Month: February 2017


  • Call for Papers: Real Virtual Relationships – Special issue of Journal of Virtual Worlds Research

    Call for Papers Real Virtual Relationships A special issue of the Journal of Virtual Worlds Research to be published 2017 Q2 Guest Editors: Richard E. Ferdig (Kent State University, USA) Kristine E. Pytash (Kent State University, USA) Elyse Graham (SUNY Stony Brook, USA) Glenn W. Muschert (Miami University, USA) Deadline for abstracts: March 15, 2017 MOTIVATION AND SCOPE: We live in an era of digitally-mediated relationships. From finding a spouse online to daily interactions facilitated through social media, it is difficult for many people to imagine building and sustaining both platonic and romantic relationships without technology. Virtual worlds are no…

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  • Google tech reveals faces behind VR/MR headsets

    [It’s still early days for this innovation from Google but allowing both observers and participants to see the faces of VR and MR users could significantly boost the potential for presence experiences. That potential is only briefly mentioned in the last paragraph in this post from the Google Research Blog, which includes more images and a 1:46 minute video. –Matthew]   Headset “Removal” for Virtual and Mixed Reality February 21, 2017 Posted by Vivek Kwatra, Research Scientist and Christian Frueh, Avneesh Sud, Software Engineers Virtual Reality (VR) enables remarkably immersive experiences, offering new ways to view the world and the…

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  • Call: Usage of Simulations, Educational Games and Gamification in Education – 2017 Americas Conference on Info Systems

    Call for Papers Minitrack: Usage of Simulations, Educational Games and Gamification in Education Track: IS in Education, IS Curriculum, Education and Teaching Cases (SIGED) 2017 Americas Conference on Information Systems (AMCIS) Boston, MA, August 10-12, 2017, http://amcis2017.aisnet.org/ Deadline for paper submission: March 1, 2017 The Usage of Simulations, Educational Games and Gamification in Education minitrack solicits studies that examine the usage of serious games, simulations, or gamification in education. Although the focus is on studies on information systems education, studies from other fields are also welcome especially if the results can be used across different educational settings. This track invites…

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  • Telepresence gives students new view of teaching

    [Telepresence is being used at Grand Canyon University to let teachers-in-training learn by ‘being’ in a remote elementary school classroom; this story is from Grand Canyon University Today, where it includes several more images. –Matthew] Telepresence gives students new view of teaching February 08, 2017 Story and photos by Jeannette.Cruz, GCU News Bureau Three Grand Canyon University educators in the College of Education are exploring a new way to virtually provide students with an opportunity to get their feet wet in the profession. The initiative – a live, telepresence practicum pilot – engages students in an elementary school setting through…

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  • Call: Joint Conference on Serious Games 2017 (JCSG 2017)

    Call for Papers Joint Conference on Serious Games 2017 (JCSG 2017) 23-24th November 2017, Valencia, Spain http://jointconference-on-seriousgames.org/ Paper submission deadline: April 1st, 2017 FUSION OF NEW TECHNOLOGIES TO ENHANCE SERIOUS GAMES OUTCOME Over the last 10 years, the use of serious games in several fields like learning, simulation, training, health, well-being, management, assessment or marketing exploded. We gained a deeper knowledge on their efficiency and effectiveness, in particular taking into consideration the needs of the digital natives’ generation, and the single or combined use of scientific and artistic fields has grown in acceptance. However, there are still several barriers in…

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  • Sotheby’s reimagines Surrealism through Virtual Reality

    [In an apparent first, an auction house is using VR to provide an immersive experience with virtual versions of art works before a sale. This interview from Sotheby’s, where it includes a 3:16 minute demonstration video and more images, never mentions presence explicitly but the phenomenon is obviously central to the discussion (note that the “watch video here” links may require sign in). –Matthew] [Image: A visitor to the exhibition tries out the virtual reality headset (photo: Ian Gavan)] Reimagining Surrealism Through Virtual Reality By Sotheby’s | 22 Feb 2017 Visitors to the Surrealist Art Evening sale exhibition at New Bond…

