ISPR Presence News

Monthly Archives: September 2020

Call: Art Machines 2: International Symposium on Machine Learning and Art 2021

Call for Submissions

Art Machines 2: International Symposium on Machine Learning and Art 2021
10th–13th June 2021
School of Creative Media, City University of Hong Kong
https://www.cityu.edu.hk/artmachines2/

Submission deadline: 15th December 2020

We are now calling for submissions for Art Machines 2: International Symposium on Machine Learning and Art 2021, which will take place between 10th–13th June 2021 at the School of Creative Media, City University of Hong Kong. “Art Machines 2,” will bring together Academics, Artists, and Professionals in the field of Computational Media Art in a four-day symposium on the topic of Machine Learning and Art.

After the success of “Art Machines” in 2019, this much-anticipated follow-up symposium will provide the opportunity for in depth assessment of the impact of artificial intelligence on the making of computational art and media, and an exploration of the conditions of existence, range and futures of computationally based art and media.… read more. “Call: Art Machines 2: International Symposium on Machine Learning and Art 2021”

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Penn researchers use VR to train bystanders to respond to overdoses

[Here’s another practical application of presence-evoking technology – an efficient way (especially during a pandemic) to train not just health care experts but members of the public in how to save a life. This story is from The Philadelphia Inquirer. The new published study is available from Science Direct; see also an earlier related ISPR Presence News post. –Matthew]

Penn researchers use virtual reality to train bystanders to respond to overdoses

By Aubrey Whelan
September 7, 2020

Researchers at the University of Pennsylvania have developed a virtual-reality video that trains people to give overdose victims naloxone, the lifesaving opioid-reversal medicine. And a study the researchers conducted shows the virtual training works as effectively as an in-person session.

Especially during the pandemic, it’s hard to hold in-person training sessions. Plus, drug use remains highly stigmatized. So the study’s authors hope the virtual training can be a more accessible way for people to learn how to reverse overdoses they might observe on a city sidewalk, on the bus, or anywhere else, for a friend or a stranger.… read more. “Penn researchers use VR to train bystanders to respond to overdoses”

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Call: 10th World Congress on Information and Communication Technologies (WICT 2020)

Call for Papers

10th World Congress on Information and Communication Technologies (WICT 2020)
On the World Wide Web
December 16-18, 2020
http://www.mirlabs.org/wict20
http://www.mirlabs.net/wict20

Indexed by: SCOPUS, Thomson ISI Web of Science, DBLP etc.

Proceedings of WICT’2019: https://www.springer.com/gp/book/9783030493387
History of WICT series: http://www.mirlabs.net/wict20/previous.php

WICT 2020: Scopus Proceedings:
All accepted and registered papers will be published in AISC Series of Springer, indexed in ISI Proceedings, EI-Compendex, DBLP, SCOPUS, Google Scholar and Springerlink.

IMPORTANT DATES:

Paper submission due: October 15, 2020
Notification of paper acceptance: November 15, 2020
Registration and Final manuscript due: November 25, 2020
Conference: December 16-18, 2020

ABOUT WICT 2020:

After the success of the 9th World Congress on Information and Communication Technologies (WICT 2019), we are organizing WICT 2020 to provide an opportunity for the researchers from academia and industry to meet and discuss the latest solutions, scientific results and methods in the usage and applications of ICT in the real world.… read more. “Call: 10th World Congress on Information and Communication Technologies (WICT 2020)”

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Nintendo announces augmented reality version of Mario Kart

[Though it’s hard on consumer AR generally, this story from Fast Company is among the many with positive assessments after Nintendo’s recent announcement of a new augmented reality version of the game Mario Kart, which seems sure to evoke presence for players. See the original story for the 1:47 minute trailer (also available via YouTube), a different image and three looping videos. The press release is available from Business Wire, pre-order details are available from Inverse, and a five minute narrated video report from TheGamer is available on YouTube. –Matthew]

Nintendo’s newest Mario Kart is the best video game you never knew you wanted to play

Okay, so we got a little excited by a trailer. But hear us out.

By Mark Wilson
September 4, 2020

By now, Nintendo has made exactly 87,493,029 versions of Mario Kart since the game was first introduced in 1992 for the Super Nintendo.… read more. “Nintendo announces augmented reality version of Mario Kart”

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Call: Games Research User Experience (GRUX) Online Conference

Call for Submissions

Games Research User Experience (GRUX)
Online Conference
November 27, 2020
9AM to 3PM GMT, 1AM to 9AM PST
Streamed free on our YouTube channel
https://grux.org/summits/grux-online/

Deadline for submissions: September 11, 2020

ABOUT

A free online conference dedicated to the design of player experience. Please join us for #GRUXOnline!

This smaller event will be in addition to our mainline #gamesUR Summits (NA / EU)!

Games ‘User Experience’ (UX) is a vibrant professional discipline of researchers, designers, data scientists, artists, and production staff with one goal: design and deliver superb experiences in commercial video game development.

#GRUXOnline is a one-day online event for knowledge-sharing in design and research in gamedev. It is hosted by the Games User Research & User Experience SIG of the International Game Developers Association (IGDA).

