ISPR Presence News

Monthly Archives: December 2018

Call: Fifth Workshop on Everyday Virtual Reality, at IEEE VR 2019

Call for Papers

Fifth Workshop on Everyday Virtual Reality
At IEEE Virtual Reality 2019
Osaka, Japan
23 March 2019
https://wevr.adalsimeone.me

Important Dates:
Abstract submission: 18 January 2019
Submission Deadline: 25 January 2019
Notification:  1 February 2019
Camera-Ready: 15 February 2019

Traditionally, Virtual and Augmented Reality has been conceived for purpose-built highly instrumented laboratories. However, the commercial release of consumer grade Virtual and Augmented Reality head-mounted displays has allowed a wider user base to experience VR and AR in everyday environments such as their own home or work environments. If consumer VR and AR is to evolve beyond the laboratory, a rethinking of the way we design and implement interactive VR and AR systems for these environments application scenarios is needed.

The workshop on Everyday Virtual and Augmented Reality focuses on the investigation of well-known VR and AR research themes in all those contexts and scenarios other than research laboratories and specialist environments.… read more. “Call: Fifth Workshop on Everyday Virtual Reality, at IEEE VR 2019”

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Companies use VR, presence to train employees for hostage situations, robberies

[The story below is about a depressingly necessary application of presence-evoking technology; it’s from CBS News, where it includes a 3:56 minute video report from CBS Morning News. For more on STRIVR, see the company’s website. –Matthew]

Companies use VR to train employees for hostage situations, robberies

December 20, 2018

Virtual reality is often associated with video games. But well-known companies are now using it as a tool to train for potentially dangerous situations. Major companies like Walmart, Chipotle and Verizon are using VR to prepare employees for what they could see on the job.

Verizon has more than 1,600 stores across the country where front-line employees help people get connected and buy the latest gadgets to do so. But the harsh reality is that those hot-ticket items make them a target for armed robberies, a dangerous scenario that could be difficult to imagine – until now.… read more. “Companies use VR, presence to train employees for hostage situations, robberies”

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Call: GROUP 2020 – ACM International Conference on Supporting Group Work

Call for Submissions

GROUP 2020 – ACM International Conference on Supporting Group Work
PACM HCI affiliated conference
January 6-8, 2020, Sanibel Island, Florida, USA
https://group.acm.org/conferences/group20/

Paper abstract and title submission deadline: February 22, 2019

For over 25 years, the ACM International Conference on Supporting Group Work (GROUP) has been a premier venue for research on Computer Supported Cooperative Work, Human Computer Interaction, Computer Supported Collaborative Learning and Socio-Technical Studies. The conference integrates work in social science, computer science, engineering, design, values, and other diverse topics related to group work, broadly conceptualized. Group 2020 continues the tradition of being truly international and interdisciplinary in both organizational structure as well as participants.

Key goals for the program are to encourage and facilitate researchers within CSCW and HCI to interact across disciplinary boundaries. We encourage high-level research contributions from interdisciplinary groups to present work that might be difficult to place within one simple category.… read more. “Call: GROUP 2020 – ACM International Conference on Supporting Group Work”

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In Dreamscape VR attraction you literally walk through the screen of your own movie

[Presence as immersion and transportation are highlighted in this story about a new VR attraction; the original version from TimeOut Los Angeles includes several more images and a short video. For more on the development of the feature “The Blu: Deep Rescue” (and for a video trailer) see coverage in Variety, and for a 4:23 minute video report and a 9 minute podcast on the opening of the attraction see coverage from KTLA in Los Angeles. –Matthew]

In the virtual reality Dreamscape, you literally walk through the screen of your own movie

By Michael Juliano
December 14 2018

You can play fetch with a frog-cat, fend off a ferocious beast with a flashlight and steal a lost pearl from a vengeful temple guardian. Listing off such “where else could you do these?” sorts of experiences feels like a trope when talking about virtual reality, but, seriously, where else could you do these outside of the boundless, ever-evolving worlds of Dreamscape Immersive?… read more. “In Dreamscape VR attraction you literally walk through the screen of your own movie”

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Call: VR Interventions for Health and Well-Being in the Elderly – Special issue of Cyberpsychology, Behavior, and Social Networking

CALL FOR PAPERS

Cyberpsychology, Behavior, and Social Networking
Virtual Reality Interventions for Health and Well-Being in the Elderly
https://home.liebertpub.com/cfp/virtual-reality-interventions-for-health-and-well-being-in-t/166/

Deadline for Submissions: May 1, 2019
*Submitting Authors: Please indicate in your Cover Letter that your paper is for the VR in the Elderly Special Issue.

Loneliness is pervasive among older adults. Feelings of loneliness contribute to an increased risk in developing dementia, and a higher risk of heart disease, stroke, and death. By 2030 the United States will have more residents over 65 than children. This figure indicates a growing reliance on our local and national system of caregivers, healthcare providers, and senior communities, placing stress on the clinical and social infrastructure needed to support older adults.

