ISPR Presence News

Monthly Archives: January 2019

Call: Connected Learning Summit 2019

Call for proposals

Connected Learning Summit 2019
October 2-5, 2019
University of California, Irvine
http://2019.connectedlearningsummit.org/

Online submissions open: January 11, 2019
Deadline for submissions: March 8, 2019
Notifications of Acceptance: June 2019

We are pleased to announce that we are now accepting proposals for the second annual Connected Learning Summit. With a unique focus on cross-sector connections and progressive and catalytic innovation, the Connected Learning Summit brings together leading researchers, educators, and developers. The program includes a mix of engaging presentation and workshop formats ranging from speculative design, to game walkthroughs, sharing works in progress, and research panels.

We encourage the submission of academic papers and project presentations as well as more innovative session formats which focus on digital technologies for learning, educational and commercial games and other media, innovative tech-infused curricula, and theoretical and/or empirical exploration of digital media and technology for learning.

Abstracts from all session types will be included in the Connected Learning Summit Conference Proceedings. Research papers will be published in full, and subject to blind peer review. All other session formats will be subject to committee review.

We will be accepting proposals for:

  • Research papers
  • Workshops
  • Showcases
  • Symposia
  • Well Played sessions
  • Hall of Failure
  • Posters
  • Tech demos
  • Ignite talks

ABOUT THE CONNECTED LEARNING SUMMIT

The mission of the Connected Learning Summit is to fuel a growing movement of innovators harnessing emerging technology to expand access to participatory, playful, and creative learning.

The Connected Learning Summit represents a merger between three community events with this shared vision and values: the Digital Media and Learning Conference, the Games+Learning+Society Conference, and Sandbox Summit.

The 2019 Connected Learning Summit will be held at the University of California, Irvine campus October 2-5, 2019.

HOW TO APPLY Read more on Call: Connected Learning Summit 2019…

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Courtroom 600 VR project to create active, experiential learning about Nuremberg Trials

[This project, described in UConn Today, uses presence to accomplish an important goal, and develop guidelines for similar future efforts. See the original for an additional image. –Matthew]

[Image: Ken Thompson, assistant professor-in-residence of game design, taking 3D Scans of Courtroom 600 in the Justizpalast in Nuremberg, Germany. Photo courtesy of Ken Thompson.]

Reviving Holocaust History with Virtual Reality

Jessica McBride – Office of the Vice President for Research
January 9, 2019

UConn researchers are developing an immersive learning experience using virtual reality (VR) and game design to bring to life archival materials from the Nuremberg Trials.

With the help of a $25,000 Digital Projects for the Public award from the National Endowment for the Humanities (NEH), researchers from UConn’s Digital Media and Design Department in the School of Fine Arts, UConn Library’s Archives & Special Collections (ASC), and Neag School of Education are working with colleagues across the globe to make this project a reality.

The team hopes that their Courtroom 600 project – named for the courtroom in the Justizpalast in Nuremberg, Germany, where the trials took place – will draw learners into ongoing thought and empathetic discussion about human rights both past and present. Read more on Courtroom 600 VR project to create active, experiential learning about Nuremberg Trials…

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Call: “Multimodal Conversational Interaction and Interfaces” – Special issue of Multimodal Technologies and Interaction

CALL FOR PAPERS

Multimodal Technologies and Interaction – Open Access Journal
Special Issue “Multimodal Conversational Interaction and Interfaces”
https://www.mdpi.com/journal/mti/special_issues/multimodal_Interfaces

Deadline for manuscript submissions: 31 March 2019

In face-to-face interaction, multiple communicative behaviors including verbal information and nonverbal signals, such as gestures, facial expressions, and gaze, are exchanged between the conversation participants. They also interpret the combination and co-occurrence of verbal and nonverbal behaviors to understand the conversation. In multiparty communication, where more than two people participate in the conversation, patterns of multimodal information become more complex. Aiming to shed light on such a complex process of face-to-face communication, studies on multimodal interaction have employed a variety of machine learning techniques. From an application point of view, implementing some aspects of multimodal interaction is indispensable in enhancing human-agent/robot communication and supporting human-human communication in computer-mediated environments.

