ISPR Presence News

Monthly Archives: September 2018

Call: Workshop on Natural Language Generation for Human-Robot Interaction (at INLG 2018)

Call For Papers

Workshop on Natural Language Generation for Human-Robot Interaction
To be held as part of INLG 2018 (https://inlg2018.uvt.nl/)
8 November 2018
Tilburg, Netherlands
http://purl.org/net/nlg-hri-workshop-2018/

Contact email: nlghri2018@easychair.org

IMPORTANT DATES:

  • September 14, 2018: Submission deadline for position papers
  • October 15, 2018: Notification of acceptance
  • October 29, 2018: Camera-ready due
  • November 6–7, 2018: INLG main conference
  • November 8, 2018: Workshop on NLG for HRI

WORKSHOP OVERVIEW

The research area of human–robot interaction has the goal to develop robotic agents that exhibit socially intelligent behaviour while interacting with human partners. Despite the clear relationship between social intelligence and fluent, flexible linguistic interaction, in practice few interactive robots employ anything beyond a simple template-based process when generating output. Developers of robot systems often do not take advantage of the flexibility afforded by natural language generation when generating output in interactive settings and dynamic environments or when output must be generated in different contexts or multiple target languages.… read more. “Call: Workshop on Natural Language Generation for Human-Robot Interaction (at INLG 2018)”

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Sweden’s Com Hem ad campaign vividly illustrates presence experiences

[Swedish telecom company Com Hem (“Come Home”) commissioned a campaign with advertising agency M&C Saatchi Stockholm that features video ads that vividly illustrate customers experiencing presence. The story below from Adweek is about the latest ad, “Above and Beyond”; see the original story or Vimeo to watch the 1:00 minute ad. Earlier ads include “Dive” (YouTube), “The Astronaut” (Vimeo), “Wherever You Are” (Vimeo), “Summit” (Vimeo), and a Film/TV clip-filled extended ad (YouTube). The campaign has apparently been successful (see coverage in Resumé). –Matthew]

[Image: A young pilot pushes his airplane to its limits in this Swedish spot. Credit: M&C Saatchi Stockholm.]

This Wonderfully Shot Ad Celebrates the Power of Imagination (and Crazy-Fast Internet)

A soaring journey from M&C Saatchi Stockholm

By David Griner
August 28, 2018

Whether you spent your youth playing video games in the ’80s, ’90s or even more recently, one thing that’s consistent is that you never remember what, by modern standards, were chunky pixels and muddy visuals.… read more. “Sweden’s Com Hem ad campaign vividly illustrates presence experiences”

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Call: “Smart Cities at Play: Technology and Emerging Forms of Playfulness” issue of Behaviour & Information Technology Journal

Call for Papers

Behaviour & Information Technology Journal
Special issue on Smart Cities at Play: Technology and Emerging Forms of Playfulness
http://explore.tandfonline.com/cfp/est/jmu06129-tbit-smart-cities-at-play

Deadline for submission of paper abstracts: 1 October 2018

Smart cities can be described as places where physical environments are combined with information technology to rectify socio-economic and environmental issues. In recent years, technologies embedded with the global positioning system (GPS) have been increasingly used to shape more efficient urban spaces. Locative data, for instance, is regularly employed to determine the severity of traffic, just as it has become pivotal to ridesharing services. Likewise, such data is used to better understand human mobilities, monitor crowds during large gatherings, and theorise the spatial behaviours of tourists.

At the same time, the application of locative data extends beyond simply better-organising space. GPS enabled smartphones and the mobile web have been instrumental in developing location-based social networking sites (LBSNs) and hybrid reality games (HRGs), both of which explicitly involve the technological mediation of playful practices and encounters.… read more. “Call: “Smart Cities at Play: Technology and Emerging Forms of Playfulness” issue of Behaviour & Information Technology Journal”

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Virtual reality tour brings biblical-era Jerusalem to life

[A new VR tour in Jerusalem lets viewers “Step into History.” Without using the term; both this story from the AP via the Miami Herald and the one from Breaking Israel News that follows below are filled with descriptions of the presence experience the tour provides visitors. The Tower of David Museum’s website includes a 0:35 minute video also available via YouTube. –Matthew]

[Image: In this Monday, Sept. 3, 2018 photo, released by the Tower of David Museum, a visitor uses goggles on a new virtual reality tour that allows visitors to experience how archaeologists believe Jerusalem looked 2,000 years ago. The museum, which is housed in the Old City’s ancient stronghold, plans to launch the high-tech guided tour in September ahead of the Jewish holiday of Sukkot. Credit: Tower of David Museum via AP – Tomer Zmora.]

