ISPR Presence News

Monthly Archives: November 2017

Call: Roboethics issue of Paladyn Journal of Behavioral Robotics

Call for Papers

Paladyn Journal of Behavioral Robotics:
Topical Issue on Roboethics
https://www.degruyter.com/page/1498

Submission deadline (extended): December 20, 2017

EDITED BY

Editorial Board/Guest Editors:
Fiorella Operto (lead GE), The School of Robotics, Italy (email: operto@scuoladirobotica.it)
Raja Chatila, ISIR, University Pierre and Marie Curie, France
Guido Nicolosi, University of Catania, Italy
George Bekey, University of Southern California, USA
Mariachiara Tallacchini, Catholic University of the Sacred Heart, Italy

Editorial Advisory Board:
Gianmarco Veruggio, CNR-IEIIT, Italy

DESCRIPTION

Employed by human society in numbers and applications larger than today, robotics is going to trigger widespread social and economic changes, opening new social and ethical problems for which designers, manufacturers, end user, and public, and private policy must be prepared now. As the application field for robots is widening, and the robot is coming out of the factory halls (cobots), new challenges are seen, and even a change of paradigm is taking shape.… read more. “Call: Roboethics issue of Paladyn Journal of Behavioral Robotics”

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The trillion dollar 3D telepresence gold mine

[This long story from Forbes is a useful review of industry efforts to create effective and practical social presence illusions (it uses a technology-based definition of telepresence vs. the psychological sense of “virtual presence”). Read the original version of the story to see many images and videos that illustrate the different technologies. The author also has an upcoming book about AR and VR. –Matthew]

[Image: Author Charlie Fink apparently in same room with a DVE hologram]

The Trillion Dollar 3D Telepresence Gold Mine

Charlie Fink, I’m a former tech executive covering VR, AR and new media for Forbes.
November 20, 2017

We decided to find out if what Microsoft says is true: remote volumetric telepresence and collaboration can and will be done, sooner than people think and–despite obvious technical hurdles–it will be the killer app of Augmented and Virtual Reality.… read more. “The trillion dollar 3D telepresence gold mine”

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New HaptX Glove for VR provides tactile and force feedback in step toward ultimate presence

[The new HaptX Glove apparently provides impressive haptic illusions if not fully “immersive VR,” but as this story from IEEE Spectrum notes, the creators are still working toward enabling “virtual reality experiences [that] are indistinguishable from real life”; see the original story for four more images and the HaptX website for much more information. –Matthew]

HaptX Inc Reveals New Haptic Glove for Virtual Reality

By Amy Nordrum
Posted 20 Nov 2017

In early October, I showed up at an old firehouse on Staten Island for a glimpse into the future of virtual reality. That future depends largely on haptics. Now that we can use VR headsets to transport ourselves to another world, the thinking goes, we need systems to recreate sensations to bring those virtual experiences to life.

I went to Staten Island to meet up with a little-known company that fancies itself “the leader of realistic haptic feedback.” The company—now called HaptX—had promised to let me try out a prototype of its very first product.… read more. “New HaptX Glove for VR provides tactile and force feedback in step toward ultimate presence”

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Call: PRESENCE 2018, 18th conference of the International Society for Presence Research (ISPR)

CALL FOR PAPERS

PRESENCE 2018
18th conference of the International Society for Presence Research (ISPR)
Prague, Czech Republic
May 21-22, 2018 (optional demonstrations and guided sightseeing events May 20)
https://ispr.info/call-presence-2018

Conference theme: Challenges

Submission deadline: February 20, 2018

OVERVIEW

Telepresence, often shortened to presence, is a state or perception in which we overlook or misconstrue the role of technology and feel present in the environments and/or connected to the people or things we experience via technology. It’s increasingly relevant to a wide range of media experiences and application areas.

Following a series of 17 successful Presence conference events (http://ispr.info/presence-conferences/previous-conferences/), PRESENCE 2018 will retain the single-track format and enjoyable social environment of previous conferences while featuring an expanded variety of paper and poster sessions, panel discussions, keynote presentations, hands-on demonstrations of presence applications/services/projects, and informal discussion, networking and fun. Members of both academic and industry communities are welcome.… read more. “Call: PRESENCE 2018, 18th conference of the International Society for Presence Research (ISPR)”

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Call: Social Robots, Emotions, and Social Cognition issue of Techné

CALL FOR SUBMISSIONS

Social Robots, Emotions, and Social Cognition:
Conceptual, Empirical, and Ethical Perspectives

Special Issue in Techné: Research in Philosophy and Technology
(Expected: Volume 23, Issue 2, 2019)

Guest Editors:
Johanna Seibt
Raffaele Rodogno

Research Unit for Robophilosophy
School for Culture and Society
Aarhus University, Denmark

SUBMISSION DEADLINE: March 1st, 2018

So-called ‘social robots’ are embodied artificial agents that move in the physical space of human social interaction and can be perceived as social agents or social interaction partners—due to their appearance, their movements, and their behavioral functionalities. The affordances of social robots also include the capacity to elicit human emotional responses, especially positive emotional appeal and attachment. Research in Human-Robot Interaction Studies (HRI) and Social Robotics has begun to investigate the emotional dimension in our experience of social robots and the relationship between emotional response to and social cognition of these devices.… read more. “Call: Social Robots, Emotions, and Social Cognition issue of Techné”

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Swimming with dolphins in virtual reality to aid disabled

[This story from Phys.org via AFP describes a promising therapeutic use of VR and presence that creates a double-meaning for immersion and has the added advantage of not requiring the use of captive animals. For more information, including images and standard and interactive videos, see The Dolphin Swim Club’s website. –Matthew]

Swimming with dolphins in virtual reality to aid disabled

November 19, 2017 by Jo Biddle

Swimming with wild dolphins is something most can only dream of, and jumping into pools with captive animals has become increasingly controversial with environmentalists condemning it as cruel.

