Luigina Ciolfi, Gabriela Avram, Chiara Rossitto, Louise Barkhuus

http://hciworkandlife.wordpress.com/

This special issue of Personal and Ubiquitous Computing (Springer) on “Human-Computer Interaction at the Boundary of Work and Life” aims to explore how HCI themes, concepts, design and technical sensibilities can be extended and applied to practices blurring the boundary between work and life. Technology has moved from workplaces to become part of nearly every aspect of everyday life. Similarly, HCI research spans not only work settings and practices, but also other life domains, from family life, to gaming, tourism and other leisure activities. However, the neat distinction between which activities are work-related and which are not is becoming less and less meaningful, as often the spheres of work and life blur into each other. Similarly, the use of technology is not limited to specific work vs. non-work situations. It is increasingly difficult to keep work and life separated, to the point that attempting to achieve work-life balance might be counter-productive or more demanding than managing the blurring between them. Studies on the use of mobile phones, instant messaging and social media have also shown how the same communication channel is often used for work and private activities almost at the same time. Mobile technology and mobile interaction have often been a frame for looking at these phenomena, linked to the ideas of “mobilization” of practices as well as of infrastructure, and mobilities studies have been the frame for other examples of existing work on shifting patterns of home life and work life physically, temporally and organisationally.

This special issue will bring together a set of papers addressing the analytical, design and technical challenges entailed in issues of technology and work-life balance. Is the blurring of practices a problematic issue that should be addressed, or a new way of working and living that people are increasingly embracing? How do people coordinate and interact when work tasks, personal tasks and leisure tasks blur into each other, and how to support/facilitate/mediate this through design and technology innovation? How are work and life practices negotiated when someone’s workplace is someone else’s private space? How can we (re)think the design and implementation of current and novel platforms and services with respect these issues?

Specific topics include, but are not limited to: Read more on Call: “HCI at the Boundary of Work and Life” – Special issue of Personal and Ubiquitous Computing…

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Explore sci-fi film corridors in “Maze Walkthrough”

[From Kill Screen, where the story includes more images and a video]

A sci-fi corridor

Sci-fi film corridors re-purposed as a videogame maze

by Chris Priestman
January 05, 2015

Corridors are a significant architectural space in a lot of science fiction films. Perhaps you haven’t considered this before given the brevity of their screen time. And that’s largely due to the corridor’s purpose as an interstitial space that connects rooms, meaning they are usually walked or ran through, and not dwelled upon.

One of the first lessons in filmmaking is to cut out any unnecessary footage when editing, and the example used is often a shot concerning a character walking between locations. It’s a lesson that informs its student that the corridor is a waste of time, for the most part. Hence, when a corridor does make an appearance in a film, it is never happenstance; it’s always for effect.

Take the Death Star in Star Wars Episode IV: A New Hope, which is depicted almost entirely as a labyrinth of imposing corridors to be run through. This builds the idea that the space station is a hive of militaristic activity with soldiers constantly striding through to deliver messages to their superiors. Everyone is walking and talking; people in a constant state of transit in front of the camera.

Later on, the same corridors play host to Han Solo and Chewbacca’s escape, forcing them to run and shoot in a half-backwards manner at the pursuing Stormtroopers for the lack of cover. Similarly, in Alien, Ellen Ripley alternately dashes and creeps through the hissing smoke and spinning red alarms of the Nostromo’s corridors as it counts down to self-detonation. These narrow, dark passages are the veins and arteries of this enormous starfreighter, which has become host to a deadly creature. The corridors provide nowhere for Ripley to hide but are the quickest way for her to reach the evacuation shuttle that she has prepared for herself.

I’ve used these two films as examples as you’re probably familiar with them, even if you’ve not deliberated much on their distinctive corridors before. To be fair, I’ve only bothered to lend this much thought to the subject after coming across Serafín Álvarez’s ongoing research project on sci-fi corridors. His work is concerned with how popular culture uses technological and scientific developments to construct its experiences. So far, for this specific project on sci-fi cinema’s corridors, he’s got an archive of stills taken from various sci-fi films, and an hour-long cut of corridor scenes taken from many of the same films (the link takes you to a teaser).

Most recently, he’s recreated many of these filmic corridors in real-time 3D and pieced them together as a videogame maze, simply called “Maze Walkthrough.” The result is a fascinating composition of sci-fi’s many flavors as seen entirely through its corridors. It has you move at crawl-speed in a first-person view through each faithful reconstruction. The attention to the lighting, dimensions, decorations, and even the footstep sounds of each corridor appears as a flawless mimesis. Forget visiting the Hollywood film studios to get first-hand experience of being on iconic film sets, this is free and it gives you the time and space to let you immerse yourself into tens of sci-fi film locations, one after the other. Read more on Explore sci-fi film corridors in “Maze Walkthrough”…

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