ISPR Presence News

Monthly Archives: January 2020

Call: “Human-Robot Confluence” issue of Cyberpsychology, Behavior, and Social Networking

CALL FOR PAPERS: Human–Robot Confluence
Cyberpsychology, Behavior, and Social Networking
Latest Impact Factor: 2.650

Guest Editors:
Giuseppe Riva, PhD
Catholic University of Milan and Istituto Auxologico Italiano
Milan, Italy

Brenda K. Wiederhold, PhD, MBA, BCB, BCN
Scripps Memorial Hospital, La Jolla, CA
Virtual Reality Medical Institute, San Diego, CA

Deadline for Manuscript Submission: March 1, 2020

The new humanoid robots not only perform tasks, but also can activate interactions and social relationships with other robots and with humans. From this point of view, the diffusion of humanoid robots with a physical structure reminiscent of the human body, endowed with decision-making abilities, and capable of externalizing and generating emotions, opens a new line of research with a main objective of understanding the dynamics of social interactions generated by the encounters between robots and humans. The consideration of aspects such acceptance, safety, functionality, and effectiveness requires the collaboration between multiple disciplines, including psychology, neuroscience, design, mechatronics, computer science, and biomechanics.… read more. “Call: “Human-Robot Confluence” issue of Cyberpsychology, Behavior, and Social Networking”

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VR study reveals how we see and feel gravity

[This story from the Frontiers Science News blog describes a new study that uses virtual reality to manipulate the nature of experienced reality (i.e., presence) for participants to investigate how human-sensory systems integrate different types of perceptual cues. –Matthew]

[Image: Source: Porras, D. C., Zeilig, G., Doniger, G. M., Bahat, Y., Inzelberg, R., & Plotnik, M. (2020). Seeing Gravity: Gait Adaptations to Visual and Physical Inclines – A Virtual Reality Study. Frontiers in Neuroscience, 13. https://doi.org/10.3389/fnins.2019.01308]

What goes up may actually be down

By Michael Becker, Frontiers Science Writer
January 24, 2020

Gravity is the unseen force that dominates our entire lives. It’s what makes walking uphill so difficult and what makes parts of our body eventually point downhill. It is unyielding, everywhere, and a force that we battle with every time we make a move. But exactly how do people account for this invisible influence while moving through the world?… read more. “VR study reveals how we see and feel gravity”

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Call: ICADIWT 2020: International Conference on the Applications of Digital Information & Web Technologies

Call for Papers

ICADIWT 2020: The 11th International Conference on the Applications of Digital Information & Web Technologies
9th – 11th November 2020
Thessaloniki, Greece
https://icadiwt2020.sigappfr.org/

Full papers submission deadline: 29 June 2020

The International Conference on the Applications of Digital Information & Web Technologies (ICADIWT) has travelled along 3 continents (America, Asia, Europe): from Bangalore (2019), Juarez City (2017), Keelung (2016), Hong Kong (2015), Chennai (2014), Stevens Point, WI (2011), Ayia Napa (2012), Istanbul (2010), London (2009) to Ostrava (2008).The 11th ICADIWT organization will take place at Thessaloniki, the second largest city of Greece.

Research in Digital Information is a long lasting continuum of efforts in many directions, Web technologies being a mature field of profound impact. Notably, many researchers address application issues not necessarily limited to computing technologies in a narrow sense. ICADIWT 2020 is a forum for researchers to present innovative ideas, developments and applications in the areas of Applications of Digital Information & Web Technologies.… read more. “Call: ICADIWT 2020: International Conference on the Applications of Digital Information & Web Technologies”

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Replicating and creatively distorting reality: How do we perceive moving images?

[This piece from SMPTE’s monthly Newswatch is a long but useful read about enhancements and limitations in our ability to replicate nonmediated reality and the value of devising tools to distort it for artistic reasons; in both cases it argues that we need to understand the capabilities of the human perceptual system. See especially the discussion of the misleading term “hyper-reality” and the proposal at the end for developing “adaptive technology.” –Matthew]

[Image: A shot from Ang Lee’s technically groundbreaking “Billy Lynn’s Long Halftime Walk.” Credit: Mary Cybulski/Sony-TriStar Pictures via Associated Press. Source: Los Angeles Times.]

Hot Button Discussion

How Do We Perceive Moving Images?

by Michael Goldman
January 2020

As previously discussed in Newswatch, major engineering breakthroughs in recent years have enabled manufacturers of image capture and display devices to produce stunning results in terms of imagery that incorporates better color depth, deeper dynamic range, faster frame rates, and other enhancements that the human visual system can process and comprehend.… read more. “Replicating and creatively distorting reality: How do we perceive moving images?”

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Call: Technoetic Arts: A Journal of Speculative Research

Call for Papers

Technoetic Arts: A Journal of Speculative Research
ISSN 1477-965X | Online ISSN 1758-9533
3 issues per volume | First published in 2003

Editor
Roy Ascott, The Planetary Collegium, UK
roy.ascott@btinternet.com

Full papers deadline: 15 April 2020

Submissions and queries to be directed to Associate Editor, Luna Zhou (zhoujing@detaoma.com)

Technoetics is a convergent field of practice that seeks to explore consciousness and connectivity through digital, telematic, chemical or spiritual means, embracing both interactive and psychoactive technologies, and the creative use of moistmedia’ (Roy Ascott 2008). Technoetic Arts focuses upon the juncture between art, technology and the mind. Divisions between academic areas of study, once rigidly fixed, are gradually dissolving due to developments in science and cultural practice. This fusion has had a dramatic effect upon the scope of various disciplines. In particular, the profile of art has radically evolved in our present technological culture.… read more. “Call: Technoetic Arts: A Journal of Speculative Research”

