ISPR Presence News

Monthly Archives: July 2016

Call: Where Human Computer Interaction meets Animal Computer Interaction (NordiCHI 2016 Workshop)

Call for Participation

Where Human Computer Interaction meets Animal Computer Interaction @NordiCHI 2016
Gothenburg, Sweden
23rd October, 2016
https://hcimeetsaciblog.wordpress.com/

Submission deadline: August 25, 2016

Where HCI meets ACI is a one day workshop preceding in NordiCHI 2016  on Sunday 23rd of October.

This one day workshop aims to examine the interactions and the space between HCI (Human Computer Interaction) and ACI (Animal Computer Interaction) focusing on the transferability of methods and ideas between the fields.

Animal Computer Interaction (ACI) looks at creating interfaces and methods for animals to use technology. Whilst this is often seen as a subfield of HCI, the methodologies are often shared with growth of parallel theories and transferability becoming more apparent; in this way the two fields are in fact entwined. HCI methods are often used in a transformative way in ACI. The aim of this workshop is to specifically consider what we can learn about humans from studying non-human animals and therefore explore what, if anything, ACI can offer HCI.… read more. “Call: Where Human Computer Interaction meets Animal Computer Interaction (NordiCHI 2016 Workshop)”

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Our mediated life: Does anyone know what’s real anymore?

[It’s hard to remember how much of our experience has become mediated, and to understand the critically important implications of this for how we perceive the nonmediated world; this wide-ranging piece from openDemocracy considers some of these ‘big picture’ presence issues. –Matthew]

The Matrix falling code graphic

[Image: The Matrix Number Falling Code. Credit: https://www.youtube.com/watch?v=TInfxe7c7yA.]

Does anyone know what’s real anymore?

Increasingly we are lost in a world of binary codes: zero or one, Republican or Democrat, black or white, female or male, good or bad.

Eleonora Zbanke
11 July 2016

When I was a child in the early 1990s one of my favourite hobbies was looking at photos. My grandfather is an amateur photographer so there were always lots of pictures in our house.

I loved to spend hours admiring his images, unconsciously absorbing the visual culture that would later become my profession when I became a film director.… read more. “Our mediated life: Does anyone know what’s real anymore?”

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Call: Workshop on Multimodal Analyses enabling Artificial Agents in Human-Machine Interaction (MA3HMI 2016)

3rd International Workshop on
Multimodal Analyses enabling Artificial Agents in Human-Machine Interaction (MA3HMI 2016)
November 16th, 2016 in Tokyo, Japan.
A satellite workshop of the 18th ACM International Conference on Multimodal Interaction (ICMI 2016).

http://MA3HMI.cogsy.de

Submission Deadline: August 28th, 2016

Scope:

One of the aims in building multimodal user interfaces and combining them with technical devices is to make the interaction between user and system as natural as possible. The most natural form of interaction may be how we interact with other humans. Current technology is far from human-like, and systems can reflect a wide range of technical solutions. Transferring the insights for analysis of human-human communication to human-machine interactions remains challenging. It requires that the multimodal inputs from the user (e.g., speech, gaze, facial expressions) are recorded and interpreted. This interpretation has to occur at both the semantic and affective levels, including aspects such as the personality, mood, or intentions of the user.… read more. “Call: Workshop on Multimodal Analyses enabling Artificial Agents in Human-Machine Interaction (MA3HMI 2016)”

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VR and presence used to ease pain, anxiety, depression of elderly

[This is the kind of story that reminds me why I care so much about presence; it’s from NPR, where the original includes more pictures. –Matthew]

Client using VR for elderly

[Image: Virginia Anderlini (right) was the first private client to try out Dr. Sonya Kim’s new virtual reality program for the elderly, and says she’s eager to see more. Kim’s handful of programs are still at the demo stage. Kara Platoni/KQED]

Virtual Reality Aimed At The Elderly Finds New Fans

June 29, 2016
Kara Platoni

Virginia Anderlini is 103 years old, and she is about to take her sixth trip into virtual reality.

In real life, she is sitting on the sofa in the bay window of her San Francisco assisted-living facility. Next to her, Dr. Sonya Kim gently tugs the straps that anchor the headset over Anderlini’s eyes.

But in the virtual world, Anderlini is on a Hawaiian beach, and it’s sunset, and she is surrounded by a glistening sea and a molten, purple-red sky.… read more. “VR and presence used to ease pain, anxiety, depression of elderly”

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Call: Design for Next, 12th European Academy Design (EAD) Conference

Design for Next, 12th European Academy Design (EAD) Conference
12-14 April 2017
Sapienza University of Rome
www.designfornext.org

Deadline for Abstracts: Aug 15, 2016

We are pleased to announce the CALL for ABSTRACTS is now open.

Please feel free to submit your paper proposal here:
https://www.conftool.com/ead12-rome

Full Call for Abstracts with all the details is available here:
http://www.designfornext.org/call.html

For any additional info, please email to the Conference Secretariat at:
info@designfornext.org

CONFERENCE THEME

Contemporary shifts in society, technology, production are reframing design processes, approaches and tools. While professionals, educators and researchers are questioning the next stage of innovation, design is evolving as a wide open field with many applications and meanings. More than ever it is important to investigate through design research and practice in order to tackle the societal, technological and industrial shifts of the future.

