ISPR Presence News

Monthly Archives: July 2016

Call: 15th European Conference on Computer-Supported Cooperative Work (ECSCW 2017)

Call for Papers

ECSCW 2017, The 15th European Conference on Computer-Supported Cooperative Work
Sheffield (UK), August 28 ­ September 01 2017
https://ecscw2017.org.uk/

Papers submission deadline: 4th November 2016

The 15th European Conference on Computer-Supported Cooperative Work (ECSCW) will be held August 28 to September 1, 2017 in Sheffield, UK. ECSCW is a series of international conferences on computer­-supported cooperative work located in Europe and championed by EUSSET, the European Society for Socially Embedded Technologies.

CSCW focuses on enhancing our understanding of the practices of cooperative work and on exploring and designing CSCW systems. The ECSCW conference is an important venue for defining and further developing the agenda for CSCW research. The conference has a longstanding interest in empirical, conceptual and theoretical contributions and has a tradition of inclusiveness. ECSCW addresses themes which include but are not limited to:

  • Conceptualising practice in work and other activities, and the relationship between understanding practice and the design of computer artifacts: how can we understand work (the “W”)?
  • Cooperation and its characteristics (e.g., describing the particulars of articulation work and coordination mechanisms in a given setting): how can we understand cooperative work (the “CW”)?
  • Methods for investigating human practices: the nature of ethnography and the role of other innovative methods in CSCW.
  • Digital and other material artefacts in cooperative settings: how can we support cooperative work in increasingly complex, networked settings (the “CS”)?

The ECSCW conferences are single-track conferences that contribute to developing an interdisciplinary ECSCW community. The conference format facilitates critical discussion across disciplinary and national borders in the field. An overview of earlier ECSCW conferences (and proceedings) is available from http://www.ecscw.org/. Read more on Call: 15th European Conference on Computer-Supported Cooperative Work (ECSCW 2017)…

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Microsoft’s Fusion4D captures and renders real-time 3D in unprecedented detail

[More accurate 3D motion capture without a bodysuit, and real-time rendering – presence technology continues to evolve. The original short story from Motherboard includes a 5:46 minute video. –Matthew]

Microsoft Fusion4D example (animated gif)

Microsoft’s Experimental Tech Captures 3D Scenes in Unprecedented Detail

Written by Daniel Oberhaus, Contributor
July 16, 2016

The ability to capture and render scenes in 3D has been around for a while now, but for the most part this technology has been limited to non-moving objects. The reason for this limitation is obvious: as soon as you incorporate motion into the picture, there are way more parameters the algorithm rendering the object needs to account for.

Although computers have gotten pretty good at 3D rendering moving objects in the last few years, this motion usually only occurs within a strict and predetermined range, and may still involve hours of post-processing. In this sense, the ability to capture moving objects and render them in 3D in real time is something of a holy grail, and with Fusion4D, Microsoft’s new experimental motion capture technology, the computing giant may have struck gold. Read more on Microsoft’s Fusion4D captures and renders real-time 3D in unprecedented detail…

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Call: Workshop on Anthrobotics: New Perspectives on Social Automata and Techno-social Cognitive Systems

Interdisciplinary Call for Papers
ANTHROBOTICS
New Perspectives on Social Automata and Techno-social Cognitive Systems
Workshop 21 March 2017 at The University of Edinburgh

The University of Edinburgh’s Anthrobotics Cluster, The Creation of Reality Group (CRAG), EIDYN, the Oxford Human Centred Computing Group, The Edinburgh School of Informatics, Science Technology and Innovation Studies (STIS), the Social Informatics Cluster, the Durham Centre for Humanities Innovation, and the Institut Français UK invite you to the first international interdisciplinary workshop on Anthrobotics.

Read more on Call: Workshop on Anthrobotics: New Perspectives on Social Automata and Techno-social Cognitive Systems…

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Leap Motion’s David Holz divulges secrets about future of AR, VR, humanity

[Among other interesting items, there are echoes and extensions of Minky’s predictions about telepresence in this story from Inverse, which features the full 90 minute VR session, a Magic Leap demo video and more images. –Matthew]

Magic Leap CTO Holz VR presentation (screenshot)

Leap Motion’s David Holz Divulges Secrets About Future of AR, VR, Humanity

How would you like to become a cyborg wizard?

Joe Carmichael
July 20, 2016

Leap Motion co-founder and Chief Technology Officer David Holz recently offered his vision of our weird future, and how augmented reality and virtual reality will forever change what it means to be human.

During the recent presentation — within virtual reality, of course — Holz divulged some secrets from closed-door meetings at Leap Motion, which makes an impressively precise, responsive hand-tracker for VR headsets. It’s a tiny little sensor that can detect your hands, transmit their whereabouts and movements, then present a simulacrum of them in the virtual space. It boasts something that no other company can compare.