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Augmented retail: The new consumer reality

[Here are some informed assessments and predictions about the increasingly prominent role of presence-evoking technologies in retail. The story is from Nielsen where it includes three charts; for some concrete examples see a related story from Trade Only Today. –Matthew]

Augmented Retail: The New Consumer Reality

By John Tavolieri, Chief Product & Technology Officer, Nielsen Global Connect
CPG, FMCG & RETAIL
December 12, 2019

Consumers today are increasingly craving immersive, real-life experiences. But they want these experiences without foregoing time or effort. The solution? Augmented and virtual reality (A/VR) technology, coming to a “store” near you.

Many of us feel our lives getting busier. And according to a recent Nielsen global survey, nearly two-thirds (64%) of respondents confirm it. They say that their lives are busier and more complex than they were two years ago. As a result, many are turning to technology to help provide the solutions needed to simplify their hyper-life.… read more. “Augmented retail: The new consumer reality”

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Call: GAME-ON 2020, 21st annual Simulation and AI in Games Conference

CALL FOR PAPERS-TUTORIALS-WORKSHOPS

GAME-ON®’2020
The 21st annual Simulation and AI in Games Conference
Department of Communication and Art
University of Aveiro
(https://www.ua.pt/)
Aveiro, Portugal
September 23-25, 2020

Organised by
The European Technology Institute
and
University of Aveiro/DigiMedia

Sponsored by
EUROSIS
University of Skovde
University of Žilina
and
GODAN

For latest information see:
www.eurosis.org
or
https://www.eurosis.org/conf/gameon/2020/index.html

Early bird submission deadline: April 20th, 2020
Submission deadline: May 15th, 2020
Late submission deadline: June 1st, 2020

CONFERENCE AIM

The aim of the 21st annual European GAME-ON® Conference (GAME-ON®’2020) on Simulation and AI in Computer Games, is to bring together researchers and games people in order to exchange ideas on programming and programming techniques, which will be beneficial to the gaming industry and academia. Secondly it aims to steer young people into this industry by providing how-to tutorials and giving them the opportunity to show their ideas and demos to the gaming industry.… read more. “Call: GAME-ON 2020, 21st annual Simulation and AI in Games Conference”

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UX magician demos home of the future where every surface is an interface

[If you’re a member of the ISPR Presence Community Facebook group you may have seen the impressive 48 second YouTube video that demonstrates the clever use of mixed reality described in this story from Fast Company. For more information see Greg Madison’s Twitter post. –Matthew]

In the home of the future, every surface is an interface

A UX magician maps a VR world over his apartment to create an entirely new interactive environment. Could your home be next?

By Mark Wilson
January 22, 2020

Virtual reality is still in its infancy. But thanks to Greg Madison, who is both a magician (literally!) and an interaction designer specializing in spatial computing at the video game engine company Unity Labs, we’re getting a taste of how burgeoning VR technologies might add up to something new. After spending 22 hours in 3D modeling software, he used the Oculus Quest to turn his apartment into a fully tangible, digital copy.… read more. “UX magician demos home of the future where every surface is an interface”

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Call: Virtual Conferencing Workshop (VR in VR) at IEEE VR 2020

Call for Papers

Virtual Conferencing Workshop (VR in VR)
At IEEE VR 2020
(http://ieeevr.org/2020/)
March 22, 2020
https://sites.google.com/view/vrinvr2020

Important Dates

  • January 31st, 2020: Proposals due (January 15th, 2020)
  • February 4th, 2020: Notification of results (January 25th, 2020)
  • February 12th, 2020: Camera-ready submission for inclusion in the Conference Proceedings
  • March 22nd: Workshop

Note1: We have an option to present remotely and still have your paper in the workshop proceedings.

Note2: All papers will appear in the workshop proceedings that will be hosted on the IEEE Xplore Digital Library

OVERVIEW

In recent years, academic and non-academic communities are taking the climate impact of flying more seriously, from the anti-flying movement known as “flight shame” – or flygskam in Swedish, where the movement began – to the “flying less” movement in academia (https://academicflyingblog.wordpress.com). Travel for academic conferences has an impact on the environment and also prevents access for certain groups.… read more. “Call: Virtual Conferencing Workshop (VR in VR) at IEEE VR 2020”

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Love, loss and virtual memorials: My brother’s digital legacy

[This personal story from The Guardian (where the original features several more photos) thoughtfully captures some of the changing nature of, and the benefits and concerns raised by, how our presence continues via technology after we die. It also inadvertently provides a contrast to the world-wide remembrances and mourning of Kobe Bryant. –Matthew]

[Image: The last post: Martyn Hett, 29, who died in the Manchester Arena bombing. ‘The mixed-media self-portrait that Martyn created is, in many ways, the real him.’ Credit: PA.]

Love, loss and virtual memorials: my brother’s digital legacy

When Martyn Hett was killed in the Manchester terror attack, his online presence ensured his memory lived on. Dan Hett sifts through a prolific archive

Dan Hett
26 January 2020

When my phone used to light up with my younger brother’s name, I always knew I could safely ignore it if I wanted to – whether it be a self-indulgent video of his latest attempt at Z-list fame or a harsh tweet about a celebrity I’d never heard of.… read more. “Love, loss and virtual memorials: My brother’s digital legacy”

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