ISPR Presence News

Monthly Archives: May 2019

Call: Human-Systems Interaction Session at 2020 IEEE Aerospace Conference

CALL FOR PAPERS

HUMAN-SYSTEMS INTERACTION Session
2020 IEEE Aerospace Conference
Yellowstone Conference Center
Big Sky, Montana
March 7-14, 2020

Abstracts due July 1, 2019

Dear all,

We are now calling for abstracts for the session Human-Systems Interaction at the IEEE Aerospace Conference in Big Sky, Montana. This session consistently draws a fascinating group of innovators in our field for stimulating discussions in a fantastic setting.

TOPICS

Humans are the most critical element in system safety, reliability and performance. Their creativity, adaptability and problem-solving capabilities are key to resilient operations across the different aerospace applications. This session focuses on the technologies and techniques leading to effective interfaces between humans and spacecraft, robots, and other aerospace systems.

Specific topics of interest for this session include HCI-HMI, multimodal sensory integration such as vision, haptics and audio, situational awareness, tele-operation interfaces, data and scientific visualization, virtual and mixed reality environments, augmented reality and natural user interfaces as applied to design, production, operations, and analysis, as well as training and for decision support.… read more. “Call: Human-Systems Interaction Session at 2020 IEEE Aerospace Conference”

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Virtual assistants reinforce gender bias, UN finds

[A new UNESCO report describes how gender biases in our culture are being reinforced by the virtual assistants we create. The story below is from The New York Times and for more on how technology developers are addressing these and related ethical problems, see a recent story in Fast Company. –Matthew]

[Image: From left: the Apple Homepod, Google Home and Amazon Alexa. Their voice-activated assistants reinforce problematic gender stereotypes, Unesco says in a new report. Credit: Jason Henry for The New York Times.]

Siri and Alexa Reinforce Gender Bias, U.N. Finds

By Megan Specia
May 22, 2019

Why do most virtual assistants that are powered by artificial intelligence — like Apple’s Siri and Amazon’s Alexa system — by default have female names, female voices and often a submissive or even flirtatious style?

The problem, according to a new report released this week by Unesco, stems from a lack of diversity within the industry that is reinforcing problematic gender stereotypes.… read more. “Virtual assistants reinforce gender bias, UN finds”

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Call: Advances in Longitudinal HCI Research: Theoretical perspectives, methods, and case studies (book chapters)

Call for book chapters – Springer Human Computer Interaction Series

Advances in Longitudinal HCI Research: Theoretical perspectives, methods, and case studies

Deadline for submission of chapter abstracts: August 1, 2019

Longitudinal studies have been traditionally seen as too cumbersome and labor-intensive to be of much use in research on Human-Computer Interaction (HCI). However, recent trends in market, legislation, and the research questions we address, have highlighted the importance of studying prolonged use, while technology itself has made longitudinal research more accessible to researchers across different application domains.

This book is aimed as an educational resource for graduate students and researchers in HCI and will be published in the Springer Human-Computer Interaction Series: http://www.springer.com/series/6033.

We invite HCI researchers and practitioners to contribute to the following suggested (but not limited) topics:

  • the theoretical underpinnings of longitudinal HCI research: when a longitudinal study is appropriate, what research questions can be addressed and what challenges are entailed in different longitudinal research designs,
  • advances and challenges in methods of longitudinal data collection and analysis: how can we maintain participant adherence and data reliability in longitudinal studies, how to conduct efficient longitudinal studies through the large-scale deployment of technology through app stores and otherwise, how to use particular methods of data collection and analysis in longitudinal settings (e.g.,
read more. “Call: Advances in Longitudinal HCI Research: Theoretical perspectives, methods, and case studies (book chapters)”
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What the Oculus Quest can teach us about the future of mixed reality

[This story from Variety suggests that the guardian system in the new Oculus Quest VR headset could be a useful model for how we’ll transition between virtual and augmented real environments in the future (while noting two key challenges). The explanation begins in the 7th paragraph, and see the original story for a 2:30 minute video demonstration of the guardian system (start at 0:30). –Matthew]

What the Oculus Quest Can Teach Us About the Future of Mixed Reality

By Janko Roettgers
May 22, 2019

Facebook’s new Oculus Quest headset is a great gaming device that simplifies virtual reality (VR), doing away with the need for an expensive PC and external tracking hardware. But with its integrated tracking, the Quest can also teach us a thing or two about the future of virtual and augmented reality.

Those two areas of immersive computing have long proceeded on separate tracks.… read more. “What the Oculus Quest can teach us about the future of mixed reality”

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Call: Pretend Play and E-Cognition conference

Call for Abstracts

Pretend Play and E-Cognition
19 and 20 September 2019
University of Antwerp, Belgium
https://www.uantwerpen.be/en/research-groups/filop/events/pretend-play-ecognition/

Abstract submission deadline:  31 May 2019

ABOUT

This conference seeks to explore if and how E-Cognition theories, which aim to understand cognition through the interplay between the brain processes, bodily capacities and environmental contexts, can improve our understanding of pretend, imaginative and creative practices.

E-Cognition refers to a young field of interdisciplinary research on embodied, embedded, enactive, extensive and ecological cognition, and includes ecological psychology, sensorimotor theory and dynamical systems theory. It assumes that cognition is shaped and structured by dynamic interactions between the brain, body, and both the physical and social environments.

