ISPR Presence News

Monthly Archives: July 2018

Call: IEEE VR 2019: 26th IEEE Conference on Virtual Reality and 3D User Interfaces

Call for Papers

IEEE VR 2019: The 26th IEEE Conference on Virtual Reality and 3D User Interfaces
March 18-22, 2019, Osaka, Japan
http://ieeevr.org/2019

IEEE VR 2019 seeks original, high-quality Conference Papers in all areas related to virtual reality (VR), including augmented reality (AR), mixed reality (MR), and 3D user interfaces (3DUIs).

Important Dates:

  • November 22, 2018: Paper abstracts due (REQUIRED)
  • November 29, 2018: Paper submissions due
  • February 5, 2019: Notification of results
  • February 19, 2019: Camera-ready material due

Each research paper should be a validated contribution covering one or more of four styles of papers methodological, technology, applications, or systems. Papers are welcome that provide contributions in more than one of these areas. Authors should select a primary designation for submissions:

  • Methodological papers should describe advances in theories and methods of AR/VR/MR and 3DUI, such as ethical issues, theories on presence, or human factors.
read more. “Call: IEEE VR 2019: 26th IEEE Conference on Virtual Reality and 3D User Interfaces”
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How extended reality is changing cardiology

[A new paper reviews the varied uses of presence-evoking technologies in cardiology; this story from Healthcare Analytics News provides a summary and links to the (free) article in the Journal of the American College of Cardiology (JACC). For related stories see the ISPR Presence News posts “Virtual reality reveals the human heart in three dimensions“ and “Tufts Medical Center to use VR to let patients preview experience.” –Matthew]

[Image: Mixed reality cardiac electrophysiology workflow graphic from Silva et al. article]

How Extended Reality Is Changing Cardiology

C. Gourarie
July 09, 2018

Doctors can now manipulate holographic hearts and see our anatomy in 3D, and it’s only the beginning of a wave of similar high-tech tools to come.

As the technology behind virtual and augmented reality progresses, in both hardware and software, the possibilities for application in cardiology continue to expand. These technologies are already used in medical education and training, and they will soon be ready for live use during medical procedures, according to a new report published in JACC: Basic to Translational Science.… read more. “How extended reality is changing cardiology”

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Call: CHI PLAY 2018 Forum on Video Games for Mental Health

Call for Papers

CHI PLAY 2018 FORUM on Video Games for Mental Health
October 28, 2018
Melbourne, Australia
https://chiplaymhforum.wordpress.com/

Submission Deadline: August 15, 2018

The Forum on Video Games for Mental Health invites researchers and practitioners working on mental health, video games, and/or digital health care to discuss their work under the auspices of the annual CHI PLAY conference. Participants can also look forward to three thought provoking keynotes, addressing the use of video games in therapy, issues with the clinical implementation of digital health technologies, and the production of games for mental health.

We particularly welcome contributions on:

  • Innovative game designs and technologies for promoting, assessing or treating mental health
  • User-centered or participatory design methods applied to games for mental health
  • Implementation strategies and or clinical/practical considerations when using games for mental health
  • User studies, experiments and/or intervention studies, focused on outcomes of using games for mental health
  • Post-mortems of games for mental health
  • Video games and playful interactions applied in the therapeutic context

Participants are encouraged to submit one of the following formats:

  • an abstract in JMIR Mental Health format and a subsequent long paper to a JMIR Mental Health Special Issue (max.
read more. “Call: CHI PLAY 2018 Forum on Video Games for Mental Health”
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VR/MR and presence aid career planning and workplace training in Norway

[Virtual and mixed reality and the presence they evoke are being used to help people explore and train for career opportunities in new, more effective and cost-efficient ways, as reported in this story from E-learning Inside News. –Matthew]

Mixed Reality Workplace Training in Norway

By Cait Etherington
July 05, 2018

In the past, mixed reality, which combines both virtual reality and real-life contexts, has primarily been used to train workers in fields where simulations have long been a key element of training (e.g., the training of pilots). But can mixed reality also be used to train workers in other contexts? A team of Norwegian researchers have found that mixed reality may have far broader applications, including training workers in the fish and agricultural sectors.

In June, Ekaterina Prasolova-Førland of the Innovative Immersive Technologies for Learning (IMTEL) Lab at Norwegian University of Science and Technology in Trondheim, Norway was in New York to share her research on mixed reality with educators, researchers and instructional designers at the 2018 International Conference on E-Learning in the Workplace.… read more. “VR/MR and presence aid career planning and workplace training in Norway”

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Call: 11th International Workshop on Human Friendly Robotics (HFR 2018)

Call for Papers

HFR 2018
11th International Workshop on Human Friendly Robotics
Shenzhen, China
13-14 November 2018
www.hfr2018.org

Important Dates:
Submission deadline:  July 20, 2018
Notification of acceptance:  September 15, 2018
Early registration deadline:  October 27, 2018

Submission Site: http://www.hfr2018.org/papersubmission.html

The growing need to automate daily tasks, combined with new robot technologies, is driving the development of a new generation of human-friendly robots, i.e., safe and dependable machines, operating in the close vicinity to humans or directly interacting with them in a wide range of domains. The technological shift from classical industrial robots, which are safely kept away from humans in cages, to robots, which are used in close collaboration with humans, is facing major challenges that need to be overcome.

