ISPR Presence News

Monthly Archives: April 2019

Call: 7th Edition of the International Workshop on Artificial Intelligence and Cognition (AIC 2019)

Call for Papers

AIC 2019 – 7th Edition of the International Workshop on Artificial Intelligence and Cognition
Manchester, UK
September 10-11 2019
http://di.unito.it/AIC2019

Follow us on Twitter: https://twitter.com/AIC_Workshop hashtag: #aic2019ws

Paper submission deadline: May 20, 2019

MOTIVATION

The research in Artificial Intelligence (AI) has been based, from a historical standpoint, on a strong collaboration with Cognitive Science. This collaboration has produced – along the years – mutual benefits. In AI this partnership has driven to the realization of intelligent systems based on plausible models of human cognition.

In turn, in cognitive science, this partnership allowed the development of cognitive models and architectures providing greater understanding of human thinking.

In recent years, after a period of partial fragmentation of the research directions, the area of cognitively inspired artificial systems is progressively attracting a renewed attention both from academia and industry and the awareness about the need for additional research in this interdisciplinary field is gaining widespread acceptance.… read more. “Call: 7th Edition of the International Workshop on Artificial Intelligence and Cognition (AIC 2019)”

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The world’s first Virtual Reality bumper cars

[This press release from Qualisys describes what looks like a clever use of presence to enhance a traditional amusement park attraction; follow the link below for pictures and videos, and there are more videos on YouTube here and here. –Matthew]

Qualisys and HolodeckVR join forces to produce the world’s first Virtual Reality bumper cars

The “Steampunk VR Scooter” attraction at Erlebnispark Schloss Thurn in Germany gives visitors a unique, futuristic VR experience with all the interactive fun of traditional fairground bumper cars

April 29, 2019

Gothenburg, 29 April 2019 —Qualisys, the leading provider of precision motion capture technology and 3D tracking systems has teamed up with VR experts HolodeckVR to develop the world’s first Virtual Reality bumper cars attraction, that was unveiled at the Erlebnispark Schloss Thurn theme park in Nuremberg, Germany on April 13th.

The “Steampunk VR Scooter” will take visitors into a Wild West style arena where they will compete against each other riding retro-futuristic steam engines.… read more. “The world’s first Virtual Reality bumper cars”

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Call: Audio Mostly 2019: A Journey in Sound

Call for Papers

Audio Mostly 2019: A Journey in Sound
18-20 September 2019
University of Nottingham
Nottingham, UK
https://audiomostly.com/2019

Submission Deadline: 24th May 2019

The Audio Mostly (www.audiomostly.com) conference series is interested in sound Interaction Design & Human-Computer Interaction (HCI) in general. Audio Mostly will take place from the 18th to 20th of September 2019 at the University of Nottingham in the city of Nottingham in the UK. The conference provides a space to reflect on the role of sound/music in our lives and how to understand, develop and design systems which relate to sound and music. The special theme for the conference this year is ‘A Journey in Sound’. This year the theme of the conference is open to interpretation, but people might think about the following, in relation to the theme:

  • Sonic aspects of digital stories, documentaries and archives
  • The soundtrack to our lives.
read more. “Call: Audio Mostly 2019: A Journey in Sound”
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Director of new animated Lion King film used VR and presence to film “inside” sets

[This short story from IndieWire describes a clever use of presence-evoking VR in the process of creating the new animated film version of The Lion King. See the Entertainment Weekly story for more details and images, and a 2015 post in ISPR Presence News about the use of VR for an earlier version of The Lion King. –Matthew]

[Image: Source: Entertainment Weekly]

The Insane Way Jon Favreau Directed ‘The Lion King’ on a Virtual Reality Set

Making “The Lion King” fused together filmmaking, virtual reality, and video games.

Zack Sharf
Apr 26, 2019

Jon Favreau’s upcoming “The Lion King” is technically an animated feature, but that’s not how the director approached the film when it came to filmmaking. In order to be able to shoot his remake of Disney’s 1994 animated classic, Favreau wanted to have the same freedom a director would have on a live-action set in terms of mobility and camera movements.… read more. “Director of new animated Lion King film used VR and presence to film “inside” sets”

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Call: Characters and Figurines – Ropecon 2019 Academic Track

Call for Papers

Characters and Figurines – Ropecon 2019 Academic Track
July 26, 2019
Helsinki, Finland
https://2019.ropecon.fi/eng/program/academic-program/

Important dates:
Abstract deadline: May 05, 2019
Notification of acceptance: May 19, 2019
Full Paper deadline: July 15 2019

Throughout the history characters and figurines have had diverse roles in playful practices from rituals to role-playing games, and from dollhouses to Warhammer 40,000. In contemporary play culture tabletop game miniatures offer visual and tangible pleasure while acting also as objects of collection and enabling other hobby practices like painting and sculpting. In role-playing games characters provide value as tools for self-representation and instruments for advancing the story, amongst other things.

