ISPR Presence News

Monthly Archives: September 2016

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 exceeded the film industry, while debates rage as to whether games are toys or more serious forms of art. Games are celebrated for their ability to spark children’s emotions, and chided for corrupting their morals. Finally, games are regarded as social media technologies that encourage interaction, while also regarded as distractions from reality that result in social isolation.… read more. “Call: BEA2017 Research Symposium ‘Video Games: A Medium That Demands Our Attention’”

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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]

HHI 3D Human Body Reconstruction

[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 researchers at Fraunhofer, this vision is already within reach: At the trade fairs IFA in Berlin (Hall 11.1, Booth 3) and IBC in Amsterdam (Hall 8, Booth 8.B80) they will show a new technology called “3D Human Body Reconstruction”.

September 1, 2016

Scientists at the Fraunhofer Institute for Telecommunications, Heinrich Hertz Institute, HHI in Berlin have developed a method by which the realistic image of a person can be transmitted in a virtual world; and just like in science fiction movies, the image appears full sized and three dimensional.… read more. “New HHI system allows realistic, full-size 3D human body reconstruction in virtual environments”

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Job: PhD position in Smart Social Systems and Spaces Project at University of Twente

University of Twente
Enschede, Netherlands

PhD position on the improvement of the interactive technology that measures and interprets human behaviour and experiences

https://www.utwente.nl/en/organization/careers/vacancies/!/vacature/278285

Applications by 3 October 2016

The research falls partly under the multidisciplinary research institute CTIT (http://www.utwente.nl/ctit/) and the 4TU research centre Humans & Technology (http://www.4tu.nl/ht/en/)

JOB DESCRIPTION

The 4TU research centre Humans & Technology (H&T) has a vacancy for a PhD candidate to be based at the Human Media Interaction research group of the University of Twente and working on sensing and social signal processing.

The research is to be carried out as part of a larger project – S4 – that will be studying Smart Social Systems and Spaces that assess and improve humans’ behaviours and experiences in their social contexts – in the office and at home. Six PhD candidates and three postdocs will improve the technology for sensing and interpretation of the situated behaviours and experiences (“Sensing and Modelling”), and develop methods and techniques to support the well-being through ambient intelligence and “persuasive” companions that assist in keeping up a happy and healthy lifestyle (“Happy and Healthy Life Style Support).… read more. “Job: PhD position in Smart Social Systems and Spaces Project at University of Twente”

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AltspaceVR’s Democracy Plaza puts you in the middle of the 2016 election

[Now you can experience America’s controversial political campaign in virtual reality; this story is from Next Reality, where it includes more images and a 0:29 minute video. –Matthew]

Trump and Clinton avatars

[Image: Virtual avatars of Hillary and Trump nearly make physical contact in virtual space. Will this someday mirror reality? Via AltspaceVR]

AltspaceVR’s Democracy Plaza Puts You in the Middle of the 2016 Election

Adam Dachis
September 22, 2016

Most of us don’t get the opportunity to see election coverage first hand, but with virtual reality, we’re not as restricted. AltspaceVR has teamed up with NBC News to let you log in on your computer or VR headset and actually take part in the action—just not physically.

AltspaceVR created a virtual Rockefeller Center Plaza where we can take our virtual avatars to get a front row seat of NBC News’ election coverage this year.… read more. “AltspaceVR’s Democracy Plaza puts you in the middle of the 2016 election”

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Call: 7th Annual Emerging Learning Design Conference (ELDc17)

Call for Proposals

7th Annual Emerging Learning Design Conference (ELDc17)
June 1st & 2nd, 2017
Montclair State University, New Jersey, USA
http://eld.montclair.edu/

Early submission deadline: October 10, 2016

The theme for this year’s conference is “Where Teaching, Learning, and Technology Converge”

When teaching, learning, and technology converge we find the potential for an inclusive learning experience that is both engaging and connected to curricular needs, without being dated. 21st century technologies provide a common space to explore and experience in an engaging and/or collaborative educational experience grounded in knowledge, strong pedagogy and learning theory.

Consider the times of convergence you’ve experienced – What made it effective and where were your challenges? What worked, and what needed refining? What were your ingenious, light-bulb moments and what were the lead balloons? Share your stories and your insight as we discuss where teaching, learning, and technology converge.… read more. “Call: 7th Annual Emerging Learning Design Conference (ELDc17)”

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Presence in movie theaters: The role of screen masking

[As this story from ScreenCrush notes, there are many factors that can ‘break’ presence in a movie theater, including the lack of proper screen masking. –Matthew]

theater seats

A Small Issue at Movie Theaters Is Becoming a Major Problem

Matt Singer | September 19, 2016

People texting on their phones. Exorbitant ticket prices. People talking on their phones. Sound that’s either way too loud or way too soft. People taking pictures of the screen with their phones and then posting them to Facebook in the middle of the film. Going to the movies in 2016 can be a frustrating situation. An experience designed to take us away from our everyday troubles is now fraught with them.

