ISPR Presence News

Monthly Archives: February 2020

Call: “The Taboos of Game Studies” issue of G|A|M|E

Call for Papers

G|A|M|E: The Italian Journal of Game Studies
Special Issue: “The Taboos of Game Studies”
Editors: Kristine Jørgensen (University of Bergen) and Riccardo Fassone (University of Torino)

Extended abstract submission deadline: February 24, 2020

The next issue of the Italian journal of game studies G|A|M|E (http://gamejournal.it/) welcomes contributions that address the taboos of game studies.

Taboos can be understood as social prohibitions based in religion or custom rather than in legislation or common sense, and are as such bearing moral weight (International Encyclopedia of the Social & Behavioral Sciences 2001). Taboos can be found in all parts of society and guide our practices.

With its maturation, the field of game studies has been through several large debates, spanning the disputes about effects and learning, the so-called narratology versus ludology debate, and in the later years the impact of the #gamergate controversy on research and game culture.… read more. “Call: “The Taboos of Game Studies” issue of G|A|M|E”

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Projekt Melody, an anime camgirl and (possibly) the next step in digital sexuality

[Wired reports on Projekt Melody, a new multi-platform interactive cartoon character designed to evoke social presence and at least partially succeeding (with echoes of the film Her in the second-to-last paragraph). For other features regarding presence and sexuality, see a different Wired story about Henry, a new AI-enabled male sex doll from RealBotix; a 23:37 minute Think About This podcast discussion titled “Is Sex With A Robot Cheating?”; a 7:28 minute discussion about sex robots from WSAU Wisconsin Morning News; and a humorous but thought-provoking 6:14 minute video segment about “Robosexuals” from HBO’s Real Time with Bill Maher via YouTube. –Matthew]

[Image: Though her creators are loath to admit it, the Melody character is, of course, a fiction. Credit: Projekt Melody/Chaturbate]

Do Fans of Cartoon Porn Stars Hate (Real) Women?

The fanbase of Projekt Melody—an anime camgirl and the next step in digital sexuality—may overlap with the more misogynistic corners of the internet.read more. “Projekt Melody, an anime camgirl and (possibly) the next step in digital sexuality”

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Call: Human-Centered AI at AIC 2020, 8th Workshop on Artificial Intelligence and Cognition

CALL FOR PAPERS

AIC 2020, 8th International Workshop on Artificial Intelligence and Cognition
Joint with: SweCog 2020, the 16th conference of the Swedish Cognitive Science Society
Special Topic of Interest: Human-Centered AI
Örebro University, Örebro, Sweden
September 2-4, 2020

Submission deadline: May 3, 2020

Workshop website: https://aic20.aass.oru.se
Submission link: https://easychair.org/conferences/?conf=aic20200
SweCog website: http://www.swecog.se/
Twitter account: https://twitter.com/aic_swecog

ABOUT AIC 2020

AIC 2020 is the 8th international appointment of the International Workshop Series AIC on “Artificial Intelligence and Cognition” (please see http://www.aicworkshopseries.org/). The AIC series started in 2013, stemming from the need of creating an international scientific forum for the discussion and the presentation of the theoretical and applied research developments in the field of cognitively inspired Artificial Intelligence.

In this spirit, the AIC 2020 workshop aims at putting together researchers coming from different domains (e.g., artificial intelligence, cognitive science, computer science, philosophy, social sciences, etc.) working on the interdisciplinary field of cognitively inspired artificial systems.… read more. “Call: Human-Centered AI at AIC 2020, 8th Workshop on Artificial Intelligence and Cognition”

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VR helps Forensic Science students learn how to analyze crime scenes

[An interdisciplinary application of presence in a program at County College of Morris in New Jersey is described in this story from the College. The original includes a second picture and a February 19, 2020 3:10 minute video news report is available from NJTV News. –Matthew]

CCM Virtual Reality Program Provides Students with Real-World Training

Developing Forensic Science Investigation Skills in Simulated Settings

December 13, 2019

Students enrolled in a Forensic Science or Investigative Function class at County College of Morris (CCM) recently were engaged in a crime scene as close to real-world as they could get through a capstone project utilizing virtual reality.

