ISPR Presence News

Monthly Archives: January 2017

Call: Bodily Extensions and Performance (Avatars, Prosthetics, Cyborgs, Posthumans) – IJPADM special issue

International Journal of Performance Arts and Digital Media

Special Issue Call for Papers:
Bodily Extensions and Performance (Avatars, Prosthetics, Cyborgs, Posthumans)

Guest editors: Sita Popat and Sarah Whatley

EXTENDED DEADLINE: 31st January 2017

Full manuscripts should be submitted by email to s.popat@leeds.ac.uk
Publication: Autumn 2017 in Volume 13, Issue 2

The International Journal of Performance Arts and Digital Media is seeking contributions for a special issue on Bodily Extensions and Performance.

Bodily extensions are becoming everyday occurrences for many people, e.g. contact lenses, digital avatars, prosthetic limbs. Bodily extensions attach to or connect with bodies to adjust, change, or augment them in physical or virtual spaces. We may use them ourselves, or see them in work-places, in social environments, at home, or in the media. They may be perceived as enabling tools or disabling features, and they may be incorporated into body image and implicated in social identity.… read more. “Call: Bodily Extensions and Performance (Avatars, Prosthetics, Cyborgs, Posthumans) – IJPADM special issue”

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Is empathy via presence always a good thing?

[This story from Haaretz catalogs many recent uses of VR and presence to evoke empathy, with a variety of positive effects, but the last section considers more cautious perspectives (including from our colleague Doron Friedman) regarding the efficacy and morality of evoking empathy in this way. The original version of the story includes eight videos. –Matthew]

[Image: Trying on VR headset at Mobile World Congress, Barcelona, last February. Credit: Pau Barrena/Bloomberg.]

Can virtual reality bring world peace?

The technology is being put to seemingly good uses, but some researchers disagree.

By Shira Makin
Jan 16, 2017

You are standing on a street in Syria when suddenly an explosion is heard, body parts are flying everywhere and you run for cover. You’re in Gaza, experiencing the reality of a Palestinian woman who has lost her sons in an Israel Defense Forces attack.… read more. “Is empathy via presence always a good thing?”

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Call: GFF 2017: Realities and World Building

Call for Papers

GFF 2017: Realities and World Building
University of Vienna, September 20th-23rd 2017

Bio and abstracts due: February 28th 2017

The creation and experience of “new” worlds is a central appeal of the fantastic. From Middle Earth to variations of the Final Frontier, the fantastic provides a seemingly infinite number of fantastic “worlds” and world concepts. It develops and varies social and cultural systems, ideologies, biological and climatic conditions, cosmologies and different time periods. Its potential and self-conception between the possible and the impossible offer perspectives to nearly every field of research.

The plurality and concurrent existence of different, even contradictory concepts of reality is an established topos in cultural and social sciences.[1] In a similar fashion, scientific narratives can simultaneously coexist with fantastic ones within the cultural network of meaning [2] – without creating an existential antagonism between them.… read more. “Call: GFF 2017: Realities and World Building”

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Join the Obamas on an intimate behind-the-scenes virtual reality tour of the White House

[This week’s change in White House occupants is causing profound anxiety – a Scottish newspaper Sunday provided a creative suggestion that we’re living in a “huge interactive virtual reality project, which will unfold on TV, in the press, and on Twitter over the next four years” – but the Ad Week story below notes the continuity of efforts of U.S. Presidents to share the experience of being in “the people’s house,” with increasing ability to evoke a sense of (tele)presence. The new video is available on the White House Facebook page and a post on the Oculus blog has more details and links. –Matthew]

[Image: President Barack Obama appears in a new virtual reality tour of the White House. Credit: Felix and Paul Studios.]

The Obamas Gave an Intimate Behind-the-Scenes Virtual Reality Tour of the White House

A look at how the First Family lives

By Marty Swant
January 13, 2017

In exactly one week, the Obamas will move out of the White House.… read more. “Join the Obamas on an intimate behind-the-scenes virtual reality tour of the White House”

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Call: Hypertext 2017 – 28th ACM Conference on Hypertext and Social Media

Call for Papers
28th ACM Conference on Hypertext and Social Media 2017 (HT2017)
July 4 – 7, 2017, Prague, Czech Republic
https://ht.acm.org/ht2017/

Abstract submission for main proceedings: February 3, 2017

The ACM Conference on Hypertext and Social Media (HT) is a premium venue for high quality peer-reviewed research on theory, systems and applications for hypertext and social media. It is concerned with all aspects of modern hypertext research, including social media, adaptation, personalization, recommendations, user modeling, linked data and semantic web, dynamic and computed hypertext, and its application in digital humanities, as well as with interplay between those aspects such as linking stories with data or linking people with resources.

HT2017 will focus on the role of links, linking, hypertext and hyperlink theory on the web and beyond, as a foundation for approaches and practices in the wider community. Therefore, HT2017 has the following tracks:

  • Social Networks and Digital Humanities (Linking people)
  • Semantic Web and Linked Data (Linking data)
  • Adaptive Hypertext and Recommendations (Linking resources)
  • News and Storytelling (Linking stories)
  • Demonstrations

SUBMISSION INSTRUCTIONSread more. “Call: Hypertext 2017 – 28th ACM Conference on Hypertext and Social Media”

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Inside Ford’s virtual reality labs

[This story from TriplePundit provides a clear, layperson’s explanation of the many ways virtual reality (and presence) can improve the design, engineering and manufacturing of products, along with the lives of those involved in these processes. –Matthew]

[Image: Immersive virtual reality uses a 23-camera motion-capture system and head-mounted display to virtually immerse an employee in a future workstation. Credits: 1) Ford (for press use only); 2) Courtesy of author.]

