ISPR Presence News

Monthly Archives: October 2017

Call: Electronic Visualisation and the Arts (EVA) London 2018

Call for Submissions

EVA London 2018
10 -12 July
http://www.eva-london.org/

Submission deadline: 15th January 2018

We are excited to announce that the EVA London 2018 conference will take place from Tuesday 10th July – Thursday 12th July 2018. In addition, there will be a Pre-Conference Symposium on Monday 9th July 2018 and a further event on Friday 13th July 2018, to be announced in the coming weeks. We will once again bring together artists, designers, researchers, technologists from all over the world, to discuss electronic visualisation technologies in art, design, music, dance, theatre, the sciences and more. EVA London 2018 will be held at the British Computing Society offices, a central London venue near Covent Garden.

Please join our mailing list or follow us on social media if you wish to kept informed.

CONFERENCE THEMES

EVA London’s Conference themes include new and emerging technologies and applications in the following themes (to be broadly interpreted):

  • Digital Art
  • Data, Scientific and Creative Visualisation
  • Digitally Enhanced Reality and Everyware
  • 2D and 3D Imaging, Display and Printing
  • Mobile Applications
  • Museums and Collections
  • Music, Performing arts, and Technologies
  • Open Source and Technologies
  • Preservation of Digital Visual Culture
  • Virtual Cultural Heritage

Read more on Call: Electronic Visualisation and the Arts (EVA) London 2018…

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Halloween Presence!

[As those who know me know, Halloween is one of my favorite holidays, I’m sure in part because the whole thing is about presence illusions (and very delicious pumpkin flavored foods). Here are a few Halloween Presence links – for more, see the (public) ISPR Presence Community Facebook group. Happy Halloween to all! –Matthew]

Read more on Halloween Presence!…

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Call: 2nd Digital Health & Wellbeing Conference

Call for abstracts

2nd Digital Health & Wellbeing Conference
1-3 May 2018
The Open University campus, Milton Keynes, UK
www.open.ac.uk/digital-health-wellbeing-conference

Abstract submission deadline: 30 November, 2017

The 2nd Digital Health & Wellbeing Conference will be held between Tuesday 1st and Thursday 3rd May 2018 at The Open University Campus, Milton Keynes. The conference is organised by the Health & Wellbeing Priority Research Area.

THEME

This year’s theme is “Fusion – All things Digital Health & Wellbeing”. Due to the nature of the conference, we aim to challenge research and practitioners to explore, uncover and inspire the ethos of Digital Health & Wellbeing and how this can be deployed across varying environments, research and practice, innovation, health, public services, community and non-profit organisations.

CONFERENCE/ABSTRACT THEMES:

We invite you to submit abstracts that describe complete pieces of research that make a distinct contribution to the field of Digital Health & Wellbeing. Topics can cover any aspects of Digital Health & Wellbeing in a variety of contexts. These include, but are not limited to:

  • Assisted Technologies
  • Cancer Diagnostics & Therapy
  • Child Sexual Exploitation (CSE)
  • Cyber Security/crime
  • Death, Dying & Bereavement
  • Deployment of digital technologies in a Clinical, academia, industry environment
  • Games for Health
  • Ecosystems in the Digital Domain
  • Education/Teaching
  • Environment(s) – Clinical, Community Dwelling, Rural, Suburban, City
  • Ethics, Theory and Methods
  • Forensics
  • Fraud
  • Frugal Technologies
  • Health (Digital) Literacy
  • Health Discourse
  • Health Prevention (e.g. Fall risk)
  • International perspectives/interventions of Digital Health & Wellbeing
  • Long-term Conditions
  • Mental Health
  • New Routes to Market
  • Psychological Behaviour, Health, Society
  • Privacy Issues, Digital Health & Wellbeing
  • Sexuality & Reproduction
  • Social Media
  • Space & the Frontier
  • Staff Wellbeing & Resilience
  • Surveillance (e.g. Society, Carehomes)
  • Technology in the Future
  • Technology and Information Management
  • Telehealth/care
  • Wearable Devices and Mobile apps
  • Young People, Refugees, Communities (e.g. Roma), Ageing and Vulnerable Cohorts, Centenarians

Read more on Call: 2nd Digital Health & Wellbeing Conference…

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A new all-virtual art museum presents exclusive, high-def experience

[This new all-virtual art museum, an apparent milestone, has the potential to provide a high presence experience that eventually will be available to more people than a brick-and-mortar museum. The story is from Bloomberg, where it includes a second image and a 1:19 minute video. –Matthew]

Virtual Reality Museum Puts Rembrandt in High-Def

Visitors can don a headset, enter an architect-designed VR gallery and view the Kremer Collection’s 70 Old Masters.