After months of classroom learning on how to approach a death scene and determine what evidence to collect, CCM students were ready for a unique lab experience called The Virtual Crime Scene Capstone project created by CCM professors.… read more. “VR helps Forensic Science students learn how to analyze crime scenes”

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Call: CHI PLAY 2020, 7th ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play

CALL FOR PARTICIPATION

CHI PLAY 2020
7th ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play
Ottawa, Canada
November 1 – 4, 2020
https://chiplay.acm.org/2020/ | @acmchiplay | #chiplay20

Submission deadlines:
April 7, 2020: Full Papers
July 15, 2020: Work in Progress, Interactivity, Student Game Design Competition, Rapid Communications, Doctoral Consortium

CHI PLAY is the international and interdisciplinary conference, sponsored by ACM SIGCHI, for researchers and professionals across all areas of play, games, and human-computer interaction (HCI). We call this area ‘player-computer interaction’. The goal of the CHI PLAY conference is to highlight and foster discussion on high-quality research in games and HCI as a foundation for the future of digital play. To this end, the conference blends academic research papers, interactive play demos, and industry insights.

SUBMISSIONS

As an ACM SIGCHI-sponsored conference, CHI PLAY welcomes contributions that further an understanding of the player experience, as well as contributions on novel designs or implementations of player-computer interactions, including, but not limited to, the following:

  • Playful interactions and new game mechanics
  • Innovative implementation techniques that affect player experiences
  • Studies of applied games and player experiences (e.g., games and play for health, wellbeing, and learning)
  • Accessible and inclusive design and player experiences
  • Advances in game user research and game evaluation methods
  • Psychology of players and typologies of games and players
  • Gamification, persuasive games, and motivational design
  • Virtual and augmented reality in games and play
  • Novel controls, input or display technologies for games and play
  • Tools for game creation
  • Innovations to advance the work of game designers and developers
  • Game analytics and novel visualizations of player experiences
  • Developer experiences and studies of developers
  • Industry case studies

CHI PLAY welcomes contributions on the effects of various technologies, software, or algorithms on player experiences.… read more. “Call: CHI PLAY 2020, 7th ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play”

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Google working on human-like chatbots that contextually respond to anything

[This story from 9to5Google provides a quick summary of a major step in the evolution of chatbots and their ability to evoke presence. See the original version, or the more detailed Google AI blog post it reports on, for more details; for two evaluations of what the development means see coverage in ZDNet and VentureBeat. –Matthew]

Google working on human-like chatbots that contextually respond to anything

Abner Li
January 28, 2020

Chatbots were all the craze last decade, and they’re now commonly found when interacting with support lines. Today, conversational agents are a bit limited, and Google is working towards a human-like chatbot “that can chat about anything.”

The Google Brain research team today detailed “Meena.” This end-to-end trained neural conversational model tries to correct the “critical flaw” of current highly specialized chatbots:

They sometimes say things that are inconsistent with what has been said so far, or lack common sense and basic knowledge about the world.read more. “Google working on human-like chatbots that contextually respond to anything”

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Call: PRESENCE 2020, 19th conference of the International Society for Presence Research (ISPR)

[We are planning and looking forward to a productive and very enjoyable PRESENCE conference this fall in Orlando – these small, single-track, professional and social events have always been really special and we hope you can join us!  Please help us get the word out by forwarding this Call to whoever and whatever venues you think appropriate. If you have any questions, feel free to email me directly at lombard@temple.edu.

