ISPR Presence News

Monthly Archives: April 2017

Call: Morality Play – The Design of Games for Moral Engagement (DiGRA 2017 Workshop)

Call for Papers

Morality Play
The Design of Games for Moral Engagement
Workshop at DiGRA 2017
Melbourne, Australia
July 3 2017
http://digra2017.com/workshops/

Paper submission deadline: Thursday April 13, 2017

After the success of the Morality Play workshop in 2016, we would like to announce a follow-up workshop for the 2017 Digital Games Research Association (DiGRA) conference (http://digra2017.com).

Questions of morality are a pervasive topic for media and the arts. Across every medium we see artists engaging audiences with challenging moral questions concerning topics such as war, crime, corruption, fidelity and the abuse of power. Questions of morality have long been central to how we understand ourselves, our lives, and our cultural contexts; and in turn our art forms have reflected, embodied, and challenged beliefs about right and wrong.

Games, however, seem to have long existed in a moral vacuum.… read more. “Call: Morality Play – The Design of Games for Moral Engagement (DiGRA 2017 Workshop)”

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Study: Seeing yourself on screen during video conference hurts performance, satisfaction

[This story from the CBC describes a study of the effects of seeing oneself on screen during a video conference; although not discussed directly, presence logically plays a role in the distraction effect that such images, which aren’t available during face-to-face communication, seem to create for technology users. –Matthew]

[Image: Credit: Dado Ruvic/Reuters]

How a sticky note could make you more productive at work

Seeing yourself on-screen during a video conference can distract from the job at hand

By Dan Misener, CBC Radio technology columnist
Apr 04, 2017

Video chat apps like Skype and FaceTime make it easy to connect with friends, family and colleagues across long distances. But new research suggests that video chat in the workplace can hurt your performance on the job.

What part of video chat may be hurting my job performance?

In video chat apps — like Skype, Google Hangouts or FaceTime — you get to see the people on the other end of the call.… read more. “Study: Seeing yourself on screen during video conference hurts performance, satisfaction”

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Call: 4th Workshop on Public Space Human-Robot Interaction (PubRob 2017 at MobileHCI 2017)

Call for Papers

The 4th Workshop on Public Space Human-Robot Interaction (PubRob 2017)
MobileHRI: Mobile Human-Robot Interaction

To be held as part of MobileHCI 2017
4 September 2017
Vienna, Austria
http://pubrob2017.pubrob.org/

IMPORTANT DATES

Position paper submission deadline:  19 May 2017
Paper notification:  9 June 2017
Final camera-ready papers due:  21 July 2017
Workshop in Vienna, Austria:  4 September 2017

WORKSHOP OVERVIEW

This workshop aims to bring together researchers from Human-Robot Interaction (HRI) and mobile HCI to explore issues of mutual interest and act as a bridge between the two communities.

The development of robots capable of interacting with humans has made tremendous progress in the last decade, leading to an expectation that in the near future, robots will be increasingly deployed in public spaces. In these settings, robots must often deal with situations that require socially appropriate human-robot interactions of a specific nature: interactions that are short and dynamic, and where the robot has to be able to deal with multiple persons at once.… read more. “Call: 4th Workshop on Public Space Human-Robot Interaction (PubRob 2017 at MobileHCI 2017)”

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Doing your bills is painful. Virtual reality could make it less so

[Here’s another (somewhat surprising) application area for presence… This story is from USA Today, where it features two more images. –Matthew]

[Image: Using VR glasses to visualize finances. (Photo: Amy Sussman, AP Images for Intuit Quickbooks)]

Doing your bills is painful. Virtual reality could make it less so

Edward C. Baig, USA TODAY
Published April 5, 2017

NEW YORK—You stare into the bathroom mirror while shaving and ask aloud, “Who owes me money?” A moment later a graph appears on the surface of the mirror revealing the people or companies that owe you, or your small business, the loot.

A prototype of just such a smart mirror was among the futuristic scenarios showcased by Intuit during a recent Manhattan event demonstrating how current and emerging tech could be employed to help business owners and individuals manage their finances. Various demos touched on virtual and mixed reality, chatbots, facial recognition, blockchain (the underpinning for Bitcoin), machine learning and artificial intelligence.… read more. “Doing your bills is painful. Virtual reality could make it less so”

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Call: Moving Images – Static Spaces? The blurring of Architectures, Film, Animation, Digital Art, Coding and Design

Moving Images – Static Spaces? ……….. The blurring of
Architectures, Film, Animation, Digital Art, Coding and Design

Dates: 12-13 April 2018
Place: Istanbul, Turkey

Altinbaş Foundation / Istanbul Kemerburgaz University

Website: http://architecturemps.com/istanbul/

Formats: Pre-recorded Video | Skype | In Person

Publications:

  1. Book Series – The Mediated City
  2. Proceedings Series, ISSN 2398-9467
  3. Architecture_MPS journal Special Issue, ISSN 2050-9006

Abstract deadline: 15 December 2017

The relationship between architecture, urban environments and the moving image is deep rooted. It is also mutating. Born in the City Symphony films of the early 20th it was premised on the dynamic and mobile representation of buildings, streets and cities. Today, however, moving imagery and architecture coexist in multiple other worlds too: virtual reality spaces explored through headsets and haptic sensors; the animated environments of Second Life; the projection mapping of buildings in physical space; the fantastical settings of the gaming industry; fly-through representations of architectural projects; and the real-time algorithmic formation of parametric architecture on a computer screen.… read more. “Call: Moving Images – Static Spaces? The blurring of Architectures, Film, Animation, Digital Art, Coding and Design”

