ISPR Presence News

Monthly Archives: June 2019

Call: North American Simulation And Gaming Association (NASAGA) 2019 Conference

Request for Presentation Proposals

NASAGA 2019
NORTH AMERICAN SIMULATION AND GAMING ASSOCIATION
Playful methods. Serious results.
Theme: PLAY TO PERFORM
Chicago, Illinois
November 6-9
https://nasaga.org/2019/

Submission deadline: June 30, 2019

NASAGA has been around since 1962 and each year, the annual conference offers a grand time of learning, gaming, and networking. Whether it is the seriousness of serious play, or the epiphanies of short jolts, or the excitement of complex simulations, NASAGA has always been about applying games and simulations in business, schools, and non-profits. It’s all about application!

This year’s theme is: PLAY TO PERFORM: Using Games, Simulations, and other Activities to Improve Performance.

With three planned pre-conference sessions held on November 6, three thematic tracks for attendee learning, and three certification opportunities, this year’s conference promises to be among the best of the best!

Our Conference begins with three pre-conference sessions.… read more. “Call: North American Simulation And Gaming Association (NASAGA) 2019 Conference”

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‘We are outgunned’: Top AI researchers race to detect ‘deepfake’ videos

[As with many presence-evoking creations, deepfake videos “often, particularly now, don’t have to be that compelling to still have an impact”; this story from The Washington Post is a comprehensive status report on the dangers of, and fight against, deepfakes. See the original version for different images and a 3:51 minute video. –Matthew]

[Image: Facebook’s Mark Zuckerberg in a new deepfake video; see The Washington Post for details.]

Top AI researchers race to detect ‘deepfake’ videos: ‘We are outgunned’

By Drew Harwell
June 12, 2019

Top artificial-intelligence researchers across the country are racing to defuse an extraordinary political weapon: computer-generated fake videos that could undermine candidates and mislead voters during the 2020 presidential campaign.

And they have a message: We’re not ready.

The researchers have designed automatic systems that can analyze videos for the telltale indicators of a fake, assessing light, shadows, blinking patterns — and, in one potentially groundbreaking method, even how a candidate’s real-world facial movements — such as the angle they tilt their head when they smile — relate to one another.… read more. “‘We are outgunned’: Top AI researchers race to detect ‘deepfake’ videos”

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Call: 4th Annual International GamiFIN Conference 2020

Call for Papers

4th Annual International GamiFIN Conference 2020
April 1-3, 2020
Levi, Lapland, Finland
Conference website: http://gamifinconference.com/
Full CFP: http://gamifinconference.com/cfp2020/

IMPORTANT DATES

  • October 20, 2019: Submissions deadline for papers
  • December 20, 2019: Notifications of acceptance sent to authors of papers
  • January 15, 2020: Submissions deadline for posters and doctoral consortium
  • January 31, 2020: Acceptance for posters and doctoral consortium entries
  • February 28, 2020: Registration deadline for authors
  • March 8, 2020: Deadline for camera-ready
  • April 1-3, 2020: Conference

THEMES

Gamification is a multi-faceted phenomenon that affects many domains of human life. Therefore, we welcome submissions related to this ludic transformation of reality under several domains and related (but not limited) to the following keywords:

  • USERS: e.g. Engagement, experience, user types
  • EDUCATION: e.g. Gamification in education, serious games, game-based learning, games & math
  • MEDIA: e.g. Esports, streaming, social media and gamification, gamification in journalism & media
  • COMMERCE: e.g.
read more. “Call: 4th Annual International GamiFIN Conference 2020”
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Presence environments: East London’s OTHERWORLD virtual reality arcade

[This Design Milk report on a new “VR arcade” in East London emphasizes the importance of the environment in which people experience presence. See the original story for a 17-image photo gallery, and for more information see the websites of OTHERWORLD and specialist investor Imbiba. –Matthew]

East London’s OTHERWORLD Virtual Reality Arcade

June 11, 2019
Posted by Kelly Beall; Photos by Mariell Lind Hansen

If you’ve been in London recently you may have heard talk of OTHERWORLD, a unique virtual reality arcade located within a converted railway arch. The multi-sensory immersive concept from The Dream Corporation was designed by leading London-based architectural firm Red Deer and hosts 14 virtual reality rooms as well as a craft beer and cocktail bar and pan-pacific inspired poké kitchen.

Lead architect, Lucas Che Tizard, took on the breakdown of perception and transition into a virtual world through the use of light, because vision is one of the easiest senses to alter.… read more. “Presence environments: East London’s OTHERWORLD virtual reality arcade”

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Call: Participation in study about adult media and sexual health for VR users

Call for Participation

Study about adult media and sexual health for VR users

Hello!

I am a graduate student at Michigan State University conducting research on attitudes about adult media (pornography) and sexual health for virtual reality users. If you are 18 years old, have consumed adult media through a virtual reality format – in the past six months, and feel comfortable answering questions about adult media use, would you please consider completing our study?

