Month: January 2021


  • Call: MIT Press PRESENCE Journal: VR/AR Special Issue on User Experience

    Call for Papers MIT Press PRESENCE Journal: VR/AR Special Issue on User Experience “User Experience and Engagement in the Reality-Virtuality Continuum“ https://www.mitpressjournals.org/pb-assets/pdfs/Calls%20for%20Papers/PresenceSpecialIssueCallDRAFTv3-1607564620763.pdf Guest Editors: Tim Collins (t.collins@mmu.ac.uk) and Sandra Woolley (s.i.woolley@keele.ac.uk) Journal: https://www.mitpressjournals.org/loi/pvar Author Guidance: https://www.mitpressjournals.org/journals/pres/sub FEES WAIVED (“PRESENCE have waived all page fees until September 2021. There are no fees charged for publications unless the authors are opting for Open Access options”). Paper submission deadline: April 26, 2021 CALL AND SCOPE: There are new and exciting opportunities for user experience and engagement across the reality-virtuality continuum of virtual-, augmented-, mixed-, mediated- and shared-reality. But the gaps between expectations and…

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  • We’re ‘maybe five-ish’ years away from Princess Leia holograms

    [This Debugger story explains the promise of and our progress toward effective and commonly available holograms (actually volumetric images); our colleague Frank Biocca is one of the experts quoted and the original story includes three videos and an additional image. For related news see USA Today’s story about IKIN’s new RYZ, “the first personal hologram platform”; Digital Trends’ story about Looking Glass Factory’s 3D holographic display and software that transforms any 2D image into a 3D one; and a short Bloomberg video about the Swiss company Inverse’s 3D hologram meeting technology that just won a CES 2021 Best of Innovation…

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  • Call: DISENA 20: Design and Somatic Sensibilities (special issue)

    Call for Papers DISEÑA # 20: Design and Somatic Sensibilities http://revistadisena.uc.cl/index.php/Disena/announcement/view/67 Guest editors: Claudia Nunez-Pacheco, KTH Royal Institute of Technology, claudia2@kth.se Marianela Ciolfi Felice, KTH Royal Institute of Technology, ciolfi@kth.se Vasiliki Tsaknaki, IT University of Copenhagen, vats@itu.dk Submission deadline: May 2, 2021 In his Phenomenology of Perception, Merleau-Ponty (1962) made a radical claim, stating that we are our bodies and that subjective experiences cannot be separated from our objective reality. Our somatic sensibilities − shaped by subjective experience − make us who we are. Additionally, Gendlin (1980) claimed that our imagination is bodily and that our bodies are interactional, influencing…

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  • Holotron is a robotic exosuit that could transform the way we use VR

    [Digital Trends reports on the development of a novel exosuit designed to make virtual experiences “indistinguishable from real life”; the original story includes a one minute video and three different images. Coverage in New Atlas adds these details: Reese has been testing it at a simulated 1/20th of normal Earth gravity, making walking around and jumping less laborious than in real life while still giving a user a sense of force and balance. Currently, there are motors only at the hip and knee joints, but future plans would extend this to five motors on each leg, with more on your…

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  • Locomotion Vault compiles and classifies all known VR locomotion methods

    [A January 4, 2021 item in The Ghost Howls blog highlights an interesting and potentially valuable resource, an interactive compilation and classification of over 100 different methods of locomotion in virtual environments. –Matthew]   Discover all the available VR locomotion methods Some amazing researchers have collected and classified all the known VR locomotion methods, for a total of more than 100! There are all the most common solutions, like smooth movement and teleporting, but also some crazy ones like changing the gravity of the world using your fingers. All the data is available for free to everyone on GitHub, so…

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  • All the good VR ideas were dreamt up in the 60s

    [The terminology for presence is different, but this story from Hackaday provides a valuable review and assessment of our progress toward compelling presence experiences. See the original version for an additional image. –Matthew] All the Good VR Ideas Were Dreamt Up in the 60s By Donald Papp January 4, 2021 Virtual reality has seen enormous progress in the past few years. Given its recent surges in development, it may come as a bit of a surprise to learn that the ideas underpinning what we now call VR were laid way back in the 60s. Not all of the imagined possibilities…