Holz says that AR and VR will spawn a generation of humans that will be, in his words, “cyborg wizards,” before he previewed a for-now unexplored territory: the profitable crossover of robotics and VR. Here are the highlights: Read more on Leap Motion’s David Holz divulges secrets about future of AR, VR, humanity…

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Call: 2016 IEEE Symposium on Computational Intelligence for Security and Defense Applications

2016 IEEE Symposium on Computational Intelligence for Security and Defense Applications
December 6-9, Athens, Greece

Website: http://www.ieeeottawa.ca/ci/cisda2016/

Organized under Symposium Series on Computational Intelligence (SSCI 2016)
http://ssci2016.cs.surrey.ac.uk/

Paper submission deadline: extended to August 15, 2016

Symposium Organizers:
Rafael Falcon, Larus Technologies Corporation, Canada (Symposium (Chair)
Marco Cococcioni, University of Pisa, Italy (TPC co-chair)
Rami Abielmona, Larus Technologies Corporation, Canada (TPC co-chair)

MOTIVATION

Given the rapidly changing and increasingly complex nature of global security, we continue to witness a remarkable interest within the defense and security communities in novel, adaptive and resilient techniques that can cope with the challenging problems arising in this domain. These challenges are brought forth not only by the overwhelming amount of data reported by a plethora of sensing and tracking modalities, but also by the emergence of innovative classes of decentralized, mass-scale communication protocols and connectivity frameworks such as cloud computing, sensor networks, intelligent transportation systems and the Internet of Things. Realizing that traditional techniques have left many important problems unsolved, and in some cases, not addressed, further efforts have to be undertaken in the quest for algorithms and methodologies that can accurately detect and easily adapt to emerging threats.

This symposium aims at publishing high-quality research efforts rooted in Computational Intelligence as applied to defense and security problems. First-class contributions addressing research challenges in these areas and their CI-based solutions (i.e., neural networks, fuzzy systems, evolutionary computation, swarm intelligence, rough sets, granular computing, and other emerging learning or optimization techniques) are solicited.

SUBMISSION TOPICS

Papers should present original work validated via analysis, simulation or experimentation, including but not limited to the following topics:

Advanced Architectures for Defense Operations

  • Multi-Sensor Data Fusion
  • Hard-Soft Data Fusion
  • Context-Aware Data Fusion
  • Employment of Autonomous Vehicles
  • Intelligence Gathering and Exploitation
  • Mine Detection
  • Situation Assessment
  • Impact Assessment
  • Process and User Refinement
  • Automatic Target Recognition
  • Mission Weapon Pairing and Assignment
  • Sensor Cueing and Tasking
  • Self-Healing Systems

Modeling and Simulation of Defense Operations

  • Logistics Support
  • Mission Planning and Execution
  • Resource Management
  • Red Teaming
  • Computational Red Teaming
  • Course of Action Generation and Recommendation
  • Models for War Games
  • Risk-Aware Decision Support
  • Multi-Agent Based Simulation
  • Critical Infrastructure Protection
  • Strategic Planning
  • Counterterrorism and Counterinsurgency
  • Behavioral or Cognitive Learning
  • Human Modeling: Behavior, Emotion, Motion

Security Applications

  • Surveillance
  • Suspect Behavior Profiling
  • Anomaly Detection
  • Automated Handling of Dangerous Situations or People
  • Stationary or Mobile Object Detection, Recognition and Classification
  • Intrusion Detection Systems
  • Cyber-Security
  • Air, Maritime & Land Security
  • Network Security
  • Biometrics Security
  • Authentication Technologies

Read more on Call: 2016 IEEE Symposium on Computational Intelligence for Security and Defense Applications…

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‘Mr. Robot’ is simulcasting a VR short film – then it’s gone

[On Thursday July 21 the compelling USA cable TV series Mr. Robot will distribute a VR ‘film’ in the one-time-only format of traditional broadcast TV (before VCRs and DVRs). Details are in the story below from The Creators Project, where you can find the 1:44 minute trailer for season 2 of the series. If you haven’t watched Mr. Robot, I highly recommend it for a lot of reasons including its use of presence-related techniques – see the review in IndieWire for an introduction, and the program’s website for more on how to view the VR film. –Matthew]

Read more on ‘Mr. Robot’ is simulcasting a VR short film – then it’s gone…

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Call: Meaningful Play 2016

International Academic Conference on Meaningful Play
October 20-22, 2016
East Lansing, Michigan
http://meaningfulplay.msu.edu/

Deadline: July 31, 2016

Whether designed to entertain or to achieve more “serious” purposes, games have the potential to impact players’ beliefs, knowledge, attitudes, emotions, cognitive abilities, physical and mental health, and behavior.

Meaningful Play 2016 is a conference about theory, research, and game design innovations, principles and practices. Meaningful Play brings scholars and industry professionals together to understand and improve upon games to entertain, inform, educate, and persuade in meaningful ways.

The conference will include thought-provoking keynotes from leaders in academia and industry, peer-reviewed paper presentations, panel sessions (including academic and industry discussions), innovative workshops, roundtable discussions, and exhibitions of games and prototypes.

