Month: June 2018


  • Call: Perception and Cognition in Augmented Reality – Special issue of PRESENCE

    Call for Papers PRESENCE: Teleoperators and Virtual Environments Special Issue on Perception and Cognition in Augmented Reality Submission deadline: Sunday, 30 September, 2018 Scope: In recent years, mobile platforms and emerging headworn display hardware have ushered in a new wave of AR excitement and use. To realize AR’s full potential, however, a thorough understanding of perceptual and cognitive factors and their role in informing design of effective augmented reality systems is highly needed; both in research and industry communities alike. To date, there is neither an in-depth overview of these factors, nor well- founded knowledge on most effects as gained…

    Read more: Call: Perception and Cognition in Augmented Reality – Special issue of PRESENCE
  • New face-swapping AI: “The end of reality is imminent”

    [Other coverage of the latest iteration of AI-based video manipulation of humans (e.g., in Gizmodo and TechCrunch) includes more details while noting the remarkably fast evolution of the technology, and the website of Stanford visiting professor Michael Zollhöfer includes much more information and a statement about both its positive and negative applications, but this short piece in Co.Design describes the implications most starkly. The articles all include the new 7:04 minute video, which is also available via YouTube.  –Matthew] [Image: Screenshot from Deep Video Portraits demo video. Source: TechCrunch.] This new face-swapping AI is scarily realistic The end of reality…

    Read more: New face-swapping AI: “The end of reality is imminent”
  • Job: Faculty position in Applied Immersive Game Design at University of Canterbury

    Lecturer/Senior Lecturer/Associate Professor/Professor Applied Immersive Game Design University of Canterbury Christchurch, New Zealand https://ucvacancies.canterbury.ac.nz/psc/ps/EMPLOYEE/HRMS/c/HRS_HRAM_FL.HRS_CG_SEARCH_FL.GBL?Page=HRS_APP_JBPST_FL&Action=U&FOCUS=Applicant&SiteId=1&JobOpeningId=6049&PostingSeq=1& Job ID: 6049 Location: College of Engineering Full/Part Time: Full-Time (37.5 hours per week) Regular/Temporary: Regular The closing date for this position is: 29 June 2018 (NZ time) Applications are invited for a continuing academic position in the area of Applied Immersive Game Design, one of four new academic positions in the new, rapidly growing School of Product Design in the College of Engineering at the University of Canterbury. The School offers a new, exciting degree programme, the Bachelor of Product Design, with majors offered in…

    Read more: Job: Faculty position in Applied Immersive Game Design at University of Canterbury
  • How humans bond with robot colleagues

    [This first story from BBC Capital’s new Augmented Reality column provides a vivid, link-filled overview of medium-as-social-actor presence responses to robots. The original version includes six more pictures. –Matthew] [Image: German Chancellor Angela Merkel meets Pepper the Robot on Girls’ Day on April 26, 2017 in Berlin, Germany. The event is meant to encourage young women to pursue careers in all parts of the German economy, especially in sciences, information technology and engineering, and this year the event occurs simultaneously with the W20 women’s empowerment summit, sponsored by the G20 Group of 20 major economic powers. Photo by Adam Berry/Getty…

    Read more: How humans bond with robot colleagues
  • Call: Meaningful Play 2018

    Call for Submissions Meaningful Play 2018 October 11-13, 2018 East Lansing, Michigan http://meaningfulplay.msu.edu/ Submissions deadline: Sunday, June 24, 2018 Whether designed to entertain or to achieve more “serious” purposes, games have the potential to impact players’ beliefs, knowledge, attitudes, emotions, cognitive abilities, physical and mental health, and behavior. Meaningful Play 2018 is a conference about theory, research, and game design innovations, principles and practices. Meaningful Play brings scholars and industry professionals together to understand and improve upon games to entertain, inform, educate, and persuade in meaningful ways. The conference will include thought-provoking keynotes from leaders in academia and industry, peer-reviewed…

    Read more: Call: Meaningful Play 2018
  • VR and presence used for bear safety training in British Columbia

    [The CBC report below is about a niche but potentially life-saving application of presence-evoking technology; the original story includes three different images. For more information listen to the 4:27 minute report from CBC’s Daybreak North radio program and see the VR Safety Training Solutions website. A short piece from MyPrinceGeorgeNow includes these additional quotes: “’From the people we have talked to who have taken the [regular] training, they aren’t always confident that they would know how to use it effectively in the field even though they’ve taken the training,’ explains CEO Kelly O’Neill. ‘So we wanted to be able to…