To meet these growing needs, VR technology is rapidly expressing itself as an integral tool. The majority of studies using VR Interventions for seniors have focused on treatment and rehabilitation, but exciting new translational research is beginning to move towards prevention.… read more. “Call: VR Interventions for Health and Well-Being in the Elderly – Special issue of Cyberpsychology, Behavior, and Social Networking”

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Media artists’ “Telepresence” is a collective, social VR concert

[This story from the Georgia Straight describes an interesting, and aptly named, music performance designed by two Canadian artists. For more information, including bios and a 1:43 minute video, see the venue’s website; even more details are available in coverage by The Source. –Matthew]

Telepresence brings immersive virtual reality to concert setting

by Alexander Varty
December 12th, 2018

We can’t quite explain what you’re going to see if you go to Telepresence, an adventurous virtual-reality undertaking at the Western Front this weekend, but we can promise you this: it won’t be like anything you’ve seen before. The brainchild of media artists Kiran Bhumber and Nancy Lee, with assistance from trumpeter JP Carter and assorted coders and programmers, it aims to upend the conventions of the traditional concert in at least a couple of innovative ways—including breaking down the barrier between stage and seating.… read more. “Media artists’ “Telepresence” is a collective, social VR concert”

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Call: Philosophy and HCI workshop at CHI 2019

Call for Participation

Standing on the Shoulders of Giants:
Exploring the Intersection of Philosophy and HCI
A CHI 2019 workshop
Glasgow, UK,
Saturday May 4th, 2019
https://authentic.sice.indiana.edu/philosophy-hci-workshop/

Submission deadline: 12 February 2019

Download the workshop proposal.

Philosophy has provided a vital perspective for HCI on how we navigate, experience, understand, and judge the world around us and its artifacts. Lately, HCI scholars have also sought to use philosophy’s program of answering what it means to live a “good” life to investigate the ethical and moral implications of the technologies we design. As philosophy in its many forms continues to open up new influences and our relations with technology broaden, we believe it is timely to have a meta-discussion about what links philosophy and HCI. As we understand it, philosophy’s strength lies in its diversity, depth, and interpretive flexibility.

The goal of this one-day workshop (Saturday May 4th, 2019) will be to sustain this thread by bringing together HCI scholars who have been drawn to philosophy to develop a shared agenda on how to understand it and carry it forward.… read more. “Call: Philosophy and HCI workshop at CHI 2019”

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Peter Jackson’s WWI documentary “They Shall Not Grow Old” evokes “astonishing” presence

[Peter Jackson’s new WWI documentary “They Shall Not Grow Old” illustrates the power of film to evoke several types of presence. The film’s website and trailer feature these three quotes from reviewers: “Heart-breaking immediacy,” “A deeply human experience,” and “A haunting and moving lesson in how to bring the past vividly alive.” The trailer text concludes with “Travel back in time to experience history with those who were actually there.” The story below from The New York Times describes how the film was created and includes more references to presence as well as five brief “before and after” clips. More information including photos and video is available from the Daily Mail. –Matthew]

How Peter Jackson Made WWI Footage Seem Astonishingly New

The director restored archival combat film to pristine clarity for “They Shall Not Grow Old.”

By Mekado Murphy
Dec.… read more. “Peter Jackson’s WWI documentary “They Shall Not Grow Old” evokes “astonishing” presence”

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Call: “Human-Machine Communication: What Does/Could Communication Science Contribute to HRI?” An HRI 2019 Workshop

Human-Machine Communication: What Does/Could Communication Science Contribute to HRI?

A Workshop at HRI 2019, the 14th Annual ACM/IEEE International Conference on Human Robot Interaction
Daegu, Korea
March 11-14, 2019

HRI 2019: http://humanrobotinteraction.org/2019
Workshop: https://www.combotlabs.org/hmchri2019.html

Submission deadline: February 1, 2019

OVERVIEW

In the discipline of Communication Science, human-machine communication (HMC) has recently emerged as a new context of study. Although historically focused on human communication, communication scientists also (increasingly) examine processes of (a) message production, reception, evaluation, and effects, (b) construction and negotiation of meanings, and (c) coordination of action between humans and digital interlocutors, which may include social robots, artificial intelligence agents, and human-robot assemblages (e.g., cyborgs, machine-augmented persons, and actor networks).

Although both HRI and Communication Science often trace their origins to the transdisciplinary cybernetics of the 20th century, they have since developed in relative isolation, with scant scholarly exchange concerning the similarities and differences in their assumptions, insights, and approaches.… read more. “Call: “Human-Machine Communication: What Does/Could Communication Science Contribute to HRI?” An HRI 2019 Workshop”

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XTAL ultra high-end VR uses emotion analysis to understand and manipulate user experience

[The new product described in this story from UploadVR suggests a coming evolution of presence-evoking technology that will more powerfully and seamlessly measure and manipulate the user’s experience, with both potentially amazing positive and frightening negative consequences. For more information see the VRgineers website. –Matthew]

XTAL Ultra High-End VR Headset Adds Neurable’s Emotion Analysis

By Ian Hamilton
December 10th, 2018

A new partnership between Neurable and VRgineers adds the former’s “brain sensors” to the ultra high-end XTAL VR headset.

We tried out Neurable last year, a system which places EEG (Electroencephalography) sensors along the interior of a VR headset’s strap to gather data from contact with the skin around the brain. Combining that information in real-time with eye-tracking could allow the system to identify, measure and analyze the emotion and intent of the person wearing the headset. The XTAL VR headset from VRgineers includes eye tracking, so adding the EEG sensors and using Neurable’s analysis software might offer customers with very large budgets more capable analysis and training tools than consumer grade systems like Rift and Vive.… read more. “XTAL ultra high-end VR uses emotion analysis to understand and manipulate user experience”

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