ISPR Presence News

Monthly Archives: May 2017

Call: ‘Gamification’ at 51st Hawaii International Conference on System Sciences (HICSS)

Call for Papers

GAMIFICATION
Part of the “Decision Analytics, Mobile Services, and Service Science” Track
51st annual Hawaii International Conference on System Sciences
January 3-6, 2018 | Hilton Waikoloa Village, Big Island
http://gamification-research.org/2017/03/hicss2018/

IMPORTANT DATES
June 15:  Submissions deadline
August 17:  Notification sent to authors
September 4:  Revision deadline
September 10:  Final acceptance notifications sent to authors
September 22:  Deadline for authors to submit the final manuscript (camera ready)
October 1:  Registration deadline
January 3-6, 2018:  Conference
February 15, 2018 (date subject to change) (Optional): Submission deadline for extended versions of selected papers for Gamification special issue in the Journal of Business Research

During the last decade, games have become an established vein of entertainment, consumer culture, and essentially, a common part of people’s daily lives (36). In the United States alone 59% of the population plays computer games while revenues of the computer games industry exceed US $15 billion (4).… read more. “Call: ‘Gamification’ at 51st Hawaii International Conference on System Sciences (HICSS)”

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The planetarium as presence-evoking medium

[Planetariums are too often overlooked as a media technology capable of creating several types of presence, including social presence. Our colleague Tom Kwasnitschka makes the case in this story from Nature. For complimentary evidence, see coverage by Creators (including videos) of the recent Obscura Digital presentation ‘Chrysalis,’ the largest projection inside a geodesic dome, at the Coachella Music and Arts Festival. –Matthew]

[Image: Source: Creators]

Planetariums — not just for kids

Planetariums are not just for education, or even astronomy: they could display all sorts of data, if only scientists thought to use them, says Tom Kwasnitschka.

25 April 2017

Most researchers think of planetariums, if they think of them at all, as a place to take schoolchildren for whizzy trips through the stars, with nothing to offer serious scientists. But the truth is quite the contrary.

In March, the National Astronomical Observatory of Japan held a joint workshop with the International Planetarium Society (IPS) in Tokyo.… read more. “The planetarium as presence-evoking medium”

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Call: Design for Affective Intelligence (DfAI) Workshop at ACII 2017

Call for Papers

Design for Affective Intelligence (DfAI) Workshop
co-located with ACII2017 (International Conference on Affective Computing and Intelligent Interaction)
San Antonio, Texas
October 23-26, 2017
Workshop date: October 23 or 26, 2017 (TBA)

http://dfaiworkshop.wordpress.com/

Submission Deadline: June 15, 2017

Intelligent and Affective systems are set to transform the way we live and experience the world. While many intelligent systems already benefits us through scripted automation and transactions, the need for assistive, unscripted, autonomous systems capable of dealing with growing and aging populations is on the increase. The active role that AI systems are asked to play in people’s life poses many challenges – challenges that increase further when intelligent systems include affective components. The design and development of affective and intelligent systems face massive dilemmas related to the fundamentals of human and social behavior. In addition to many unaddressed (social, behavioral, decisional and moral) questions, many tensions exist among the disciplines that shape how these systems will become part of everyday life.… read more. “Call: Design for Affective Intelligence (DfAI) Workshop at ACII 2017”

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Bridging the gender gap with virtual statues: AR and presence for social change

[The Whole Story Project is an example of what could become an important trend, using presence experiences that augment our current reality to advocate for and bring about changes in that reality. The story is from Digital Trends, where it includes a 1:15 minute video. –Matthew]

[Image: Source: AdStasher]

This Pokémon Go-style app lets you find virtual statues of historic women

By Hillary Grigonis – May 3, 2017

Out of the 5,193 historic statues decorating street corners in the United States, only about 7.5 percent depict women, and excluding fictional characters, New York’s Central Park has zero ladies in bronze, or in any other physical material for that matter. But, one company is working to change that — in a virtual world anyway. On Monday, May 1, communications firm Y&R New York announced The Whole Story Project, an augmented reality app aiming to bridge the gender gap with virtual statues in select cities.… read more. “Bridging the gender gap with virtual statues: AR and presence for social change”

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Call: Workshop on Conversational Interruptions in Human-Agent Interactions (CIHAI) at IVA 2017

Call for Papers

Workshop on Conversational Interruptions in Human-Agent Interactions (CIHAI)

Intelligent Virtual Agents conference 2017 (IVA2017)
27 August
Stockholm, Sweden
http://workshopcihai2017.doc.ic.ac.uk

This workshop is a part of the International Conference on Intelligent Virtual agents (http://iva2017.org/). The workshop will take place on the day before the main conference (27th of August 2017).

IMPORTANT DATES

02 June 2017: Full paper submission deadline
17 July 2017: Authors notification
28 July 2017: Camera-ready deadline
28 July 2017: Demo 1-page description submission deadline
Same as IVA: Early registration deadline
Same as IVA: Registration deadline
27 August 2017: Full day workshop

OVERVIEW

This workshop will be held at IVA 2017 in Stockholm on August, 27th. The aim is to bring together researchers from a variety of fields interested in the study of conversational interruptions in multimodal human-human, human-agent (both virtual and robotic) or agent-agent interactions.… read more. “Call: Workshop on Conversational Interruptions in Human-Agent Interactions (CIHAI) at IVA 2017”

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Rape survivors’ stories told through virtual reality in new documentary

[This story from ThinkProgress describes the origins and potential impacts of a VR documentary on a very serious topic, along with some of the design decisions used to shape the presence experiences of the viewer. For a first person report on the experience see coverage in Engadget, and for a report on other virtual and mixed reality experiences from Tribeca Immersive at the recent Tribeca Film Festival see coverage in CNET. –Matthew]

[Image: Source: Engadget]

Rape survivors’ stories told through virtual reality in new documentary

Rape survivors, up close and personal.

