ISPR Presence News

Monthly Archives: December 2016

Call: EICS 2017 – ACM SIGCHI Symposium on Engineering Interactive Computing Systems

Call for Full Papers

EICS 2017 – ACM SIGCHI Symposium on Engineering Interactive Computing Systems
June 26-29, 2017 – Lisbon, Portugal
http://eics.acm.org/2017/

Abstracts due January 9, full texts due January 16

OVERVIEW

EICS 2017 is the ninth international conference devoted to engineering usable and effective interactive computing systems. Work presented at EICS covers the full range of aspects that come into play when “engineering” interactive systems, such as innovations in the design, development, deployment, verification and validation of interactive systems. Topics of interest include a.o. the design and development of systems incorporating new interaction techniques and multimodal interaction, multi-device interaction, mobile and pervasive systems, large-scale and big data applications, deployment of interactive systems, as well as novel development methods and processes.

EICS 2017 focuses on methods, techniques and tools that support designing and developing interactive systems. The Conference brings together people who study or practice the engineering of interactive systems, drawing from HCI, Software Engineering, Requirements Engineering, CSCW, Ubiquitous / Pervasive Systems and Game Development communities.… read more. “Call: EICS 2017 – ACM SIGCHI Symposium on Engineering Interactive Computing Systems”

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NextVR is taking 3-D VR experiences of football and basketball to a whole new level

[This story from Wired reviews the evolution of NextVR’s coverage of football and basketball and includes implicit and explicit references to presence, discussion of the potential for memory confusions between 3-D VR and in-person game experiences, and the obstacles to widespread adoption of live experiences of sports via VR. See the original story for several more images.—Matthew]

The NFL’s New VR Highlights Take Football to a Whole New Level

Tim Moynihan
12.11.16

Deep in the second quarter of the New York Giants’ win over the Chicago Bears on November 20, Giants quarterback Eli Manning slung a short pass to running back Rashard Jennings, who was forced out of bounds at the 28 after a five-yard gain. Nothing about the play, which lasted all of six seconds, stood out as particularly noteworthy. Except for one thing: Safety Deon Bush and linebacker Danny Trevathan shoved Jennings out of bounds right in front of NextVR’s bug-eyed sideline camera.… read more. “NextVR is taking 3-D VR experiences of football and basketball to a whole new level”

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Call: 3rd IEEE International Workshop on Internet of Things for Active and Assisted Living (IoTAAL)

CALL FOR PAPERS

3rd IEEE International Workshop on Internet of Things for Active and Assisted Living (IoTAAL)
In conjunction with IEEE Global IoT Summit 2017, Geneva, Switzerland – 6-9 June 2017
http://www.tlc.dii.univpm.it/iotaalms/iotaal2017/

Paper submission deadline: February 15, 2017

MOTIVATION AND SCOPE

Increased life expectancy and decreased birth rates are challenging developed countries worldwide, with a rapidly growing elderly population, and a declining workforce. These two contextual phenomena are generating new needs, as ageing increases the probability of developing physical and cognitive impairments, requiring new and more effective ways to provide support and care. According to the United Nations, the elderly, defined as people over the age of 60, will make up 37% of the European population by 2050, from 20% in 2000: this will put a dramatic pressure on public welfare systems, and new ways of assistance and care delivery have to be designed.… read more. “Call: 3rd IEEE International Workshop on Internet of Things for Active and Assisted Living (IoTAAL)”

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Economist: Telepresence and telerobotics are driving latest phase of globalization

[According to economist Richard Baldwin, presence is playing a crucial role in the latest phase of a 200,000 years long trend of globalization. This story is from Quartz, where the original includes more images (including the global income chart mentioned). –Matthew]

Brace yourself: the most disruptive phase of globalization is just beginning

Eshe Nelson
December 07, 2016

To properly understand globalization, you need to start 200,000 years ago.

Richard Baldwin skillfully takes on this daunting task in a new book, starting all the way back with the hunter-gatherers. For too long, he says, traditional analysis of trade has been too narrow, he argues.

The economist, who is a professor at the Graduate Institute in Geneva and president of the Centre for Economic Policy Research (CEPR) in London, has been researching globalization and trade for 30 years. As anti-globalization forces now sweep across the world, The Great Convergence: Information Technology and the New Globalization (Harvard University Press) is well timed.… read more. “Economist: Telepresence and telerobotics are driving latest phase of globalization”

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Call: 48th International Simulation and Gaming Association Conference (ISAGA 2017)

Call for Papers

48th International Simulation and Gaming Association (ISAGA) Conference on
Simulation Games for Sustainable Cities and Smart Infrastructures

Delft, The Netherlands, close to The Hague, Rotterdam, and Amsterdam
July 10 – July 14, 2017

in cooperation with Saganet – Simulation and Gaming Association, The Netherlands

For updates and further information visit www.isaga2017.com

Submission is OPEN, closing on February 28, 2017

Call for Papers [PDF]: http://isaga2017.com/index.php/conference/call-for-papers

MAIN TOPICS (but not limited to)

  • Methodologies for the design of games that aim for more than entertainment
  • Methodologies for research on simulation games, for instance, measuring behaviour and learning outcomes
  • Applications of gaming for tackling the grand challenges in sustainable cities and smart infrastructures
  • Simulation games using new types of hardware
  • New insights in interface and interaction design for games
  • Evaluated applications of games and simulations in real-world settings
  • Distributed, mobile, and pervasive games
  • Games for (quasi-)experimental research
read more. “Call: 48th International Simulation and Gaming Association Conference (ISAGA 2017)”
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The Fourth Transformation: How Augmented Reality & Artificial Intelligence will change everything (review)

