ISPR Presence News

Monthly Archives: October 2018

Call: 3rd Annual International GamiFIN Conference 2019

Call for Papers

3rd Annual International GamiFIN Conference 2019
April 8-10, 2019
Levi, Lapland, Finland

Conference website: http://gamifinconference.com/
Full CFP: http://gamifinconference.com/cfp2019/

IMPORTANT DATES

December 10, 2018: Submissions deadline
January 21, 2019: Notifications of acceptance sent to authors
January 31, 2019: Registration deadline for paper authors
March 29, 2019: Deadline for camera-ready
April 8-10, 2019: Conference

THEMES

Gamification is a multi-faceted phenomenon that affects multiple domains of human life. Therefore, we welcome submissions related to this ludic transformation of our reality under several domains and related (but not limited) to e.g. the following keywords:

  • Users: e.g. Engagement, experience, user types
  • Education: e.g. Gamification in education, serious games, game-based learning, games & math
  • Media: e.g. eSports, streaming, gamification in journalism
  • Commerce: e.g. Business models, free-to-play, gambling, gamification as marketing
  • Work: e.g. Organizational gamification, gameful work, gamification in leadership
  • Technology: e.g. Virtual reality, augmented reality, Internet of things
  • Toys & play: e.g.
read more. “Call: 3rd Annual International GamiFIN Conference 2019”
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Virtual reality reimagines the haunted mansion – with eerily realistic effects

[The technologies used to create Halloween attractions are increasingly capable of producing rich and intense presence experiences, as detailed in this story from Fast Company; see the original version for other pictures and videos. –Matthew]

Virtual reality reimagines the haunted mansion–with eerily realistic effects

The Void’s hyper-reality experiences allow you to do more than just enter a new world–you get to touch, feel, interact, and even smell truly terrifying environments.

By Rina Raphael
October 1, 2018

I am screaming so loudly–repeatedly–that it’s more of a piercing shrill echo.

I fear it’s so disturbingly distracting that I can’t stop apologizing. “I am so very sorry,” I tell my fellow time-travelers, noting that once again, the demon got the best of me. He came out of nowhere and as much as I tell myself this isn’t real, it feels real. This, despite the fact that whenever I bring my hands to muffle my mouth’s sounds, they do not appear as my hands; they are the thin, leather-gloved fingers of a Victorian lady.… read more. “Virtual reality reimagines the haunted mansion – with eerily realistic effects”

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Job: Modelling a humanoid virtual assistant for remote and isolated caregivers – PhD fellowship at French National Research Centre Lab

PhD fellowship

Subject: Modelling a humanoid virtual assistant for remote and isolated caregivers
ANR VR-MARS Project
UMR-CNRS (French National Research Centre) Lab-STICC
Brest, France

Supervisor: Ronan Querrec
Co-supervisors: Elisabetta Bevacqua

ENIB – Brest National School of Engineering
Lab-STICC – Laboratory in the field of Information, Communication and Knowledge Science

Keywords: embodied conversational agents, multimodal data analysis and generation, medical procedures and assistance data, system trustworthiness.

The PhD project is part of the ANR VR-MARS Project that aims at implementing an assistance system designed for emergency care support in remote and isolated sites. The system will be based on virtual reality (RV) and embodied conversational agents (ECAs). We hypothesize that these two technologies improve the situation understanding and the coordination of all the stakeholders: a remote caregiver and the referent expert centre. The VR-MARS case study will focus on space medicine and the simulation of emergency care during a manned mission on Mars.… read more. “Job: Modelling a humanoid virtual assistant for remote and isolated caregivers – PhD fellowship at French National Research Centre Lab”

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Facebook wants to fix video calls with Portal smart devices

[In addition to their features, most of the press coverage of Facebook’s new Portal devices emphasizes questions about the actual and perceived privacy the products will provide. This story is from Business Insider, where it includes other images. A 5:43 minute interview with Portal VP Rafa Camargo at Bloomberg includes the quote here about presence and several others including a specific reference to social and “video” presence. Wired has more details about the Portals including this:

“Get up and walk around, and the camera follows you, staying zoomed in. If there’s more than one human in the room, Portal will zoom out and recrop to fit everyone in the frame. If you want to zoom in on just one person, tap the screen and select ‘Spotlight mode,’ which locks Portal’s camera onto one face and body, keeping that person centered in the frame no matter who else comes and goes.… read more. “Facebook wants to fix video calls with Portal smart devices”

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Call: “Beyond Computers: Wearables, Humans, And Things – WHAT!” for IxD&A

Call for Papers

Focus section on
Beyond Computers: Wearables, Humans, And Things – WHAT!

to be published at the
Interaction Design and Architecture(s) Journal (IxD&A)

(ISSN 1826-9745, eISSN 2283-2998)

Since 2012 also in Scopus
Since 2015 also in Emerging Sources Citation Index and Web of Science

IxD&A implements the Gold Open Access (OA) road to its contents
with no charge to the authors (submission & paper processing)

Help us in improving the quality of the editorial process and of the journal, please donate:
https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=5EUX7CQ3GKSSG

CFP: http://ixdea.uniroma2.it/inevent/events/idea2010/index.php?s=102&link=call39fs

Guest Editors:

  • Gerrit van der Veer, Vrije Universiteit Amsterdam, The Netherlands
  • Achim Ebert, University of Kaiserslautern, Germany
  • Nahum Gershon, The MITRE Corporation, USA
  • Peter Dannenmann, RheinMain University of Applied Sciences, Germany

Important dates:

  • Deadline: November 30, 2018
  • Notification to the authors: January 10, 2019
  • Camera ready paper: January 30, 2019
  • Publication of the special issue: mid February, 2019

