Month: July 2020


  • Call: Tangible, Embedded, and Embodied Interaction (TEI) 2021

    Call for Submissions Tangible, Embedded and Embodied Interaction (TEI) 2021 February 14-17, 2021 Salzburg, Austria [see note below] https://tei.acm.org/2021/ Paper abstracts due: July 24, 2020 NOTE: “TEI2021 will currently stay on course with the planning of the physical conference in Salzburg, while closely observing the health and travel regulations as well as possible political or financial constraints for the community.” For more information please see https://tei.acm.org/2021/covid-19/ The ACM International Conference on Tangible, Embedded and Embodied Interaction (TEI) addresses issues of human-computer interaction, novel tools and technologies, interactive art, and user experience. The work presented at TEI has a strong focus…

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  • Bias simulator: New company uses VR to address bias and incivility in the workplace

    [A new company is using virtual reality and the presence it evokes to give people in the workplace first-person experiences to help them understand and counter “bias, inequity, and incivility.” This story is from IEEE Spectrum, where it includes a second image. For more information see the company’s website and for related stories see these previous ISPR Presence News posts: Presence for good: “Traveling While Black” VR documentary creates impactful experience Presence for good: Changing your race in virtual reality U. of Illinois students crowdfunding VR films to increase understanding about police-minority relations Can VR and presence help stop sexual…

    Read more: Bias simulator: New company uses VR to address bias and incivility in the workplace
  • Call: “Creativity in the Light of AI” issue of Odradek

    CALL FOR PAPERS Creativity in the Light of AI Odradek – Studies in Philosophy of Literature, Aesthetics, and New Media Theories [vol. 8, n. 1, 2022] Editors: Caterina Moruzzi, Mario Verdicchio, Fabio Fossa Publication: approx. November 2021/January 2022 Language: English Submission deadline: 29/01/2021 Authors can find submission guidelines at the following link: https://odradek.cfs.unipi.it/index.php/odradek/about/submissions For many, creativity is a field where humanity can paradigmatically express itself. Scientific and technological discoveries, crafting, advertising, fashion are all fields that require and foster creativity. Yet, it is difficult to deny that when we think of creativity, we associate it mostly with the Arts, and…

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  • How increasingly sophisticated AI will change our responses to human-like machines

    [This is a thoughtful survey of some fascinating and important issues and questions raised by incorporating artificial intelligence in human-like machines, creating medium-as-social-actor presence. It’s from USC Dornsife and draws on the expertise of researchers affiliated with the USC Dana and David Dornsife College of Letters, Arts and Sciences; see the original version for a second image. –Matthew] [Image: Credit: Mathieu Persan] Do Humans Dream of Androids Dreaming? From the species that brought you the moon landing and the hot dog eating contest, artificial intelligence is here to change the world. By Stephen Koenig July 7, 2020 The first question…

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  • Call: SBGames 2020 – Brazilian Symposium on Computer Games and Digital Entertainment – Arts and Design Track

    [Note: There are several other presence-related tracks, some with earlier deadlines; follow link below for more information. –ML] Call for Papers 2020 Brazilian Symposium on Computer Games and Digital Entertainment (SBGames) Arts and Design Track Online 7-10 November https://www.sbgames.org/sbgames2020/ NOTE: This year, due to the restrictions caused by COVID-19, the symposium will be held entirely online. SBGames (Brazilian Symposium on Computer Games and Digital Entertainment) is the largest and most important event for games and digital entertainment in Latin America. Realized by the SBC, the event receives scientists, artists, designers, teachers, and students from colleges, universities, research centers, and the…

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  • Teletherapy, popular in the pandemic, may outlast it

    [The pandemic has accelerated the use of presence-evoking technologies in many contexts including psychological therapy, the subject of this story from The New York Times (where the original includes a second image). Even with the current limitations of presence via videoconferencing covered here, wider use of remote therapy is said to be likely to continue after the pandemic. The potential of emerging media such as virtual and augmented reality (as well as artificial intelligence) is not considered in the story but seems likely to even further enhance the effectiveness and success of teletherapy. –Matthew] [Image: Credit: Kim Ryu] Teletherapy, Popular…

    Read more: Teletherapy, popular in the pandemic, may outlast it
  • Call: EuroVR 2020 International Conference