The objective of the workshop is to bring together academic scientists, researchers and research scholars to exchange and share their experiences and research results on all aspects related to the introduction of robots into everyday life.… read more. “Call: 11th International Workshop on Human Friendly Robotics (HFR 2018)”

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Watch Steven Spielberg direct a Ready Player One scene using virtual reality

[This short story from CinemaBlend explains, and includes a 2:05 minute video clip of Steven Spielberg explaining, how the director used virtual reality to bring the virtual reality described in the novel Ready Player One to life in his recent film. Here’s a quote from the clip, which explains the screenshot below: “My avatar had a virtual camera and so if I pressed a button I could either start a video recorder and do actual shots by walking through the virtual set or I could do frame grabs.” I agree with the author’s endorsement: A group of us here at Temple University had a fun presence experience when we went to see the film in a local IMAX theater. –Matthew]

Watch Steven Spielberg Direct A Ready Player One Scene Using Virtual Reality

By Sean O’Connell
July 4, 2018

Tackling Ernie Cline’s Ready Player One created all sorts of new obstacles for Steven Spielberg, despite the fact that the legendary director remains on the cutting-edge of most storytelling techniques.… read more. “Watch Steven Spielberg direct a Ready Player One scene using virtual reality”

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Call: 3rd Multiple Approaches to Game Analysis Workshop (MAGAW 2018)

Call for Proposals

3rd Multiple Approaches to Game Analysis Workshop (MAGAW 2018)
8th – 9th of November 2018
University of Lincoln, UK

Submission deadline: August 26th

Queries about the workshop, email: magaw2018@gmail.com

Emmanuel Guardiola (Cologne Game Lab, TH Köln), Jussi Holopainen (Lincoln Games Research Network, University of Lincoln), and Curtis Maughan (Cologne Game Lab, TH Köln, Vanderbilt University) invite you to apply to a two-day, hands-on game analysis workshop.

Workshop Goal:

In an attempt to develop a multidisciplinary game analysis toolkit, we are seeking a diverse spectrum of approaches to game analysis. By game analysis we refer to a systematic and critical identification of structures, elements and qualities of a game or genre.

Proposal Format:

Applicants should submit a concise description of their preferred method of game analysis, no more than 250 words in length. Approaches to game analysis can be formal, empirical or qualitative in nature and should speak to a broad audience while featuring the applicant’s home discipline.… read more. “Call: 3rd Multiple Approaches to Game Analysis Workshop (MAGAW 2018)”

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New (free) report: “Evaluating Immersive User Experience and Audience Impact”

[Our friend, colleague and ISPR co-founder Jonathan Freeman and his firm i2 media research led the production of a new free report for those creating VR/AR content, based on many years of research on presence and presence-evoking technologies. See the bottom of this short story about it from Goldsmiths, University of London for the link to download the report.  –Matthew]

Catapulting immersive industry into the spotlight

Bodies, Minds, Society, Psychology

By Pete Wilton
Published on 28 Jun 2018

A Goldsmiths, University of London spin-off firm has produced a new report, working with Nesta and the Digital Catapult, aimed at those creating virtual and augmented reality content.

The report was one of three launched today (28 June 2018) at the Digital Catapult innovation centre. Across the three reports, contributing companies included Limina Immersive, Opposable Group and Tech Spark, and Nesta and spin-off firm i2 media research limited.… read more. “New (free) report: “Evaluating Immersive User Experience and Audience Impact””

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Call: 16th New Zealand Conference on Human-Computer Interaction (CHINZ 2018)

Call for Papers

CHINZ 2018
16th New Zealand Conference on Human-Computer Interaction
University of Waikato, Hamilton, New Zealand
19th November, 2018
https://www.cs.waikato.ac.nz/chinz2018/

Part of the CHINZ Conference series, organised by SIGCHI NZ, the New Zealand Chapter of ACM SIGCHI

Co-located with the 20th International Conference On Asia-Pacific Digital Libraries (ICADL 18)

Submission deadline: 7 September 2018

The 16th New Zealand Conference on Human-Computer Interaction will provide a forum for researchers and practitioners involved with Human Computer Interaction in New Zealand and in other parts of the world. It aims to bring together people interested in any aspect of HCI and Interaction Design, to enable them to share their experiences, exchange their ideas, learn from one another, and promote collaboration in HCI research and development. The conference will be co-located with the 20th International Conference On Asia-Pacific Digital Libraries (ICADL 18).… read more. “Call: 16th New Zealand Conference on Human-Computer Interaction (CHINZ 2018)”

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Presence and deepfake video: The dangers ahead

[As if the political currents around the world, and specifically in the U.S. as it celebrates Independence Day today, aren’t disturbing enough, presence scholars, policy makers and everyone else should be deeply concerned about how presence-evoking technologies are enabling increasingly dangerous and harmful deceptions. The story below from The Associated Press (AP) describes some of the threats in the realm of politics, and there is much more press coverage on this topic:

IEEE Spectrum reports on a wager among experts on whether there will be a successful deepfake video scandal during the upcoming 2018 U.S. midterm elections – even those in the “no” camp say it’s not a matter of “if” but “when” such a scandal happens.

Poynter notes that a Belgian social-democratic party has already successfully used a fake video of Trump “to promote a petition for the government to do more about climate change”; despite “Trump’s smudged lips and teeth” and the fact that in the video itself ‘he’ declares the forgery, “several top commenters on both Facebook and Twitter didn’t seem to understand the video was fake.”… read more. “Presence and deepfake video: The dangers ahead”

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