OVERVIEW

Classical research and applications in the field of Human-Computer-Interaction focus on the relationships between humans and computers as separated objects.… read more. “Call: “Beyond Computers: Wearables, Humans, And Things – WHAT!” for IxD&A”

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NSF funds three-year Penn State study of VR simulations for teaching industrial engineering

[Researchers affiliated with Penn State University are designing not just individual VR simulations to teach industrial engineering but an integrated, thematic curriculum that incorporates VR and presence to serve both in person and remotely located students with “the potential to transform our concept of higher education and how we learn.” This story is from Penn State News, where it includes more pictures (see also related earlier coverage from Penn State News). –Matthew]

[Image: Researchers at the Data-Driven Decisions lab at Penn State Behrend and the Design Analysis Technology Advancement lab at University Park are developing a virtual-reality simulation that will place industrial engineering students in an interactive and immersive manufacturing environment. Credit: CANSTOCK]

NSF funds three-year study of virtual-reality engineering simulations

Robb Frederick
October 05, 2018

UNIVERSITY PARK, Pa. — Industrial engineering students often use simulation kits – boxes full of Lego blocks – to learn Toyota’s production system.… read more. “NSF funds three-year Penn State study of VR simulations for teaching industrial engineering”

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Call: Special issue of Virtual Reality on XR (VR, AR, MR) and Immersive Learning Environments

[There is also a Call for Project Demos to be presented as part of a VR/AR for Learning Showcase that will take place at IEEE TALE 2018 in Wollongong, Australia on 4–7 December 2018, in conjunction with the Special Track on XR and Immersive Learning Environments (https://tale2018.org/xr). The submission deadline is October 22 and more information and the submission form are at https://goo.gl/forms/z6zqJcKhnJ1gOSLX2 –Matthew]

Call for Papers

Special Issue of Virtual Reality on
XR (VR, AR, MR) and Immersive Learning Environments

https://bit.ly/2vdyKEL

Guest Editors: Dennis Beck, Minjuan Wang, Mark J. W. Lee

Submission deadline: 14 December 2018

Manuscript submissions are being solicited for a special issue of the Springer journal Virtual Reality (Impact Factor: 1.375) on XR (VR, AR, MR) and Immersive Learning Environments, to be published in late 2019. This special issue is being created in conjunction with a special track of the same name at the IEEE TALE 2018 Conference, which will be held in Wollongong, Australia from 4 to 7 December 2018.… read more. “Call: Special issue of Virtual Reality on XR (VR, AR, MR) and Immersive Learning Environments”

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It’s time to talk about robot gender stereotypes

[This story from Wired highlights the power of (in this case, medium-as-social-actor) presence, and the tension between profits and ethics: “The danger is that robot makers, consciously or not, may exploit gender stereotypes to try to make their machines more effective [with consumers] … It doesn’t have to be this way.” –Matthew]

[Image: Donat Sorokin/TASS/Getty Images]

It’s Time To Talk About Robot Gender Stereotypes

Matt Simon
October 3, 2018

Robots are the most powerful blank slate humans have ever created. Want a helpful robot? No problem. Want a mean one? Sure, if that’s what you’re into. A robot is a mirror held up not just to its creator, but to our whole species: What we make of the machine reflects what we are.

That also means we have the very real opportunity to screw up robots by infusing them with exaggerated, overly simplified gender stereotypes.… read more. “It’s time to talk about robot gender stereotypes”

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Call: Realities and Fantasies: Relations, Transformations, Discontinuities – ASCA Workshop

Call for Papers:

Realities and Fantasies: Relations, Transformations, Discontinuities
Amsterdam School for Cultural Analysis (ASCA) Workshop 2019
10-12 April 2019, University of Amsterdam
http://realitiesfantasies.wordpress.com

Keynotes: Jonathan Culler (Cornell University), Annabelle Dufourcq (RU Nijmegen), Nkiru Nzegwu (SUNY Binghamton), Susanna Paasonen (University of Turku).

Extended Deadline: 15 November

The world of fantasy often serves as an escape from reality, its limitations, and its many social, economic, and corporeal restrictions. Reality, in turn, is often desired amidst the delusions of the fantastic. In this workshop, we take on the continuous and renewed interest in the real in its relation to fantasy, illusion, and imagination. Whereas typically, debates on realism are focused on its contrast to idealism or nominalism, we ask: What are the contemporary relations between realities and fantasies? How do reality and fantasy speak to intellectual imaginings and possible futures? What role can or should fictions, fantasies, and idealizations play in addressing change from a social, political, individual, and metaphysical perspective?… read more. “Call: Realities and Fantasies: Relations, Transformations, Discontinuities – ASCA Workshop”

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VR and presence boost workouts by reducing pain during exercise

[This story from Inverse describes a new study that demonstrates the power of VR and presence to alter perceptions and, in this case, enable more effective physical exercise (although as with many presence phenomena, I can envision negative consequences if it’s not used in moderation). See the original for two more images, and coverage from The University of Kent for more details. –Matthew]

VR Boosts Workouts by Unexpectedly Reducing Pain During Exercise

Meet your next performance-enhancing drug.

By Emma Betuel
October 4, 2018

If you walk in on someone exercising with a VR headset on, they might look pretty ridiculous. Perhaps you’d silently judge them for what might seem like random, awkward movements. If this describes you, a study published in Psychology of Sport and Exercise may make you regret that snap judgment: Researchers’ findings suggest that VR can actually play a powerful role in exercise performance, helping people push through physical discomfort.… read more. “VR and presence boost workouts by reducing pain during exercise”

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