ISPR Presence News

Monthly Archives: October 2020

Snapchat’s City Painter creates persistent, shareable AR experience on London’s Carnaby Street

[A new playful large-scale experiment with presence using augmented reality may lead to lots of interesting applications, as suggested near the end of this story from Wired; see the original version for a second image and a 1:17 minute video, and for more information see a June 2020 CNET story. –Matthew]

Snapchat has turned London into an augmented reality experiment

Snap has launched its first persistent, shareable augmented reality experience on London’s Carnaby Street – it’s a proof of concept for a 1:1 digital copy of everything on the planet

By Will Bedingfield
8 October 2020

The dream of graffiti artists everywhere is now a reality – vandals have daubed the whole of Carnaby Street in red and blue paint.

Luckily, this vandalism is easy to clean and totally invisible. Today, Snapchat has launched Local Lenses – a new feature that is one of the first persistent, large scale, collaborative uses of augmented reality.… read more. “Snapchat’s City Painter creates persistent, shareable AR experience on London’s Carnaby Street”

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Call: alt.CHI 2021

Call for Papers

alt.CHI 2021
Part of CHI 2021, the ACM Human-Computer Interaction Conference on Human Factors in Computing Systems
May 8-13, 2021
Yokohama, Japan and online
https://chi2021.acm.org/for-authors/presenting/alt-chi

Quick Facts

Important Dates:

Submission Details:

  • Online Submission: PCS Submission System.
  • Template: ACM Master Article Submission Templates (single column)
  • Submission Format: 8-12 pages (excluding references), with an abstract of fewer than 140 words.
  • Additional description of how the work will be presented at the conference.
  • Optional: ≤ 5 minute video figure.

Selection Process: Juried

Chairs: Nova Ahmed, Pierre Dragicevic, Danielle Wilde (altchi@chi2021.acm.orgread more. “Call: alt.CHI 2021”

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The artful opulence of watching Netflix with the Oculus Quest 2 proves VR isn’t just for gaming

[I’ve been skeptical about the appeal of watching a television (or movie) screen within virtual reality, but this entertaining story from Esquire provides a first-person explanation, including some of the factors that enhance and reduce the appeal of this kind of presence experience. See the original version for two more images.  –Matthew]

The Artful Opulence of Watching Netflix With the Oculus Quest 2 Proves VR Isn’t Just for Gaming

The headset’s virtual reality living room, in which you’ll hunker down to catch up on TV, is nicer than your reality.

By Justin Kirkland
October 7, 2020

I am decidedly not a gamer. Never was in my wheelhouse. I would avoid playing Mario Kart with boys after school, instead talking with their moms about more adult-oriented topics. It wasn’t because I particularly wanted to know about Mrs. Ramsey’s second marriage, I just didn’t want to be embarrassed by the fact that my hand-eye coordination wasn’t up to snuff.… read more. “The artful opulence of watching Netflix with the Oculus Quest 2 proves VR isn’t just for gaming”

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Job: Research Fellow: Human Factors and innovative technologies for surgical interventions at UCL

Research Fellow: Human Factors and innovative technologies for surgical interventions
UCL Interaction Centre – Division of Psychology and Language Sciences – London
Hours – Full Time
Salary (inclusive of London allowance) £35,965 – £40,062 per annum
Ref: 1871388
https://atsv7.wcn.co.uk/search_engine/jobs.cgi?owner=5041178&ownertype=fair&jcode=1871388

Closing Date: 30 Oct 2020

DUTIES AND RESPONSIBILITIES

Novel imaging technologies combined with advances in Artificial Intelligence and robotics are creating new possibilities for surgical interventions that exploit near-real-time imaging and imaging-informed information sources and new kinds of surgical tools that change the roles of the surgical team.

Applications are invited for a Post-doctoral Research Fellow position in the Wellcome / EPSRC Centre for Interventional and Surgical Sciences (WEISS) to investigate clinical needs and practices, including how new tools change the ways that the clinical team comprehend their task, how teams engage with innovative technologies, and how new technologies fit within and transform work.… read more. “Job: Research Fellow: Human Factors and innovative technologies for surgical interventions at UCL”

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AR and presence: U.S. Air Force pilots could soon be training against virtual enemy aircraft

[Augmented reality has received less attention than virtual reality in the presence community but this story from CBS News describes a clever application of AR and presence in the context of military training. For some reason the 4:46 minute video report isn’t included in the original story but can be found (at this writing at least) in the version at MSN.com. For much more information, including a long interview with Dan Robinson and several more images and videos, see coverage in The Drive. –Matthew]

[Image: Dan Robinson wearing augmented reality headset. Source: The Drive]

U.S. Air Force pilots could soon be training against virtual enemy aircraft

CBS NEWS
September 30, 2020

A startup led by retired fighter pilot Dan Robinson is developing augmented reality technology to revolutionize the way U.S. Air Force pilots train for combat. Traditional U.S.… read more. “AR and presence: U.S. Air Force pilots could soon be training against virtual enemy aircraft”

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Call: Exploring Physical-Digital Devices and Data Through Thing-Centred Design (Virtual Workshop)

Call for Participants

Exploring Physical-Digital Devices and Data Through Thing-Centred Design
Virtual Workshop
October/November 2020
2:00 hrs – 2:30 hrs
https://forms.gle/6MxFNT94K5orz6Gh7

We would like to invite you to participate in an online workshop that explores physical-digital devices and data through a form of thing-centred design.