By Molly Schuetz
October 26, 2017

The Kremer Collection has spent the past two decades loaning out its collection of 17th-century Dutch and Flemish art to museums and galleries around the world. As of Thursday, the collection will have a new permanent home in a virtual museum. Read more on A new all-virtual art museum presents exclusive, high-def experience…

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Call: After VR: The Archaeology and Potential of Immersive Media (Symposium)

Call for Participation

After VR: The Archaeology and Potential of Immersive Media
Wednesday 1 November 2017, 13:00 – 18:00
Harvard Lecture Theatre, Winchester School of Art (WSA), University of Southampton, UK
https://www.southampton.ac.uk/wsa/news/events/2017/11/after-vr-the-archaeology-and-potential-of-immersive-media.page

Taking the recent revival in commercial, popular, and academic interest in virtual reality and augmented reality technologies and applications as a prompt and a provocation, this event will present current research on the genealogies, realities, and imaginaries of immersive media in art, industry and popular culture before and after the screen.

A symposium at Winchester School of Art, University of Southampton on Wednesday 1st November, hosted by the Transforming Creativity research group and AMT (Archaeologies of Media and Technology research group).

For more information regarding this event, please email Dr. Seth Giddings at S.Giddings@soton.ac.uk.

Speakers will include:

Jenna Ng (University of York)
Helen W Kennedy (University of Brighton)
Michael Goddard (University of Westminster)

The event will be convened by Seth Giddings, with Jussi Parikka as respondent. Read more on Call: After VR: The Archaeology and Potential of Immersive Media (Symposium)…

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Professor Kathleen Richardson on ethical problems with sex robots

[This interview with Kathleen Richardson, Professor of Ethics and Culture of Robots and AI and co-founder of The Campaign Against Sex Robots, raises important and disturbing ethical implications of medium-as-social-actor presence. It’s from Conatus News, where the original includes five additional images. I’ve included two of the four comments from readers (as of this writing) that make thoughtful contributions to the discussion. –Matthew]

Kathleen Richardson, professor of ethics at De Montfort University, speaks in depth about the ethical problems with sex robots.

Terri Murray
October 25, 2017

Kathleen Richardson is Professor of Ethics and Culture of Robots and AI at the Centre for Computing and Social Responsibility (CCSR) at De Montfort University. She was awarded her Ph.D. from the department of social anthropology, University of Cambridge, where she studied the making of robots in labs at the Massachusetts Institute of Technology (MIT). Kathleen is author of An Anthropology of Robots and AI: Annihilation Anxiety and Machines (Routledge 2015) and is preparing two further books for publication, one exploring the development of robots for children with autism (contracted with Palgrave-McMillan), and the other a critical study of Sex Robots (contracted with Polity).

Kathleen’s research is focused on formally developing an ethics of humanity that is informed by the politics of anti-slavery. She is an activist who is inspired by the political movement of abolitionism, and the rejection of human beings as forms of property.

In 2015, she and a colleague formed The Campaign Against Sex Robots, a non-profit group against the development of robotic technologies shaped by inequalities & objectification of women & children. Here Terri Murray interviews her on the rise of the sex robots. The interview has been edited for clarity. Read more on Professor Kathleen Richardson on ethical problems with sex robots…

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Call: 21st-century shifts in Spectatorship and Audience Research – Performance Matters special issue

CALL FOR PAPERS

Performance Matters Special Issue on 21st-century shifts in Spectatorship and Audience Research
http://performancematters-thejournal.com/index.php/pm/announcement/view/6