Virtual reality tour brings biblical-era Jerusalem to life

By Ilan Ben Zion, Associated Press
September 05, 2018

JERUSALEM – A Jerusalem museum is breathing life into the ancient city with a new virtual reality tour that allows visitors to experience how archaeologists believe Jerusalem looked 2,000 years ago.… read more. “Virtual reality tour brings biblical-era Jerusalem to life”

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Call: “Through Despair and Hope: The Circle of Second Life” Virtual Worlds Education Roundtable Sept. 6 in SL

Through Despair and Hope: The Circle of Second Life

Virtual Worlds Education Roundtable (VWER) presentation in voice and discussion in text chat

Presenter: Mark Childs (SL: Gann McGann)

Date: 6 September 12 noon Second Life Time (which is 8pm UK time, 3pm US Eastern time)

Location: Second Life http://maps.secondlife.com/secondlife/VSTE%20Island/27/27/22

In 2009 every higher education institution in the UK had at least one practitioner exploring the use of Second Life (Kirriemuir, 2009).

Since then, the number of institutions using the Second Life platform dropped markedly. Some practitioners began using other platforms, others stopped the using virtual worlds altogether (Childs, 2013). The question of why this occurred will be addressed and what this meant for those individuals professionally and personally.

These experiences will be assessed in order to answer broader questions concerning the role of deploying creative technologies in learning and teaching? What are the general barriers and motivators for experimenting with new technologies, and what is the impact on us as practitioners?… read more. “Call: “Through Despair and Hope: The Circle of Second Life” Virtual Worlds Education Roundtable Sept. 6 in SL”

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New Zealand companies create ‘digital human’ teacher

[As another school year begins new technology developments suggest that realistic, interactive, artificially intelligent digital teachers may transform the traditional classroom experience. This story from Newsroom describes a new advance in digital teacher technologies in New Zealand; the original version includes an additional image, and for more information see the Vector press release, which includes a 2:00 minute video that features student reactions to both the digital and real teacher. –Matthew]

[Image: Students trialling digital teacher Will say he’s just like a human. Photo: Supplied]

World-first digital teacher in NZ schools

August 23, 2018
Farah Hancock

Kiwi students will be the first in the world to have a digital teacher enter their classrooms.

The digital teacher is unlikely to replace flesh and blood teachers any time soon, but the Auckland software company which created the avatar sees education as a key future use of their technology.… read more. “New Zealand companies create ‘digital human’ teacher”

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Call: DiGRA 2019: Digital Games Research Association Conference

CALL FOR PAPERS

DiGRA 2019: Digital Games Research Association Conference
‘Game, Play and the Emerging Ludo Mix’
Ritsumeikan University
Kyoto, Japan
August 6 – 10, 2019
http://www.digra2019.org/

Submission deadlines:

  • Full Papers, Abstracts, Panels, and Doctoral Consortium: February 5, 2019
  • Workshops: April 8, 2019

Media mix (wasei-eigo, メディアミックス or ‘media mikkusu’) bears a particular meaning in Japanese popular culture originating from anime production and consumption in the 1960s. Similarly to cross-media, media convergence, and transmediality, it refers to ways of presenting, representing, and sharing content on different platforms and media allowing dynamic communication between them. Media mix is best seen as a commercial approach as it was conceived to improve advertising strategies through heavy reliance on characters. Of particular importance for media mix are Intellectual Properties that link together various media products and entertainment services across technologies and platforms from TV to toys and game arcades.… read more. “Call: DiGRA 2019: Digital Games Research Association Conference”

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Searing photos and the presence they evoked helped end child labor in America

[This story on Labor Day in the United States describes how the power of vivid early photographs of working children directly looking at the camera (and therefore the viewer) helped change public perceptions and end child labor in the U.S. As noted in the last paragraph, today other media including virtual reality (and the sense of presence it evokes) are also being used to show and combat social injustices. The interesting story is from The Washington Post, where the original includes eight more images (follow the link at the end for over five thousand more) as well as links to related stories. –Matthew]

[Image: A young spinner in a North Carolina cotton manufacturing company poses for Lewis Hine, the documentary photographer who inspired the creation of laws to ban child labor. (Library of Congress)]

The searing photos that helped end child labor in America

By Jessica Contrera
September 2, 2018

He arrived at the coal mines, textile mills and industrial factories dressed in a three-piece suit.… read more. “Searing photos and the presence they evoked helped end child labor in America”

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