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  • Call: Human Aspects in Adaptive and Personalized Interactive Environments (UMAP 2017 Workshop)

    ACM UMAP Workshop – HAAPIE 2017 – FIRST CALL FOR PAPERS The 2nd International Workshop on Human Aspects in Adaptive and Personalized Interactive Environments, in conjunction with the 25th ACM Conference on User Modeling, Adaptation and Personalization (ACM UMAP 2017), Bratislava, Slovakia, 9-12 July 2017 Full details are available online: http://haapie.cs.ucy.ac.cy IMPORTANT DATES Submission deadline: 20 April 2017 Notification: 20 May 2017 Camera-ready: 28 May 2017 MOTIVATION & GOALS State-of-the-art approaches in adaptation and personalization research consider user models that mostly maintain information regarding the “traditional” user characteristics (i.e., experience, knowledge, interests, context), and related contextual or technology aspects (i.e.,…

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  • Explore NASA’s TRAPPIST-1d exoplanet discovery in glorious 360-degree VR

    [NASA’s release yesterday of a 360 degree VR panorama so that we can all experience what it would be like to be on a newly discovered planet demonstrates the recognition of the value of presence. The story below is from Wired UK, where it includes the 1:23 minute interactive video and two different images. More media recreations related to the discovery are available from NASA. –Matthew] Explore Nasa’s TRAPPIST-1d exoplanet discovery in glorious 360-degree VR The 360-degree Nasa VR panorama animates the surface of a newly detected planet, TRAPPIST-1d By Victoria Woollaston Thursday 23 February 2017 Last night, Nasa revealed…

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  • Call: Playable Cities: The City As A Digital Playground (at INTETAIN 2017)

    Call for Workshop Papers 2nd International Workshop Playable Cities: The City As A Digital Playground This workshop will be held as part of the INTETAIN 2017 conference, June 20–22, 2017, Funchal, Madeira, Portugal: http://www.intetain.org/2017/show/home Paper Submission deadline: 1 April 2017 PLAYABLE CITIES What is a playable city? “A Playable City is a city where people, hospitality and openness are key, enabling its residents and visitors to reconfigure and rewrite its services, places and stories.” This notion of ‘making cities playable’ was introduced some years ago in Bristol (UK). Originally it was meant to distinguish smart cities from playable cities, where…

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  • Soar or swim by using VR underwater

    [Here’s a first-person report on an interesting approach to increasing presence with VR; the story is from MIT Technology Review, where it includes an additional image. –Matthew] Using Virtual Reality Underwater Is Weird (but Fun) Sure, you can soar or swim in VR. Just put on a headset and jump in a pool. by Rachel Metz February 20, 2017 No matter how well virtual reality mimics the sights and sounds of flying, floating, or swimming, it’s impossible to feel that you’re really doing those things when your feet are planted firmly on solid ground. So Stephen Greenwood and Allan Evans…

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  • Call: Embodied cognition symposium at Penn State March 22

    [From Penn State News] Arts and Design Research Incubator to host embodied cognition symposium March 22 Stephanie Swindle February 20, 2017 UNIVERSITY PARK, Pa. — The Arts and Design Research Incubator (ADRI) will host a symposium titled “Embodied Cognition and Communities of Practice” from 3:30 to 5:30 p.m. on Wednesday, March 22, in the ADRI, located in 16 Borland Building. Embodied cognition is an interdisciplinary research program exploring the ways brains, bodies and environment interact to shape thinking and doing. The ADRI has gathered a panel of practitioners from different areas for a robust conversation, to be led by noted…

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  • Google’s VR filmmaker on the future of the medium

    [Jessica Billhart has some very interesting insights on VR and presence; this interview with her is from MIT Technology Review, where it includes several more images. –Matthew] Imagining the Future of VR at Google The search giant’s filmmaker on what the new medium does that film cannot. by Jason Pontin February 14, 2017 Jessica Brillhart is the principal filmmaker for virtual reality at Google, where she enjoys one of the most creative jobs in Silicon Valley. She makes VR experiences (including World Tour, the first film made with Google’s Jump system, a circular 16-camera rig designed to capture VR films)…

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