ISPR Presence News

Monthly Archives: August 2018

Call: GOODTECHS 18 Special Session on Serious Games to Improve Quality of Life

CALL FOR PAPERS

GOODTECHS 18
4th EAI International Conference on
Smart Objects and Technologies for Social Good
Special Session on Serious Games to Improve Quality of Life
Bologna, Italy
28 – 30 November 2018
http://goodtechs.eu/

Extended submission deadline: 3rd September 2018

Gamification techniques and serious games are often used to capture and maintain user’s attention. This is particularly important when dealing with young patients or people with special needs. Patient’s collaboration is crucial for doctors to perform a good diagnosis, and to provide an efficient therapy, but it cannot always be taken for granted. Moreover, serious games are proved to be an efficient tool to incentivize people to improve their lifestyle, e.g., making more physical activity. This track will feature new insights, research, and practice on how to design, develop and use gamification and persuasive technologies to create serious games and applications to improve individuals’ Quality of Life (QoL) and behavior, with a particular focus on people with disabilities.… read more. “Call: GOODTECHS 18 Special Session on Serious Games to Improve Quality of Life”

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Be Another Lab uses VR and presence to bridge cultures and promote mutual understanding

[This is an encouraging story about people using technology to create presence experiences that bring people together. It’s from Crosscut, where the original includes a second image and a 2:17 minute video. –Matthew]

[Image: The “Machine to be Another” virtual reality environment creates experiences in which you can embody someone else. On the left, a participant is immersed in the first-person story being told in the video as a facilitator gently mimics the motions happening on screen. On the right, the video as seen through a VR headset. Credit: Still image from video by Aileen Imperial/KCTS 9)]

Can virtual reality transform your reality?

A new experience goes beyond the headset to bridge connections and build empathy.

by Brangien Davis
August 16, 2018
Video by Aileen Imperial

Standing in the busy railway station in Utrecht, Netherlands, I feel a billow of air whoosh across my face with each arriving train.… read more. “Be Another Lab uses VR and presence to bridge cultures and promote mutual understanding”

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Call: Transhumanism – Special issue of the Journal Scientia et Fides

CALL FOR PAPERS

The Journal Scientia et Fides (ISSN: 2300-7648; E-ISSN: 2353-5636)
Special Issue on Transhumanism, edited by Leandro M. Gaitán (Universidad de Navarra)

Submission deadline: March 1, 2019

During the last two decades, the transhumanist metanarrative has been generating a lot of controversy, both in academic circles and in public opinion. Its proposal of a radical transformation and even of overcoming the human condition by technological means, entails a diversity of both theoretical and practical problems. From the theoretical perspective, some problems are the potential advantages and risks of transhumanism, personal identity, new alterities (robots, cyborgs, etc.), equality and social justice in a posthuman future, human/posthuman evolution, nature and nurture in transhumanism, history of transhumanism, literature and transhumanism, death and immortality, religion and transhumanism, and the meaning of life in a posthuman world. From the practical perspective, some problems are hybridization human-machine, ethics of physical, cognitive, and moral enhancement, defense/security, AI and enhancement, sports and enhancement, and cryonics and mind uploading.… read more. “Call: Transhumanism – Special issue of the Journal Scientia et Fides”

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First-person report: Why VR is a game-changer for my meditation practice

[In this story from Brit + Co the author reports on her experience using an Oculus Go meditation program; as you’d expect, spatial presence and presence as transportation and immersion play important roles. –Matthew]

Why Virtual Reality Is a Game-Changer for My Meditation Practice

Sarah Garone
Aug 15, 2018

Virtual reality is cropping up everywhere, so it only makes sense that this immersive technology would eventually make a foray into meditation. But what’s it like to meditate with more than just your own consciousness to help you along? Is VR-assisted meditation distracting? Strange? Peaceful? When the folks at Oculus Go offered to let me try out the Guided Meditation app on their VR headset, I had the chance to find out.

Upon first learning about this app, I was a bit skeptical about how I would like it. In my previous experiences with virtual reality, I’ve basically been the person you see in embarrassing YouTube videos groping the air in front of them blindly and screaming in terror on imaginary roller coasters.… read more. “First-person report: Why VR is a game-changer for my meditation practice”

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Call: Pedagogy in Virtual Worlds – Ten Year Perspective issue of Journal of Virtual Worlds Research

Call for Proposals
Special issue of Journal of Virtual Worlds Research
https://www.jvwresearch.org/index.php/component/content/article/10-cfps/92-cfp-pedagogy

Abstract submission deadline: August 20, with publication Q4-2018

Pedagogy in Virtual Worlds – Ten Year Perspective will be a special issue on pedagogy and learning in immersive environments to be led by guest editor Dr. Kenneth Y T Lim, from Nanyang Technological University, Singapore

MOTIVATION AND SCOPE

2019 marks the tenth anniversary of a landmark issue of the Journal of Virtual Worlds Research, which was themed on ‘Pedagogy.’ Volume 2 Number 1 of the journal was the fruition of a vision of the late Leslie Jarmon. Dr. Jarmon was a pioneer academic in the use of virtual worlds and immersive environments for learning, and the issue at the time (2009) – was the cutting edge of academic thought on what the affordances of virtual worlds are, and how they could be leveraged for learning.… read more. “Call: Pedagogy in Virtual Worlds – Ten Year Perspective issue of Journal of Virtual Worlds Research”