For a lot of these problems, there’s no easy solution. But there’s one issue that I’ve noticed happening more and more that, if properly addressed, would make a significant improvement on the theatrical experience.… read more. “Presence in movie theaters: The role of screen masking”

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Call: “Digital Gaming Among Older Populations” at HCII 2017

Call for Papers

“Digital Gaming Among Older Populations”
19th International Conference on Human-Computer Interaction (HCII)
July 9-14, 2017
Vancouver, Canada
http://2017.hci.international/

Information deadline: September 30

Dear Colleagues,

This year the 19th International Conference on Human-Computer Interaction (HCII) will be held in beautiful Vancouver, Canada on July 9-14. HCII will also host affiliated conferences, including the 3rd International Conference on Human Aspects of IT for the Aged Population (ITAP).

I am organizing a session titled “Digital Gaming Among Older Populations”, which aims to highlight research on various aspects related to older populations who currently play or may play digital games. Topics that may be explored in this invited session include, but are not limited to:

  • aspects related to intergenerational gaming,
  • platform use/preferences,
  • methodological approaches for researching older adult gamers,
  • issues related to game preferences,
  • the use of games for social interaction
read more. “Call: “Digital Gaming Among Older Populations” at HCII 2017”
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It’s starting with elevators, but 3D tech like the Hololens will change the way we look at buildings

[As the author of this piece in TreeHugger notes, mixed reality (and the presence experiences it provides) has great potential beyond the important application area of elevator maintenance and repair described here. The original story includes two videos and several more images; the press release is available from thyssenkrupp. –Matthew]

Using Hololens to look at elevator

[Image: © thyssenkrupp/ using hololens to look at elevator]

It’s starting with elevators, but 3D tech like the Hololens will change the way we look at buildings

Lloyd Alter
September 16, 2016

This site has long been preoccupied with the future of work: how new technology is changing our jobs, and can possibly change our ecological footprint. I saw a bit of that future in New York City, with the demonstration of the use of Microsoft’s Hololens by thyssenkrupp Elevator.

The Hololens is described by Microsoft as “the first fully self-contained, holographic computer, enabling you to interact with high‑definition holograms in your world.” It’s not virtual reality, but what they call “Mixed reality”, which blends 3D holographic content into your physical world, “giving your holograms real-world context and scale, allowing you to interact with both digital content and the world around you.” You can see it in action in this video:

Essentially, you look through the goggles and see the object, can walk around it, zoom in and out, rotate and if it was built to do so, explode it into its components.… read more. “It’s starting with elevators, but 3D tech like the Hololens will change the way we look at buildings”

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Call: 10th International Conference on Pervasive Technologies Related to Assistive Environments (PETRA’17)

10th International Conference on Pervasive Technologies Related to Assistive Environments (PETRA‘17)
Rhodes, Greece
June 21-23, 2017
http://www.petrae.org/

Submission Deadlines:

  • Full Paper: Jan 15th, 2017
  • Short Paper: Feb 12th, 2017
  • Poster Paper: Feb 12th, 2017

Workshop Proposals:

The 10th PETRA Conference will be held on the Island of Rhodes, Greece at the Amilia Mare from June 21-23, 2017.

Attendees should plan to arrive on June 20, 2017. Registration information will be updated soon.

The PETRA’17 proceedings will be published on ACM Digital Library. ISBN information will be available soon.

The PErvasive Technologies Related to Assistive Environments (PETRA) conference is a highly interdisciplinary conference that focuses on computational and engineering approaches to improve the quality of life and enhance human performance in a wide range of settings, in the workplace, at home, in public spaces, urban environments, and other.… read more. “Call: 10th International Conference on Pervasive Technologies Related to Assistive Environments (PETRA’17)”

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Full-body touch sensations in VR will likely need special suits like Skinterface

[The idea of a bodysuit that enhances presence isn’t new, but this looks like a clever design; the story is from Digital Trends. See the Skinterface website for more information including videos. –Matthew]

Skinterface  view of wearer's back

Full-body touch sensations in VR will likely need special suits like Skinterface

By Kevin Parrish — September 14, 2016

Now that consumers have general access to high-quality VR content by way of the Oculus Rift and the HTC Vive, eye-tracking technology seems to be the next step in the evolution of VR. But what about touch input, as in feeling the virtual wind against your skin or how a virtual object feels when you grab it with your hand? One group of developers is looking into just that, and has created a way to generate full-body tactile feedback with what they call Skinterface.

Created by Ka Kei Suen, Charlotte Furet, George Wright, and Andre McQueen from London’s Royal College of Art, Skinterface is essentially a skinsuit covered with a matrix of small nodes (actuators) that use sound to move tiny magnets underneath those nodes.… read more. “Full-body touch sensations in VR will likely need special suits like Skinterface”

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