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  • Call: @ the Crossroads: Where do we go from here? A Telematic LASER Online Public Dialogue

    @ the Crossroads ::: where do we go from here? /// Telematic LASER presented by Third Space Network, University of Brighton School of Art, & Leonardo/ISAST ///ONLINE PUBLIC DIALOGUE Randall Packer (US) (moderator), Ghislaine Boddington (UK), Steve Dixon (SG) & Paul Sermon (UK) /// GLOBAL TIME Saturday, Jan. 16th 2021, 9am ET / 2pm UK / 3pm CET / 10pm Singapore /// ONLINE REGISTRATION Save Your Spot on Crowdcast https://www.crowdcast.io/e/telematic-laser-crossroads/register ///OVERVIEW In the wake of Covid-19, we have witnessed a mass migration to the third space, that telematic region of shared networked space that lies between the local and the…

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  • Presence after death: Microsoft could bring you back as a chatbot

    [This short story from Forbes describes Microsoft’s efforts to create audio and audio-visual chatbots based on specific people, including people who have died. Other coverage notes the idea’s similarity to the plot of the Black Mirror episode “Be Right Back” and/or refers to the bots as ‘ghostbots.’ For more on this topic see a new 22:46 minute WSJ documentary “How Tech Can Bring Our Loved Ones to Life After They Die,” which is also available via YouTube and is described in a short profile in The Verge. –Matthew] Microsoft Could Bring You Back From The Dead… As A Chat Bot…

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  • Call: 2VT: Visions, Technologies, and Visions of Technologies for Understanding Human Scale Spaces – CHI 2021 workshop

    Call for Papers 2VT: Visions, Technologies, and Visions of Technologies for Understanding Human Scale Spaces Part of the CHI 2021 Conference on Human Factors in Computing Systems May 8-9, 2021 Online https://crowdcomputing.net/2vt-workshop Submission deadline: February 19, 2021 Interested in spatial experiences, urban environments, technology speculation, and HCI? We bring you a multi-disciplinary workshop to be held at CHI 2021 and we are looking for your submissions! Please find more info below. DESCRIPTION The workshop provides an international agora for practitioners from various backgrounds to exchange information, stimulate discussion, and explore issues that attend to human scale spaces in the smart…

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  • Smell Museum: Odeuropa uses AI to recreate historical smells for attractions

    [The ambitious project Odeuropa will use AI to analyze descriptions of smells from Europe’s past and then recreate them for use in immersive cultural heritage attractions. This story from Blooloop provides details. The original story includes a second image and for a press release and 2:59 minute video visit the Odeuropa website (which also features a series of interesting blog posts). Coverage in the Minnesota Star Tribune has more details about the challenges of measuring and reproducing smells, and a New York Times item focuses on the idea of a personal smell museum and links to an interactive example: “The…

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  • Call: Robo-Identity: Artificial identity and multi-embodiment – HRI 2021 workshop

    Call for Papers Robo-Identity: Artificial identity and multi-embodiment Co-located with the 2021 International Conference on Human-Robot Interaction (HRI 2021) Boulder, Colorado, USA (Virtual) March 12, 2021 Website: sites.google.com/view/agentidentity Submission deadline: 29 January 2021 Interactive robots are becoming more commonplace and complex, but their identity has not yet been a key point of investigation. Identity is an overarching concept that combines traits like personality or a backstory (among other aspects) that people readily attribute to a robot to individuate it as a unique entity. Given people’s tendency to anthropomorphize social robots, “who is a robot?” should be a guiding question above…

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  • The Metaverse is coming

    [In this short piece from Wired, the CEO and co-founder of online gaming platform Roblox predicts the pandemic-accelerated increase in 2021 and beyond of social and spatial presence experiences in 3D virtual worlds, which will “become a human co-experience utility.” –Matthew] [Image: Credit: Leonie Bos] The Metaverse is coming A 3D virtual world where millions meet online will become our key social hub By David Baszucki, an inventor and the CEO and Founder of Roblox January 2, 2021 We will see a shift in the way people play, work, learn or simply hang out in 2021. Some of this connection…

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