The 12th EAD Conference is hosted by Sapienza University of Rome in Italy, and it will foster discussion among designers, academics and experts about the articulated scenario of contemporary design and its perspectives, with intent to nurture diversity and interdisciplinarity.… read more. “Call: Design for Next, 12th European Academy Design (EAD) Conference”

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TourismOhio using VR on a bus to promote Ohio attractions at Republican National Convention

[This story from The Columbus Dispatch highlights the increasingly common use of presence to give consumers “the next best thing to [the] actual experience” of visiting travel destinations, in this case by bringing VR experience to them. For more details see the press release at PR Newswire. –Matthew]

Promotion image for Ohio's 360 degree Virtual Reality Experience

TourismOhio uses virtual-reality video to attract visitors in Ohio

By Marla Matzer Rose, The Columbus Dispatch
Tuesday July 12, 2016

Summer typically is high season for state tourism marketing, matching the time when Americans are most likely to take driving vacations.

This year, however, is challenging because of a crowded and expensive media marketplace, prompting Ohio tourism officials to focus on bringing the state’s attractions to life via virtual-reality video rather than buying ad spots.… read more. “TourismOhio using VR on a bus to promote Ohio attractions at Republican National Convention”

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Call: Book chapters for ‘Avatars, Assembled: The Sociotechnical Anatomy of Digital Bodies’

Scholars of virtual worlds, videogames, internet studies, and related fields… please consider submitting a chapter proposal for this endeavor:

Call for book chapter proposals: Avatars, Assembled: The Sociotechnical Anatomy of Digital Bodies
Volume editor: Jaime Banks, West Virginia University

Chapter proposal deadline: July 31, 2016

Summary: Avatars, Assembled will be a curated volume that unpacks videogame and virtual world avatars – not as monolithic phenomena but as sociotechnical assemblages, pieced together from embodied features like weapons and gender to logical features like algorithms and statistics. Each short chapter (~3,000 words) will account for the empirical, theoretical, and popular understandings of very discrete avatar dimensions, while the introduction and conclusion will draw on these chapters (synthesized through the lens of assemblage/actor-network theories) to argue for a more nuanced consideration of avatars-as-assemblages as we work to understand how and why they matter in individual and social experience.… read more. “Call: Book chapters for ‘Avatars, Assembled: The Sociotechnical Anatomy of Digital Bodies’”

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The legal and ethical ramifications of letting police kill suspects with robots

[Even though much of the same logic has been applied to drone strikes, as this story from Motherboard reminds us, the issues raised by the events in Dallas last week are a new context and I find the blunt heading “Telepresence and Killing” disturbing. –Matthew]

Police on street

The Legal and Ethical Ramifications of Letting Police Kill Suspects With Robots

Written by Jason Koebler
July 9, 2016

Thursday night, after a shocking night of violence in which five police officers were killed by snipers, Dallas police took the unprecedented step of using a remote-controlled “bomb robot” to kill one of the suspects. Now that law enforcement in America have killed a suspect remotely, it’s important to consider the legality of the decision—and what might happen next time.

State laws generally allow law enforcement to legally use lethal force against a suspect if he or she poses an “imminent threat” to the officer or other innocent parties, which is underscored by a standard of whether the force is “proportional and necessary.”… read more. “The legal and ethical ramifications of letting police kill suspects with robots”

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Call: ‘Call of Duty: A Call to Action’: Video Games and Civic Engagement – NCA 2016 Pre-Conference

Call for Abstracts

“Call of Duty: A Call to Action”: Video Games and Civic Engagement
National Communication Association (NCA) 2016 Pre-Conference
Wednesday, November 9
Temple University
Philadelphia, Pennsylvania USA

Submission deadline: August 31, 2016

Although commonly studied through the lens of media entertainment, digital games are more than just frivolous distractions. Games are used for action in the real world: as vehicles for health campaign messages, teaching perspective, training skills and education outcomes, and provoking players into social action are all ways that games can and have been used to move players to action – from the on-screen digital world to the physical and semantic world that they live in.

As part of the National Communication Association’s 2016 convention in Philadelphia, The Game Studies Division seeks to highlight research in games that corresponds with the 2016 theme of “Civic Callings” – focusing on the many ways that games can and do serve as calls to action (both anti-socially and pro-socially).… read more. “Call: ‘Call of Duty: A Call to Action’: Video Games and Civic Engagement – NCA 2016 Pre-Conference”

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NYC attraction Ghostbusters: Dimension is the world’s most immersive VR experience

[There’s lots of positive press out there about the new “hyper-reality” Ghostbusters experience at Madame Tussauds in New York; this story is from The Verge, where the original includes more pictures and a 2:16 minute video. A story from Inverse (badly in need of proofreading) thoughtfully considers the odd juxtaposition of a wax museum featuring static reproductions of real-life people and modern dynamic digital reproductions of fictional characters. –Matthew]

Ghostbusters: Dimension players

We tried Ghostbusters: Dimension, the world’s most immersive VR experience

‘Busting The Void

By Ben Popper and Adi Robertson
on June 29, 2016

At Madame Tussauds Wax Museum in Times Square today, we got to try out one of the world’s most expensive and immersive virtual reality experiences. On July 1st, Sony and a Utah startup called The Void will open Ghostbusters: Dimension, which lets you become a ghostbuster in what The Void likes to call a “hyper-real” world.… read more. “NYC attraction Ghostbusters: Dimension is the world’s most immersive VR experience”

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