ISPR Presence News

Monthly Archives: January 2019

Call: Simulations special issue: The Societal and Ethical Dimensions of Computer Simulations

Call for Papers

Simulations Special Issue
THE SOCIETAL AND ETHICAL DIMENSIONS OF COMPUTER SIMULATIONS (S18-2)

Guest Editors:

  • Juan M. Durán (TU Delft)
  • Jeroen van den Hoven (TU Delft)

Submission deadline: June 30, 2019

Computer simulations are a fundamental method for the progress of scientific and engineering research. Jim Gray (2007) called them the third paradigm of research, along with theory, experiment and Big Data (the first, second and fourth paradigm respectively). While the specialised literature has extensively focused on epistemological, ontological and methodological issues of computer simulations (Humphreys, 2004, Winsberg, 2010, Morrison, 2015, Durán, 2018), less has been said on the social and ethical dimensions of computer simulations (Brey 1999, 2008, Tolk and Ören, 2017).

The purpose of the special issue “The societal and ethical dimensions of computer simulations” is to address core questions about the role and use of computer simulations in scientific and engineering practice, as well as their influence in society, democracy, and education, among other contexts.… read more. “Call: Simulations special issue: The Societal and Ethical Dimensions of Computer Simulations”

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New virtual reality experience transforms you into a majestic tree

[This story from Mother Nature Network describes a new VR-generated presence experience that lets users experience the life, and death, of a tree (compare it to the recent installation We Live in an Ocean of Air from another ISPR Presence News post); the story, which includes a second image, a 1:46 minute video, and a link to an extended interview in Vive, ends with information about how you can visit actress Judi Dench’s private forest in Surrey, England via virtual reality. –Matthew]

[Image: Scene from the virtual reality experience ‘Tree’ from the MIT Media Lab. Credit: Screenshot from Vimeo/MIT Media Lab.]

New virtual reality experience transforms you into a majestic tree

Michael d’Estries
January 29, 2019

Ever gaze into the crowning branches of some massive tree and wonder what it might be like to hold silent court over the world below?… read more. “New virtual reality experience transforms you into a majestic tree”

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Call: 7th International Conference on Human-Agent Interaction (HAI 2019)

CALL FOR PAPERS

The 7th International Conference on Human-Agent Interaction (HAI 2019)
Kyoto, Japan — 6-10, October 2019
http://hai-conference.net/hai2019

Full paper submissions due: 14 May 2019

HAI 2019 is the 7th annual International Conference on Human-Agent Interaction. It is a venue with an interdisciplinary nature to discuss and disseminate state-of-the-art research on topics that relate to human interactions with a range of agent systems, including physical robots, virtual agents, socially interactive agents, and artificially intelligent agents.

The theme for HAI 2019 is “Human-Agent Interaction, the Heart of Artificial Intelligence.”

Due to the rapid progress of deep learning, AI has reached a human or superhuman level in image recognition and games such as Go and is approaching the level of human in speech recognition, translation, automatic driving, and many other applications. It can be said that Human-Agent Interaction (HAI) has now become the most exciting target area of AI.… read more. “Call: 7th International Conference on Human-Agent Interaction (HAI 2019)”

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Astonishing NASA documentary “Apollo 11” evokes intense, inspiring presence

[Anyone who questions the ability of film to evoke an intense and multi-faceted sense of presence should read this IndieWire review of (and go see) a new NASA documentary called “Apollo 11.” If nothing else read the fifth paragraph (“Honestly, …”) below. I missed seeing “First Man” in an IMAX theater but a group of us here at Temple University saw an extended preview scene that made us viscerally feel like we were there in the capsule during the countdown and take-off. “Apollo 11” uses newly discovered and restored high resolution footage and audio recordings of the event along with minimal graphics and no narration to produce what sounds like an inspiring illusion of presence as transportation, engagement and perceptual and social realism. For more information and to watch the trailer see Kottke.org and collectSPACE. –Matthew]

‘Apollo 11’ Review: Astonishing NASA Documentary Is One Giant Leap for Film Restoration — Sundance

With “Apollo 11,” Todd Douglas Miller compiles never-before-seen NASA footage into a staggeringly clear look at our trip to the moon.read more. “Astonishing NASA documentary “Apollo 11” evokes intense, inspiring presence”

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Call: “Robots for Social Good: Exploring Critical Design for HRI” – Workshop at HRI 2019

Call for Papers

“Robots for Social Good: Exploring Critical Design for HRI”
A half-day, hands-on Workshop at HRI 2019, the 14th Annual ACM/IEEE International Conference on Human-Robot Interaction
Daegu, Korea
11 March 2019

IMPORTANT DATES:

Submission Date: 25 February 2019
Notification Date: 28 February 2019
Workshop Date: 11 March 2019

More information: https://sites.google.com/view/robots-for-social-good-hri19
Submission page: https://easychair.org/conferences/?conf=rsg2019

INVITED SPEAKERS

  • Selma Sabanovic, Associate Professor of Informatics at Indiana University, Bloomington (USA)
  • Chi Hyung Jeon, Assistant Professor at the Graduate School of Science and Technology Policy, KAIST (Korea)
  • Ana Paiva, Full professor at Instituto Superior Técnico and coordinator of the Intelligent and Social Agents Group, GAIPS (Portugal)