Read more on Call: “Multimodal Conversational Interaction and Interfaces” – Special issue of Multimodal Technologies and Interaction…

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The Teslasuit could turn Black Mirror’s terrifying ‘Playtest’ into a reality

[Science fiction is increasingly becoming reality, as in this story from Digital Times about the Teslasuit, which offers the prospect of particularly effective multi-sensory, customized presence experiences. See the original version for a different images and a 5:00 minute video; for a first-person report see a 5:35 minute CNET video via YouTube; and for more information see the Teslasuit website. –Matthew]

The Teslasuit could turn Black Mirror’s terrifying ‘Playtest’ into a reality

Felicia Miranda
January 13, 2019

Black Mirror is a show that takes hypothetical looks into the future of modern tech. Usually with a dark twist, the scenarios you’ll find in it are typically pretty outlandish. Playtest is one of those episodes that seems like pure science fiction. Or, well, it used to.

Playtest follows a young fellow named Cooper, who lands a job as a tester for a game company that specializes in survival horror games. At his new gig, he tries out some new AR technology that warps his reality into the most terrifying experience possible, based on the responses from its user. What follows is a series of seemingly real and horrifying events that, unknown to Cooper, are an illusion created by the new AR technology.

VR/AR technology isn’t yet immersive enough to recreate an experience as powerful as Playtest, but an up-and-coming full-body haptic suit could change that. It’s called the Teslasuit.

THE FUTURE OF IMMERSION Read more on The Teslasuit could turn Black Mirror’s terrifying ‘Playtest’ into a reality…

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Call: Challenges Using Head-Mounted Displays in Shared and Social Spaces – CHI 2019 Workshop

Call for Participation

Challenges Using Head-Mounted Displays in Shared and Social Spaces
Workshop at CHI 2019
May 5th, 2019
Glasgow, UK
https://www.medien.ifi.lmu.de/socialhmd/

Submission Deadline: February 1st, 2019

Everyday mobile usage of Head-Mounted Displays (AR and VR) is becoming a feasible consumer reality. The current research agenda for these devices has a strong focus on technological impediments (e.g. locomotion, tracking, input devices). This ignores significant challenges in the usage and perception of HMDs in shared and social spaces where HMD users are co-located with non-HMD users and are likely to be observed while interacting.

Read more on Call: Challenges Using Head-Mounted Displays in Shared and Social Spaces – CHI 2019 Workshop…

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Holoride: Audi and Disney bring location-based VR adventures to the car

[You have to watch the 2:20 minute trailer at the Holoride website (or on YouTube) to fully appreciate the potential of car-based presence experiences as envisioned by Audi and Disney. This story is from The Verge, where it includes different images. For more information see the Holoride and Audi websites.

NOTE: I’ll be on my own trip for a few days, but ISPR Presence News will return next Tuesday (January 15).

–Matthew]

Audi and Disney Want To Spice Up Your Uber Ride With VR

Blasting bad guys from the back seat of an E-Tron

By Sean O’Kane
January 7, 2019

Iron Man needs help. He’s being chased through outer space by some of Thanos’ baddies, so Rocket Raccoon and I rush to his aid. We make a few jumps using the Universal Neural Teleportation Network, and a few rollicking minutes later, I’ve helped blast the enemies to bits. Rocket sets off a few fireworks to celebrate.

After that, I take off the virtual reality headset, hand over the controller, and step out of the car.

I’m not at Disney World, and, no, I didn’t eat acid while watching Guardians of the Galaxy in a Chrysler Pacifica. Instead, I was in the back seat of a new Audi E-Tron at a racetrack on the outskirts of Las Vegas. It’s one of the first few nights of the 2019 Consumer Electronics Show. There was just an Oculus Rift strapped to my face, and the experience I had — titled “Rocket’s Rescue Run” — was the result of a deal between Audi, Disney, Marvel, and a new startup called Holoride, which just got spun out of the German automaker.

“Rocket’s Rescue Run” is Holoride’s first public demo. It was created in collaboration with Disney’s Games and Interactive Experiences unit (the same group that created the Star Wars: Jedi Challenges lightsaber duel augmented reality experience).

As Holoride sees it, “Rocket’s Rescue Run” is also a potential answer to a series of questions that crop up now and then: what do you do with your time as a passenger in a ride-hailing car? Do you strike up a conversation with the driver or the people you’re sharing it with? Or do you look at your phone and pray for the day that Lyft releases a “quiet mode”?

And what happens to these questions as self-driving cars start to come into the mix?

