ISPR Presence News

Monthly Archives: August 2016

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 of ‘smart’ objects.

A complementary and more human centric vision places sensors at the fingertips of their users, rather than pointing at them, therefore allowing, ideally, for greater agency at the human side of the interface, yet such vision builds on rather utopian scenarios.… read more. “Call: Social Internet of Things 2016”

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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]

Pane in the Glass window washing game screenshot

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 kind of advanced telepresence project or command system, and you’ve just accidentally killed a bunch of sentient beings in some far-off city or planet. Well, I’m increasingly convinced that covert telepresence is already happening in virtual reality — and that the effects are more subtle and insidious than we could possibly have imagined.… read more. “The appeal of mundane tasks in presence; the prospect of covert teleoperation”

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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 art and experimental cinema.

TRAVELOGUE takes the viewer for a ride through landscapes that are simultaneously familiar and uncanny, featuring dematerialized vehicles in autopilot mode; glitches, ghosts and algorithms; weapons of mass distraction and feedback loops; sudden acceleration, absolute speed, and endless stasis.… read more. “Call: Travelogue and Festivaletteratura”

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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]

Inside a cancer cell

[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 Visualisation Aesthetics Lab at the University of New South Wales (UNSW), John McGhee is letting people come face-to-face with a breast cancer cell.

Using data pulled from a high-resolution electron-microscope at the University of Queensland, the expert in CGI has recreated the cancer cell in virtual reality. … read more. “Scientists and patients can now explore cells and blood vessels in VR”

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Call: IxAP 2016 – International Symposium on Interactive Technology and Ageing Populations

FINAL CALL FOR PARTICIPATION

IxAP 2016
International Symposium on Interactive Technology and Ageing Populations
Kochi, Japan
October 20 – 22, 2016
http://itap2016.xrenlab.com/

Submission Deadlines:
August 20, 2016: Full papers
September 1, 2016: Posters

***For those attending UIST (the ACM Symposium on User Interface Software and Technology)***: This conference will be held after the UIST conference in Tokyo.  So if you attend UIST, you are encouraged to submit to IxAP and visit the beautiful nature of Kochi!

IxAP 2016 focuses on coordinating efforts and raise awareness on interactive technology for ageing populations. We will invite 100 world class researchers to attend in order to present research findings, discuss their work, foster collaborations and develop underlying methodological frameworks, to drive HCI field forward. It is the meeting place for researchers, designers, practitioners, and educators from senior-centred technology and research communities from all around the world.… read more. “Call: IxAP 2016 – International Symposium on Interactive Technology and Ageing Populations”

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How virtual reality ‘sex edutainment’ Is revolutionizing porn

[This story from Rolling Stone (where it includes more images) is about how virtual reality and presence “[open] a private door into a very modern solution to a very old problem: how to have better sex.”

–Matthew]

August Ames in Virtual Sexology (VR screenshot)

How Virtual Reality ‘Sex Edutainment’ Is Revolutionizing Porn

“Virtual Sexology” pairs an adult star with a sex therapist to bring Masters and Johnson techniques to the porn-enlightened public

By John Gaudiosi
August 5, 2016

For decades, porn has been blamed for creating unrealistic sexual expectations, and for some addicts, it’s impacted the ability to have healthy sexual relationships in the real world. Now one adult entertainment company is using virtual reality – and one of the hottest porn stars out there – to teach guys how to have better sex, both for their own benefit and the benefit of their partner.

Virtual Sexology, a 180-degree video experience, stars 2015 AVN Cutest Newcomer August Ames, and can be viewed with anything from the mobile Google Cardboard or Samsung Gear VR to the high-end HTC Vive or Oculus Rift.… read more. “How virtual reality ‘sex edutainment’ Is revolutionizing porn”

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Call: 1st International Conference on Game, Game Art and Gamification (ICGGAG 2016)

CALL FOR PAPER

1st International Conference on Game, Game Art and Gamification (ICGGAG 2016)
19 – 21 December 2016
fX Sudirman Campus Binus University International
Jakarta, Indonesia
Sponsored by IEEE Indonesian Section
http://gamelab.university-id.net/conference/icggag/

Full Paper Submission:  Wed 31 Aug 2016

OVERVIEW

The International Conference on Game, Game Art and Gamification (ICGGAG 2016) brings together scientists, researchers, programmers, designers, computer users, and students to exchange and share their experiences, new ideas, and research results about all aspects of game, game art and gamification.

