Month: March 2016
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Call: MobiGames 2016: The 3rd International Workshop on Mobile Gaming
Published:
Read more: Call: MobiGames 2016: The 3rd International Workshop on Mobile GamingCALL FOR PAPERS MobiGames 2016: The 3rd International Workshop on Mobile Gaming Singapore, June 26, 2016 http://nclab.kaist.ac.kr/mobigames2016/ in conjunction with MobiSys’16, the 14th International Conference on Mobile Systems, Applications and Services (http://www.sigmobile.org/mobisys/2016/index.php) Gaming has become increasingly popular. Most users always bring a handy, yet powerful gaming device with them, i.e., a mobile device equipped with high resolution touch screens, powerful CPUs and GPUs. With such a device, game-play becomes pervasive, immersing in many parts of their daily lives. Also, games are rapidly incorporating more sophisticated technologies, e.g., wearable and smart devices, head-mounted displays, virtual and augmented realities, and cloud computing,…
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The need for a “language of presence”
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Read more: The need for a “language of presence”[The community of presence researchers is well-positioned to take on the challenge of developing a “language of presence” as outlined in this piece in VentureBeat (by the way, I think the film “The Room” the author mentions is the 2003 film rather than last year’s “Room.”). Check out the Ars Technica article the author mentions too. —Matthew] Virtual reality will be stuck in limbo until it gets its own language Manick Bhan, Rukkus March 6, 2016 Virtual reality is being hailed as the Next Big Thing, the newest tech trend that will upend all our lives and make a handful…
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Call: Minds, Selves and 21st Century Technology – Workshop in Lisbon
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Read more: Call: Minds, Selves and 21st Century Technology – Workshop in LisbonCall for Papers: Minds, Selves and 21st Century Technology in Lisbon Featuring the work of Susan Schneider Abstracts are invited on the themes of Minds, Selves and 21st Century Technology Dates: 1st CFP: 23rd February 2016 Submission by: 23rd March 2016 Acceptance decisions: End of March. Conference Dates: 23rd & 24th of June. Featured Speaker: Susan Schneider Confirmed Guest Speakers: Brian McLaughlin, Gerald Vision, Gualtiero Piccinini, Keith Frankish This workshop seeks to explore a deepening engagement between philosophy of mind, metaphysics and futuristic and emerging technologies such as superintelligence, AGI, machine consciousness and radical cognitive enhancements, such as brain chips…
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How marketers should avoid breaking presence in VR
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Read more: How marketers should avoid breaking presence in VR[Whether it’s regular television or virtual reality, advertising can easily cause a (frustrating, annoying) break in presence; this story from Advertising Age wisely contemplates guidelines to minimize the ‘damage.’ –Matthew] [Image: From PSFK] Marketers, Don’t Ruin Virtual Reality With Ads Five Guidelines to Help Protect the VR User Experience By Nicholas Manluccia. Published on March 01, 2016. 2016 will be a pivotal year for virtual reality. While skeptics remain, many analysts and investors predict that virtual reality is on its way to becoming a mainstream platform. As the medium makes its way from headlines to homes, a content ecosystem will…
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Call: 10th International Conference on Interfaces and Human Computer Interaction (IHCI 2016)
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Read more: Call: 10th International Conference on Interfaces and Human Computer Interaction (IHCI 2016)Call for Papers 10th International Conference on Interfaces and Human Computer Interaction (IHCI 2016) 2 – 4 July 2016 Funchal, Madeira, Portugal (http://www.ihci-conf.org) Part of the Multi Conference on Computer Science and Information Systems (MCCSIS 2016) 1 – 4 July 2016 Funchal, Madeira, Portugal (http://www.mccsis.org) Keynote Speaker (confirmed): Professor Jan Gulliksen, KTH Royal Institute of Technology, Sweden Submission Deadline (1st call extension): 14 March 2016 The Interfaces and Human Computer Interaction (IHCI) 2016 conference aims to address the main issues of concern within Interface Culture and Design with a particular emphasis on the affective aspects of design, development and implementation…
