ISPR Presence News

Monthly Archives: December 2015

Call: W4A’16: 13th International Web for All Conference

Call for Papers

W4A’16: 13th International Web for All Conference
April 11-13th 2016
Montreal, Canada
http://www.w4a.info

Submission deadline: January 15th, 2016
Generous awards and scholarships

Dear All:

Save the dates April 11-13th 2016 for the 13th International Web for All Conference. W4A’16, will convene in Montreal, Canada, (http://www.w4a.info), co-located with the 25th International World Wide Web Conference (WWW’16). Deadline for all submissions is January 15th, 2016.

The 2016 theme is “Education for All on the Web” – including all learners and educators! Accessible online learning can level the field for people with disabilities and for anyone who learns a little differently, enabling them to better adapt their environment and participate at the same level as everyone else. It also opens doors for those who might not have access to learning opportunities in their local area. It promotes lifelong learning, with ready access to learning from anywhere, by anyone, at any time.… read more. “Call: W4A’16: 13th International Web for All Conference”

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New research: 3D video games improve learning and memory

[Following the recent research suggesting that 3D faces evoke more emotion comes this evidence for the power of 3D to improve memory; the story is from Popular Science, where it includes a 1:50 minute video. –Matthew]

Brain image showing hippocampus, where 3D improves memory

[Image: Three-dimensional video games could make your memory better right there (the hippocampus)]

Three-Dimensional Video Games Could Make Your Memory Better

Adding to the pile of conflicting video game research

By Dave Gershgorn
December 8, 2015

Video games and science have a sordid past. They make you smarter, dumber, fat, skinny, relaxed, aggressive, and now, new research adds improved memory to that list.

A study appearing in the Journal of Neuroscience suggests that specifically three-dimensional video games can boost performance on memory tests by up to 12 percent. Researchers note that this is typically the percentage of memory function lost between the ages of 45 and 75.… read more. “New research: 3D video games improve learning and memory”

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Call: IVAE 2016 – 1st Workshop on Intelligent Virtual and Augmented Environments

IVAE 2016 – 1st Workshop on Intelligent Virtual and Augmented Environments

IVAE is the 1st workshop on Intelligent Virtual and Augmented Environments bringing together researchers from Virtual, Augmented, and Mixed Reality and Artificial Intelligence. IVAE will be organized in conjunction with the IEEE Virtual Reality 2016 conference taking place from March 19th to 23rd in Greenville, SC, USA.

Website: www.hci.uni-wuerzburg.de/ivae/
Contact: ivae@uni-wuerzburg.de

IMPORTANT DATES

25.01.2016: Abstract submission
01.02.2016: Paper submission
15.02.2016: Notification of acceptance
29.02.2016: Camera ready version due
19.03. or 20.03.: Workshop

DESCRIPTION

Today’s Virtual Environments (VEs) exhibit impressive functional aspects for various application areas and many provide a vivid and engaging interaction and an increased output fidelity. Still, some of the potential future directions of Virtual and Augmented Reality (VR and AR) require an increased incorporation of Artificial Intelligence (AI). When the focus is on natural, context-sensitive, and computer-assisted forms of interaction, as well as on adaptive and personalized interfaces, scientific knowledge about Intelligent and Augmented Virtual Environments (IVAE) is needed by both the research community and the industry.… read more. “Call: IVAE 2016 – 1st Workshop on Intelligent Virtual and Augmented Environments”

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Rachel Rossin’s art explores merging of real and virtual

[Rachel Rossin’s art goes beyond just using VR as it addresses the merging of the ‘real’ and virtual worlds; this is from PSFK, where the story includes more pictures. See Rossin’s website for more VR-based art. –Matthew]

Rachel Rossin's VR art

Oil Meets Virtual Reality In This Trippy Painting Series

Rachel Rossin mixes the traditional with the digital by using a VR headset and visually intricate oil paintings

Eva Recinos
3 december 2015

Walking into an art gallery means surrendering yourself to whatever visuals might be on display against the space’s white walls. You negotiate space as you walk through an exhibition and take in each piece. But what happens when virtual reality is added into the mix?

Visitors to the Zieher Smith & Horton gallery in October and November got a bit of a surprise when they walked into the gallery to see virtual reality headsets displayed alongside the oil paintings of artist Rachel Rossin.… read more. “Rachel Rossin’s art explores merging of real and virtual”

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Call: Journal of the Philosophy of Games (JPG)

CALL FOR PAPERS

The Journal of the Philosophy of Games (JPG) welcomes papers for the inaugural issue. JPG is an open-access publication hosted by the University of Oslo, Norway.

JPG aims to explore philosophical issues raised by the study of games, with a particular emphasis on computer games. We invite contributions both from traditional philosophers and from scholars in other disciplines.

Articles are subject to double blind review and evaluated on the basis of originality, philosophical argumentation and mastery of relevant literature.

The journal does not accept submissions that are under consideration for other publications.

