ISPR Presence News

Monthly Archives: April 2015

Call: 5th International Workshop on Pervasive Eye Tracking and Mobile Eye-Based Interaction (PETMEI 2015)

Call for Papers

5th International Workshop on Pervasive Eye Tracking and Mobile Eye-Based Interaction (PETMEI 2015)
September 7, 2015 in Osaka, Japan, in conjunction with the 2015 ACM International Joint Conference on Pervasive and Ubiquitous Computing (UbiComp 2015)

http://2015.petmei.org/
petmei2015@gmail.com

Submission Deadline: June 5, 2015

Eye tracking technology is becoming increasingly available for mobile and pervasive settings. The availability of eye tracking beyond the desktop calls for new interaction concepts, novel applications, and an understanding of the broader implications of pervasive eye tracking on humans. PETMEI 2015 focuses on pervasive eye tracking as a trailblazer for mobile eye-based interaction. The goal of the workshop is to bring together members in the ubiquitous computing, context-aware computing, computer vision, machine learning and eye tracking community to exchange ideas and to discuss different techniques and applications for pervasive eye tracking.

PETMEI 2015 will be a one-day workshop featuring presentations, interactive demos, and group discussions.… read more. “Call: 5th International Workshop on Pervasive Eye Tracking and Mobile Eye-Based Interaction (PETMEI 2015)”

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Amazon Dash: Tech’s chance to be more Mary Poppins and less Minority Report

[An advertising executive in charge of innovation asks how digital designers will respond to the expansion of multi-touch, always-connected, internet-of-things technology. This is from The Guardian, where the column includes links to related stories. For more on the Amazon Dash button, see coverage in USA Today. –Matthew]

Amazon Dash button

[Image: The Amazon dash button is a small, branded tab that lets you order stuff by pressing a stick-on button. Photograph: Amazon]

Amazon dash: Tech’s chance to be more Mary Poppins and less Minority Report

In digital, we often underestimate the importance of real, tangible experiences. But as everyday objects connect to the web, we have a chance to make the world feel a little more magical

David Cox
Chief innovation officer at M&C Saatchi
Thursday 23 April 2015

Get up, get out of bed, strap a virtual reality (VR) headset across your head.… read more. “Amazon Dash: Tech’s chance to be more Mary Poppins and less Minority Report”

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Call: Audio Mostly 2015 – Sound, Semantics and Social Interaction

Audio Mostly 2015
7 – 9 October 2015, Thessaloniki, Greece
http://audiomostly.com

Call for Papers

Sound prevails in most aspects of contemporary human communication, interaction, experience and expressiveness. Nowadays, audio is a basic ingredient of multimodal content that is massively interchanged through interacting producers and users within the Web2.0 environment and beyond.

This explosion in the use of audio has been mainly motivated and fueled by the exponential growth of the social media, the vast expansion of user-generated content, and the domination of smartphones, tablets and other mobile and wearable technologies. Sound can engage, inform, narrate, dramatize, shape the atmosphere, stimulate emotions, attract attention and create adventure. Audio modalities are part of infotainment services, interactive documentaries and non-linear stories, e-learning environments, TV-series, movies, games and all kinds of multimedia projects and installations. They are also encountered in more demanding pervasive and semantically enhanced computing services engaging context and location awareness, as well as in virtual and augmented reality human-machine interaction.… read more. “Call: Audio Mostly 2015 – Sound, Semantics and Social Interaction”

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How a spinning chair made virtual reality feel more real

[Roto is a new device that lets users orient their mediated point of view in a natural way; the story is from Engadget and features a photo gallery. For a more radical kind of chair for VR see PCR’s coverage of MMOne’s 360 degree motion chair (with videos). –Matthew]

The Roto chair

How a spinning chair made virtual reality feel more real

by Jamie Rigg
March 5th 2015

When donning a VR headset, it’s easy to be awestruck by whatever 3D world you find yourself in. It’s a whole new medium that simply can’t be replicated on a TV. Still, there are reasons the likes of Oculus and Sony aren’t selling headsets to the masses just yet. While Samsung’s Gear VR and other smartphone-powered headwear are filling the void, headsets that tap into the processing might of PCs and consoles will ultimately deliver the most immersive experiences.… read more. “How a spinning chair made virtual reality feel more real”

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Call: “Making Places: Visualization, Interaction and Experience in Urban Space” in Interaction Design and Architecture(s) Journal (IxD&A)

Focus Section, N.25, on
“Making Places: Visualization, Interaction and Experience in Urban Space”

to be published at the
Interaction Design and Architecture(s) Journal (IxD&A)
(ISSN 1826-9745, eISSN 2283-2998)

GUEST EDITORS:

  • Paula Trigueiros, Universidade do Minho, Portugal
  • Michael Smyth, School of Computing, Edinburgh Napier University, Edinburgh, United Kingdom
  • Ingi Helgason, School of Computing, Edinburgh Napier University, Edinburgh, United Kingdom
  • Sarah Gallacher, Intel Collaborative Research Institute on Sustainable and Connected Cities (ICRI-Cities) University College London, London, United Kingdom

Important dates:

  • Deadline: 15 May, 2015

Other important dates:

  • Notification to the authors: 20 June, 2015
  • Deadline for submission of the final camera ready version of accepted papers: 20 July, 2015
  • Publication of the special issue: end of August 2015

OVERVIEW

“Cities are exciting”. People continue to be drawn to urban areas because of the choices that cities offer. Large-scale sensor networks and pervasive computing technologies are transforming our city environments as they become augmented with increasingly powerful networked technologies and media.… read more. “Call: “Making Places: Visualization, Interaction and Experience in Urban Space” in Interaction Design and Architecture(s) Journal (IxD&A)”

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The student and teacher experience of using a telepresence robot in high school

[The power of telepresence robots in the education setting, with perceptions of both teachers and students; this is from Slate, where the story includes another picture. –Matthew]

Telepresence robot at Nexus Academy of Columbus

[Image: The telepresence robot at the Nexus Academy of Columbus is an option for virtual teachers at the school. It allows them to log on and motor around the school. Photo by Nichole Dobo]

What It’s Like to Have a Robot for a Teacher

A telepresence robot, that is.

By Nichole Dobo
March 9 2015

COLUMBUS, Ohio—Thomas Hatch noticed something unusual in a reflection on his laptop screen as he worked on a lesson one day in his pod at high school.

The teenager turned around. He was face to face with a teacher of an online course. Well, sort of. The teacher’s face was encased in a small video screen. His body was a 4-foot-tall plastic tower on wheels.… read more. “The student and teacher experience of using a telepresence robot in high school”

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Call: 2015 ACM SIGGRAPH Conference on Motion in Games 2015 (MIG)

CALL FOR PAPERS

The 2015 ACM SIGGRAPH Conference on Motion in Games 2015 (MIG)

November 16-18, 2015, Paris, France
Submission Deadline: July 7, 2015
http://mig2015.inria.fr/

The 8th International Conference on Motion in Games will take place in Paris, France from November 16-18, 2015 and be hosted by Telecom ParisTech. Discussions regarding ACM SIGGRAPH and Eurographics sponsorship are underway.

Conference mission: Games have become a very important medium for education, therapy and entertainment. Motion plays a crucial role in computer games. Characters move around, objects are manipulated or move due to physical constraints, entities are animated, and the camera moves through the scene. Even the motion of the player is used as input to games. Motion is currently studied in many different areas of research, including graphics and animation, game technology, robotics, simulation, computer vision, and also physics, psychology, and urban studies.… read more. “Call: 2015 ACM SIGGRAPH Conference on Motion in Games 2015 (MIG)”

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Mediated romantic intimacy via Apple Watch and other wearables

[Will this bring haptic-based mediated romantic intimacy to the mainstream? The story is from Fast Company and features two more images. –Matthew]

Apple Watch offers user a mediated kiss

Bringing Romance To The Apple Watch

Chris Wetherell, founder of Avocado, the romantic social network, tells us why being in the age of wearables might be better than ever.

John Brownlee
April 7, 2015

Every designer I have spoken to about designing for the Apple Watch says the same thing: 99% of all possible app features are going to be better on your iPhone than on your wrist. But for apps like Avocado, the social network for romantic partners, the Apple Watch and other wearables represents an exciting new frontier of design. For the first time ever, apps can let people in love feel each other’s touch. And the possibilities of that could lead to something profound.… read more. “Mediated romantic intimacy via Apple Watch and other wearables”

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Call: Digital Memory and Techno-nostalgia: Remembering / Dismembering Performance (at TaPRA 2015)

Digital Memory and Techno-nostalgia: Remembering / Dismembering Performance

Performance and New Technologies Working Group at TaPRA (Theatre and Performance Research Association) 2015 Conference
University of Worcester, 8th to 10th September 2015.

Call Deadline (abstracts): 17 April 2015

The ephemeral nature of live performance has always forced practitioners, critics and notaries to consider ways of committing performance to memory. The act of remembering itself was first expressed through theatrical means by Giulio Camillo and his memory theatre – giving birth to a performative technology, a mnemo-technic reliant on the theatrical frame. The commitment of the ephemeral act to memory most often happens through technological means, which in the digital era produce audio-visual traces that can appear to lend some objectivity in the act of remembrance. If technology defines how we remember live performance, then performances are re-membered –and thus reconstructed– through the lens of those technologies dominant at their times.… read more. “Call: Digital Memory and Techno-nostalgia: Remembering / Dismembering Performance (at TaPRA 2015)”

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Gallery uses augmented reality to exhibit modern art

[According to this story in Hyperallergic (which includes three more images), augmented reality has the potential to let people experience perfect 3D facsimiles of art, including pieces they otherwise never could see. –Matthew]

Viewing Jean-MIchel Basquiat's art via AR

[Image: Jean-Michel Basquiat, “Untitled” (1981), oil stick on paper, 20 x 15.9 inches]

Gallery Uses Augmented Reality to Exhibit Modern Art

by Matt Stromberg on April 16, 2015

LOS ANGELES — At galleries and museums, art is increasingly competing for attention with the needy screens of visitors’ cell phones, but at the Echo Park storefront gallery Smart Objects, staring at your cell phone is the only way to appreciate the art. Their current show “Armory Captures” is an experiment in using free technology to broaden and democratize the art-viewing experience.… read more. “Gallery uses augmented reality to exhibit modern art”

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