Month: September 2016


  • ISPR Presence News publication schedule for first week of October

    ISPR Presence News publication schedule for first week of October ISPR Presence News will not be published next week while some of us attend the 17th annual meeting of the Association of Internet Researchers (AoIR) in Berlin, Germany. ISPR Presence News will return on Monday October 10. If you’re interested in more presence-related news and fun stuff (including pictures from an AoIR panel on augmented reality), please join our open/public/free ISPR Presence Community Facebook group. –Matthew Lombard (managing editor)…

    Read more: ISPR Presence News publication schedule for first week of October
  • Virtual reality takes on the videoconference

    [This story from The Wall Street Journal considers the prospects for videoconferencing via virtual reality and concludes with the question of whether mass adoption would decrease or increase face-to-face meetings. See the original story for several more images and a detailed infographic. –Matthew] [Image: Developers are working on virtual-reality systems that one day could replace videoconferencing as a common tool for business meetings. Photo: iStockphoto/Getty Images] Virtual Reality Takes On the Videoconference If meetings are held in virtual reality with avatars, will people feel more connected? By Cat Zakrzewski Sept. 18, 2016 Get ready for your next conference call—in virtual…

    Read more: Virtual reality takes on the videoconference
  • Job: Tenure Track Position in Interactive Media and Game Development at WPI

    Tenure Track Position in Interactive Media and Game Development Worcester Polytechnic Institute Worcester, MA For full consideration, applications due by December 15, 2016 The WPI Interactive Media and Game Development (IMGD) Program and the Computer Science Department jointly seek to hire a tenure-track faculty member to start July 1, 2017. Candidates should hold a Ph.D. in Computer Science or related discipline at the time of appointment. Established in 2005, WPI’s top-ranked IMGD program is a collaborative venture between the Computer Science, Humanities & Arts, and Social Science & Policy Studies departments, with close affiliations to the Learning Sciences and the Robotics…

    Read more: Job: Tenure Track Position in Interactive Media and Game Development at WPI
  • Utility PG&E thinks VR technology may make inspecting equipment faster and safer

    [Another early-days but promising application of presence-evoking technology involves putting users ‘inside’ a city’s or nation’s technology infrastructure to maintain equipment and diagnose (and hopefully repair) problems; this story is from Fortune, where the original includes a 2:23 minute video. –Matthew] Virtual Reality Goes Electric Utility PG&E thinks VR technology may make inspecting equipment faster and safer. by Jonathan Vanian September 28, 2016 For an electric utility, a technical glitch could trigger a huge blackout, plunging entire cities into darkness. Typically such an event would require utility workers to scramble to a faraway substation. But what if they instead strap…

    Read more: Utility PG&E thinks VR technology may make inspecting equipment faster and safer
  • Call: Chapters for “Personal Assistants: Emerging Technologies”

    Call for Chapters Personal Assistants: Emerging Technologies Intelligent Systems Reference Library Springer http://www.springer.com/series/8578 Deadline: December 15th, 2016 INTRODUCTION It has been shown that the quality of life for people remaining in their own homes is generally better than for those who are institutionalized. Moreover, the cost for institutional care can be much higher than the cost of care for a patient at home. To balance this situation, efforts must be made to move the services and care available in institutions to the home environment. Thus, society poses new challenges, demanding systems that overcome this issue. Personal Assistants (PA) are a…

    Read more: Call: Chapters for “Personal Assistants: Emerging Technologies”
  • At DARPA, virtual reality is more than a toy

    [Here’s an interesting perspective on the possibilities for presence-evoking technology from FedScoop. –Matthew] At DARPA, virtual reality is more than a toy Trung Tran, a program manager at DARPA, told an audience of virtual reality enthusiasts about the agency’s current goals, urging them to consider government partnership if they have big ideas. By Samantha Ehlinger September 27, 2016 For virtual reality to become more than another quick-to-fade fad like 3-D televisions or the overhyped Google Glass, it needs the type of careful nurturing that only government can give it through long-term developmental investments, a Defense Advanced Research Projects Agency program…

    Read more: At DARPA, virtual reality is more than a toy
  • Call: ACM DIS 2017 – Designing Interactive Systems conference

