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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.… read more. “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.… read more. “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.… read more. “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.… read more. “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.ukread more. “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.

“Environmental changes directly threaten the Mongolian nomadic way of life, which has been passed down from generation to generation for thousands of years,” Lee writes in the project’s statement. “This project attempts at recreating the museum diorama with actual people and their livestock in a real place where [desertification occurs] in Mongolia.… read more. “‘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.… read more. “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. “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.… read more. “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.… read more. “Explore sci-fi film corridors in “Maze Walkthrough””

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