Inside Ford’s Virtual Reality Labs

By Phil Covington on Friday, Jan 13th, 2017

These days the buzz in the auto industry is all about autonomous vehicles and the future of personal mobility. But a technology that’s less obvious — though forms an integral part of vehicle development — is virtual reality (VR).

This week, we were fortunate to visit Ford Motor Co.’s Virtual Reality labs in Dearborn, Michigan, to take a look at the innovative ways the automaker uses VR across a broad range of activities involved in bringing a new vehicle to market.… read more. “Inside Ford’s virtual reality labs”

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Call: Equitable Access to Interaction with Mobile-based Virtual and Augmented Reality Systems (EquiVAR) at IEEE VR 2017

2017 IEEE VR Equitable Access to Interaction with Mobile-based Virtual and Augmented Reality Systems (EquiVAR)
Saturday (afternoon), March 18, 2017
http://equivar.gameresearchlab.org

Organized in conjunction with the IEEE Virtual Reality 2017 – Los Angeles, California on March 18-22, 2017, http://ieeevr.org/2017/

Abstract submission: February 3, 2017
Submission Deadline: February 5, 2017

DESCRIPTION

Virtual and augmented reality technologies and their applications in education, engineering, healthcare, and entertainment offer potentially unprecedented benefits to society. Thus, it is important for the research community to address social and economic imbalances so that people from diverse backgrounds have similar opportunities when it comes to accessing and using virtual and augmented reality. While the current cost of stationary VR systems is, and for a while will be, prohibitive to most of the world’s population, mobile-based head mounted displays are the means for democratization of access to VR and AR due to ever-increasing proliferation of mobile devices.… read more. “Call: Equitable Access to Interaction with Mobile-based Virtual and Augmented Reality Systems (EquiVAR) at IEEE VR 2017”

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Telepresence robots let people explore cultural venues without really going

[This story from CNET makes clear the value of being ‘present’ in a museum via telepresence robot, with the second half providing the author’s impressions of the experience; see the original story for several more pictures. Google’s Arts & Culture resources provide a more limited but still presence-evoking experience of many cultural treasures (e.g., as a clock collector and enthusiast I’d like to visit the (U.S.) National Watch and Clock Museum in Columbia, Pennsylvania in person but I can ‘visit’ via Google. –Matthew]

[Image: My virtual experience in the museum was comparable to my real-life visit. Photo by James Martin/CNET.]

How robots bring the mob life to you

Special telepresence bots let people with physical disabilities explore cultural venues, such as Vegas’ Mob Museum, just like everyone else.

by Roger Cheng
January 7, 2017

Pamela Forth was determined to bring a little culture into her fiancé’s life.… read more. “Telepresence robots let people explore cultural venues without really going”

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Call: Researching the Transgressive Aspects of Gaming and Play (Media Mutations 9 pre-conference)

Call for Abstracts

Researching the Transgressive Aspects of Gaming and Play
(Media Mutations 9 pre-conference)
Bologna, Italy
May 22, 2017

Abstracts deadline: February 15, 2017

Diverting from a focus on games and gaming, game studies currently pays growing attention to play, playfulness, and play practices. The idea that games and play are about the fun and the safe has repeatedly been challenged from different angles. While the average game experience is often characterized by failure and frustration related to increasingly difficult challenges, children’s play often change from laughter to crying in a heartbeat, and playfulness is at the core of dangerous activities such as BASE jumping and race car driving.

Play is “something precarious, a balance that needs to be maintained unbroken but that at the same time needs to be challenged and put at risk in order to remain interesting” (Linderoth and Mortensen 2015), and in this seminar we are asking what methods we can use to better understand the dimensions of this elusive paradox of play.… read more. “Call: Researching the Transgressive Aspects of Gaming and Play (Media Mutations 9 pre-conference)”

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The making of virtually real art with Google’s Tilt Brush

[This story from The New York Times provides an interesting look at the development and early-days potential of Google’s Tilt Brush technology and virtual art generally; see the original for more images and two videos. –Matthew]

[Image: Roz Chast’s cartoon made with Tilt Brush. Credit: Google]

The Making of Virtually Real Art With Google’s Tilt Brush

By Frank Rose
January 4, 2017

SAN FRANCISCO — In 1949, a Life magazine photographer named Gjon Mili made a pilgrimage to the French Riviera to see Pablo Picasso. Mili had come up with a way to photograph trails of light, and he wanted to shoot Picasso “drawing” in midair with a light pen — a process that would leave no trace except on film. Picasso loved it. The result, published in Life and exhibited at the Museum of Modern Art, was Picasso’s celebrated series of “light drawings” of bulls and centaurs and the like — photographs that captured him in the act of creating the ultimate in ephemeral art.… read more. “The making of virtually real art with Google’s Tilt Brush”

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