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VR startup Limitless wants to make characters talk back
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Read more: VR startup Limitless wants to make characters talk back[The progress toward rich social (tele)presence, in this case with fictional characters, continues. Note the explicit mention and definition of presence in the second paragraph of this story from Variety, where the original features a 0:46 minute teaser video; for more information on the work being done by Limitless, see the company’s press release on PRWeb and coverage in VentureBeat. –Matthew] This Virtual Reality Startup Wants to Make Characters Talk Back Janko Roettgers, Senior Silicon Valley Correspondent March 3, 2016 Seattle-based virtual reality startup Limitless is building a new technology to bring responsiveness to animated characters in virtual worlds and…
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Call: 6th Irish Conference on Game-Based Learning (iGBL2016)
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Read more: Call: 6th Irish Conference on Game-Based Learning (iGBL2016)Call for Participation 6th Irish Conference on Game-Based Learning (iGBL2016) September 1-2, 2016 Trinity College Dublin http://www.igbl-conference.com/cfp/ Abstract submission deadline: March 8, 2016 The 6th Irish Conference on Game-Based Learning (iGBL2016) will be hosted at Trinity College Dublin (TCD) on the 1st and 2nd September 2016. Contributions are welcomed from a wide range of topics and may be research or practitioner-based. THEMES FOR THE CONFERENCE The symposium will include (but is not restricted to) the following topics: Pedagogy, Educational and Social issues Pedagogical/learning theories for game-based learning Evaluation of game-based learning Assessment in game-based learning Integrating games into the curriculum…
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Using presence to change minds
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Read more: Using presence to change minds[This story is about arguably the most important application of VR and presence; it also explicitly raises important research questions for presence scholars to investigate (see the paragraph that begins, “According to Bryan Mochizuki…”). The story is from Wired, where the original includes a photo gallery and three videos. –Matthew] VR Films Work Great for Charity. What About Changing Minds? Angela Watercutter March 1, 2016 New inventions, whether they’re gadgets or startups or biotech advancements, always come with some promise to “change the world.” Some do. Most don’t. A rare few find revolutionary uses that go far beyond what their…
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Call: GAMEON’2016 – The 17th annual Simulation and AI in Games Conference
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Read more: Call: GAMEON’2016 – The 17th annual Simulation and AI in Games ConferenceCALL FOR PAPERS GAMEON’2016 The 17th annual Simulation and AI in Games Conference Universidade Nova de Lisboa Faculdade de Ciencias Sociais e Humanas -FCSH/NOVA Lisbon, Portugal September 13-15, 2016 Games Development Methodology Game Theory/Multi-Agent Systems Gamification and Social Game Mechanics Artificial Intelligence Learning and Adaptation Intelligent/Knowledgeable Agents Collaboration & Multi-agent Systems Opponent Modelling Physics and Simulation/Graphical Simulation 3D Scalability Facial, Avatar, NPC, 3D in Game Animation AI and Simulation Tools for games design Game Design Rendering Techniques Voice Interaction Cognitive Psychology Affective Computing and Emotional Gaming Artistic input to game and character design Storytelling and Natural Language Processing Online Gaming…
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Dragon Front game rethinks the first-person VR approach
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Read more: Dragon Front game rethinks the first-person VR approach[We need more of this kind of ‘thinking outside of the box’ in the design of presence experiences. The story is from The Verge (where it includes another image); more details and a video are available on the Oculus blog. –Matthew] Dragon Front is a Hearthstone-like card game built for virtual reality A game that rethinks the first-person VR approach By Nick Statt on February 26, 2016 Virtual reality has traditionally been about transporting you to new worlds and making you believe you’re really there. It’s the immersion element, known as “presence” in industry lingo, that makes VR feel like…
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