ISPR Presence News

Monthly Archives: June 2017

Call: ACM Symposium on Spatial User Interaction (SUI) 2017

ACM SUI 2017
ACM Symposium on Spatial User Interaction
October 16-17, 2017
Brighton, UK
http://www.sui2017.org/authors/
Twitter: @ACM_SUI
FB: SpatialUserInteraction

Full and Short papers deadline: June 30th 2017

We have some exciting news for SUI 2017. The best full and short papers will be granted the possibility to present again at ACM Interactive Surfaces and Spaces 2017 (ISS), which will be held immediately after SUI (also in Brighton).

This year, Alex Schwartz, CEO of Owlchemy Labs, of Job Simulator fame, will give a keynote titled “Intuitive Spatial Interactions in VR”. More info at: http://www.sui2017.org/keynote/

We invite you to participate in the ACM Symposium on Spatial User Interaction 2017 (SUI) in Brighton, UK. We seek unpublished papers documenting original research contributions, practice and experience, or novel applications, from all areas of spatial user interaction. User interface evaluations are strongly encouraged for every publication in this venue.… read more. “Call: ACM Symposium on Spatial User Interaction (SUI) 2017”

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Largest US employer Walmart adopts VR to train employees

[In addition to the scope of the adoption of VR and presence to train employees, note the comments about the non-technology obstacles to adoption identified near the end of this story from Discovery Magazine’s Lovesick Cyborg blog. The original story includes an additional image, and see Walmart’s blog post for more information, more images and 0:52 minute video. –Matthew]

[Image: Walmart plans for all of its training academies to incorporate virtual reality experiences by the end of 2017. Credit: STRIVR]

Largest US Employer Adopts Virtual Reality Training

By Jeremy Hsu
June 14, 2017

Virtual reality technology that has helped train NFL quarterbacks could also soon provide virtual training experiences for hundreds of thousands of Walmart associates. By the end of 2017, Walmart plans to roll out virtual reality training to the 140,000 associates who complete the retail giant’s training academy program each year.… read more. “Largest US employer Walmart adopts VR to train employees”

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Call: Realities360 – The Enhanced Realities Conference

Call for Participation

Realities360 – The Enhanced Realities Conference
July 26-28, 2017
San Jose, California

At Realities360 Conference, July 26 – 28 in San Jose, California, you can choose from a variety of sessions that will enable you to get up close and personal with enhanced reality technologies and gain the insight to put these technologies into your own training and development work. Peruse over 30 hands-on sessions where peers and industry leaders are sharing best practices, how-tos, case studies, and emerging trends: http://bit.ly/2rC4lzI.

Learn more about Realities360: http://bit.ly/2qDXlgO.

APPLY AR, VR, AND EXPANDED REALITIES IN YOUR CONTEXT

Here’s a taste of what you can expect to experience with augmented, virtual, and expanded realities at this limited-seating event:… read more. “Call: Realities360 – The Enhanced Realities Conference”

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The challenges and potential of social virtual reality

[This thoughtful piece by MT Technology Review writer Rachel Metz considers what it’ll take to make VR a successful platform for communication; the specific design choices will revolve around creating compelling spatial, social and self presence, and require a deep understanding of human nature (including its darker side). The original article includes an additional image. –Matthew]

[Image: Credit: David Brandon Geeting]

Virtual Reality’s Missing Element: Other People

VR can be the basis of a new communications industry if the technology becomes less insular and isolating.

by Rachel Metz
June 14, 2017

Unlike most people, I have a virtual-reality headset. I have exactly one friend who also has one. So most of the time I spend in VR, I’m all by myself. I can almost hear the digital tumbleweeds rolling by.

That’s a funny thing about this technology. Although it looks as if it must feel isolating to strap on a headset that shuts out the world around you, it could be great for socializing.… read more. “The challenges and potential of social virtual reality”

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Call: Philosophy of Virtual and Augmented Reality Workshop

Call For Registrations

Philosophy of Virtual and Augmented Reality Workshop
University of Glasgow, 26th – 27th June 2017

The Centre for the Study of Perceptual Experience is pleased to announce the Philosophy of Virtual and Augmented Reality Workshop to be held at the University of Glasgow on Monday 26th & Tuesday 27th June.

Augmented and Virtual Reality (AR/VR) devices are rapidly becoming part of our everyday lives. This emerging technology lets users experience wholly virtual environments (like distant places, times, or even fantasy worlds) in VR, or virtual objects in the real world (Pokemon in your garden, a virtual engine in the lecture hall) in AR. This workshop will explore some of the philosophical questions that this technology raises. Talks will address questions concerning what implications AR/VR has for what we consider to be real, what this technology might mean for the trust we put in perception, and how it might disrupt our preferences and decision-making processes.… read more. “Call: Philosophy of Virtual and Augmented Reality Workshop”

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ScreenX extends movie onto theater walls for a 270 degree panoramic experience

[The ScreenX technology described in this story from Los Angeles Magazine (which includes a different image) is another attempt to create a strong sense of presence for media consumers. See also the press release via PRWeb. –Matthew]