While any topic related to games for entertainment and learning is appropriate to submit to Meaningful Play 2016, topics of particular interest include:

1) Exploring meaningful applications of games

  • Games to change attitudes, beliefs, or behaviors (including social impact games and health games)
  • Games to stimulate creativity or innovation
  • Games to build social skills
  • Games to advertise and persuade
  • Games to exercise specific cognitive functions
  • Games to explore personal beliefs and help make decisions
  • Games to build knowledge and skills (games for learning)
  • Serious games for history and cultural heritage learning
  • Games to promote civic, social, and humanitarian organization and participation

2) Issues in designing meaningful play

  • Virtual reality and meaningful play
  • Game design for specific audience segments
  • Player types and play styles
  • Story and storytelling in games
  • Competitive and cooperative play (single player, multiplayer and massively multiplayer)
  • Balancing entertainment and serious goals
  • Repurposing entertainment games for serious purposes (and vice versa)
  • Unintended and unexpected effects of games
  • Using psychology and neuroscience to design and understand games
  • Emerging design research methods to help create better games
  • Measuring game impacts
  • Innovative techniques and technologies for the design of meaningful play (e.g. game mechanics, reward systems, and user interfaces)
  • Gamification

Read more on Call: Meaningful Play 2016…

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New study of toddlers sheds light on value of FaceTime video chat as meaningful interaction

[The new study described in this story from Lafayette College demonstrates the effectiveness of live mediated social interaction (vs. recorded, parasocial interaction) for learning by children as young as 17 months; see the links at the end for more information, including images and a 1:00 minute video. –Matthew]

Boy watching person on iPad in FaceTime study

New Study of Toddlers Sheds Light on Value of FaceTime Video Chat as Meaningful Interaction

Research reveals young kids can tell the difference between live interactions and pre-recorded ones designed to seem real

15-Jul-2016

Newswise — Does your toddler’s video chat with Grandma equal quality interaction time, or just more “screen” time entertainment? A team of Lafayette College psychology researchers took a closer look at young children and video interactions and made some surprising discoveries about what kids aged 1- to 2-years-old do and don’t get out of FaceTime interactions on a screen.

Professor Lauren J. Myers, Ph.D., a developmental psychologist who studies children’s cognitive and social-cognitive development, and her team at the Lafayette Kids Lab at Lafayette College in Easton, Pa., will publish their study “Baby FaceTime: Can toddlers learn from online video chat?” in the forthcoming issue of the journal Developmental Science. Read more on New study of toddlers sheds light on value of FaceTime video chat as meaningful interaction…

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Call: Designing Interfaces for Creativity (DesInC) Symposium

Call for Participation

Designing Interfaces for Creativity (DesInC) Symposium
University of Sussex
Brighton, UK
November 3-4, 2016
https://desinc.mfm.sussex.ac.uk/

Submission deadline: 8th September 2016

As computational technologies become increasingly embedded in the physical world, designers and makers of interfaces for creativity are bringing skills and expertise from progressively wider fields and practices into their work. What and how can designers of creative technologies learn from practitioners in broader design disciplines, past and present? The symposium will explore interdisciplinary and historical perspectives on the design of tools, interfaces and instruments for creativity, including (but not limited to) sound, music, video, film, crafts, visual arts, software arts and gaming. Members of creative technology communities will join practitioners from wider interdisciplinary design fields and experts in historical design practices, for two days of workshops, keynote presentations, demos, discussions and performances. The event seeks to reach across and beyond academia, and welcomes contributions from industry, maker and artistic communities, and beyond.

THEMES

  • Designing instruments, tools and interfaces for creative applications
  • Historical design practices for creative tools and instruments
  • Hacking/making approaches to design for creativity
  • Knowledge and skill preservation in design
  • New techniques and technologies for creativity
  • Interdisciplinary approaches to designing creative interfaces
  • Future directions in design and creativity

Read more on Call: Designing Interfaces for Creativity (DesInC) Symposium…

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Virtual reality and Netflix: The future of in-flight entertainment

[According to this CNBC story (which includes a 1:47 minute video), presence experiences are likely coming to air travel; I’m not sure about using VR to “transport passengers into business class seats” though (!). –Matthew]

Easyjet Oculus VR cabin training

[Image: A member of the Easyjet staff tries out the Oculus virtual reality headset, used to train Easyjet cabin crew, during a demonstration at the ‘Easyjet Plc Innovation Event’ held at Milan’s Malpensa airport in Milan, Italy, on Thursday, June 4, 2015. Chris Ratcliffe | Bloomberg | Getty Images.]

Virtual reality and Netflix: The future of in-flight entertainment is coming

Arjun Kharpal
13 July 2016

Virtual reality and streaming content from sites like Netflix is the future of in-flight entertainment, replacing tiny screens in the back of chairs that often have low quality movies, the aerospace industry’s biggest players told CNBC.

Companies had set up virtual reality stations around their stands at the Farnborough Airshow highlighting what the inside of their jets look like and how it feels to fly in one of their planes.

While these are mainly for airlines to experience what a manufacturer’s plane is like, aircraft makers are predicting virtual reality technology will be incorporated within cabins soon. Read more on Virtual reality and Netflix: The future of in-flight entertainment…

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