ISPR Presence News

Monthly Archives: December 2016

Call: Symposium on Computational Modelling of Emotion: Theory and Application (during AISB 2017)

CALL FOR PAPERS:

Symposium on Computational Modelling of Emotion: Theory and Applications

During AISB 2017 Convention
http://aisb2017.cs.bath.ac.uk/index.html
18-21st April 2017, Bath, UNITED KINGDOM

http://www.cs.bham.ac.uk/~ddp/aisb17cme/

Deadline for submissions: 15th January 2017

OVERVIEW

Contemporary emotion modelling includes many projects attempting to understand natural emotions or to implement simulated emotions in chatbots, avatars or robots, for practical uses of many sorts from entertainment to caring. The numerous models of affective phenomena in the literature differ in important respects. They differ in how they describe and explain a range of phenomena, including the nature and order of perceptual, cognitive and emotional mental processes and behavioural responses in emotional episodes. They also differ in their target level of granularity: from fine-grained neural to coarse-grained psychological. Different models simulate emotions (and other mental states) with different ontological status and with a different focus on whether they model external behaviour or internal states.… read more. “Call: Symposium on Computational Modelling of Emotion: Theory and Application (during AISB 2017)”

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I was a robot and this is what I learned

[This story from The Register is an interesting first-person account of the experience of using a Beam telepresence robot (‘unit’) to attend an IT conference. –Matthew]

I was a robot and this is what I learned

The internet of me

7 Dec 2016, Trevor Pott

Sysadmin blog For one brief instant, Microsoft was the good guy. Deep within the often customer-hostile behemoth, left after the arrogance and straight on past the victim blaming is the office of Brian First, with the Microsoft Experience Design Group. Alongside a company called Event Presence, Brian made me feel like a real person, actual and whole.

I am not in great shape. My physical deterioration continues apace and in some places may even qualify me as disabled. This isn’t an easy thing to admit. Not to myself, and certainly not publicly. The carefully constructed lies we build up to maintain our fragile egos are often far more important to us than the truth.… read more. “I was a robot and this is what I learned”

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Call: European Conference on Cognitive Ergonomics (ECCE 2017)

CALL FOR PAPERS:
European Conference on Cognitive
Ergonomics (ECCE 2017)
September 19-22, 2017, Umeå, Sweden
http://www.informatik.umu.se/ecce2017/

Due date for all submissions: February 28, 2017

ECCE 2017 is the 35th annual conference of the European Association of Cognitive Ergonomics. This leading conference in human-technology interaction and cognitive engineering provides an opportunity for both researchers and practitioners to exchange new ideas and practical experiences from a variety of domains. We invite papers from researchers and practitioners, which address the broad spectrum of challenges and opportunities in this area. The main theme of ECCE 2017 is Transforming the everyday. The role of digital technologies in our life has dramatically changed in the last decades, and the scope of cognitive ergonomics has extended accordingly. While industrial, safety-critical, applications and systems remain an essential object of analysis and design, an increasingly important focus of ECCE conferences is on how digital technologies become a part of our everyday environments and practices.… read more. “Call: European Conference on Cognitive Ergonomics (ECCE 2017)”

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New Global Virtual Reality Association (GVRA) to promote industry best practices

[The new Global Virtual Reality Association (GVRA) seems likely to play an important role in the development of a key presence-related industry; this story is from Engadget, where it includes a different image; the official press release is available from PR Newswire. –Matthew]

Biggest names in VR band together to create industry standards

GVRA isn’t exactly the catchiest name

Cherlynn Low
December 7, 2016

The world’s most popular virtual reality headset makers have assembled. Google, Oculus, Sony, HTC, Samsung and Acer have come together to create a non-profit organization called the Global Virtual Reality Association (or the far snappier GVRA, for short). The association’s goal is to “promote responsible development and adoption of VR globally,” according to its website, and members will do so by researching, developing and sharing what it believes to be industry best practices.… read more. “New Global Virtual Reality Association (GVRA) to promote industry best practices”

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Call: Web3D 2017 – 22nd International Conference on 3D Web Technology

Call For Papers, Posters, Tutorials And Workshops

Web3D 2017
The 22nd International Conference on 3D Web Technology
Date:   5-7 June 2017
Location: Queensland University of Technology, Brisbane, Australia
Website:  http://web3d2017.org

Papers submission deadline: 13 February 2017

2017 will be a historic year for 3D on the Web. We are seeing the explosion of WebVR and the potential of WebAR just around the corner.

With WebGL now widely supported by default in modern browsers, tools such as X3D, X3DOM, Cobweb, three.js, glTF, and A-Frame VR are allowing nearly anyone to create Web3D content. Commercial game engines such as Unity and Unreal are starting to offer ways to export and publish directly to Web3D.