Submission deadline: January 31, 2018

We are inviting contributions for an upcoming special issue of Performance Matters that will explore whether and how the rapid emergence and persistence of new media and technologies shifts how we conceive of and learn about spectatorship. We are interested in how the context of being a spectator may have changed spectatorship itself in the 21st century. Read more on Call: 21st-century shifts in Spectatorship and Audience Research – Performance Matters special issue…

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3 keys to improving user retention (and presence) in virtual reality

[The technology is closer than ever to being ready, but creators and designers need to employ it carefully to evoke presence and retain users; this story from Venture Beat explains (see the original for more images and a video). –Matthew]

3 keys to improving user retention in virtual reality

Michael Park
October 23, 2017 5

Virtual reality’s failure to live up to its hype is well documented. Poor user retention plays a significant role in this matter, as it does with any other technology product. However, disappointing retention is often mainly a function of a poorly designed product and user experience. How can VR companies create better user experiences that compel users to keep using their applications?

There are three key factors that, if solved, will greatly aid the virtual reality (VR) industry with user retention:

  1. Make the user experience (UX) simpler and more intuitive
  2. Make great content within the constraints of the medium
  3. Build experiences that are only possible in VR

In search of an answer to this question, we’ve interviewed several virtual reality and augmented reality (AR) thought leaders about how companies can use better UX design as a means of improving user retention. Read more on 3 keys to improving user retention (and presence) in virtual reality…

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Call: Eighth International Conference on Design Computing and Cognition (DCC’18)

Eighth International Conference on Design Computing and Cognition (DCC’18 or DCC18)
Bringing artificial intelligence, cognitive science and computational theories to design research
2–4 July 2018
Politecnico di Milano, Lecco Campus (near Milan), Italy

preceded by Workshops
30 June – 1 July 2018

http://dccconferences.org/dcc18/
Download Call for Papers Poster

Paper abstracts due: 1 December 2017
Papers for review due: 15 December 2017

This biennial conference series provides an international forum for the presentation and discussion of state-of-the-art and cutting-edge design research with a focus on artificial intelligence, cognitive science and computational theories in design. The conference proceedings will form a continuing archive of design computing and cognition research. The conference will be preceded by a series of state-of-the-art half-day workshops on specialist topics in design computing and cognition.

A set of research papers that have been refereed by an international board of reviewers will be presented and published as a book. Posters describing ongoing research will be presented.

CALL FOR PARTICIPATION Read more on Call: Eighth International Conference on Design Computing and Cognition (DCC’18)…

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Digital nature: Are field trips a thing of the past?

[Can, and should, presence-evoking technologies replace nonmediated field trips for learning about and appreciating nature? How can the technologies supplement direct exposure to the natural world? These questions are addressed in the story below from Science. –Matthew]

[Image: Digital simulations are the latest stage in the evolution of human attempts to interpret biodiversity. Credits: (Illustration) V. Altounian/Science; (Photo) Jeff Pachoud/Staff/Getty Images]

Digital nature: Are field trips a thing of the past?

Douglas J. McCauley, Department of Ecology, Evolution, and Marine Biology and Marine Science Institute, University of California, Santa Barbara, CA 93106, USA.

Science  20 Oct 2017:
Vol. 358, Issue 6361, pp. 298-300
DOI: 10.1126/science.aao1919

I awoke in my cabin by the pond. Weighing my options for the day, I decided to do some bird watching, winding between white pines and blackberries along the east shore of the pond. By their songs, I was able to identify a Mourning Dove, Blue Jays, an American Crow, and perhaps a Northern Cardinal. A mink, alarmed by my approach, dove into the pond and swam off. Unable to resist on such a sunny day, I waded into the pond and watched the sunlight play around me in the shallows. My mood that morning was appropriately reflected by my status indicators: moderately inspired, tired, and hungry. My hike took place in Walden, a Game, a video game recently launched on the 200th birthday of Henry David Thoreau (1). With a widening niche of such nature-themed video games and simulations and a rapidly growing audience of online/digital learners, the capacity to reach new audiences and carry environmental education beyond the confines of schools and universities may be a game changer, but one that perhaps comes with perils. Read more on Digital nature: Are field trips a thing of the past?…

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