ISPR Presence News

Monthly Archives: May 2016

Call: MuseumNext 2016

Call for papers – MuseumNext 2016
New York City, November 14-15
http://www.museumnext.com/conference/call-for-papers-museumnext-nyc-november-2016/

Proposals due: 30 June 2016

MuseumNext is a global conference series on the future of museums, taking place in the world’s cultural capitals since 2009.

MuseumNext is a catalyst for innovation, transformation and collaboration in museums, galleries and heritage sites, with more than 800 individuals from 32 countries joining us in 2015.

Our next conference will take place in Tribeca, Manhattan on November 14 – 15 2016, and we are now inviting proposals on the theme of transformation. We are specifically interested in opinions, case studies and discussions on the following subjects:

Transforming Lives – How can museums have a positive social impact on the communities that they serve, changing lives, improving cities and acting as catalysts for change.

Transforming Practices – How is best practice evolving to better meet the needs of a rapidly changing world, we are interested in examples of innovative practice from across the museum.… read more. “Call: MuseumNext 2016”

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IMAX plans foray into virtual reality

[IMAX is entering the out-of-home consumer VR market; this story is from The Wall Street Journal; the IMAX press release is available from PRNewswire, and Outer Places has details on the IMAX-Google VR camera. –Matthew]

Starbreeze VR headset at Cannes

[Image: Starbreeze showed its virtual-reality headset at the Cannes Film Festival earlier this month. IMAX, in partnership with the Swedish technology developer, plans to launch VR experiences in locations such as multiplexes and malls. Photo: Alexander Sandvoss/DPA/Zuma Press]

IMAX Plans Foray Into Virtual Reality

IMAX and Google are to develop a camera that will capture 360-degree images to be experienced on VR headsets

By Ben Fritz
May 19, 2016

IMAX Corp., best known for extra-large movie screens, is now betting on a far more intimate viewing format: virtual reality.

The company, later this year, will begin launching VR experiences in locations such as multiplexes and malls, using its connections with movie theaters and Hollywood talent along with new partnerships in the tech community to build the new business.… read more. “IMAX plans foray into virtual reality”

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Call: The Art and Science of Large-Scale Immersive Environments: Merging Cyberspace with Real Spaces – LA ACM SIGGRAPH event

The 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 real-time group interactive environments. The event will be held in the Vortex Dome, a 360 full-dome projection studio in downtown Los Angeles, and will include live demos from the speakers and other area artists.

Online reservations requiredread more. “Call: The Art and Science of Large-Scale Immersive Environments: Merging Cyberspace with Real Spaces – LA ACM SIGGRAPH event”

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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 screenshot

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 by Keiichi Matsuda; previous works include Domestic Robocop, Augmented City 3D and Keiichi’s Masters thesis Domesti/city. If you are interested in supporting the project, sponsoring the next work or would like to find out more, please send a hello to info@km.cxread more. “Hyper Reality: New short film explores a presence-saturated future”

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Call: UbiComp 2016 Workshop on Autonomous Everyday Objects: Exploring Actuation in Ubiquitous Devices

Call 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 to both fascinate and intrigue observers and to give the impression of intelligence. Equally, classic visions of future homes present environments suffused with actuated devices, moving and responding in response to their inhabitants. As sensors and actuators have become more ubiquitous, our potential to develop low-cost actuated devices, which employ interactive movements, has increased.… read more. “Call: UbiComp 2016 Workshop on Autonomous Everyday Objects: Exploring Actuation in Ubiquitous Devices”

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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 app “Google Duo makes mobile video calls fast and simple.” –Matthew]

Google Home

The Google Home Is Like the Amazon Echo, Only Smarter. And Maybe Creepier.

By Will Oremus
May 18, 2016

For more than a year now, there has been a popular tech gadget that is the only one of its kind on the market.… read more. “Google announces presence-related technologies”

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Call: Disruptions and Genealogies of the Digital in Architecture – International Journal of Digital Art History

CALL 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 software into their day-to-day work to generate and process digital images of architecture. Computer-aided-design (CAD) has fundamentally changed architecture and its possibilities.

Not only have digital methods shaped current design thinking and aesthetics, but they have also led to a complete rethink of the theoretical foundation of architecture and what defines it.… read more. “Call: Disruptions and Genealogies of the Digital in Architecture – International Journal of Digital Art History”

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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]

The Gilmore Girls, Rory and Lorelai

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 and her teenage daughter, Rory. We sang along to the opening credits, gleefully discussing the fact that I was more of a Rory (shy, studious), and she was more of a Lorelai (chatty, confident). We reveled in the tidiness of it, the neat symmetry between our lives and theirs — even though, in truth, there really wasn’t much of a resemblance there at all.… read more. “Our fictional friends: Parasocial interaction and relationships in an evolving media world”

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Call: Designing Interactive Systems for Work Engagement – Special issue of Human Technology

Call 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 at work can facilitate work engagement.

Work engagement refers to a positive work-related state of fulfillment. It is characterized by descriptive attributes such as vigor, dedication, and absorption (Schaufeli et al., 2002). The majority of research on work engagement has focused on evaluating the above specific qualities.… read more. “Call: Designing Interactive Systems for Work Engagement – Special issue of Human Technology”

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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]

VR for good - a man and woman work on VR

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 school students, rising VR filmmakers, and nonprofit organizations.… read more. “Oculus launches “VR for Good” initiative to build a better reality”

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