Thing-centred design is an emerging practice in design, HCI, and other related fields. This workshop aims to use methods inspired by co-design to explore, provoke, and speculate on the limits and potential alternate avenues for data and physical-digital devices from a thing-centred perspective. It delves into the outputs of ongoing research in these topics as a means of obtaining expert perspectives on the work.

This aims to be a fun and engaging session that will make you think and may lead you to new ideas in your own work/research. It will involve the discussion, critique, and presentation of, ideas, the conceptualisation of new products/objects and scenarios of use, and an introduction into a particular form of thing-centred design.… read more. “Call: Exploring Physical-Digital Devices and Data Through Thing-Centred Design (Virtual Workshop)”

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Fake video threatens to rewrite history. Here’s how to protect it

[As if today’s shameless denials and distortions of truth and polarizing media ‘bubbles’ weren’t big enough problems, this detailed and example-filled article from Fast Company argues that presence-evoking deepfakes will soon challenge our ability to understand and learn from our own history. See the original story for three videos. –Matthew]

[Image: Credit: bashta/iStock]

Fake video threatens to rewrite history. Here’s how to protect it

AI-generated deepfakes aren’t just a problem for politics and other current affairs. Unless we act now, they could also tamper with our record of the past.

By Benj Edwards
October 3, 2020

Since deepfakes burst onto the scene a few years ago, many have worried that they represent a grave threat to our social fabric. Creators of deepfakes use artificial intelligence-based neural network algorithms to craft increasingly convincing forgeries of video, audio, and photography almost as if by magic.… read more. “Fake video threatens to rewrite history. Here’s how to protect it”

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Call: ACM CSCW 2021, 24th ACM Conference on Computer-Supported Cooperative Work and Social Computing

CALL FOR PAPERS

ACM CSCW 2021
The 24th ACM Conference on Computer-Supported Cooperative Work and Social Computing
https://cscw.acm.org/2021/

NOTE: We are still unsure whether the conference will take place as a hybrid or fully online event, but we are looking forward to building an exciting Papers programme either way! –Luigina Ciolfi, CSCW 2021 General Co-Chair

Deadlines: Submissions are accepted at four deadlines per year. The upcoming deadline is October 15, 2020, which will be followed by January 15, April 15, and Jul 15, 2021. Submissions accepted for publication in the October 2020, January 2021 and April 2021 cycles will be invited to present at CSCW 2021. Papers accepted from July 2021 onwards will be invited to present at CSCW 2022.

CSCW is the premier venue for research in the design and use of technologies that affect groups, organizations, communities, and networks.… read more. “Call: ACM CSCW 2021, 24th ACM Conference on Computer-Supported Cooperative Work and Social Computing”

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Future presence?: Agence is a fascinating VR deep dive into evolving AI

[Artificial intelligence will likely play an increasingly important role in our presence experiences and the new “dynamic film” Agence is an intriguing example of this potential. This story from Upload describes the project; see the original version for two different images and a 7:45 minute “gameplay walkthrough” video (also available via YouTube). –Matthew]

Agence Is A Fascinating VR Deep Dive Into Evolving AI

By Jamie Feltham
September 28, 2020

While speaking to Pietro Gagliano of Transitional Forms and David Oppenheim of the NFB about their new VR film, Agence, Gagliano streams the piece itself. I watch as he toys with the small group of lifeforms named Agents that curiously ramble around a tiny planet.

They’re odd three-legged things that go from goldfishing their way from one side of their tennis ball-sized existence to another to staring at me in bemusement to accidentally – and then angrily – bumping into each other.… read more. “Future presence?: Agence is a fascinating VR deep dive into evolving AI”

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Call: Persuasive 2021: The 16th International Conference on Persuasive Technology 2021

CALL FOR PAPERS

Persuasive 2021: The 16th International Conference on Persuasive Technology 2021
Bournemouth, United Kingdom, 12-14 April 2021
https://persuasive2021.bournemouth.ac.uk/

Submission deadline: November 26, 2020

NOTE: Should PT2021 be organised as a virtual event, registration fees will be significantly reduced. Fees will be mainly to cover proceedings, technical and organisational support, and online hosting. Remote presentations will be available if the event is organised as a blended one. In any case, accepted regular papers (full and short) will be published in the conference proceedings by Springer LNCS.

In a world in which technology is increasingly present in people’s lives, and changing human behavior and attitudes is often the key to solving many societal and personal problems, studying how technology might be used to influence humans (in their behavior, attitudes and information processing), is paramount. Persuasive technology is a vibrant interdisciplinary research field, focusing on the design, development and evaluation of technologies aimed at influencing people’s attitudes and/or behaviors through informed persuasion, but not through coercion or deception.… read more. “Call: Persuasive 2021: The 16th International Conference on Persuasive Technology 2021”

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