Recent technological developments and the ludification of culture have made characters and figurines even more central in play culture. Social capital is accumulated by sharing pictures and videos of figurines like Blythe dolls and miniature collections, through services like Instagram and YouTube.… read more. “Call: Characters and Figurines – Ropecon 2019 Academic Track”

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“Perceived interconnectedness” in “gentle” Twitch communities

[Horton and Wohl (1956) explained how radio and TV presenters evoke parasocial interaction and relationships; this story from Gizmodo describes one way these forms of presence have evolved in the digital age. See the original version of the story for three more images. –Matthew]

[Image: Screenshot of storyteller Mars on Twitch]

The Gentle Side of Twitch

Nicole Carpenter
April 23, 2019

“Hi! I see you, but I’m focused on the reading right now. I can chat during the next break!” This message popped up on the stream from Ryan Blake Hall, better known as Storyteller Mars on Twitch.

He was busy reading from Henry Wysham Lanier’s A Book of Giants: Tales of Very Tall Men of Myth, Legend, History, and Science (published in 1922). Sitting in front of decoratively open books and teacups, he even did character voices—gruff, booming voices for the giants, a calm voice for narration.… read more. ““Perceived interconnectedness” in “gentle” Twitch communities”

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Call: Contributions to book “Love and Affection in Games: A Design Primer”

Call for Submissions

Love and Affection in Games: A Design Primer
http://book.affectiongames.com/

Extended abstract deadline: April 30th, 2019

Authors are invited to submit contributions for an edited volume on love and affection in games. This volume will be published by Taylor and Francis press in 2020 and edited by Lindsay Grace at the University of Miami School of Communication.

The book takes substantial research in the design of affection games and provides a collection of examples, practical design patterns and instructions on how to integrate affection play in games and play. Affection games themselves range from simple casual games where players kiss or hug their way to success, to complex romantic simulation games. As software systems become more complex, bots become more realistic, and robotics extend across the uncanny valley, understanding how to design play with affection may be the difference between rich, engaging experiences and it’s opposite.… read more. “Call: Contributions to book “Love and Affection in Games: A Design Primer””

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Using VR to help children with autism deal with the world around them

[This story from Richard van Hooijdonk is a status report on the uses of presence-evoking technology to improve the lives of children with autism. See the original version for several (different) images and a video; KHQA has a 1:34 minute video report about the Department of Education project; and for more context see an October 2018 “deep dive” story from Spectrum. –Matthew]

[Image: From Freethink’s story “Using Virtual Reality to Help Kids with Autism,” which includes a 7:25 minute video.]

Using VR to help children with autism deal with the world around them

March 8, 2019

  • The US Department of Education aims to use VR to help students with autism develop social skills
  • The Blue Room helps children with autism overcome their fears and phobias
  • Floreo is a VR app that teaches individuals with autism social and communication skills
  • Studies indicate that VR tools can have a positive impact on individuals with autism
  • Challenges and criticism

Autism Spectrum Disorder (ASD) is a neurological and developmental disorder that affects how a person acts and interacts with others, communicates, learns, and processes sensory information.… read more. “Using VR to help children with autism deal with the world around them”

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Call: Chapters for “Game User Experience and Player-Centered Design”

Call for Chapters

Game User Experience and Player-Centered Design

Editor: Barbaros Bostan, Bahcesehir University, Game Design Department, Turkey.

Planned to be published by Springer

Long Abstract Submission Deadline: May 15, 2019

User Experience (UX) is a branch of Human Computer Interaction (HCI) interested in improving the quality of the interaction between the user and the product. When applied to the rapidly growing billion dollar game industry, it becomes the Game User Experience or Player Experience (PX) that focus on the relationship between the player and the game. Game User Experience, the individual and personal experience of playing games, is a complex construct composed of behavioral, psychological and physiological levels. The complexity of the concept also effects the measurement of it, which has different approaches with differing strengths and weaknesses. The lack of consistent set of methods and tools that enable the measurement of entertainment experiences is one of the main challenges the Games User Research (GUR) community faces.… read more. “Call: Chapters for “Game User Experience and Player-Centered Design””

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Parallux’s “Cave” at Tribeca: Are collective shared experiences the future of virtual reality?

[The VR company Parallux has created a new type of shared presence experience for audiences, as reported in this story from Techradar. See the original story for more pictures, and for more information see the NYU news release and an interview in No Proscenium. The Hollywood Reporter has a rundown of the VR-AR programming at the upcoming Tribeca Film Festival. –Matthew]

Are shared experiences the future of virtual reality?

By Catherine Ellis
April 23, 2019

VR is traditionally a lonely experience. After slipping on a headset, you’re typically isolated (even if you’re sitting in a group), and even multi-person experiences only let two or three people share the same world. But it doesn’t have to be that way.

From April 26 to May 4 at this year’s Tribeca Film Festival, virtual reality company Parallux is premiering a new experience that 16 people can watch and enjoy together.… read more. “Parallux’s “Cave” at Tribeca: Are collective shared experiences the future of virtual reality?”

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