Month: May 2016
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Call: The Art and Science of Large-Scale Immersive Environments: Merging Cyberspace with Real Spaces – LA ACM SIGGRAPH event
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Read more: Call: The Art and Science of Large-Scale Immersive Environments: Merging Cyberspace with Real Spaces – LA ACM SIGGRAPH eventThe Art and Science of Large-Scale Immersive Environments: Merging Cyberspace with Real Spaces Come join LA SIGGRAPH and the LA Video Artists Wednesday, June 1, at the Vortex Dome at the Los Angeles Center Studios. http://la.siggraph.org/events/title/large-scale-immersive-environments DESCRIPTION The explosion of consumer virtual reality is driving a new wave of innovation in 360 video and real-time interactive environments. Video artists can project these environments into physical spaces using spatial augmented reality techniques. This special evening event, produced by LA’s ACM SIGGRAPH chapter in cooperation with LAVA (Los Angeles Video Artists), focuses on large-scale video art including 360 video, projection mapping and…
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Hyper Reality: New short film explores a presence-saturated future
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Read more: Hyper Reality: New short film explores a presence-saturated future[The new short film Hyper Reality explores a possible future when presence via augmented reality has saturated our lives; the information below about the entertaining and thought-provoking film is from http://hyper-reality.co/, where you can find many more screenshot images and watch the film via Vimeo. Highly recommended. –Matthew] Hyper-Reality By Keiichi Matsuda Hyper-Reality (total runtime approx 6 minutes) is a concept film by Keiichi Matsuda. It presents a provocative and kaleidoscopic new vision of the future, where physical and virtual realities have merged, and the city is saturated in media. It is the latest work in an ongoing research-by-design project…
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Call: UbiComp 2016 Workshop on Autonomous Everyday Objects: Exploring Actuation in Ubiquitous Devices
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Read more: Call: UbiComp 2016 Workshop on Autonomous Everyday Objects: Exploring Actuation in Ubiquitous DevicesCall for Papers Workshop on Autonomous Everyday Objects: Exploring Actuation in Ubiquitous Devices At the 2016 ACM International Joint Conference on Pervasive and Ubiquitous Computing (UbiComp 2016) Heidelberg, Germany, September 12-16, http://ubicomp.org/ubicomp2016/ Deadline: June 7, 2016 for papers that will be included in the ACM DL Deadline: June 21, 2016 for papers that will not be included in the ACM DL This one-day workshop will be held as part of the 2016 ACM International Joint Conference on Pervasive and Ubiquitous Computing (Ubicomp) in Heidelberg, Germany from Sep. 12-16, 2016. Since the earliest explorations of mechanical devices, technologists have used movement…
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Google announces presence-related technologies
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Read more: Google announces presence-related technologies[Google just announced a series of presence-related technologies, including a voice-control virtual assistant incorporated into new products and services; the developments seem likely to move us closer to being able to interact with information, people and companies more naturally and easily, but this story from Slate’s Future Tense blog points to some important dangers too. See also “Google Is Blurring the Line Between Humans and Software” in Inc. And for more of the Google presence news, see the story in Wired about the incorporation of VR into the Android OS and the story in The Verge about how the new…
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Call: Disruptions and Genealogies of the Digital in Architecture – International Journal of Digital Art History
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Read more: Call: Disruptions and Genealogies of the Digital in Architecture – International Journal of Digital Art HistoryCALL FOR MANUSCRIPTS International Journal for Digital Art History Issue 3: Disruptions and Genealogies of the Digital in Architecture Submission deadline: August, 15 In the realm of Digital Art History, architecture represents a broad field in which the use of various computational methods provide extraordinary tools not only for architects but also for art historians and information scientists. Art historians use computers to reconstruct historical architecture through 3D renderings and to document listed buildings and structures using video drones to gather visual data for research and conservation. Architects, on the other hand, look back on a long history of integrating…
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Our fictional friends: Parasocial interaction and relationships in an evolving media world
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Read more: Our fictional friends: Parasocial interaction and relationships in an evolving media world[I have long thought parasocial interaction and relationships are one of the most interesting, and also most common, presence phenomena; this story from New York Magazine provides a useful updated discussion of the topic. Going a step further, how will vivid, interactive virtual and mixed reality fiction affect these experiences? –Matthew] It’s Okay to Think of the Gilmore Girls As Your Real Friends By Cari Romm April 19, 2016 Like roughly a zillion other mother-daughter pairs in the early 2000s, my mom and I were deeply devoted to Gilmore Girls, the television show chronicling the close relationship between 30-something Lorelai…