This International Conference will be casual and intimate Conference. The objective is to provide a friendly and informal atmosphere in which ongoing research in game development in many aspect can be presented and discussed.

TOPICS

  • AI applications for serious games
  • Alternate reality games
  • Animation for serious games & virtual worlds
  • Artifacts and art with purpose
  • Augmented reality
  • Case studies in gamification
  • Case studies in serious games & virtual worlds
  • Experimental serious games design
  • Game AI and artificial life
  • Game art
  • Game-based learning, edutainment & training
  • Game design
  • Games for business
  • Games for education
  • Games for health, well-being & exercise
  • Games for leadership
  • Games for promoting health behavior
  • Games for social innovation & change
  • Games for social wellness & campaign
  • Gamification
  • Human-computer interaction
  • Impact of games for human being
  • Impact of games for business
  • Mobile games
  • Multimedia gaming
  • Non digital games
  • Pervasive gaming
  • Serious game analytics, assessment & evaluation
  • Serious game methodologies, design & development
  • Serious game playtesting
  • User-modelling in serious games
  • Virtual characters and environments
read more. “Call: 1st International Conference on Game, Game Art and Gamification (ICGGAG 2016)”
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The world’s first cross-country virtual reality cycling tour is underway

[Soon we may be able to take virtual cross country bicycle rides from the comfort and safety of our home (or gym); note the comment in the fifth paragraph of this story from New Atlas (which features a 9:43 minute video) about the “feeling of actually being somewhere”; for more of Aaron Puzey’s observations on his DIY creation, see coverage in The Verge, and his CycleVR blog. –Matthew]

Aaron Puzey CycleVR at Lands End (screenshot)

[Image: Land’s End, the start line of the VR cycling tour.]

The world’s first cross-country virtual reality cycling tour is underway

Loz Blain
August 11, 2016

One of the best ways to really get to know a place is by cycling around it. But there are a lot of logistics involved in a cross-country ride, and you can’t do it in bits and pieces after work. So what about cycling the world’s great rides in virtual reality?… read more. “The world’s first cross-country virtual reality cycling tour is underway”

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Call: ICVAR 2017: 19th International Conference on Virtual and Augmented Reality

ICVAR 2017: 19th International Conference on Virtual and Augmented Reality
Paris, France
January 23 – 24, 2017
https://www.waset.org/conference/2017/01/paris/ICVAR

Abstracts/Full-Text Paper Submission Deadline:  August 23, 2016

CONFERENCE AIMS AND OBJECTIVES

The ICVAR 2017: 19th International Conference on Virtual and Augmented Reality aims to bring together leading academic scientists, researchers and research scholars to exchange and share their experiences and research results on all aspects of Virtual and Augmented Reality. It also provides a premier interdisciplinary platform for researchers, practitioners and educators to present and discuss the most recent innovations, trends, and concerns as well as practical challenges encountered and solutions adopted in the fields of Virtual and Augmented Reality.

CALL FOR CONTRIBUTIONS

All honorable authors are kindly encouraged to contribute to and help shape the conference through submissions of their research abstracts, papers and e-posters. Also, high quality research contributions describing original and unpublished results of conceptual, constructive, empirical, experimental, or theoretical work in all areas of Virtual and Augmented Reality are cordially invited for presentation at the conference.… read more. “Call: ICVAR 2017: 19th International Conference on Virtual and Augmented Reality”

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PetChatz and PawCall: There’s a market for video-chatting with your dog

[Not only can you video chat with your pet, she can initiate the call (!), and note the unexpected use mentioned at the end of this story from Twin Cities Business via MinnPost. For more details see the PR Newswire press release, an earlier ISPR Presence News post and the PetChatz website (which includes images and videos). –Matthew]

PetChatz 'Be there' graphic

[Image: Source: YouTube]

Yes, there’s a market for video-chatting with your dog

By Sam Schaust | 04/07/16

In 2014, after raising nearly $2.5 million, Burnsville-based Anser Innovation brought the first version of PetChatz to market with a test launch. As a device on the cutting edge of contemporary obsessiveness, it allowed pet owners to remote video-chat with their furry family members and also dispense treats and emit scents from virtually anywhere with an Internet connection.

Lisa Lavin, who created PetChatz, admits bringing the product to life was not without its challenges.… read more. “PetChatz and PawCall: There’s a market for video-chatting with your dog”

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