Month: August 2016


  • Call: Symposia for Society for Study of AI and Simulation of Behaviour (AISB) 2017 Convention

    CALL FOR SYMPOSIA (OR OTHER) PROPOSALS Society for the Study of Artificial Intelligence and Simulation of Behaviour (AISB) 2017 Convention (AISB ’17) ~19-21 April 2017, University of Bath, UK http://aisb2017.cs.bath.ac.uk DEADLINE: 15 September 2016 Contact: aisb2017@easychair.org Dear Colleagues, The world’s oldest AI society, The Society for the Study of Artificial Intelligence and Simulation of Behaviour (AISB), sponsors the world’s longest-running annual AI convention, consisting of a collocation of themed symposia, workshops, and events in areas of artificial intelligence and cognitive science. The AISB convention aims to provide a unique opportunity to promote emerging work on a timely theme spanning the…

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  • How VR and presence will change everything for music

    [This post from the blog of Grammy nominated DJ/producer Morgan Page (also available via OSSIC) provides an insider’s view of the current status and potential future of VR and presence in nearly all aspects of music: consumption, performance, collaboration and sharing, and learning and teaching; it features 11 videos that illustrate the author’s points. Btw, DAW is an acronym for Digital Audio Workstation. –Matthew] Beyond the DAW – How VR Will Change Everything July 27, 2016 After spending two weeks with the Oculus Rift and HTC Vive headsets, it’s clear that virtual reality will completely reshape the human experience.…

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  • Call: 1st Annual USC Virtual Reality Health Week

    1st Annual USC Virtual Reality Health Week Sponsored by The University of Southern California and the USC Institute for Creative Technologies September 2016 Los Angeles, California http://vrhealth.ict.usc.edu/ OVERVIEW The University of Southern California and the USC Institute for Creative Technologies are proud to announce the 1st Annual USC Virtual Reality Health Week! USC VR Health Week will host a collection of conferences on topics relevant to the use of VR and advanced technologies for a range of application areas including: Pain Management, Disabilities and Mental Health, Psychological Wounds of War, Medicine, Advanced Body Sensing, and the science of Intelligent Virtual…

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  • The Dark Ride Project uses VR to preserve the last remaining haunted house amusement rides

    [The Dark Ride Project is using modern presence-evoking technologies to preserve presence experiences evoked in the haunted house amusement rides of the past. This story is from TechnoBuffalo, where it includes more images and two videos; a press release is available from Hypergrid Business; and more details and 360 videos are available on the Project’s Indigogo page. –Matthew] Interview: Using VR to preserve the last remaining haunted house amusement rides By Jacob Kleinman August 21, 2016 Joel Zika is on a mission to preserve the last remaining haunted house amusement park rides before they disappear and he’s using virtual reality…

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  • Call: Autonomous Agents and Multiagent Systems (AAMAS) 2017 Conference

    Call for Papers: AAMAS 2017 Sixteenth International Conference on Autonomous Agents and Multiagent Systems May 8-12, 2017 São Paulo, Brazil http://www.aamas2017.org/ IMPORTANT DATES Abstract Submission: 11th of November 2016 (23:59 UTC-12) Full Paper Submission: 15th of November, 2016 (23:59 UTC-12) Rebuttal Phase: 9th – 10th of January, 2017 (23:59 UTC-12) Author Notification: 24th of January, 2017 ABOUT AAMAS AAMAS is the leading scientific conference for research in autonomous agents and multiagent systems. The AAMAS conference series was initiated in 2002 by merging three highly respected meetings: the International Conference on Multi-Agent Systems (ICMAS); the International Workshop on Agent Theories, Architectures,…

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  • Project Alloy: Intel and Microsoft team up to make VR ubiquitous

    [A stand-alone, open source mixed reality headset from Intel and Microsoft is likely to speed the adoption of effective presence-evoking technology. This story is from MIT Technology Review, where it includes an additional image; a 7:35 minute video of the demo is on YouTube, and for more on Intel’s larger vision “for a fully connected world,” see coverage in PC Magazine. –Matthew] [Image: Depth sensors on the headset allow you to interact with things in a virtual world using your hands and fingers, or objects you are holding.] Intel and Microsoft Are Teaming Up to Make Virtual Reality Ubiquitous A…