The conference will explore topics including: research on simulation and training using Web3D, enabling technology of web-aware, interactive 3D graphics from mobile devices up to high-end immersive environments, and the use of ubiquitous multimedia across a wide range of applications and environments.… read more. “Call: Web3D 2017 – 22nd International Conference on 3D Web Technology”

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‘Disfellowshipped’ pushes forward the possibilities of immersive storytelling in journalism

[Journalism continues to explore how best to use presence-evoking technologies to engage and inform; this is from Reveal’s website, where you can access various versions of the Disfellowshipped production. –Matthew]

A woman watching Disfellowshipped: A VR Experience

Disfellowshipped: A virtual reality experience

By Trey Bundy / November 29, 2016

 

Our first virtual reality production, Disfellowshipped, is an attempt to help push forward the possibilities of immersive storytelling in journalism – to tell a narrative, character-rich, investigative story in VR.

Media outlets around the world are getting their feet wet in the VR world, and some astonishing work has been done. But so far, VR largely has been used to provide visual context to stories, while the heavy lifting of storytelling is still left to text or video.

We didn’t know it at the time, but Disfellowshipped was born in May 2015. A group from Reveal from The Center for Investigative Reporting went to Berlin to host TechRaking, a gathering of journalists and technologists, supported by the Google News Lab.… read more. “‘Disfellowshipped’ pushes forward the possibilities of immersive storytelling in journalism”

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Call: Experiencing Nonhuman Spaces: Between Description and Narration

Dear all,

Below is a Call for Proposals that may be of interest to some of you.

We’re looking for contributions to an edited volume on space and the nonhuman in narrative. Our focus will be on how the materiality of space shapes certain kinds of narratives (and readers’ imagination thereof), creating a platform for thinking beyond the human scale. The collection aims to bring narrative theory and cognitive approaches to literature into a conversation with the nonhuman turn.

If you have any questions, feel free to get in touch!

All the best,

David, Marco, and Marlene

Call for Proposals

Experiencing Nonhuman Spaces: Between Description and Narration

Abstracts due: 24 February 2017

“We felt enlarge itself round us the huge blackness of what is outside us, of what we are not,” declares Bernard in Virginia Woolf’s The Waves (1931/2000, 213). “What we are not”-the nonhuman-has emerged as one of the most thought-provoking concepts in contemporary literary scholarship.… read more. “Call: Experiencing Nonhuman Spaces: Between Description and Narration”

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How virtual reality is about to take you to Pearl Harbor and the Berlin Wall

[I think one of the most interesting uses of presence is the recreation of historical places and events, which comes with an obligation to do it accurately and sensitively; this story is from The Washington Post and more information is available from the Newseum’s website. –Matthew]

Man using VR at the Newseum

[Image: Maria Bryk/Newseum]

How virtual reality is about to take you to Pearl Harbor and the Berlin Wall

By Brian Fung
December 1, 2016

If you’re like most Americans, you probably learned about Pearl Harbor from a textbook or by watching a film about the surprise attack in 1941 against U.S. naval forces.

But now, visitors to a Washington-area museum can experience a measure of what it was really like to be at the scene.

Standing amid the wreckage of burned-out trucks and a downed Japanese fighter plane, they can gaze up at the sinking U.S.S.… read more. “How virtual reality is about to take you to Pearl Harbor and the Berlin Wall”

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Call: Fifth International Conference on Human-Agent Interaction (HAI 2017)

HAI 2017 Call for Papers

The Fifth International Conference on Human-Agent Interaction (HAI 2017)
Bielefeld, Germany ~ 17 – 20 October 2017
http://hai-conference.net/hai2017/

Submission Site: http://precisionconference.com/~hai/

Full paper deadline: 14 May 2017

HAI 2017 is the 5th annual International Conference on Human-Agent Interaction. It aims to be the premier interdisciplinary venue for discussing and disseminating state-of-the-art research and results that have implications across conventional interaction boundaries including robots, software agents and digitally-mediated human-human communication.

The theme for HAI 2017 is “How autonomy shapes interaction”. During the last decade a large body of research has been devoted on increasing the interaction quality with artificial agents. This has now reached a quite convincing level for focused application scenarios. However, with robots and agents entering our everyday lives such scenarios will require more initiative and flexibility from the agent, i.e. more autonomy. Such autonomous behavior means, on the other hand, that the interaction will become less predictable.… read more. “Call: Fifth International Conference on Human-Agent Interaction (HAI 2017)”

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Riken’s Substitutional Reality (SR) raises new prospects for presence

[To virtual and augmented reality we have to add substitutional reality, and as in this story from The Japan Times, consider its far-reaching implications. –Matthew]

Riken's Naotaka Fujii tests SR

[Image: Riken researcher Naotaka Fujii (right) tests a ‘substitutional reality’ system that lets people experience how a prerecorded 360-degree video can be mixed into real-life surroundings. | Courtesy of RIKEN]

Riken mind bender stays one step ahead of virtual reality

By Ayako Mie, Staff Writer
December 4, 2016

Imagine you are standing on the Grand Canyon Skywalk, a horseshoe-shaped bridge suspended 1,200 meters above the Colorado River. You are likely to get dizzy and freeze up at the thought of venturing out onto the 10-cm thick glass.

Nevertheless, you step forward and breathe a sigh of relief after realizing you are not tumbling toward the river.

But how can you be sure what you see is really there?… read more. “Riken’s Substitutional Reality (SR) raises new prospects for presence”

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