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Virry VR takes you on safari with PlayStation VR

[The new virtual safari experience for PlayStation VR described in this short story from Push Square is a good example of how presence can give us vivid experiences we normally wouldn’t be able to have and change our perceptions of the world in the process; in the more detailed press release at PR Newswire, our colleague Jeremy Bailenson “predict[s] this project will be a huge success in motivating people to learn more about nature and ecosystems.” The Push Square story includes a 4:40 minute video of gameplay and a 3:00 minute video introduction is available on the Virry VR website. –Matthew]

Video: Virry VR Takes You on Safari with PlayStation VR

Come face-to-face with real-life animals

by Sammy Barker
April 4, 2017

PlayStation VR is about so much more than games, and it’s a damn good thing Sony recognises that.… read more. “Virry VR takes you on safari with PlayStation VR”

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Call: AI-2017 – SGAI International Conference on Innovative Techniques and Applications of Artificial Intelligence

CALL FOR PAPERS

AI-2017: SGAI International Conference on Innovative Techniques and Applications of Artificial Intelligence
Cambridge, UK, December 12th-14th 2017
http://www.bcs-sgai.org/ai2017/

Organised by BCS SGAI: The British Computer Society Specialist Group on Artificial Intelligence (a EurAi Member Society).

The leading series of UK-based international conferences on Artificial Intelligence and one of the longest running AI conference series in Europe.

Paper/Poster Submission deadline: Friday 7th July 2017

CALL FOR CONTRIBUTIONS

AI-2017 is the thirty-seventh SGAI International Conference on Innovative Techniques and Applications of Artificial Intelligence.

The scope of the conference comprises the whole range of AI technologies and application areas. AI-2017 reviews recent technical advances in AI technologies and shows how these advances have been applied to solve business problems. Key features are:

  • Papers will be published by Springer in the Lecture Notes in Artificial Intelligence (LNAI) subseries of the popular Lecture Notes in Computer Science (LNCS) series (springer.com/lncs
read more. “Call: AI-2017 – SGAI International Conference on Innovative Techniques and Applications of Artificial Intelligence”
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Dementia patients using robots, virtual reality to engage

[Aside from the very positive applications of presence it discusses, I like this story from Australia’s ABC because it brings together presence that results from mediated environments (VR) and social technologies (robots). The original story includes a 1:16 minute video and more pictures. –Matthew]

[Image: Colin Farmer plays rock, scissors, paper with Alice the robot. ABC News: Rebecca Turner]

Dementia patients using robots, virtual reality to engage

By Rebecca Turner
Sun April 2, 2017

High-tech tools, like humanoid robots and virtual reality are transforming the lives of people living in Australian dementia care facilities.

The technology — used to engage, entertain and encourage social interaction — is bringing the residents out of their shells.

In the process, it is dispelling any notion that age and cognitive impairment are a barrier to embracing technology.… read more. “Dementia patients using robots, virtual reality to engage”

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Call: Strengthening gamification studies – Special issue of International Journal of Human-Computer Studies

CALL FOR PAPERS

Strengthening gamification studies: Critical challenges and new opportunities
Special Issue at International Journal of Human-Computer Studies (IJHCS)

Web: https://www.journals.elsevier.com/international-journal-of-human-computer-studies/call-for-papers/strengthening-gamification-studies-critical-challenges-and-n

Submissions are now open.

  • September 15th, 2017: Deadline for paper submission
  • December 15th, 2017: First round of review notifications
  • July 15th, 2018: Expected publication date

Authors must select “SI: Gamification” when they reach the “Article Type” step in the submission process.

ABSTRACT

Gamification is now a well-established technique in HCI and games research, it is a way of embedding design elements taken from games within “serious” contexts, with the intention of driving people’s motivation to engage with products and services. Gamification has already been employed in fields as diverse as Human Resource Management, fitness tracking, mental health and wellbeing interventions and higher education. Scholarship in HCI on gamification has largely been able to design gamified products and services and evaluate their effectiveness and usefulness.… read more. “Call: Strengthening gamification studies – Special issue of International Journal of Human-Computer Studies”

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Boston College class creates Joycestick, Ulysses adapted as an immersive, 3D VR game

[This story from BC News discusses a variety of potential benefits of adapting literature for new presence-evoking technologies. The original version includes two more images and a 3:45 minute video. For more information see joycestick.com. –Matthew]

‘Grand and preposterous’

Can gamification help you learn about ‘Ulysses’? BC’s ‘Joycestick’ team is keen to find out

By Sean Smith | University Communications
January 17, 2017

A literary critic once asserted that the characters in James Joyce’s Ulysses – the sprawling, modernist opus that has bewitched or bedeviled readers for decades – were not fictitious: Through them, Stuart Gilbert said, Joyce achieved “a coherent and integral interpretation of life.”

Now, through a project titled “Joycestick,” Boston College Joyce scholar Joseph Nugent and his team of mainly BC students have taken this “interpretation of life” to a whole other realm.

Joycestick is Ulysses adapted as an immersive, 3D virtual reality (VR) computer game – a “gamification,” in contemporary parlance.… read more. “Boston College class creates Joycestick, Ulysses adapted as an immersive, 3D VR game”

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