    ACM DIS 2017: Call for Papers and Notes DIS2017 Space, Place and Interface: Bridging knowledge, connecting people ACM SIGCHI Designing Interactive Systems conference 10-14 June 2017, Edinburgh, UK www.dis2017.org Papers, Notes, Pictorials notice of intent due: January 9, 2017 The theme of DIS 2017 is bridging and connecting – across disciplines, practices, places and understandings. The most interesting things happen at edges and boundaries, and so the aim of the 2017 conference is to examine different approaches to framing knowledge about the design of interactive systems. As advancements in interactive technology continue to blur the demarcations between people and data,…

    Read more: Call: ACM DIS 2017 – Designing Interactive Systems conference
  • What I learned from 3 months with in-home consumer VR

    [This post from SAP Community Network provides a thoughtful consumer’s observations on prolonged in-home use of VR; it’ll be interesting to revisit these and others’ observations as presence technologies evolve. –Matthew] 3 months in Virtual Reality, what I learned so far… Posted by Patrick Willer on Sep 5, 2016 I can vividly remember my first VR experience. It was 25 years ago! It was early 1990s. I was a teenager addicted to video games. When I wanted more sensation than my Game Boy could provide, there was only one option: the arcade hall. My favorite happy place took my pocket…

    Read more: What I learned from 3 months with in-home consumer VR
  • Call: International Symposium on Evaluating Digital Cultural Resources (EDCR 2016)

    CALL FOR PAPERS International Symposium on Evaluating Digital Cultural Resources (EDCR 2016) Glasgow, Kelvin Hall, 12-13 December 2016 Organized by the Scottish Network on Digital Cultural Resources Evaluation Submission deadline: Friday, 7 October 2016 SCOPE AND CONTEXT Digital technologies are affecting all aspects of our lives, reshaping the way we communicate, learn, and approach the world around us. In the case of cultural institutions, digital applications are used in all key areas of operation, from documenting, interpreting and exhibiting the collections to communicating with diverse audience groups. The communication of collections information in digital form, whether an online catalogue, mobile…

    Read more: Call: International Symposium on Evaluating Digital Cultural Resources (EDCR 2016)
  • Preserving experience: The virtual Holocaust survivor

    [This story from The Guardian highlights one of, if not the, most important applications of presence-evoking technology, the preservation of individual and cultural history. The original version includes an additional image and a 0:51 minute video; also see “Holocaust Survivor Experiences Her Own Rescue in Virtual Reality“ (which includes a video) in TIME. –Matthew] The virtual Holocaust survivor: How history gained new dimensions Pinchas Gutter survived a Nazi death camp – and now his story will live on through a hologram that can answer your questions Thomas McMullan 18 June 2016 Pinchas Gutter goes out of his way to find…

    Read more: Preserving experience: The virtual Holocaust survivor
  • Call: BEA2017 Research Symposium ‘Video Games: A Medium That Demands Our Attention’

    Call for Papers: Broadcast Education Association (BEA) Research Symposium “Video Games: A Medium That Demands Our Attention” In Las Vegas, Nevada during BEA2017 on Sunday, April 23, 2017 Research Symposium Chair: Nicholas David Bowman (Nicholas.Bowman@mail.wvu.edu) Paper Deadline: December 1, 2016 From the first “interactive computer demonstrations” at MIT in the 1950s to the blockbuster Grand Theft Auto V in 2013 (the highest-selling packaged media product of all-time), video games have continually captured the public’s imagination and interest. Video games are credited with improving the skills of pilots and surgeons and encouraging murder and mayhem. The gaming industry’s revenues have continually…

    Read more: Call: BEA2017 Research Symposium ‘Video Games: A Medium That Demands Our Attention’
  • New HHI system allows realistic, full-size 3D human body reconstruction in virtual environments

    [Presence-evoking technology continues to advance toward the visions imagined in science fiction; note especially the possibilities for fully interactive videoconferencing and entertainment mentioned in this press release from the Fraunhofer Institute for Telecommunications, Heinrich Hertz Institute. –Matthew] [Image: Right in the middle of the action with VR glasses: A new camera system virtually represents people naturally and realistically. © Photo Fraunhofer HHI] Beam me up to the video conference When science fiction heroes communicate, they don‘t use landlines or cell phones. The caller simply appears in virtual form in the middle of the room; full sized and three dimensional. For…

    Read more: New HHI system allows realistic, full-size 3D human body reconstruction in virtual environments

ISPR Presence News

Search ISPR Presence News:



Archives