ISPR Presence News

Monthly Archives: December 2015

Call: AI & Games Symposium at AISB 2016

Call for Papers: AISB 2016 – AI & GAMES Symposium
University of Sheffield, ENGLAND, UK
4th April 2016

Deadline for submissions: 11 January, 2016

The AI & Games Symposium acts as a meeting place for researchers and practitioners from academia, education and industry who are involved with the design, development and evaluation of AI in the context of games. It focuses on the application of artificial intelligence or intelligent-like techniques, frameworks and theories to the creation of interactive engaging intelligent games.

See: https://sites.google.com/site/aisbgames/

It will address the following areas of research and practice:

  • The use of AI techniques (planning, learning, evolution etc.) in games and the game design process.
  • The design and engineering of AI components in commercial games
  • AI for serious games and gamification
  • Automatic or semi-automatic procedural content generation
  • Intelligent or adaptive player interaction
  • AI for player analytics and modelling player behaviour or experience
  • Agent pathfinding and decision-making in games
  • Using games or simulations as a platform for building intelligent agents
  • Environmental simulations for games
  • Interactive narrative generation
  • Intelligent Narrative Technologies
  • Player perceptions of game AI
  • Experimental AI & Games
  • Papers connecting games to all areas of computational intelligence and traditional AI are considered.
read more. “Call: AI & Games Symposium at AISB 2016”
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New interactive animated Christmas video uses mobile devices as if a literal window

[The term isn’t used, but there are lots of presence-related observations in this story about a new interactive, non-linear, 360 degree animated video story with a Christmas theme, designed to be viewed with smartphones or tablets, or with Google Cardboard. The story is from The Verge, where it features the 4:14 minute video and several more images. –Matthew]

Special Delivery title card

Rear Window at Christmas: Behind Google’s new interactive animated short

A team-up with the creators of Wallace and Gromit is the latest step for Google’s Spotlight Stories

By Adi Robertson
on December 22, 2015

The scene is a snowy apartment building out of the 1950s, rendered in a bright, slightly retro palette. A janitor trudges across the courtyard, then stops, wary. Someone is out there. Someone large, nimble, and wearing a floppy red hat. Then you turn your phone. The janitor slides away, and instead you’re looking into the third-floor window of a snoring tenant.… read more. “New interactive animated Christmas video uses mobile devices as if a literal window”

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Call: Blended Learning in Architecture and Design Education – Special issue of JPBLHE

Call for papers:
Blended Learning in Architecture and Design Education
Special Issue of The Journal of Problem-Based Learning in Higher Education (JPBLHE)

http://journals.aau.dk/index.php/pbl/announcement/view/71

Abstracts: January 15, 2016. Papers: July 1st, 2016

The aim of this special issue is to elucidate current practices and experiences of mixing traditional, physical, location-specific and face-to-face modes of learning with online learning formats – altogether known as blended learning. In the design disciplines, this poses particular challenges, as design learning has traditionally been deeply rooted in practices which involve interaction with both people – peers and instructors – and physical matter.

The focus in architecture and design education on solving design problems through project-oriented learning processes makes the field a perfect probe for investigating problem-based learning. As opposed to traditional learning formats in higher education such as lectures, seminars and colloquia which are still widely used in most higher education programs, architecture and design education, as a form of problem-based learning, has always been focused on the studio.… read more. “Call: Blended Learning in Architecture and Design Education – Special issue of JPBLHE”

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Visit the White House at Christmas time via VR

[Since most of us won’t be taking the in–person tour, here’s a way to experience the White House decorated for the holidays; the story is from iDigitalTimes Australia and features the 5:17 minute 360 degree video. –Matthew]

The White House at Christmas-time via VR

[Image: From Engadget]

Google Provides Virtual Reality Video Tour Of The White House

By Ken Salcedo
Mon, 12/21/2015

Google managed to get in the White House and was able to capture 360-degree videos showing some of the Presidential home’s rooms and corridors. Users will be able to watch the five-minute video on YouTube, or they can even experience it on the company’s Cardboard VR headset.

The 360-video footage was taken with Google’s new Jump rig which consists of 16 cameras. The $15,000 camera rig was designed in partnership with GoPro and comes with software that is able to stitch video captured into a viewable 360-degree video.… read more. “Visit the White House at Christmas time via VR”

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Call: AVANCA/CINEMA 2016 International Conference Cinema – Art, Technology, Communication

AVANCA | CINEMA 2016
International Conference Cinema – Art, Technology, Communication.
Avanca – Portugal | 27 – 31 of July

http://avanca.org/EN/inicio.php

Abstracts submission until: 15th January 2016

The researchers are invited to participate in the 7th edition of the AVANCA | CINEMA that will be held in July 2016. The scientific community members, who dedicate their studies to cinema and its relationship with art, communication and technology, can find here a space for diffusion, debate and sharing of their work.

Cinema is a pretext for researchers from different countries to gather in Avanca during 5 days of meetings. In the sixth edition we counted with the presence of 178 participants and the communications have been published in a proceedings book with 1312 pages.

