ISPR Presence News

Monthly Archives: January 2019

Call: 2nd Body as Starting Point (BAaST) Workshop on Inbodied Interaction at CHI 2019

Call for Papers

2nd Body as Starting Point (BAaST) Workshop on Inbodied Interaction:
Applying Inside Body Knowledge for Inbodied Design
Sunday May 5
At CHI2019, Glasgow
https://bodyasstartingpoint.tumblr.com/

Submission deadline: February 21; you’ll hear back from us by February 28

BAaST – that’s Body As a Starting Point. That starting point is for interactive technology design, and our question is: if we start designs that will touch bodies from an understanding of how those bodies operate (from macro processes like sleep to micro processes like hormonal signalling of metatonin) how might this knowledge inform/change our designs for health and wellbeing, for performance?

INTRODUCTION AND MOTIVATION

A growing area in HCI is the creation of tools to support health and performance. As the field moves in this domain, there is a meta-structural problem emerging; health is a holistic concept that requires an understanding of the many systems involved and their dynamic interactions, but the HCI community, at present, is producing technological artifacts that are largely fragmenting health and lack grounding in basic understanding of human physiology, neurology, etc.… read more. “Call: 2nd Body as Starting Point (BAaST) Workshop on Inbodied Interaction at CHI 2019”

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NYPD VR program to help teens de-escalate gang confrontations

[PoliceOne reports on a new application of VR and presence to help teens learn how to avoid conflicts with gang members in New York City. For more information see NY1’s coverage that includes a 2:07 minute video report and the official press release via PR Newswire. –Matthew]

[Image: Source: Officer.com]

NYPD virtual-reality program to aid children with tough situations

Police are putting teens through computer simulations to help them de-escalate gang confrontations

January 23, 2019
Anthony M. Destefano, Newsday

NEW YORK — The NYPD is using virtual reality to help teenagers deal with real life on the street.

Aided by $500,000 from the nonprofit New York City Police Foundation, city cops are putting youngsters through computer simulations — complete with virtual-reality goggles and using real-life scenarios — to help them de-escalate gang confrontations.

Known as “Options,” the program puts groups of 10 to 15 teens that the police invite in through a three-day curriculum so they can gain emotional intelligence to de-escalate situations when they are confronted by gang members in their neighborhoods.… read more. “NYPD VR program to help teens de-escalate gang confrontations”

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Call: CHIRA 2019 – 3rd International Conference on Computer-Human Interaction Research and Applications

Call for Papers

CHIRA 2019 – 3rd International Conference on Computer-Human Interaction Research and Applications
September 20 – 21, 2019
Vienna, Austria
http://www.chira.scitevents.org/

Submission Deadline: April 29, 2019

CHIRA is sponsored by INSTICC – Institute for Systems and Technologies of Information, Control and Communication

CHIRA 2019 will be held in conjunction with icSPORTS 2019 and NEUROPhyCS 2019.
Registration to CHIRA allows free access to the icSPORTS and NEUROPhyCS conferences (as a non-speaker).

SCOPE

The purpose of the International Conference on Computer-Human Interaction Research and Applications (CHIRA) is to bring together professionals, academics and students who are interested in the advancement of research and practical applications of interaction design & human-computer interaction. Five parallel tracks will be held, covering different aspects of Computer-Human Interaction, including Interaction Design, Human Factors, Entertainment, Cognition, Perception, User-Friendly Software and Systems, Pervasive Technologies and Interactive Devices.… read more. “Call: CHIRA 2019 – 3rd International Conference on Computer-Human Interaction Research and Applications”

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MASA presence: Why do we hurt robots?

[“Paradoxically, our tendency to dehumanize robots comes from the instinct to anthropomorphize them” – this interesting story from The New York Times explores the reasons for human attacks on robots and other technologies; medium-as-social-actor (MASA) presence is both a cause and apparent solution to the problem. For more about this see a June 2018 story in The Boston Globe. –Matthew]

Why Do We Hurt Robots?

They are like us, but unlike us, and both fearsome and easy to bully.

By Jonah Engel Bromwich
Jan. 19, 2019

A hitchhiking robot was beheaded in Philadelphia. A security robot was punched to the ground in Silicon Valley. Another security bot, in San Francisco, was covered in a tarp and smeared with barbecue sauce.

Why do people lash out at robots, particularly those that are built to resemble humans? It’s a global phenomenon. In a mall in Osaka, Japan, three boys beat a humanoid robot with all their strength.… read more. “MASA presence: Why do we hurt robots?”

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Call: PLAY/PAUSE Symposium – Immersion | Dissonance

Call for Abstracts

PLAY/PAUSE Symposium
Theme: Immersion | Dissonance
22 May 2019
University of Birmingham, B15 2TT, UK
http://playpauseuob.wordpress.com

Deadline for submissions: 15 March 2019

For our second annual symposium, PLAY/PAUSE is looking for 20-minute papers that interrogate the continuum between immersion and dissonance within videogames and virtual reality. We therefore welcome papers from any disciplinary background that relate to (but are not limited to) the following topics:

  • New immersive media (Virtual Reality and Augmented Reality)
  • Embodiment and virtual environments
  • Glitches and breaking immersion
  • Flow and gaming expertise
  • Identification and social gaming
  • Constructed authenticity
  • Queerness and the player body
  • Detail, labour and the ‘crunch’
  • Boredom and negative affects