[This book review from Medium, and apparently the book The Fourth Transformation, is a nice introduction to the rapid development of presence-evoking technologies since the 1940s and into the future. A sample quote: “The key to the fourth transformation is an emerging suite of technologies that will dissolve the boundary between what we see on our screens and the world around us. Rather than seeing them confined to the frame of a computer screen or a mobile device, we will be able to generate a convincing illusion that our digital creations have jumped into what we used to call the real world.” The original review includes other pictures; I’ve added light editing for typos. Another, more skeptical but also very positive, review is available from Socialmedia.biz. –Matthew]

Review: The Fourth Transformation

The Fourth Transformation:
How Augmented Reality & Artificial Intelligence Will Change Everything
by Robert Scoble and Shel Israel.… read more. “The Fourth Transformation: How Augmented Reality & Artificial Intelligence will change everything (review)”

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Job: CSIRO Postdoctoral Fellow in Augmented Reality for Decision Support

Postdoctoral Fellow – Digiscape, Augmented and Virtual Reality
CSIRO: Commonwealth Scientific and Industrial Research Organisation
Canberra, ACT, Australia

http://www.researchcareer.com.au/jobs/5810-csiro/53558

Deadline: January 9, 2017 or until filled

  • Do you want to make a difference?
  • Build Augmented Reality systems to support decision making in agriculture
  • Join CSIRO’s Data61 and make an impact

As a Postdoctoral Fellow you will carry out innovative, impactful research that will lead to novel and important scientific outcomes, including carrying software engineering and programming for rapid pro-typing of Augmented Reality (AR) systems.

Specifically you will:

  • Survey literature, attend workshops and collaborate with staff in Aquaculture and the broader Agriculture domains to understand and map opportunities for AR technologies.
  • Craft technology demonstrations that enable people to experience new application concepts using real/live data.
  • Contribute to commercialisation efforts.
  • Maintain an awareness of industry roadmaps.
  • Produce high quality scientific and/or engineering papers suitable for publication in quality journals.
read more. “Job: CSIRO Postdoctoral Fellow in Augmented Reality for Decision Support”
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Can virtual reality (and presence) help women cope with childbirth?

[This story from The Guardian is about another promising application of presence; the discussion toward the end about the best types of virtual environment for this context is particularly interesting. The original article includes more pictures. –Matthew]

[Image: Erin Martucci and her daughter. Photograph: Mary Bratton]

Can virtual reality help women cope with childbirth?

Erin Martucci is believed to be the first to use a virtual reality headset to manage her pain during labor, and doctors hope more women will follow

Tina Amirtha
Friday 9 December 2016

Erin Martucci had been enjoying the beach vista and gazing at a flock of birds overhead when something shook her view. The voice of Ralph Anderson, her gynecologist, broke through the sound of the waterfall next to her.

“We’re ready to push!” he said, gently taking Martucci’s virtual reality headset off and bringing her back to a hospital room at Orange Regional Medical Center in Middletown, New York.… read more. “Can virtual reality (and presence) help women cope with childbirth?”

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Call: DiGRA 2017: The 10th Digital Games Research Association Conference

Call for Participation

DiGRA 2017: The 10th Digital Games Research Association Conference

We are delighted to announce the Call for Participation for DiGRA 2017, to be held July 3-6 2017, at Swinburne University of Technology in Melbourne, Australia.

DiGRA 2017 will bring together a diverse international community of interdisciplinary researchers engaged in cutting edge research in the field of game studies. DiGRA 2017 is supported by Swinburne University of Technology, RMIT, The University of Sydney and The University of Melbourne. The conference welcomes submissions on a wide range of topics associated with studies of games and play, including, but not limited to:

  • Game cultures
  • Games and other cultural forms
  • Communication in game worlds
  • Gender and games
  • Games as representation
  • Minority groups and games
  • Games and childhood
  • The games industry
  • Independent games
  • Games criticism
  • Gaming in non-leisure settings
  • Game studies in other domains
  • Hybrid and non-digital games
  • History of games
  • Game design
  • eSports and spectatorship
  • Platform studies
  • Game production studies

For an expanded CFP see the conference website: www.digra2017.com

IMPORTANT DATES… read more. “Call: DiGRA 2017: The 10th Digital Games Research Association Conference”

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VR, AR and sexuality: A more realistic and psychologically intimate illusion?

[In addition to the quote in the first section about how sexuality is the best context for illustrating the promise of VR, I think the section in this story from GeekWire titled “The girlfriend experience” is particularly interesting – it argues that VR and AR have the potential to offer a new level of psychologically intimate sexual experience. The original story includes more images. –Matthew]

Virtual reality porn is just foreplay: Why augmented reality is the future of adult entertainment

By Monica Nickelsburg on November 16, 2016

The adult industry has been propelling — and in some cases initiating — new technologies since the invention of the printing press. Mainstream tech like VCRs and DVDs, streaming video, encryption, even credit card verification all owe at least some of their success to porn. Could virtual reality be next?… read more. “VR, AR and sexuality: A more realistic and psychologically intimate illusion?”

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