The AVANCA | CINEMA, as a scientific conference with double-blind review, wants to offer to all the participants a broad and unique meeting place.… read more. “Call: AVANCA/CINEMA 2016 International Conference Cinema – Art, Technology, Communication”

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Grandfather of VR: The virtual can show the beauty of the real

[Among Dr. Furness’ interesting observations are the comparison of VR to Star Trek’s Vulcan “mind meld”; the story is from NPR. –Matthew]

Thomas Furness in his Lab

[Image: Dr. Thomas Furness (left) in one of the labs stretched throughout a nondescript house in Seattle that’s home to his RATLab. Gil Aegerter/KUOW]

Grandfather Of VR: The Virtual Can Show The Beauty Of The Real

December 17, 2015
Jamala Henderson

Thomas Furness is known as the pioneer who stood at the inception of what we know today as virtual reality.

He often gets called the “grandfather of virtual reality”: he started with work on interfaces of fighter aircraft cockpits and now, at 72, he’s been at it for more than four decades — longer than the creator of Oculus Rift has been alive. And with his looks and demeanor, Furness would make a convincing Santa, only the kind who literally schools people in three kinds of engineering, aeronautics and astronautics at the University of Washington, and whose elves come with graduate degrees.… read more. “Grandfather of VR: The virtual can show the beauty of the real”

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Job: Research Assistant: Human Interaction with Virtual Environments – SCHI Lab, Sussex University, UK

Research Assistant @SCHI Lab, Sussex University, UK

KEY FACTS
Fixed term for 1 year, full-time
Salary range: starting at £28,143 and rising to £31,656 per annum
Closing date for applications: 7 January 2016
Expected start date: asap
http://www.sussex.ac.uk/aboutus/jobs/550

THE POSITION & PERSON SPECIFICATIONS
We are looking for a Research Assistant (RA) to work on an industry-funded project involving the collection and analysis of behavioural data to be used to shape the future of human interaction with virtual environments.

The position is integrated in the research group – Sussex Computer Human Interaction (SCHI) Lab – lead by Dr Marianna Obrist. The group is dedicated to the exploration of touch, taste, and smell as interaction modalities for future interactive systems and comprises postdoctoral fellows and PhD students from various backgrounds in computer science, psychology, and interaction design.… read more. “Job: Research Assistant: Human Interaction with Virtual Environments – SCHI Lab, Sussex University, UK”

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Artist Refik Anadol’s immersive “Infinity Room”

[This intriguing art installation was designed explicitly to evoke presence; the story is from The Creators Project blog, where it includes more pictures and a 3:51 minute video. You can experience the Infinity Room at Houston’s Day for Night Festival through Sunday (December 20). –Matthew]

A person in the "Infinity Room" installation

An Artist Put Infinity in a Room in Istanbul

By Kevin Holmes — Sep 15 2015

Representing the infinite is, in its very nature, problematic. But that hasn’t stopped it from making an appearance in art, time and again. LA-based Turkish artist Refik Anadol tackles the concept in his installation Infinity Room, an immersive room that radiates projected generative patterns across its four walls. It’s part of what Anadol calls his Temporary Immersive Environment Experiments and is exhibited at the Zorlu Center of Performing Arts in Instabul.

These audiovisual pieces transform a space into a simulated, abstract, mind-bending environment.… read more. “Artist Refik Anadol’s immersive “Infinity Room””

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Call: ‘Mediated (Dis)Continuities: Contesting Pasts, Presents and Futures’ – ECREA 6th European Communication Conference

[Something a little different, but with clear relevance to presence; this is from Jan Van Looy via Gamesnetwork, the discussion list of the Digital Games Research Association, www.digra.org]

Hi all,

As many of you know, the ECREA Digital Games Research working group has recently been promoted to section status. For more info, please visit our website (www.digital-games.eu) or even better: join our Facebook group (https://www.facebook.com/groups/digitalgames/)

Having achieved section status means that we will have a full presence at the upcoming ECREA conference in Prague from 9 to 12 November 2016 (www.ecrea2016prague.eu).

“The Digital Games Research section invites contributions dealing with digital games as cultural objects and digital gaming as a social practice and related topics. Particular interest goes to understanding the cultural, psychological and sociological implications of digital gaming as a pastime and of digital games as cultural objects and mass-market products.… read more. “Call: ‘Mediated (Dis)Continuities: Contesting Pasts, Presents and Futures’ – ECREA 6th European Communication Conference”

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Exercising in virtual reality with the VirZoom motion controller

[The health and fitness applications of VR and presence continue to evolve; this story from The Verge describes some of the design challenges; see the original for more images and a 2:40 minute video. –Matthew]

A man 'riding' the VirZoom

Exercising in virtual reality with the VirZoom motion controller

Gaming meets SoulCycle

By Nick Statt
on December 16, 2015

Video games and exercise don’t play well together. Sure, there’s the eight-year-old Wii Fit, drumming with the new Rock Band, and a slew of dedicated exercise games using Microsoft’s Kinect and featuring fitness trainers you’ve never heard of. But video games are more often a sedentary activity, asking only that you stretch occasionally and go to the bathroom in between long stretches of sitting.

Then there’s the VirZoom, a strange accessory for virtual reality headsets like the Oculus Rift and PlayStation VR. If VirZoom looks like an exercise bike, that’s because it is.… read more. “Exercising in virtual reality with the VirZoom motion controller”

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