Abstracts of no more than 250 words, along with a bibliography and short bio, should be sent to playpauseuob@gmail.com by Friday 15th March 2019. We particularly welcome proposals from PGRs and early career researchers.… read more. “Call: PLAY/PAUSE Symposium – Immersion | Dissonance”

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TV and presence: Samsung’s 219-inch Micro LED TV “pretty much looks like real life”

[While telepresence rooms, virtual and augmented reality, IMAX theaters and simulation rides, and computers, virtual assistants and robots, are more often the focus of presence scholarship, television has for decades been arguably the most common and personal presence-evoking technology. And it’s evolving to be even more effective, as illustrated in this short story from Digital Trends about Samsung’s latest models. See the original story for a 2:56 on-site video report, and coverage in Techradar for the second image below and more information including the fact that the smaller (!) 75-inch model is called “The Window.” –Matthew]

Samsung’s blistering 219-inch Micro LED TV will cook your eyeballs, blow your mind

Caleb Denison
January 7, 2019

You don’t have to be a K-pop fan to enjoy Samsung’s new 219-inch Micro LED TVs. But it probably helps. Because at this size, whatever’s on TV pretty much looks like real life.… read more. “TV and presence: Samsung’s 219-inch Micro LED TV “pretty much looks like real life””

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Call: Embodied Drawing – TRACEY Drawing Research Network Conference

Call for papers: Embodied Drawing
TRACEY Drawing Research Network Conference
18-19th July 2019
Conveners: Drawing Research Group, Loughborough University

Deadline: Friday 1st February 2019

The conference aims to explore the notion of embodied drawing. By embodied drawing we suggest that ‘embodied’ could be synonymous with the act of drawing, that drawing is an act of embodiment. As such, the making of a mark expands to become an act of mediation. Yet if all bodies are mediat(ing)ed, they too mark the skins and surfaces of other bodies in the briefest immediacies – in traces of gesture, events, at and through the borderline. A curious folding of/with materiality – a drawing. And as drawing expands there come lines of flight and queer becomings: of further technological mediations, prostheses, computer augmented realities, boundary-making practices that offer up new forms of embodiment, of bodies yet to be named, without outline.… read more. “Call: Embodied Drawing – TRACEY Drawing Research Network Conference”

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Empathy and sympathy: VR and presence as a tool for individual and social change

[This story from YES! considers the potential and the limitations of virtual reality and presence to create empathy and sympathy and thereby lead to individual and social change. See the original version for two more images; for more on “An Empathy Bridge for Autism” and the “1000 Cut Journey” experience designed to give users a better understanding of racism, see a 2018 post and a 2017 post in ISPR Presence News. –Matthew]

[The materials used for “An Empathy Bridge for Autism” VR experience are mostly low-cost and utilize tranquil hues. Photo by Paul Plews.]

Using Virtual Reality to Teach Empathy

Walking a mile in someone else’s shoes is more than just a phrase for people working at the intersection of psychology and technology.

Liz Brazile
January 15, 2019

Heeju Kim wants people to fathom what it would be like to be incapable of reading others’ body language and to be perpetually inundated with strange, troublesome noises.… read more. “Empathy and sympathy: VR and presence as a tool for individual and social change”

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Call: “Ambient Assisted Living and Cognitive Assistants” issue of Applied Sciences

Special Issue of Applied Sciences (ISSN 2076-3417; impact factor 1.698)
“Ambient Assisted Living and Cognitive Assistants”
https://www.mdpi.com/journal/applsci/special_issues/Ambient_Assisted_Living_and_Cognitive_Assistants

Deadline for manuscript submissions: 30 June 2019

INTRODUCTION

Recent studies have shown that people who stay in their homes have a higher quality of life, often better than those who are institutionalized. Another important social factor is the high cost of institutional care, which a great number of families are unable to pay, thus being the only option to keep their elderly relatives at home. To respond to these issues, the services and care available in the institutions must be replicated in the family environment. These new challenges require new solutions, technological ones.

Ambient Assisted Living (AAL), and more recently, Cognitive Assistants (CAs) aim to provide technological advancements with the aim of assisting people with physical or cognitive disabilities. Their operational areas include complex platforms that include sensors, actuators, monitoring processes and decision support systems.… read more. “Call: “Ambient Assisted Living and Cognitive Assistants” issue of Applied Sciences”

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New tech allows a VR user to “teletransport” into a remotely located moving car

[Valeo’s Voyage XR lets users “tele-transport” into a remotely located car, enabling a variety of presence experiences. See the original version of this story from the Daily Mail for a 1:38 minute video and several more images (and a sidebar and video about a self-driving car demo); the brief Valeo announcement and the Voyage XR video are on the company’s website. –Matthew]

The virtual back seat driver that could be every teen driver’s worst nightmare: ‘Teleportation’ system lets parents sit in the car with their kids via a VR headset

By Annie Palmer for Dailymail.Com In Las Vegas
14 January 2019

Revolutionary new virtual reality technology could let anyone ride along with you as a virtual passenger.

Called Voyage XR, it’s expected to have a range of applications, from training truck drivers to letting parents keep an eye on teen drivers while they’re on the road.… read more. “New tech allows a VR user to “teletransport” into a remotely located moving car”

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