ISPR Presence News

Monthly Archives: July 2020

Call: IEEE VR 2021

Call for Conference/Journal Papers

IEEE VR 2021
27 March to 1 April, 2021
Lisbon, Portugal and online
http://ieeevr.org/2021/

IMPORTANT DATES

  • September 2, 2020: Abstracts due (REQUIRED)
  • September 9, 2020: Submissions due
  • October 31, 2020: Notification of first review cycle results
  • December 15, 2020: Revised paper submissions due to second review cycle
  • January 8, 2021: Final notifications
  • January 22, 2021: Camera-ready material due from authors of accepted papers

LINKS

OVERVIEW

Present your latest and greatest work at IEEE VR 2021 in Lisbon, Portugal. We are planning for VR 2021 to occur in both physical and virtual spaces. The physical conference will be held at the Instituto Superior Técnico, one mile from the Lisbon airport, superbly located in downtown Lisbon.… read more. “Call: IEEE VR 2021”

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WindowSwap provides virtual travel for those sheltering in place amid the pandemic

[The WindowSwap project lets users visit a website and “voyeuristically travel by looking out of somebody else’s window for a while.” This story from Smithsonian Magazine, where the original version includes seven more example images, also highlights other virtual travel experiences available online. The Kottke.org blog post “Let’s Go for a Stroll Outside” covers, and provides video examples of, another. –Matthew]

[Image: The view from WindowSwap user Ula’s window in Doha, Qatar. Credit: Courtesy of Sonali Ranjit and Vaishnav Balasubramaniam / Coded by Maryam Touimi Benjelloun)]

This Website Highlights Views Outside Windows Across The World

The WindowSwap project provides a virtual travel opportunity for those sheltering in place amid the COVID-19 pandemic

By Claire Bugos
July 16, 2020

With travel restrictions still in place, many would-be tourists are seeking out safe, socially distant options for getting a much-needed change of scenery.… read more. “WindowSwap provides virtual travel for those sheltering in place amid the pandemic”

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Job: Research Associate, Trust in Human-Machine Partnerships (THuMP), King’s College London

Call for Applications

Research Associate / Research Assistant
EPSRC/UKRI funded project THuMP: Trust in Human-Machine Partnerships
King’s College London

Department of Informatics
Job ID:  030892
https://thump-project.ai/visxai-job-post-details/

Close Date: 27 July 2020

We have a two year research position available to support research concerned human factors in Explainable AI. The post is part of an innovative EPSRC/UKRI funded project THuMP: Trust in Human-Machine Partnerships. The successful candidate will be responsible for conducting research around the interfaces to support explainability in the context of decision making in human-machine partnerships. Tasks will involve: building an interaction infrastructure for the project; developing a prototype interface for communicating with users; designing new visual layouts for prototype systems and designing and conducting experiments with human subjects based on the use cases co-created with the project partners.

He/she will work closely with members of the THuMP project.

We are seeking enthusiastic applicants with a background in any of the following (but not limited to): HCI, Human Factors, Interface Design/Development, Visualization etc.… read more. “Job: Research Associate, Trust in Human-Machine Partnerships (THuMP), King’s College London”

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Dedicated artist-inventor wore a face camera for a year and built a VR time machine

[Lucas Rizzotto recorded his life in first-person 3D for all of 2019 and created a VR interface that allows him to re-experience any part of it. The short description below is from PetaPixel, where the story includes his 28:11 minute video (also available via YouTube) and some interesting quotes taken from it. For information on an award-winning and thought-provoking earlier social VR project by the artist-inventor, “Where Thoughts Go,” see coverage in VRScout. –Matthew]

This Guy Wore a Face Camera for a Year and Built a VR Time Machine

By Michael Zhang
July 11, 2020

San Francisco-based inventor Lucas Rizzotto spent all of 2019 wearing cameras on his face. He then built a virtual reality time machine that lets him relive any memory from the year by simply punching in a date and time.

Rizzotto shows how the project was done in the 28-minute video above, which exaggerates some aspects of the project for comedic/dramatic effect (and warning: there’s some strong language).… read more. “Dedicated artist-inventor wore a face camera for a year and built a VR time machine”

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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 on how computing can bridge atoms and bits into cohesive interactive systems. The intimate size of this single-track conference provides a unique forum for exchanging ideas and presenting innovative work through talks, interactive exhibits, demos, hands-on studios, posters, art installations, and performances.… read more. “Call: Tangible, Embedded, and Embodied Interaction (TEI) 2021”

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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:

–Matthew]

[Image: Using virtual reality, a company called Live in Their World allows users to experience workplace scenarios in which bias, inequity, and incivility arise. Credit: Live in Their World]

A Virtual Reality Bias Simulator

New company aims to create better workplaces by putting employees in others’ shoes

By Charles Q.read more. “Bias simulator: New company uses VR to address bias and incivility in the workplace”

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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 it is to this area that we will limit our exploration of creativity.

The focus of this issue goes beyond human creativity, though. Indeed, we wish to investigate what happens to the notion of creativity when it meets Artificial Intelligence (AI).… read more. “Call: “Creativity in the Light of AI” issue of Odradek”

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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 many people ask about artificial intelligence (AI) is, “Will it be good or bad?”

The answer is … yes.

Canadian company BlueDot used AI technology to detect the novel coronavirus outbreak in Wuhan, China, just hours after the first cases were diagnosed.… read more. “How increasingly sophisticated AI will change our responses to human-like machines”

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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 game industry.

In 2020, SBGames is organized by CIn/UFPE and UNICAP (both institutions from Recife), and will be held between November 7th and 10th. In this edition the SBGames will be realized jointly with three other events, the SVR (Symposium on Virtual and Augmented Reality), the SIBGRAPI (Conference on Graphics, Patterns and Images), and the ISMAR (International Symposium on Mixed and Augmented Reality).… read more. “Call: SBGames 2020 – Brazilian Symposium on Computer Games and Digital Entertainment – Arts and Design Track”

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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 in the Pandemic, May Outlast It

Some therapists find that remote therapy is so convenient to their patients that they will continue with it.

By Jeff Wilser
July 9, 2020

The 10-year-old girl was afraid that her American Girl dolls — buried in the bedroom closet — would come alive and attack her.… read more. “Teletherapy, popular in the pandemic, may outlast it”

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