Robots are being increasingly developed as social actors, entering public and personal spaces. However, if we consider these robots as social interventions, then it is important to recognize that the robot’s design – its behavior, its application, its appearance, even its marketing image – will have an impact on the society and social spaces it enters.… read more. “Call: “Robots for Social Good: Exploring Critical Design for HRI” – Workshop at HRI 2019”

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Universal files patent to put guests on a virtual reality leash

[This short story from the Orlando Weekly describes (and links to) a new patent application for a combination of form (a tether system) and content (virtual obstructions like gates and fog) to manage the paths of multiple VR and AR users at theme parks. See the original for more images. –Matthew]

Universal files patent to put guests on a virtual reality leash

By Seth Kubersky
January 28, 2019

Virtual reality has taken the location-based gaming industry by storm in recent years, with stand-alone VR attractions popping up all over Orlando. But one fundamental problem has kept the technology out of the big theme parks, or at least restricted it to roller coasters: how do you keep large numbers of helmet-wearing guests from bumping into each other?

Universal may have struck upon a solution in their new patent application for “Systems and Methods for Virtual Reality and Augmented Reality Path Management,” which basically boils down to harnessing guests like hyperactive toddlers on a leash and tethering them to an overhead track, allowing them to walk forward without straying across their neighbor’s path.… read more. “Universal files patent to put guests on a virtual reality leash”

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Jobs: 4 postdoc positions in WEAVR R&D project at University of York

Vacancies: WEAVR recruiting four new post docs for esports research

Role: 4 PDRA roles (see details and specific adverts below)
Institution: University of York (United Kingdom)
Closing date: 31/01/2019
Contract status: 2 years (fixed term)
Salary: £32,236 – £39,609

Digital Creativity Labs at the University of York have four exciting PDRA vacancies related to the £5.8m WEAVR R&D project (http://weavr.tv/). WEAVR seeks to re-imagine the way audiences engage with the genre through hyper-personalised stories, interactive content, data-driven narratives and cross-reality experiences that seamlessly stretch across devices, technologies, and spaces. The WEAVR consortium includes key industry stakeholders and leading innovators across esports, VR, XR, virtual studio technology, 360 degree video and big data analytics, including ESL, the world’s leading esports company. The project will be carried out by a dedicated team of over 50 people, including software developers, 2D & 3D artists, content producers, designers, market analysts, business developers, as well as four key researchers located at the University of York, which will be leading on the key innovation areas of the project.… read more. “Jobs: 4 postdoc positions in WEAVR R&D project at University of York”

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Instagram’s increasingly realistic virtual influencers

[The images of the Instagram CGI character Imma (roughly, “now”) in this story from Inverse are compellingly realistic and raise intriguing questions about the impacts of the “virtual influencer” trend. For more examples see ITP Live, and for information about a potentially important factor in the impacts see the 2014 story in Motherboard titled “Lonely People Are More Likely to Think Inanimate Objects Are Alive.” –Matthew]

The Weirdest Trend on Instagram: Virtual Influencers Who Make Real Content

By Danny Paez
January 19, 2019

The sun may already be setting on the age of the ambiguously famous social media influencer. After all, why pay an actual human being to hawk nutrition concepts or multi-level-marketing schemes when you can create a virtual human who, being not a real person, is perfectly willing to strut, pose, and even make memes for free.

The latest virtual influencer to go viral is named Imma, a self-described “virtual model” who’s on the February 2019 cover of the Japanese computer graphics magazine, CGWorld.… read more. “Instagram’s increasingly realistic virtual influencers”

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Call: The Challenges of Working on Social Robots that Collaborate with People – CHI 2019 Workshop

Call for Papers

CHI 2019 Workshop: The Challenges of Working on Social Robots that Collaborate with People
Workshop at CHI 2019 in Glasgow
Saturday 4th May 2019
Workshop website: http://www.ittgroup.org/about-workshop

IMPORTANT INFORMATION

  • Submission Deadline: (on or before) 12 February 2019
  • Notification of acceptance: (on or before) 1 March 2019
  • Workshop day: Saturday, 4th May, 2019, Glasgow UK
  • Submission template: CHI Extended Abstracts. Please use the appropriate template, available for both LaTeX and Word (Windows and Mac).
  • Submission format: All submissions must be in PDF format and submitted through: https://easychair.org/conferences/?conf=sirchi2019
  • Review process: Submissions will be peer reviewed based on their quality, relevance, and applicability to workshop themes and goals.
  • Attendance requirements: It is a requirement that at least one author of each accepted position paper must attend the workshop and that all participants must register for both the workshop and for at least one day of the conference (http://chi2019.acm.org/
read more. “Call: The Challenges of Working on Social Robots that Collaborate with People – CHI 2019 Workshop”
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RealityVirtually: These developers are trying to make virtual reality more useful

[The RealityVirtually Hackathon at MIT sounds like a fascinating, fun and valuable event where people gather to bring creative ideas for presence applications to life. This story from The Boston Globe (where it features a different image) describes many of the projects at this year’s event; for much more information about them see the Winners page on the RealityVirtually website. –Matthew]

These developers are trying to make virtual reality more useful

By Scott Kirsner, Globe Correspondent
January 24, 2019

If you’ve seen a set of virtual reality goggles — in person or otherwise — you may have jumped to a few conclusions. Maybe a useful gadget for hardcore gamers, but not me. Who wants to stand around swiveling his head and looking like an apprentice welder from the Planet Cybertron?

And how much more antisocial could people possibly get?

But over the Martin Luther King Jr.… read more. “RealityVirtually: These developers are trying to make virtual reality more useful”

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