On 27th November 2020 join our YouTube live stream for talks, panels, interviews and knowledge-sharing from the top talent in games UX.… read more. “Call: Games Research User Experience (GRUX) Online Conference”

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Inside Facebook Reality Labs Research: The future of audio

[Despite some self-promotion, definitional issues and vagueness, this story from Facebook provides intriguing insights into the company’s efforts to create audio technologies that not only reproduce normal perception but enhance it beyond unaided human capabilities (which, when the user habituates, would become a ‘new normal’ and continue to evoke presence). It also addresses ethical issues raised by the technologies. See the original story for eight more images and three videos. –Matthew]

Inside Facebook Reality Labs Research: The Future of Audio

September 3, 2020
By Lisa Brown Jaloza, Technology Communications Manager

The audio team at Facebook Reality Labs Research is working on novel technologies to enable both audio presence and perceptual superpowers, letting us hear better in noisy environments with our future AR glasses. In the latest entry of our Inside Facebook Reality Labs series, we take you behind the scenes with the team for an in-depth look at their current demos and prototype technology.read more. “Inside Facebook Reality Labs Research: The future of audio”

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Call: The human in the loop: Perspectives and challenges for robots’ behaviours in RoboCup 2050

Call for Participation:
The human in the loop: perspectives and challenges for
robots’ behaviours in RoboCup 2050

Deadline for submission of a proposal: September 30th, 2020

Inspired by the success of the workshop held in conjunction with the Virtual Humanoid RoboCup Open Workshops (V-RoHOW) 2020 we are bringing together leading researchers to contribute to an article on: The human in the loop: perspectives and challenges for robots’ behaviours in RoboCup 2050.

ABOUT THE RESEARCH TOPIC

The long term goal of RoboCup is to develop a robotic soccer team that is capable of challenging the best human soccer team in a regular match by 2050. At the moment the most pressing obstacles to reaching this goal are still mostly technical, such as walking on grass, recognising the ball and field lines, localising teammates and opponents, and identifying which goal is the opponent’s.… read more. “Call: The human in the loop: Perspectives and challenges for robots’ behaviours in RoboCup 2050”

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AARP’s Alcove VR combats isolation and loneliness for pandemic-bound seniors

[This VentureBeat report describes a potentially valuable application of presence, especially now: Alcove, a new virtual reality platform designed by AARP to combat loneliness and isolation among older (and all) people. The original story includes three more images; a 2:55 minute video is available on YouTube; VR Fitness Insider has an extended interview with Alcove’s product lead; and all of the technologies profiled in the Fast Company story “We’re feeling more lonely than ever—here are 5 ways technology can help” involve one or more forms of presence. –Matthew]

Alcove for Oculus Quest entertains pandemic-bound seniors with VR

Dean Takahashi
August 20, 2020

One of the largest advocates for senior citizens is diving into virtual reality today with the release of Alcove for Oculus Quest, a free app that helps friends and families entertain themselves — and each other — while sheltering in place.… read more. “AARP’s Alcove VR combats isolation and loneliness for pandemic-bound seniors”

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Call: “Learning and learning ecosystems in the time of Covid-19” for IxD&A Journal

Call for Papers

Special Issue on
Learning and learning ecosystems in the time of Covid-19
to be published at the
Interaction Design and Architecture(s) Journal (IxD&A)

(ISSN 1826-9745, eISSN 2283-2998)

IxD&A implements the Gold Open Access (OA) road to its contents with no charge to the authors (submission & paper processing). Help us in improving the quality of the editorial process and of the journal, please donate:
https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=5EUX7CQ3GKSSG

CFP: http://ixdea.uniroma2.it/inevent/events/idea2010/index.php?s=102&link=call46

Submission deadline (extended): September 27, 2020

Guest editor:

This special issue will not be guest edited by individuals but by an association, ASLERD (Association fos Smart Learning Ecosystems and Regional Development), as contribution to the understanding of present situation and to the redesign of the future Smart Learning Ecosystems.

Important dates:

  • Deadline: September 27, 2020 (extended)
  • Notification to the authors: November 10, 2020
  • Camera ready paper: November 20, 2020
  • Publication of the special issue: end of November, 2020

OVERVIEW

The shock caused by the pandemic on learning processes all around the world has no equal in the history of education.… read more. “Call: “Learning and learning ecosystems in the time of Covid-19” for IxD&A Journal”

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Study: Illusion of exercise improves physical and cognitive functions

[A new study from Tohoku University demonstrates the benefits of just the (presence) illusion of physical exercise. Follow the link at the bottom to read the study and learn more about co-author Professor Kawashima, creator of the Brain Age games, in BrainWorld Magazine. –Matthew]

[Image: A schematic theoretical interpretation of the virtual illusion, leading to measurable physiological effects on the person’s body. Credit: Tohoku University]

From Virtual to Reality! Virtual Training Improves Physical and Cognitive Functions

August 31, 2020

Researchers at the Smart-Aging Research Center (IDAC) at Tohoku University have developed an innovative training protocol that, utilizing immersive virtual reality (IVR), leads to real physical and cognitive benefits.

We all know that physical exercise is crucial for overall well-being and helps postpone aging-related disorders; what is more surprising is that physical exercise can have beneficial effects not only on the body but on cognitive functions too.… read more. “Study: Illusion of exercise improves physical and cognitive functions”

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