Jessica Goldstein, Culture Editor at ThinkProgress
May 4, 2017

When Lucy was raped in 2003, about a week before her 19th birthday during her freshman year at the University of Michigan, she didn’t know exactly how to talk about it. Her roommates agreed that it was “rude” of the guy in question — a student-athlete who carried an incapacitated Lucy back to his dorm after a party — to not only have sex with her but to then leave his door open, talk to some friends, and eat a slice of pizza, all while Lucy, undressed from the waist down, regained consciousness on his bed.… read more. “Rape survivors’ stories told through virtual reality in new documentary”

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Call: CARobots: Automated Driving Systems as Robots on Four Wheels – IEEE RO-MAN 2017 workshop

We are pleased to announce the following workshop offered in conjunction with the 26th IEEE International Symposium on Robot & Human Interactive Communication (RO-MAN 2017):

WORKSHOP
CARobots: Automated Driving Systems as Robots on Four Wheels
Lisbon, Portugal; August 28th, 2017
colocated with RO-MAN 2017 (http://www.ro-man2017.org)

Workshop website: http://www.andreasriener.com/RO-MAN17CARobots/

Submission deadline: June 25th, 2017

OBJECTIVE: AUTOMATED DRIVING SYSTEMS (ADSs) AS SPECIFIC ROBOTS

We argue that automated driving systems (ADSs) are robots on four wheels and the design of such vehicles is similar as the design of traditional robots. Questions, such as “How to design ADSs that evokes trust in its drivers?”, “How to avoid overtrust?”, “How should ethics be programmed in an ADS?”, etc., are closely related to similar questions asked in the domain of industrial robots or robots for human assistance. Then again, solutions of how to hand-over the control from an ADS to the driver and vice versa is interesting from human-robot interaction perspective.… read more. “Call: CARobots: Automated Driving Systems as Robots on Four Wheels – IEEE RO-MAN 2017 workshop”

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Virtual support groups help grieving spouses with depression

[As this story from UA News notes, we’ll want future comparisons including with in-person sessions, but these results highlight the value of presence in a deeply emotional context. This sentence stands out: “In follow-up assessments, participants in the virtual reality group said they felt as if they were in a real room during the sessions, with real people who were going through similar experiences.” The original story includes three more images. –Matthew]

Virtual Support Groups Help Grieving Spouses With Depression

For older adults who can’t travel to attend a traditional grief support group, a virtual version may be the next best thing.

Alexis Blue, University Communications
May 10, 2017

As the U.S. population ages, it’s estimated that half of women older than 65 are widows, while one-sixth of men of the same age have lost their spouses.

Support groups have proved to be a helpful resource for those dealing with grief, but for older individuals, obstacles such as geographic location and physical immobility can sometimes make it difficult to attend support groups in person.… read more. “Virtual support groups help grieving spouses with depression”

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Call: Computational Intelligence and Games – Special session at CEEC 2017

Call for Papers

9th Computer Science and Electronic Engineering Conference
Special Session on Computational Intelligence and Games
27-29 September 2017, University Of Essex, UK
http://ceec.uk/ceec17/special-sessions/cig/

Paper Submission deadline:  23rd June 2017

Games are an ideal domain to study Computational Intelligence (CI) methods because they provide affordable, competitive, dynamic, reproducible environments suitable for testing new search algorithms, pattern-based evaluation methods, or learning concepts. They are also interesting to observe, fun to play, and very attractive to students. Additionally, there is great potential for CI methods to improve the design and development of both computer games and non-digital games such as board games. This special session aims at gathering not only leading researchers, but also young researchers as well as practitioners in this field who research applications of Computational Intelligence methods to computer games.

Researchers are hereby invited to submit a full paper (5-6 pages) detailing their research, or a short paper (max 4 pages) describing their work-in-progress.… read more. “Call: Computational Intelligence and Games – Special session at CEEC 2017”

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This pulsating ‘haptic skin’ is somewhat creepy, mostly awesome

[Omnipulse is another effort to not only add the sense of touch but increase the ‘haptic resolution’ of presence experiences; this story is from Road to VR, where it includes two short videos. –Matthew]

This Pulsating ‘Haptic Skin’ is Somewhat Creepy, Mostly Awesome

By Ben Lang
May 9, 2017

Omnipulse is a new haptic technology out of Cornell’s Organic Robotics Lab which uses an array of embedded pneumatic actuators to create haptic feedback which feels quite ‘organic’ compared to the more ‘mechanical’ of many other haptic technologies out there. With the ability to form the flexible Omnipulse skin into arbitrary shapes, the technology could be integrated into VR controllers, gloves, or potentially even haptic VR suits.… read more. “This pulsating ‘haptic skin’ is somewhat creepy, mostly awesome”

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