But a Dutch non-profit believes it has found a way to bring people, especially the disabled, closer to such a joyful experience through the technological, immersive advances offered by virtual reality (VR).

The Dolphin Swim Club is the realisation of a more than two-decade journey by artist Marijke Sjollema, who had her first chance encounter with a dolphin in 1993 while snorkeling off the coast of Mexico.… read more. “Swimming with dolphins in virtual reality to aid disabled”

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Call: Society for Experiential Graphic Design (SEGD) 2018 Academic Summit

CALL FOR PAPERS

Society for Experiential Graphic Design (SEGD)
2018 Academic Summit
Wednesday, June 6
Minneapolis, Minnesota
https://segd.org/sites/default/files/2018-segd-academic-summit-call-for-papers.pdf

Submission deadline: March 2, 2018

SEGD | Society for Experiential Graphic Design is soliciting submissions for the 2018 Academic Summit to be held on Wednesday, June 6, in Minneapolis, Minnesota.

Potential papers should address the educational, institutional, technological, social, and cultural issues that have relevance to the overarching discipline of Experiential Graphic Design (XGD), which encompasses environmental graphic and information design, exhibition design, wayfinding and signage design, branding, interactive and immersive environments, and technology integration.

Situated the day before the 2018 SEGD Conference, this event will bring together educators, students, researchers, and practitioners from the field of Experiential Graphic Design.

For 2018 SEGD is seeking submissions of both academic research and curriculum innovation that specifically address design challenges including (but not limited to):

  • advanced user centric experiences
  • emerging technology
  • interface innovation
  • narrative design and storytelling
  • smart cities and public spaces
  • shifts in user behavior and spatial practices
  • design thinking and business innovation
  • service design and evolution

SUBMISSION REQUIREMENTS… read more. “Call: Society for Experiential Graphic Design (SEGD) 2018 Academic Summit”

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Paramount Pictures and Bigscreen launching virtual reality movie theater

[Reminiscent of Oculus Video and CineVR, a new virtual movie theater from Paramount and Bigscreen will replicate sitting in a theater with friends watching a film on a big screen, i.e., it’ll use presence-evoking technology to replicate the experience of using presence-evoking technology. This story is from Deadline Hollywood. –Matthew]

Paramount Pictures Launching First Virtual Reality Movie Theater

by Anita Busch
November 16, 2017

EXCLUSIVE: Paramount Pictures has just created another platform — or maybe even a new distribution window — to display its feature content.

The studio, in partnership with Bigscreen, is collaborating with several tech companies leading efforts in the virtual reality space — Oculus, Samsung, HTC and Microsoft, among others — to launch a first VR movie theater. A viewer puts on a VR headset and sits in a “theater” in front of a huge screen watching a movie as you would in a brick-and-mortar theater.… read more. “Paramount Pictures and Bigscreen launching virtual reality movie theater”

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Call: Multimodal Corpora 2018: Multimodal Data in the Online World

Call for Papers

MULTIMODAL CORPORA 2018:
Multimodal Data in the Online World

LREC 2018 Workshop
12 May 2018, Phoenix Seagaia Conference Center, Miyazaki, Japan
http://lrec2018.lrec-conf.org/

Deadline for paper submission: 12 January 2018

INTRODUCTION

The creation of a multimodal corpus involves the recording, annotation and analysis of several communication modalities such as speech, hand gesture, facial expression, body posture, gaze, etc. An increasing number of research areas have transgressed or are in the process of transgressing from focused single modality research to full-fledged multimodality research, and multimodal corpora are becoming a core research asset and an opportunity for interdisciplinary exchange of ideas, concepts and data.

We are pleased to announce that in 2018, the 12th Workshop on Multimodal Corpora will once again be collocated with LREC.

This workshop follows similar events held at LREC 00, 02, 04, 06, 08, 10, ICMI 11, LREC 2012, IVA 2013, LREC 2014, and LREC 2016.… read more. “Call: Multimodal Corpora 2018: Multimodal Data in the Online World”

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Pixar uses VR to bring the Land of the Dead to life

[A new VR project from Pixar promotes the company’s new film using both spatial and social presence. The story is from CNET, where the original includes more images and a 2:29 minute video. –Matthew]

Pixar uses VR to bring the Land of the Dead to life

“Coco VR,” the first virtual-reality experience from Pixar, sets you loose as a skeleton to play in the imaginary universe of its next film.

By Joan E. Solsman
November 15, 2017

Pixar’s movies can be so captivating, you sometimes want to walk around inside their worlds.

Now you can.

“Coco VR,” the first virtual-reality experience from Pixar, lets you virtually explore the glimmering Land of the Dead from the studio’s upcoming feature, “Coco.” Check out your skeleton body in a mirror as you try on different outfits and pop your skull off and place it into your hands.… read more. “Pixar uses VR to bring the Land of the Dead to life”

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