ISPR Presence News

Monthly Archives: October 2019

Call: Game Studies Area: 2020 PCA/ACA National Conference

CALL FOR PAPERS

Game Studies Area: 2020 PCA/ACA National Conference
April 15-18, 2020
Philadelphia, PA, USA
https://pcaaca.org/area/game-studies
http://www.facebook.com/groups/190087978463831/

Paper and panel proposals deadline: November 1, 2019

The Game Studies area of the National Popular Culture Association and the American Culture Association Conference invites proposals for papers and panels on games and game studies for the Popular Culture Association/American Culture Association National Conference to be held April 15th through April 18th, 2020 at the Philadelphia Marriott Downtown in Philadelphia, PA.

The database for proposal submissions is now open. The deadline for proposals is November 1st.

I. TOPICS OF INTEREST

The organizers seek proposals and papers covering all aspects of gaming, gaming culture and game studies. Proposals can address any game medium (computer, social, console, tabletop, etc) and all theoretical and methodological approaches are welcome. Please see our Facebook group at http://www.facebook.com/groups/190087978463831/ for our mission announcement.… read more. “Call: Game Studies Area: 2020 PCA/ACA National Conference”

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Colorado State University has deployed a 100 headset VR lab for biomedical education

[Road to VR reports on a new, very large lab for presence experiences at Colorado State University. See the original version for two more pictures and for more information see a CSU story from April 2019 and the University’s Virtual Reality Initiative webpages. –Matthew]

Colorado State University Has Deployed a 100 Headset VR Lab for Biomedical Education

By Ben Lang
October 10, 2019

Colorado State University has deployed a new VR lab; designed to accommodate up to 100 students simultaneously, the lab’s headsets run custom software which allow students to visualize life-sized virtual cadavers and medical imagery in a shared virtual space.

The so-called Immersive Reality Training Lab is part of a new CSU facility called the Health Education Outreach Center, says Jordan Nelson, a member the school’s Dept. of Biomedical Sciences and one of the lab’s operators.

Nelson tells Road to VR that the lab houses 100 headsets, in clusters of four, allowing students and instructors to simultaneously visualize complex 3D anatomical imagery in a shared virtual space.… read more. “Colorado State University has deployed a 100 headset VR lab for biomedical education”

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Job: Tenure-track faculty position in HCI at Queen’s University (Ontario, Canada)

Tenure-Track Position in Human-Computer Interaction
Queen’s University School of Computing
Kingston, Ontario
Canada
https://flux.cs.queensu.ca/employment/2019/09/12/tenure-track-position-in-human-computer-interaction-at-queens-school-of-computing/

Application deadline: October 31, 2019

The School of Computing in the Faculty of Arts and Science at Queen’s University invites applications for a Tenure-track faculty position at the rank of Assistant Professor with specialization in Human-Computer Interaction with a preferred starting date of July 1, 2020. In the instance that an exceptional candidate is identified, a tenured appointment at the rank of Associate Professor may be considered. Candidates with specialization in all areas of Human-Computer Interaction are encouraged to apply, including: interaction design, accessibility, playful interaction, user interface engineering, and novel interaction techniques including augmented and virtual reality, wearables, and bodily interaction.

Candidates must have a PhD or equivalent degree in Computer Science, Engineering or a related discipline completed at the start date of the appointment. The main criteria for selection are academic and teaching excellence.… read more. “Job: Tenure-track faculty position in HCI at Queen’s University (Ontario, Canada)”

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Japan airline ANA’s Avatar-in lets you ‘teleport’ to places using robots

[SlashGear is among those reporting on the latest vision for the future of ‘travel’ via telepresence by Japan’s All Nippon Airways (ANA). See the original story for three images. A three-part video from the CEATEC 2019 demonstrations is available from The Japan Times via YouTube here, here and here. And see ANA websites for a press release and vivid descriptions of Avatar-in, ANA-Avatar and the $10 million Avatar XPRIZE. –Matthew]

[Image: A diagram shows how ANA’s concept envisions connecting an avatar and its operator. Credit: ANA Holdings Inc. Source: GeekWire]

ANA Avatar-in lets you “teleport” to places using robots

JC Torres
October 14, 2019

As one of Japan’s major airlines, All Nippon Airways or ANA knows just how many people wish they could go places easily. It also knows just how much that travel is beyond the reach of most people, even when it is necessary to reach out to or help a loved one.… read more. “Japan airline ANA’s Avatar-in lets you ‘teleport’ to places using robots”

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Call: Alone Together Again (ATA): A Second International Pandisciplinary Symposium on Solitude in Community

Call for Abstracts

ALONE TOGETHER AGAIN (ATA): A Second International Pandisciplinary Symposium on Solitude in Community
Szczecin, Poland
Thursday 16 April – Saturday 18 April 2020
https://ata.usz.edu.pl/

Abstracts deadline January 15, 2020

“We must meet; we must communicate with one another; we must, it would seem, be alone together” (John Macmurray)

We welcome contributions to the second international pandisciplinary symposium on solitude in community: Alone Together Again. (To see the photographs of the first conference click here). This is organised by the University of Szczecin and York St John University, under the auspices of the Rector of the University of Szczecin. All papers and discussions will be held in English.