If you agree to participate in the research, you will be asked to answer some survey questions and watch an adult media video. The entire study should take approximately 20 minutes to complete (~10 survey questions, ~10 watching the video). There are no direct benefits for your participation in this study, although the information you provide will be used to assist in identifying factors related to adult sexual health and sexual satisfaction.… read more. “Call: Participation in study about adult media and sexual health for VR users”

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Embodied AI in psychiatry: New technologies pose ethical questions

[A new paper by researchers at the Technical University of Munich examines the use of embodied AI in Psychiatry, Psychology, and Psychotherapy and highlights both the potential and the need for ethical guidelines and more research. Follow the link near the end for the full paper. –Matthew]

[Image: Alena M. Buyx, Professor of Ethics in Medicine and Health Technologies at the Technical University of Munich (TUM) in her office.]

Robot therapists need rules

Embodied AI in psychiatry: new technologies pose ethical questions

May 15, 2019

Interactions with artificial intelligence (AI) will become an increasingly common aspect of our lives. A team at the Technical University of Munich (TUM) has now completed the first study of how “embodied AI” can help treat mental illness. Their conclusion: Important ethical questions of this technology remain unanswered. There is urgent need for action on the part of governments, professional associations and researchers.… read more. “Embodied AI in psychiatry: New technologies pose ethical questions”

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Call: Designing Serious Location-based Augmented Reality Games – ICEC-JCSG 2019 Workshop

Call for Papers

Workshop on Designing Serious Location-based Augmented Reality Games
Held as part of the IFIP International Conference on Entertainment Computing & Joint Conference on Serious Games (ICEC-JCSG 2019, http://ucsp.edu.pe/icec-jcsg-2019)
Arequipa, Perú
November 11-15th 2019
https://seriouslocationbasedargames2019.wordpress.com/

Paper submission deadline: July 1, 2019

1 INTRODUCTION

In recent years, the popularity of location-based Augmented Reality (AR) games has increased significantly. For example, 2013 Ingress generated a hype that was surpassed by 2016 Pokémon GO with an even larger player base. From a didactical perspective, location-based AR games, which encompass Ingress and Pokémon GO, have a number of characteristics that make their use as learning tools very appealing: location-based AR games guide learners to real objects on location and supplement these objects with information to be learned. One of the principles supported is the contiguity principle: learning effects are reinforced by the temporal and/or spatial combination of object and information.… read more. “Call: Designing Serious Location-based Augmented Reality Games – ICEC-JCSG 2019 Workshop”

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Virtual reality comes to Broadway in a big way

[This story from Forbes describes new uses of VR and presence in the presentation and experience of Broadway plays; follow the link at the end for both VR and 360 degree video versions of the At The Tonys Be More Chill VR Experience. For more on Sunday night’s Tony Awards see coverage from CBS News. –Matthew]

[Image: The At The Tonys Be More Chill VR Experience is released in conjunction with the CBS special, At the Tonys.]

Virtual Reality Comes To Broadway In A Big Way

Jeryl Brunner, Contributor
June 7, 2019

When one thinks of Broadway, chances are the words “virtual reality” probably do not come to mind. But much has changed since the days of manually operated curtains and gas footlights.

Consider the astonishing onstage illusions in Harry Potter and the Cursed Child, last year’s Tony-award-winning Best Play.… read more. “Virtual reality comes to Broadway in a big way”

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Call: SIGGRAPH Asia 2019 Emerging Technologies (E-Tech) Demonstrations

Call for Emerging Technologies (E-Tech) Demonstrations
SIGGRPAH Asia 2019

Brisbane, AUSTRALIA
17-20 November
https://sa2019.siggraph.org/submissions/emerging-technologies

Deadline: 17 June 2019

Experience the Future!

Interactive technology is one of the most important and exciting parts of the SIGGRAPH and SIGGRAPH Asia conferences, and the Emerging Technologies program plays a vital role in driving the development of research communities to pursue technological innovations and to make a great impact on the public. The Emerging Technologies program presents demonstrations of research from a wide range of fields, including displays, virtual and augmented reality, input devices, and robotics.

These technologies may include, but are not limited to:

3D interaction
Augmented human
Brain-machine interface / brain-computer interface
Collaborative technologies
Device technologies
Display technologies
Embodiment interaction
Haptics
Illusion / actuality
Interaction technologies
Interactive visualization and other graphics technologies
Microscopic technologies, Multi-cross-modality
Perception / cognition
Physical computing
Prosthetics Robotics
Sensors
Shape-changing interfaces
Social interaction
Super-human Sports
Synthetic biology
Tangible UI
Technologies for everyday life, food and kitchen
Telepresence / Tele-existence
Virtual and augmented reality

Feel free to submit your work even if it does not fall under the list of categories above.… read more. “Call: SIGGRAPH Asia 2019 Emerging Technologies (E-Tech) Demonstrations”

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Circus replaces animals with life-size holograms

[The company OPTOMA reports on the very positive use of its presence-evoking technology to replace real animals in Circus Roncalli; see the original story (or YouTube) for a 1:40 minute video. The BBC adds this background: “The idea came to the founder of Circus Roncalli, Bernhard Paul, when he was watching the NFL Super Bowl half-time show in 2018. During the performance, Justin Timberlake was seen singing alongside a hologram of the music legend Prince, who had passed away two years earlier. After the show, Bernhard Paul was determined to find a way to make the technique work within his circus.” Coverage in BGR notes that “The images being projected appear to be three dimensional but are actually hitting a flat surface surrounding the center ring, though you’d never know it from your spot in the audience.” The Daily Mail has more images and social media reactions.… read more. “Circus replaces animals with life-size holograms”

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