Examples of issues for which we invite submissions are definitions of key concepts in the study of games, the ontological status of objects and events in games, the nature and role of mental attitudes central to game play, rules, the player-avatar relationship, the moral evaluation of in-game actions or the societal role of games.… read more. “Call: Journal of the Philosophy of Games (JPG)”

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“Uncanny Valley,” the stylish short film about how VR will destroy us

[“Uncanny Valley” is the latest entertaining and thought-provoking portrayal of presence; we’ll be adding it to our ongoing study of them (the project website is here). This story is from The Verge, where it features the 8:53 minute film, which is also available directly on Vimeo. –Matthew]

Uncanny Valley short film graphic

Uncanny Valley is a super stylish short film about how VR will destroy us

By Adi Robertson
on December 2, 2015

It’s a sad fact that despite the huge wave of virtual reality hype we’re currently in, our generation doesn’t have its Strange Days or Lawnmower Man or any other stylish blockbuster about the dangers of VR. Sure, Ready Player One is in the works, but that’s not the kind of self-consciously gritty cyberpunk I’m talking about here. No, I’m talking about something more like Uncanny Valley, an 8-minute short that seems destined for a feature film adaptation in the tradition of District 9.… read more. ““Uncanny Valley,” the stylish short film about how VR will destroy us”

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Call: Cross-Surface 2016: Second International Workshop on Interacting with Multi-Device Ecologies “in the wild”

Call for Papers

Cross-Surface 2016: Second International Workshop on Interacting with Multi-Device Ecologies “in the wild”

In conjunction with ACM CHI 2016
May 7-12, 2016, San Jose, California, USA

http://cross-surface.com/

IMPORTANT DATES

Early Submission Deadline: December 10, 2015 (5pm PDT)
Early Notification: December 21, 2015
Submission Deadline: January 5, 2016 (5pm PDT)
Notification to Authors: January 15, 2016
Camera-Ready Papers: February 12, 2016 (5pm PDT)
Workshop: May 7 or May 8, 2016 (TBA)

Note: The early submission deadline will allow you to get notification of acceptance before the end of 2015 in order to leverage 2015 Q4 budgets.

WORKSHOP THEME

In this workshop, we will review and discuss challenges and opportunities for Human-Computer Interaction in relation to cross-surface interaction in the wild based on the bring-your-own-device (BYOD) practice. We aim to bring together researchers and practitioners working on technical infrastructures for cross-surface computing, studies of cross-surface computing in particular domains as well as interaction challenges for introducing cross-surface computing in the wild, all with a particular focus on BYOD.… read more. “Call: Cross-Surface 2016: Second International Workshop on Interacting with Multi-Device Ecologies “in the wild””

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Family reactions to VR: Presence is compelling ‘magic’ once you try it

[This story from CNET is a nice description of where VR is and might be heading – if it succeeds it’ll be because of the ‘magic’ of presence. See also a related piece in Venture Beat in which a father describes what happens when he introduces his 5 year old daughter to VR. –Matthew]

Boy using VR (Credit: ScottStein-CNET)

Home for the holidays with my family, and virtual reality

Commentary: To my family, no matter what their age, VR is magic…but it takes someone to put it on their heads in the first place.

December 2, 2015
by Scott Stein

“Oh my god, it’s so cool!”

This was my 5-year-old niece. I realized I had somehow let her try on the plastic set of goggles I had already slipped onto the faces of my 7-year-old son and my 8-year-old nephew. They grabbed for the virtual-reality headset.… read more. “Family reactions to VR: Presence is compelling ‘magic’ once you try it”

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3D faces evoke more emotion because of presence

[This research report from Aalto University about emotional reactions to 3D faces is interesting not only because of the role of presence but the implications for media producers; as coverage in Quartz notes, “it could help them hone the 3D effect to really make the viewer feel the emotions of the characters in the game [or other 3D experience].” –Matthew]

3D faces used in Aalto U. study

[Image: Six stereoscopic image pairs used in the experiment. The images can be seen in 3D by ‘looking through’ the image.]

3D amplifies emotions evoked by facial expressions

The research findings have implications for emotion research, entertainment industry and 3D displays.

24.11.2015

Mediated facial expressions do not elicit emotions as strongly as real-life facial expressions. In particular, 2D photographs of facial expressions fail to evoke emotions as strongly as live faces, possibly due to the low fidelity of the pictorial presentation.… read more. “3D faces evoke more emotion because of presence”

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Call: The Power of Presence: ISPR Preconference for International Communication Association (ICA) 2016 in Japan

[Please consider joining us for this very special event next summer in Japan! If you have questions about anything, please feel free to contact me. –Matthew]
ISPR 2016 conference event graphic

CALL FOR ABSTRACTS AND PARTICIPATION

The Power of Presence: Using Telepresence Theory, Research and Applications to Enhance Mediated Communication Experiences in the 21st Century

A preconference of the 2016 conference of the International Communication Association (ICA)
Co-sponsored by the International Society for Presence Research (ISPR)

June 8, 2016 (with optional demonstrations and guided sightseeing events June 7)

Submission of extended abstracts: February 8, 2016

http://tinyurl.com/ICA-ISPR-2016

OVERVIEW

Join us at Kyoto Shigaku Kaikan in Kyoto, Japan for an enlightening and enjoyable conference event two days before the 66th annual conference of the International Communication Association in Fukuoka, 9-13 June.

(Tele)presence is a state or perception in which we overlook or misconstrue the role of technology and feel present in the environments and/or connected to the people or things we experience via technology.… read more. “Call: The Power of Presence: ISPR Preconference for International Communication Association (ICA) 2016 in Japan”

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