–Matthew]

CALL FOR PAPERS

PRESENCE 2020
19th conference of the International Society for Presence Research (ISPR)
Orlando, Florida, USA
October 23-25, 2020
https://ispr.info/call-presence-2020

Conference theme: World of presence

  • Submission deadline: June 1, 2020 (with some flexibility – email us if you need a few extra days)
  • Online submissions should be submitted via EasyChair. 
  • Notification of acceptance decisions: July 1, 2020
  • Finished, camera-ready papers due: October 1, 2020

PLEASE HELP US GET THE WORD OUT BY SHARING THIS CALL FOR PAPERS

 

OVERVIEW

Telepresence, often shortened to presence, is a state or perception in which we overlook or misconstrue the role of technology and feel present in the environments and/or connected to the people or things we experience via technology.… read more. “Call: PRESENCE 2020, 19th conference of the International Society for Presence Research (ISPR)”

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Call: GOODTECHS 2020 – 6th EAI International Conference on Smart Objects and Technologies for Social Good

CALL FOR PAPERS

EAI GOODTECHS 2020
6th EAI International Conference on Smart Objects and Technologies for Social Good
September 14-16, 2020
Antwerp, Belgium
http://goodtechs.eu/call-for-papers/

Full paper submission deadline: 1 April 2020

Proposals for special sessions due by 5 March 2020 (see website for details)
Submissions of work-in-progress and for PhD track due by 1 May 2020 (see website for details)

SCOPE

By social good we refer to a “good” or a service that benefits the largest number of people in the largest possible way. Some classic examples of social goods are, of course, healthcare, safety, environment, democracy, and human rights, but we can add to this classic list even communication, art, entertainment and much more.

In this context, the popularity of portable computing devices, like smartphones, tablets, or smart watches combined with the emergence of many other small smart objects with computational, sensing and communication capabilities coupled with the popularity of social networks and new human-technology interaction paradigms is creating unprecedented opportunities for each of us to do something useful, ranging from a single person to the whole world.… read more. “Call: GOODTECHS 2020 – 6th EAI International Conference on Smart Objects and Technologies for Social Good”

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Snapchat’s Bitmoji TV stars you and your friends

[This story from TechCrunch describes a new media format that puts users’ personalized avatars into short animated stories. See the original version of the story for five different pictures and a 1:32 minute video. For more information, see an interview with the Bitmoji co-founder and CEO in Women Love Tech, which includes this presence-related quote:

“While this began with a very specific focus on comics, over time the way people were communicating – and even existing – via their phones was evolving. More and more we were talking in text, more and more we were seeing our friends through our phones. And so it became more and more important to have a version of yourself that could live on your phone, that could really represent you and enable you to express yourself in an authentic way. By moving our avatars from comics into people’s conversations, Bitmoji became an essential part of daily life for millions of people.… read more. “Snapchat’s Bitmoji TV stars you and your friends”

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Call: “Social VR: A New Medium for Remote Communication & Collaboration” – CHI 2020 Workshop

Call for Participation

Social VR: A New Medium for Remote Communication & Collaboration
CHI 2020 WORKSHOP (
https://chi2020.acm.org/)
April 25, 2020
Honolulu, Hawaii

Workshop website: https://www.socialvr-ws.com
Submission link: https://easychair.org/conferences/?conf=socialvr2020

IMPORTANT DATES
Submission Deadline: February 24, 2020
Notification: February 29, 2020
Workshop: April 25, 2020 (with remote participation options)

Remote communication allows people who are not physically present in the same location to communicate in real-time, which has many positive societal impacts, such as reducing environmental pollution, travel cost and fatigue, supporting rich collaboration by connecting talented people around the world, brings families closer and improves the availability of high-quality education and healthcare around the world.

Social Virtual Reality (VR) invites multiple users to join a collaborative virtual environment, which creates new opportunities for remote communication. The shared experiences obtained in social VR may reshape our subjective perception towards the physical world, leading to shifts in our understanding about social experience, selfhood, or realness, and bringing about novel everyday social interactions.… read more. “Call: “Social VR: A New Medium for Remote Communication & Collaboration” – CHI 2020 Workshop”

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