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Call: Designing Interactive Systems for Work Engagement – Special issue of Human Technology
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Read more: Call: Designing Interactive Systems for Work Engagement – Special issue of Human TechnologyCall for papers to a Special Issue of Human Technology: Designing Interactive Systems for Work Engagement Deadline: 31st May 2016 Submission: humantechnologypublishing.jyu.fi Today, experiential aspects are considered when designing ICT based solutions for consumer markets. Surprisingly, however, when interactive solutions and tools for work contexts are being designed, the experiential aspects often are not considered in the design process (Lu & Roto, 2015). Work tools, which are used to accomplish work-related tasks, can contribute to work satisfaction and work engagement, as well as to general well-being on the job. Similarly, interactive technologies and solutions beyond work tools that support well-being…
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Oculus launches “VR for Good” initiative to build a better reality
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Read more: Oculus launches “VR for Good” initiative to build a better reality[This is a smart and welcome move by Oculus to encourage positive uses of presence. The story is from Digital Trends. –Matthew] Oculus VR aims to do some good with virtual reality through new social initiative By Kevin Parrish — May 16, 2016 Facebook-owned Oculus VR on Monday launched a new initiative called “VR for Good.” It’s a platform that seeks to build a better reality through the use of VR, and starts with two pilot VR film programs that the company hopes will inspire the next generation of VR content creators. With these programs, Oculus VR is targeting high…
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Call: ACE 2016 – 13th Advances in Computer Entertainment Technology Conference
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Read more: Call: ACE 2016 – 13th Advances in Computer Entertainment Technology ConferenceCALL FOR RESEARCH CONTRIBUTIONS ACE 2016 13th Advances in Computer Entertainment Technology Conference Osaka, Japan 9-12 November, 2016 ace2016.net Submissions due by: 27 May 2016 ACE has become one of the leading scientific forums for dissemination of cutting-edge research results in the area of entertainment computing. Interactive entertainment is one of the most vibrant areas of interest in modern society and is amongst the fastest growing industries in the world. ACE 2016 will bring together leading researchers and practitioners from academia and industry to present their innovative work and discuss all aspects and challenges of interactive entertainment technology, in an…
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The dynamics and challenges of presence in VR horror
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Read more: The dynamics and challenges of presence in VR horror[This story from The New Yorker never explicitly mentions presence but includes several thoughtful analyses about its causes, nature and consequences in the context of virtual reality. –Matthew] [Image: In games like Crystal Rift, virtual-reality creators are beginning to explore how to harness the medium’s darker side without causing psychological harm. Courtesy PSYTEC.] The Coming Horror of Virtual Reality By Simon Parkin May 15, 2016 If Kitchen, a five-minute virtual-reality demo created by the Japanese studio Capcom, were a short film, few viewers would be moved to panic by its misery of horror-movie clichés. In the demo, which has been…
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Call: 2016 International Congress on Love and Sex with Robots
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Read more: Call: 2016 International Congress on Love and Sex with RobotsCall for Papers Second International Congress on Love and Sex with Robots London, UK 19-20 December 2016 http://loveandsexwithrobots.org/ Within the fields of Human-Computer Interaction and Human-Robot Interaction, there has been a strong upsurge of interest in the more personal aspects of human relationships with artificial partners in the last few years. This upsurge has not only been apparent amongst the general public, as evidenced by an increase in coverage in the print media, TV documentaries and feature films, but also within the academic community. The Second International Congress on Love and Sex with Robots is inviting the submission of full…
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Robotic diver OceanOne lets humans explore the depths safely and in high fidelity
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Read more: Robotic diver OceanOne lets humans explore the depths safely and in high fidelity[The humanoid robotic diver OceanOne is an example of sophisticated teleoperation technology designed to evoke presence; this story from Stanford News (where it features a photo gallery) doesn’t use the term but includes several references to “being there” and an example of “medium as social actor” presence (“they made sure to give their heroic robot a celebratory bath [of champagne]”). A 2:48 minute video is available on YouTube. –Matthew] [Image: OceanOne, a new humanoid robotic diver from Stanford, explores a 17th century shipwreck. (Credit: Frederic Osada and Teddy Seguin/DRASSM)] Maiden voyage of Stanford’s humanoid robotic diver recovers treasures from King…
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