We welcome papers on any issues related to solitude, silence and loneliness, from any discipline. At the end of the first symposium, several topics were suggested as in particular need for further research and discussion.… read more. “Call: Alone Together Again (ATA): A Second International Pandisciplinary Symposium on Solitude in Community”

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Big Shaker mobile earthquake simulator used to increase awareness and safety

[Having grown up in Los Angeles, I can relate to this short story from the Daily Titan about a mobile earthquake simulator used to increase public awareness and safety. For more information see coverage (including a 1:17 minute video) from Seattle’s KING5 TV, the Big Shaker website and the Great Shakeout Earthquake Drills website (October 17 is International ShakeOut Day). For two different approaches to earthquake simulators, see ReleifWeb for information on international “VR-based disaster resilience training simulations” and the University of California, San Diego for information on the world’s largest outdoor earthquake simulator. –Matthew]

Big Shaker event simulates Ridgecrest earthquake at CSUF

Diana Tran
October 13, 2019

The world’s largest mobile earthquake simulator shook Cal State Fullerton, north of Titan Shops, last week during the Big Shaker event.

The simulator recreated the 7.0 magnitude earthquake that shook Ridgecrest, California in July 2019.… read more. “Big Shaker mobile earthquake simulator used to increase awareness and safety”

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Call: Foundations of Digital Games (FDG) 2020

Call for Papers

Foundations of Digital Games (FDG) 2020
15-18 September, 2020
Malta
http://fdg2020.org

Workshop, panel and competition proposals deadline: 2 December 2019
Abstract and paper deadlines: 13 and 27 January 2020

CONFERENCE OVERVIEW

Foundations of Digital Games (FDG) 2020 is proud to invite research contributions in the form of papers, games and demos, doctoral consortium applications, as well as panel, competition, and workshop proposals. We invite contributions from within and across any discipline committed to advancing knowledge on the foundations of games: computer science and engineering, humanities and social sciences, arts and design, mathematics and natural sciences. Papers, Games and Demos will receive double-blind peer reviews. All other submissions will be single-blind. All papers are guaranteed at least three reviews. Games and Demos are guaranteed two reviews. There will be no rebuttal. As in previous years, we aim to publish the FDG 2020 proceedings in the ACM Digital Library.… read more. “Call: Foundations of Digital Games (FDG) 2020”

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The promise and peril of augmented reality

[This thoughtful piece from Quartz provides several vivid examples of possible future applications of presence-evoking augmented reality and highlights not just their benefits but the dangers they represent for individuals and society. –Matthew]

[Image: Seeing the world through a whole new type of rose-tinted glasses. Credit: Chris-McRobbie]

SEEING ISN’T BELIEVING

We’ll soon be able to experience reality as we want it. But is that a good thing?

By David Rose, Founder, supersight.org
October 1, 2019

The human eye is an extraordinary organ. Packed with over 120 million photoreceptor cells, it can discern 10 million different colors and is the body’s fastest muscle—the average blink lasts just 100 milliseconds.

For all of its wonders, however, the human eye hasn’t significantly evolved in millennia. Although we’ve invented glasses and telescopes to improve our vision and cameras to record it, our ancestors perceived the everyday world much as we do.… read more. “The promise and peril of augmented reality”

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How VR creates an immersive experience for readers

[In an interview in Tech Republic, author Romina Garber describes a new effort to use virtual reality and presence to enhance the experience of reading her books and draw more readers to them. The original version of the story includes a 7:42 minute video of the interview, and for more information see the Abelana VR website and Romina Garber’s tumblr. –Matthew]

[Image: Source: Abelana VR]

How VR creates an immersive experience for readers

Penguin Random House is using virtual reality to enhance how people read and appreciate books. Author Romina Garber discusses how VR is used with her Zodiac series.

By Dan Patterson in Innovation
October 3, 2019

CNET and CBS News Senior Producer Dan Patterson spoke with Romina Garber, author of the Zodiac series about how Penguin Random House is using virtual reality to enhance how people read and appreciate books.… read more. “How VR creates an immersive experience for readers”

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An ISPR Presence News milestone

An ISPR Presence News milestone

I’m not much for celebrating milestones or trumpeting accomplishments, but I thought it was worth noting here that today marks the 5000th post on ISPR Presence News in the 10 years since October 2009. I’ve selected and formatted nearly all of them, half presence news items and half calls for papers/chapters/etc. and position announcements. Add the 2746 presence posts on the predecessor listserv Presence-L between July 1999 and October 2009 and I’ve posted over 7600 presence items in just over 20 years.

There’s no financial compensation and it doesn’t count much toward academic service, but I get great satisfaction from keeping the presence community, and myself, informed about at least a subset of the many diverse and innovative ideas, theories, projects, products, and events related to – and the people creating and studying – presence (even when that term isn’t used).… read more. “An ISPR Presence News milestone”

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