    Call for Contributions EuroVR 2020 17th EuroVR International Conference 25-27 November Valencia, Spain (see note below) https://i3b.webs.upv.es/webs/eurovr/ IMPORTANT DATES For the Scientific track, contributions deadlines are: Full Paper submissions (Scientific talks): July 19, 2020 23:59 CEST Short Paper submissions (Scientific posters): July 26, 2020 23:59 CEST Notifications to the authors for all Scientific submissions: September 6, 2020 Camera ready for all Scientific contributions: September 26, 2020 23:59 CEST For the Application track and the Demo & Exhibition track, contributions deadlines are: Short abstract submissions for all related categories: September 11, 2020 Notification to authors for all related categories: October 2,…

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  • Study: Moving – even in VR – can increase our creativity and problem-solving

    [The study described in this short story from Massive Science is interesting both as a clever use of virtual reality and presence in psychology research and for the implications of its results for how we choose to structure our work activities in actual and virtual environments. –Matthew] [Image: Figure 2 from “Studying the effects of visual movement on creativity”: “Three screenshots from the participants’ point of view in the moving condition, with the lights moving from front to back.”] Moving – even in virtual reality – can increase our creativity and problem-solving Feeling low on ideas? Trick yourself into thinking…

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  • Call: MUM 2020, 19th International Conference on Mobile and Ubiquitous Multimedia

    Call for Papers MUM 2020, the 19th International Conference on Mobile and Ubiquitous Multimedia 22-25 November 2020 Essen, Germany (see Note below) http://www.mum-conf.org/2020/ IMPORTANT DATES: Submissions: August 10th, 2020 Notifications: October 1st, 2020 Conference Dates: November 22nd-25th, 2020 NOTE: Due to the ongoing COVID-19 situation, we are currently looking into different ways to hold MUM2020. The latest developments show that the German government is loosening the meeting and travel restrictions, and we are currently exploring the idea of running a hybrid conference allowing physical as well as virtual participation by November. The safety of all attendees is our primary concern,…

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  • Teleoperation in a pandemic: Japanese convenience stores testing VR-controlled robots

    [Among the presence-evoking technologies useful during a pandemic is teleoperated robots. This story from Digital Trends describes how they’re being tested by the FamilyMart chain of Japanese stores; the original version of the story includes the impressive 1:20 minute timeline video from the website of the robots’ maker, Telexistence (it’s also available via YouTube). Coverage in VRScout begins with this: “Imagine walking into your local convenience store only to find the usual checkout person had been replaced by a remote-controlled robot operated in VR by a human being located hundreds of miles away”; see that story for more images and…

    Read more: Teleoperation in a pandemic: Japanese convenience stores testing VR-controlled robots
  • Call: ICMI 2020 (Virtual) Workshop on Challenges of Agent Identity in Multimodal Communication

    Call for Papers (Virtual) Workshop – Challenges of Agent Identity in Multimodal Communication To be held in conjunction with the 22nd ACM International Conference on Multimodal Interaction 25 October 2020 To be held remotely due to COVID-19 ICMI 2020: http://icmi.acm.org/2020/index.php?id=home Workshop: https://sites.google.com/view/agentidentity/home Submissions: https://easychair.org/conferences/?conf=caimc2020 Submission deadline: 21 August 2020 NOTE: This workshop is co-located with the 2020 ACM International Conference on Multimodal Interaction (ICMI 2020). Given that the current situation with COVID-19 is continuously evolving, we are still finalizing the final format of the workshop. We are going to decide on the format according to the format of the ICMI…

    Read more: Call: ICMI 2020 (Virtual) Workshop on Challenges of Agent Identity in Multimodal Communication
  • Facebook’s prototype photoreal avatars now have realistic eyes

    [Effective social presence in virtual reality depends on realistic real-time digital representations of human eyes; this short story from UploadVR describes a new system developed by Facebook Research to accomplish this. The abstract of the detailed research report about the system concludes with this: “Our quantitative experiments show that our method results in higher reconstruction quality, and qualitative results show our method gives a greatly improved sense of presence for VR avatars.” You can find the abstract and full paper along with a 5:14 minute video (also available via YouTube) on the Facebook Research website. –Matthew] Facebook’s Prototype Photoreal Avatars…

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