[Image: Source: Nerd Reactor]

This is The Only Theater in L.A. Where the Movie Expands Beyond the Screen

The new ScreenX technology has arrived at CGV Cinemas in Koreatown

June 12, 2017
Lisa Beebe

When I sat down at the CGV Cinemas in Koreatown (621 S. Western Ave.), I was sure I was in the wrong place. I was there to see a movie in the new ScreenX format, but the theater had a normal-sized screen. I couldn’t imagine how it would provide the promised 270-degree viewing area. (Yes, 270, as in way more than half of 360.) When the movie started, and nothing seemed special, l left to ask a cashier at the concession stand about the ScreenX technology.… read more. “ScreenX extends movie onto theater walls for a 270 degree panoramic experience”

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Call: Chapters for “Cases on Immersive Virtual Reality Techniques”

Call for Book Chapters:
Cases on Immersive Virtual Reality Techniques
To be published by IGI Global
http://www.igi-global.com/publish/call-for-papers/call-details/2768

Proposal Submission Deadline: June 30, 2017

Currently, we’re in the early stages of editing “Cases on Immersive Virtual Reality Techniques” to be published by IGI Global (www.igi-global.com) scheduled for release in April/May 2018. In order to strengthen the overall quality of this important publication, we’re looking for possible proposals, reviewers, and the editorial advisers for this valuable reference. Hence, I would like to invite experts from both industry and academia. If this invitation is agreeable to you and does not conflict with your current professional and research interests or if you have any questions regarding this matter please let us know.

About the book

As virtual reality approaches mainstream consumer use, this has resulted in a revived intrigue in the research and innovation in the area.… read more. “Call: Chapters for “Cases on Immersive Virtual Reality Techniques””

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Professor using mobile VR to improve access to pedestrian safety education

[This news release from the University of Alabama at Birmingham describes an impressive effort to take presence outside the lab to educate children in a vital skill. The original version of the story includes a second image and a 1:11 minute video. A related story can be found in a September 2015 post in ISPR Presence News. –Matthew]

[Image: Students in a classroom in Changsha, China, test the Google Cardboard virtual reality training system.]

UAB Professor Uses Latest Virtual Reality Technology to Improve Access to Pedestrian Safety Education

Newswise (UAB News – University of Alabama at Birmingham Newsroom)
16-Mar-2017

BIRMINGHAM, Ala. – Pedestrian injuries are a leading cause of death in children in the United States and around the world.

The Birmingham-Hoover metropolitan area is ranked No. 13 by Smart Growth America and the National Complete Streets Coalition in a 2016 report of cities where people walking are more likely to be killed by vehicles, with 150 pedestrian deaths reported.… read more. “Professor using mobile VR to improve access to pedestrian safety education”

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Call: VR, AR for Autonomous Driving and Intelligent Vehicles – Special issue of Presence

SPECIAL ISSUE of Presence: Teleoperators and Virtual Environments
Virtual and Augmented Reality for Autonomous Driving and Intelligent Vehicles

Submission deadline: October 15, 2017

SCOPE OF THE SPECIAL ISSUE

It is forecasted that augmented reality (AR) and virtual reality (VR) automotive applications will increase road safety, bring intuitive activities to driving, and finally enhance driving experience. AR/VR technology may also help on the transition towards automated driving. AR head-up-displays (HUDs) may soon overlay 3D navigation instructions onto road geometry and moving obstacles like vulnerable road users (pedestrians, bikers, wheel-chair users) and other vehicles may be highlighted to calm down the driver-passenger and enhance trust in their vehicle’s automated operation as the vehicle proves its awareness of its surroundings. Virtual reality windshields may allow for dynamic reconfiguration of multi-lane roads based on demand and will, in the long term, remove road signs, traffic lights, road paintings, etc.… read more. “Call: VR, AR for Autonomous Driving and Intelligent Vehicles – Special issue of Presence”

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Presence in the reproduction of high culture artifacts and experiences

[This story from The Guardian illustrates different ways presence technologies are being used in ‘high culture’ experiences; I think the use of 3D digital replicas of art works displayed in the reproduction of the historic Gothic home Strawberry Hill House is a compelling example of the blurring of authentic and artificial. The original story includes a second image. –Matthew]

[Image: 3D replicas of 18th century portraits will be hung in Strawberry Hill House, Twickenham, the home of Horace Walpole. Photograph: Graham Turner for the Guardian]

Step inside Butterfly’s house in virtual reality opera night

Arts are embracing cutting-edge tech in Puccini production

Vanessa Thorpe, Arts and Media Correspondent
Saturday 10 June 2017

Cutting-edge visual technology is pushing its way into the hallowed halls of culture this summer. New 3D replicas of missing artworks have been installed at the home of the 18th-century writer Horace Walpole, while Welsh National Opera is going a step further, creating a virtual reality performance.… read more. “Presence in the reproduction of high culture artifacts and experiences”

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