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VR and presence help caregivers, family members understand what it’s like to have Alzheimer’s

[In a very positive application of presence, virtual reality is being used to provide caregivers and family members a first-person experience of what it’s like to have Alzheimer’s disease, as reported in this story from the Chicago Tribune. See also the 2013 ISPR Presence News post “Virtual dementia experience for aged care workers.” –Matthew]

[Image: Ann Brennan, director of volunteer services for Chicago Methodist Senior Services, puts a virtual reality headset on Amber Davis at Hartwell Place in Andersonville, as she prepares to go through a lab designed to help caregivers understand how it feels to live with dementia. Credit: Kristan Lieb / For the Chicago Tribune.]

What does it feel like to have Alzheimer’s? Virtual reality programs may help you find out

Lisa Schencker, Chicago Tribune
August 14, 2018

After experiencing the world as a woman with Alzheimer’s disease, Ana Lebron took off her virtual reality headset and began to cry.… read more. “VR and presence help caregivers, family members understand what it’s like to have Alzheimer’s”

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Call: AISB 2019: Artificial Intelligence, Imagination and Invention

Call for Symposia, Workshops and Tutorials

Society for the Study of Artificial Intelligence and Simulation for Behaviour
AISB 2019: Artificial Intelligence, Imagination and Invention – A[I]3
April 16th to April 18th 2019
Falmouth, Cornwall, UK
http://aisb2019.falmouthgamesacademy.com/

Deadline: 1st of October 2018

Contact: aisb2019@easychair.org

Dear Colleagues,

We are hosting the AISB annual convention in Falmouth, UK and are looking for people/groups interested in organising symposia, workshops or tutorials as part of one of the oldest running AI conventions.

The Society for the Study of Artificial Intelligence and Simulation for Behaviour (AISB) is soliciting proposals for symposia, workshops and tutorials to be held at the AISB 2019 convention.

The longest running convention on Artificial Intelligence, AISB 2019 will be held at the Falmouth University, chaired by Tanya Krzywinska, Rob Saunders, Swen Gaudl and Edward Powley. As in the past years, AISB 2019 will provide a unique forum for presenting cutting-edge research and burning issues around all areas of AI.… read more. “Call: AISB 2019: Artificial Intelligence, Imagination and Invention”

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VR takes University of Auckland property students new places

[This story from the University of Auckland describes a variety of innovative uses of virtual reality and presence in teaching students about property and construction. –Matthew]

VR takes property students new places

13 August 2018

Virtual reality (VR) field trips are now being used to teach students about construction and leaky homes at the University of Auckland Business School, as the technology revolutionizes imaging in the property industry.

From this month, Bachelor of Property students in the stage one course “Introduction to Property” are being given Google Cardboard headsets – a low-cost virtual reality headset that resembles a cardboard Viewfinder from the 1980s, with a place to insert a smartphone. When photos and videos are captured on a special 360 degree camera and played on a smartphone, they appear in 3D, creating an immersive experience.

As part of their coursework, students will take a virtual tour of the construction site at Parnell Terraces, a former leaky building in Auckland which is being remediated.… read more. “VR takes University of Auckland property students new places”

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Call: Press Start special issue on Walking Simulators

Call for Papers
Press Start special issue on Walking Simulators

Abstract/bio submission deadline: 17th September 2018

Press Start is pleased to announce an upcoming special issue of the journal (with guest editors Esther Wright and Emily Marlow), for which we invite submissions relating to the theme of ‘Walking Simulators’.

Approaches are welcomed from scholars and developers alike, tackling Walking Simulators from a variety of approaches. Broad themes to be addressed may include (but are by no means limited to):

  • Definitions and explorations
  • Critical reviews of individual titles
  • Storytelling in Walking Simulators
  • Queer approaches to making/studying
  • Promotion and Marketing
  • Games criticism, gate-keeping, and boundary breaking
  • Representations of space, place and/or material culture
  • Representations of history in Walking Simulators
  • Player reception
  • Practice-based approaches to game-making
  • Platforms and technology
read more. “Call: Press Start special issue on Walking Simulators”
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Blippar brings its AR navigation capabilities (and presence) indoors

[When virtual objects and characters are seamlessly overlaid on ‘reality’ a presence illusion is (or at least can be) created. This story from Next Reality describes a new indoor AR system developed by Blippa that has a variety of interesting applications; see the original version of the story, or the Blippar announcement, for more information, pictures and a 2:33 minute demonstration video. Following the story below is an excerpt of coverage by TechCrunch that suggests additional, potentially worrisome, applications of the new system including advertising and monitoring of user movements. –Matthew]

Blippar Brings Its AR Navigation Capabilities Indoors

By Tommy Palladino
August 9, 2018

Computer vision company Blippar has already dabbled with outdoor AR navigation, but now it wants to make it easier for people to make their way through indoor spaces with augmented reality.

On Thursday, the company introduced its Indoor Visual Positioning platform for AR navigation.… read more. “Blippar brings its AR navigation capabilities (and presence) indoors”

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