“Mobility, as we know it today, will radically change,” Holoride co-founder Nils Wollny says. “The infrastructure will change, the architecture or vehicles will change, the way we access mobility will change. And, most importantly, the experience will change. So the passenger moves into the focus, and content — especially entertainment — will be a major driving force for the mobility experience of the future.”

“We believe that the automobile presents an amazing future opportunity to deliver a unique experience for backseat passengers that enhances our storytelling and takes advantage of what’s great about being a moving vehicle,” Mike Goslin, Disney vice president, adds. Read more on Holoride: Audi and Disney bring location-based VR adventures to the car…

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Call: 24th Annual CyberPsychology, CyberTherapy & Social Networking Conference (CYPSY24)

Call for Papers

CYPSY24: 24th Annual CyberPsychology, CyberTherapy & Social Networking Conference
June 24 – June 26, 2019
Norfolk State University, Norfolk, Virginia, USA
http://www.interactivemediainstitute.com/cypsy24/

Abstract submission deadline: January 15th, 2019

Read more on Call: 24th Annual CyberPsychology, CyberTherapy & Social Networking Conference (CYPSY24)…

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Deepfake porn videos are being weaponized to harass and humiliate women

[Following a new University of Warwick study demonstrating our limited ability to detect digital manipulation of photographs, the story below from The Washington Post makes clear that the warnings about the dangers of increasingly realistic and easily-created deepfake videos were all too accurate. See the original story for two images, a 3:06 video report, and links to several related stories. –Matthew]

Read more on Deepfake porn videos are being weaponized to harass and humiliate women…

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Call: DeSForM 2019 – 11th International Conference on Design and Semantics of Form and Movement

Call for Papers

DeSForM 2019 | Beyond Intelligence
11th International Conference on Design and Semantics of Form and Movement
9-11 October 2019
Massachusetts Institute of Technology, Boston
https://desform19.org

Submission deadline: March 1, 2019

SCOPE AND BACKGROUND

DeSForM | Beyond Intelligence is dedicated to presenting the latest research in the fields of design and technology.

DeSForM (Design and Semantics of Form and Movement) seeks to present current research into the nature, character and behavior of emerging typologies of connected and intelligent objects within adaptive systems.

In its 11th edition, we challenge design scholars to start thinking beyond designing for and with intelligence embedded into single artifacts, to broaden their focus and start addressing designing for distributed, hyperconnected, and complex intelligent ecosystems, and how their meaning, experience, and ethics can be approached in this new landscape.

Submissions should be focused on one or more of the following themes. In addition to these topics, contributions addressing the general conference interests (i.e. designing meanings, semantics and aesthetics of smart, dynamic and interactive artifacts) are also accepted.

  • Experiencing Complexity
  • Interacting with New Intelligences
  • Societal Impacts + Design Ethics
  • Future Roles of Designers

Read more on Call: DeSForM 2019 – 11th International Conference on Design and Semantics of Form and Movement…

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‘Digital smell’ technology could let us transmit odors in online chats

[The practical and realistic illusion of smells may, or may not, eventually be part of our presence experiences. This story from NBC News provides a frank status report. –Matthew]

[Image: Researchers at the Imagineering Institute in Malaysia use electricity, which they applied up the nose through electrodes, to stimulate nerves called olfactory receptors. Credit: Imagineering Institute.]

‘Digital smell’ technology could let us transmit odors in online chats

“It’s not just about the smell. It is part of a whole, integrated virtual reality or augmented reality.”

By Wynne Parry
November 27, 2018

Having a video chat with a friend or colleague is all about seeing and hearing — at least for now. But experiments conducted recently in Malaysia suggest it may be possible to develop “electric smell” technology capable of conveying odors as well as sights and sounds.

The research is preliminary and not without its critics. But if electric smell pans out, long-distance conversations could one day be far more immersive — enabling you to share with a loved one the aroma of a meal you just prepared, for example, or letting you catch a whiff of the sea from your sister’s beach vacation.

“It’s not just about the smell,” said Adrian Cheok, one of the scientists behind the experiments. “It is part of a whole, integrated virtual reality or augmented reality. So, for example, you could have a virtual dinner with your friend through the internet. You can see them in 3D and also share a glass of wine together.” Read more on ‘Digital smell’ technology could let us transmit odors in online chats…

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