The pretend play practices include playing with objects ‘as if’ they were another, role playing, make-believe play, having imaginary friends, making-up new games, creating rules in games, confabulating, storytelling, making fictional scripts, and acting.… read more. “Call: Pretend Play and E-Cognition conference”

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A real pastor baptizes an anime girl in virtual reality

[Nearly all aspects of human life can be experienced via media technology, evoking varying degrees of presence; this story from Polygon describes an interesting one. The original story includes both videos; for more information see coverage in the Daily Mail. –Matthew]

Watch in awe as a real pastor baptizes an anime girl in a video game

Modern faith is complex

By Patricia Hernandez
May 20, 2019

Syrmor, a YouTuber known for finding humane stories in VRChat, has documented one of the most fascinating phenomenons to come out of virtual reality. Not only do people go to church in a video game, there’s also a pastor who performs baptisms digitally for those looking to cleanse themselves spiritually.

In an unreal 10-minute video [in the original story or via YouTube], Syrmor interviews DJ Soto, a Christian pastor who is looking to redefine what faith looks like.… read more. “A real pastor baptizes an anime girl in virtual reality”

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Call: Ethics of Digital Well-Being: A Multidisciplinary Approach (book chapters)

Call for Papers

Ethics of Digital Well-Being: A Multidisciplinary Approach
(Springer, Philosophical Studies)

Submission deadline: 9th September 2019

This edited collection is designed to explore the new opportunities and risks for human flourishing associated with the widespread adoption of digital technologies in domains such as healthcare, education and employment, media and entertainment, and social development and governance. For example, mobile apps can help us track increasingly fine-grained features of our physical health using advanced data analytics, but can also create an endless source of distraction that may impact negatively our mental health. In the same way, information and communication technologies, including virtual or augmented reality environments, connect us to communities across the globe that speak another language, but paradoxically may distance us from the people sitting right next to us. In each of these instances we observe an ethical choice about how we, as individuals, communities and society, should use the growing collection of digital technologies to protect and promote our digital well-being.… read more. “Call: Ethics of Digital Well-Being: A Multidisciplinary Approach (book chapters)”

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Comcast’s free-to-the-public Universal Sphere is a cross between VR and a planetarium

[Media conglomerate Comcast has its headquarters in Philadelphia; this story from Philly.com describes a new presence-evoking, free-to-the-public feature in the company’s newly opened Comcast Tower. Demand for tickets is high but some of us are already planning a field trip and I’ll add our impressions in the comments. For more information, see coverage by NBC 10 (also owned by Comcast) and the Universal Sphere website. –Matthew]

[Image: The mysterious Comcast “sphere” in the lobby of the new Comcast Technology Center is now open to the public.]

That giant sphere in Comcast’s new tower? Watch a futuristic Spielberg short film there, free.

by Bob Fernandez
May 20, 2019

In a scene from the 1977 film Close Encounters of the Third Kind, the actor Richard Dreyfuss hurls garbage, dirt, bushes and bricks through his kitchen window to the horror of his wife, and then sculpts a big replica of Devil’s Tower in Wyoming.… read more. “Comcast’s free-to-the-public Universal Sphere is a cross between VR and a planetarium”

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Call: 8th Workshop Automotive HMI: User Interface Research in the Age of New Digital Realities

Call for Papers

8th Workshop Automotive HMI: User Interface Research in the Age of New Digital Realities
Colocated with MuC
(Mensch-Computer-Interaction) 2019 (http://muc2019.mensch-und-computer.de/)
September 8, 2019 (9AM-5PM)
Hamburg, Germany
http://www.andreasriener.com/MuC2019WS/

Submission deadline: June 6, 2019

Even though many aspects of automated driving have not yet become true, many human factors issues have already been investigated. However, recent discussions revealed common misconceptions in both research and society about vehicle automation and the levels of automation. This might be due to the fact that automated driving functions are mis-named (cf. Autopilot) and that vehicles integrate functions at different automation levels (L1 lane keeping assistant, L2/L3 traffic jam assist, L4 valet parking). The user interface is one of the most critical issues in the interaction between humans and vehicles – and diverging mental models might be a major challenge here. Today’s (manual) vehicles are ill-suited for appropriate HMI testing for automated vehicles.… read more. “Call: 8th Workshop Automotive HMI: User Interface Research in the Age of New Digital Realities”

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Virtual Reality rooms are home design’s next big thing, and they’re hiding in plain sight

[It’s short on details, but this story from the Robb Report is the first I’ve seen about the designing and building of dedicated VR (and presence) rooms in homes. Let’s hope it doesn’t lead to the kind of events portrayed in Ray Bradbury’s classic short story The Veldt. –Matthew]

Virtual Reality Rooms are Home Design’s Next Big Thing, and They’re Hiding in Plain Sight

You can make your dreams a (virtual) reality.

By Helena Madden
May 17, 2019

Splashy home theater? Check. Indoor lap pool? Check. How about a room where you can dive through coral reefs or summit Mount Everest? Check.

If your response to the latter is of the wait, what?! variety, well, you’re not alone. While still a burgeoning trend, forward-thinking residential architects are now designing virtual-reality rooms, where their clients can slip on headsets and be instantly transported.… read more. “Virtual Reality rooms are home design’s next big thing, and they’re hiding in plain sight”

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