    Read more: VR and presence used for bear safety training in British Columbia
  • Job: Microsoft Design Researcher (Games and Entertainment)

    Design Researcher 2 at Microsoft Redmond, Washington, United States https://careers.microsoft.com/us/en/job/447298/Design-Researcher-2 Job number: 447298 Date posted: June 6, 2018 Travel: 0-25 % Job category: Engineering Role type: Individual Contributor Employment type: Full-Time To put it simply, we are all about fun! And at Team Xbox, we care deeply about facilitating fun for everyone. Are you curious about games and technology? We are seeking a researcher with a passion & skill for generating consumer insights to help drive the development of world-class entertainment games and experiences. You will be joining a unique team at Microsoft known for pioneering and institutionalizing the adaptation…

    Read more: Job: Microsoft Design Researcher (Games and Entertainment)
  • “The robot became part of me”: NeuroEmbodied Design for artificial limbs

    [The profound implications of the innovation described in this story from the MIT Media Lab is clear in this sentence from the second-to-last paragraph: “We see a future in which our designed world will be carefully integrated within our nature: a world in which what is biological and what is not, what is human and what is not, what is nature and what is not, will be forever blurred.” See the original story for an additional image, three videos, an FAQ and more. Futurism’s coverage, titled “Artificial Limbs We Forget Are Artificial,” links to a story in Popular Mechanics with…

    Read more: “The robot became part of me”: NeuroEmbodied Design for artificial limbs
  • Call: 1st IEEE International Conference on Artificial Intelligence and Virtual Reality (AIVR 2018)

    Call for Papers The 1st IEEE International Conference on Artificial Intelligence and Virtual Reality December 10-12, 2018 Taichung, Taiwan http://www.ieee-aivr.org (CFP available for download here) Workshop proposal submission deadline: July 20, 2018 Paper submission deadline: July 27, 2018 Research in Virtual Reality (VR) is concerned with computing technologies that allow humans to see, hear, talk, think, learn, and solve problems in virtual and augmented environments. Research in Artificial Intelligence (AI) addresses technologies that allow computing machines to mimic these same human abilities. Although these two fields evolved separately, they share an interest in human senses, skills, and knowledge production.…

    Read more: Call: 1st IEEE International Conference on Artificial Intelligence and Virtual Reality (AIVR 2018)
  • With Venues, Oculus and Facebook push social VR into new territory

    [Oculus Venues is a new platform for social VR and this story from Wired describes some of the key design choices its creators faced; it includes both explicit and indirect references to presence. The original version includes different images; for more information about what the Venues experience is like see stories in CNET and Mashable. –Matthew] [Image: Source: VRScout] With Venues, Oculus and Facebook Push Social VR Into New Territory Peter Rubin May 30, 2018 Tonight, more than 9,000 people will fill Red Rocks Amphitheatre outside Denver to listen to Vance Joy, an Australian singer-songwriter with a name like a…

    Read more: With Venues, Oculus and Facebook push social VR into new territory
  • Call: INTERACT 2019 – 17th IFIP TC.13 International Conference on Human-Computer Interaction

    Call for Papers The 17th IFIP TC.13 International Conference on Human-Computer Interaction – INTERACT 2019 September 2-6, 2019 Paphos, Cyprus http://interact2019.org/ First submission deadline: January 14, 2019 INTERACT 2019 is the latest of a series of conferences on Human-Computer Interaction organized under the aegis of the Technical Committee 13 of the UNESCO International Federation for Information Processing (IFIP). The IFIP TC 13 aims at developing the science and technology of the interaction between humans and computing devices. The first INTERACT conference was organized in London, UK in 1984 and the most recent conferences took place in India (2017), Germany (2015),…

    Read more: Call: INTERACT 2019 – 17th IFIP TC.13 International Conference on Human-Computer Interaction
  • Telexistence Robot H lets you see, hear, and feel through it

    [This new telepresence robot has capabilities that make it more like a “real life” avatar for users. The short story is from SoraNews24, where it includes a different image and a 1:45 minute video. For more information see a story in Forbes that considers the robot’s potential use for remote shopping, and a press release via Digital Journal. –Matthew] Japanese telecom company unveils robot that lets you see, hear, and feel through it [Video] The only problem is that it looks like a killing machine compared to domestic robot Pepper. Koh Ruide June 4, 2018 When Japanese telecommunications company Softbank…

    Read more: Telexistence Robot H lets you see, hear, and feel through it

ISPR Presence News

Search ISPR Presence News:



Archives