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  • Call: Animation of Natural Virtual Characters – Special issue of IEEE Computer Graphics and Applications

    CALL FOR ARTICLES IEEE Computer Graphics and Applications (CG&A; www.computer.org/cga) Special Issue on Animation of Natural Virtual Characters Final submissions due: 1 November 2016 Publication date: July/August 2017 Virtual characters are used in a range of applications—from interfaces to games to tutors—where they must effectively employ human nonverbal communication. Often these characters must hold conversations with either human users or other characters and must appropriately utilize arm gestures, head movements, posture changes, and facial expressions. Building systems that can support these interactions involves both the automatic specification and generation of appropriate character motion as well as coordination across communication modes…

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  • How companies will use VR and read your brainwaves to sell you more stuff

    [Neuromarketing using virtual and mixed reality is an important example of the promise and peril of presence; this story is from Motherboard, where the original includes three more images. –Matthew] How Companies Will Use VR and Read Your Brainwaves to Sell You More Stuff By David Silverberg, Contributor August 17, 2016 I’m passing through the front foyer of a major Chinese bank. I careen through well-lit hallways and teller booths, before sliding by some signage written in Cantonese. It’s as if I’m there, minus the tellers, customers, and sounds of a bustling financial institution. But the thing is, I’m not…

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  • Call: Social Internet of Things 2016

    Call for Papers Social Internet of Things 2016 29 November 2016 Launceston, Tasmania http://designparticipation.net/2016/08/07/siot-workshop.html Deadline for proposal submissions: 26 August 2016 The Internet of Things promise is to endow all sorts of objects with sensing, computing and communication capabilities that augment their functionalities. The opportunities opened are exciting, in domains as diverse as entertainment, health, transports, the workplace. A great effort is being put in addressing the technical problems connected with deploying and handling this infrastructure, while the human side of the IoT is receiving relatively less attention. Users are often relegated at the periphery of an otherwise autonomous network…

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  • The appeal of mundane tasks in presence; the prospect of covert teleoperation

    [This short item from The Verge notes the apparent appeal of performing mundane, repetitive tasks during presence experiences, and raises the provocative thought that actions in a mediated (‘virtual’) environment might be (or be feared to be) unknowingly used for teleoperation, i.e., to manipulate a corresponding nonmediated environment. The original story includes a 1:15 minute video. –Matthew] This VR window washing game will probably destroy the middle class By Adi Robertson on August 8, 2016 If you’ve read things like Ender’s Game, you probably know that every time you play a video game, there’s a small chance that it’s secretly some…

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  • Call: Travelogue and Festivaletteratura

    TRAVELOGUE Curated by Matteo Bittanti September 7- 11 2016 Cantine di Vincenzo I Gonzaga Piazzetta Santa Barbara, 46100 Mantua MN Open every day from 8.15 AM until 19.15 p.m. Admission: 3 euros An official event of Festivaletteratura 2016 Official website: http://travelogue.space Festivaletteratura: http://www.festivaletteratura.it/ TRAVELOGUE is a survey of audiovisual artworks made with or inspired by video games. Using machinima and interactive installations, fifteen artists examine the virtual automobile as medium, message, technological commodity, status symbol, interface, and prosthetics. Created through a process of appropriation and remix, these works lie at the intersection of fiction and documentation, performance and simulation, video…

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  • Scientists and patients can now explore cells and blood vessels in VR

    [The promise of presence: Scientists, doctors and patients walking through a cancer cell, or blood vessel or other part of the body, is likely to have a variety of positive impacts; this story is from Mashable, where it features more images. –Matthew] [Image: A new project will let scientists step inside a cancer cell. Credit: UNSW.] Scientists can now explore cells in virtual reality By Ariel Bogle, Australia August 16, 2016 After generations of peering into a microscope to examine cells, scientists could simply stroll straight through one. Calling his project the “stuff of science fiction,” director of the 3D…

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