ISPR Presence News

Monthly Archives: January 2021

Call: User Experience of AI in Games – IEEE Transactions on Games special issue

Call for Papers

IEEE Transactions on Games
Special Issue on User Experience of AI in Games
http://transactions.games/CFP_UserExperienceofAIinGames.pdf

Guest editors: Henrik Warpefelt, Christoph Salge, Magy Seif El-Nasr, Jichen Zhu and Mirjam Palosaari Eladhari

Submission deadline: 28 February 2021

A commonly quoted aim of AI in Games research is the idea that we are not building AIs to beat a game, but to create a better user experience – but how do we do this, and maybe even more importantly, how do we know when we are successful?

How do players experience Artificial Intelligence (AI) in games? How do they feel about the AI, and how are the decisions made by the AI communicated to the player? Is there interaction with the AI, and if so, who takes the lead? Is this a social experience, a believable one? Is the AI creative, or at least perceived as such?… read more. “Call: User Experience of AI in Games – IEEE Transactions on Games special issue”

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Restorative presence: SpaceVR’s “float therapy” simulates astronauts’ Overview Effect experience

[With all the too-often avoidable turmoil and tragedy of the last many months, I think many of us would benefit from the application of presence described in this story from Tatler Hong Kong. See the original version for three more images, and for more details see the SpaceVR website, particularly the FAQ page. –Matthew]

Float Co. Mid-Levels Introduces Asia’s First Virtual Reality Space Experience

By Zabrina Lo
January 7, 2021

With a VR headset and a sensory deprivation tank, aspiring cosmonauts can experience the thrill of being in orbit without having to leave planet Earth

I have alway7s wanted to travel to space. But unless I suddenly find a hidden talent for engineering or Russian, floating in a darkened pod of ultra-salty water is probably the closest I’ll ever come to feeling completely weightless. More than 14,000 kilometres away from Nasa‘s rocket launch site at Cape Canaveral, a sensory deprivation tank in Hong Kong is my portal to the cosmos for an afternoon.… read more. “Restorative presence: SpaceVR’s “float therapy” simulates astronauts’ Overview Effect experience”

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Call: IVA 2021 – 21st ACM International Conference on Intelligent Virtual Agents

Call for Papers

IVA 2021
21st ACM International Conference on Intelligent Virtual Agents
University of Fukuchiyama, Fukuchiyama City, Kyoto, Japan [and/or online – see note below]
14th – 17th September 2021
http://www.iva2021.org

Submission deadline: May 1, 2021

NOTE: Due to the ongoing global pandemic, it is not yet possible to say whether IVA 2021 will be held as an on-site conference, a fully virtual conference, or a hybrid conference. We will monitor the situation closely and make the decision in spring. This will be communicated to the community no later than the 1st of June when the notifications of the accepted papers will be sent to the authors.

The Intelligent Virtual Agents (IVA) Annual Conference is the premier international event for interdisciplinary research on the design, application, and evaluation of Intelligent Virtual Agents (IVAs) with a specific focus on the ability to socially interact.… read more. “Call: IVA 2021 – 21st ACM International Conference on Intelligent Virtual Agents”

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AI-based digital humans are next step in evolution of intelligent chatbots

[This PC Magazine story describes what it’s like to set up and use an AI driven digital human that can carry on emotionally engaged conversations with customers and others, the next step in chatbot technology: it includes this quote from an expert: “Digital humans are considerably more valuable than any alternative [since] they aren’t just transactional, they are ‘interactional.’” See the original story for three more images and a video. –Matthew]

One Step Closer to SkyNet: Your Next Help Desk Chat Might Be With a Digital Human

AI company UneeQ seeks to take the next step in the evolution of intelligent chatbots: Enter the Digital Human.

By Gadjo Sevilla
17 Dec 2020

While chatbot and conversational artificial intelligence (AI) technology is now found in a wide range of consumer solutions—smart speakers, smart TVs, various apps and software experiences—many advances in the technology continue to be driven by the sales and help desk markets.… read more. “AI-based digital humans are next step in evolution of intelligent chatbots”

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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 perceptions, the technology demands, and the increased information flow and degrees of freedom create unprecedented usability and user experience challenges. Solutions to these challenges will benefit from innovations in extended reality (XR) sensing and display technology, interface and system design; insights from behavioural studies and user experience evaluations; and from the development of new tools and techniques that support content creation, virtual presence, narrative and appeal, and engaging experiences amongst diverse cohorts of users.… read more. “Call: MIT Press PRESENCE Journal: VR/AR Special Issue on User Experience”

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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 Award. –Matthew]

[Image: Credit: Janet Mac]

We’re ‘Maybe Five-ish’ Years Away From Princess Leia Holograms

Or to be more precise, volumetric Princess Leia images

By Angela Lashbrook
January 12, 2021

You’re sitting at your dining room table, drinking wine and chatting with your closest friends and family.… read more. “We’re ‘maybe five-ish’ years away from Princess Leia holograms”

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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 how we relate in a world of possibilities. For this special issue of Diseña, we acknowledge that subjective somatic differences are pivotal in the process of meaning-making, therefore, shaping the design process and outcomes (Loke & Schiphorst, 2018).

Although in the last decade we have seen a growing interest in the fields of Human-Computer Interaction (HCI) and Interaction Design to examine the lived body and felt somatic experiences as the starting point for the design of interactive systems, this experiential perspective still remains relatively underrepresented (Höök, 2018).… read more. “Call: DISENA 20: Design and Somatic Sensibilities (special issue)”

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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 arms, hands and back. […]

Reese has built and coded this prototype with just €55,000 (US$67,000) of funding, to the point where he and his collaborators have got it up and running with a few applications. One lets you climb stairs, one simulates being hit with a heavy ball, one lets you balance on a skateboard across rough terrain, one has you walking across a series of moving stones, another has you bouncing on a springy platform. … read more. “Holotron is a robotic exosuit that could transform the way we use VR”

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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 if you are doing some research in XR, feel free to use it!… read more. “Locomotion Vault compiles and classifies all known VR locomotion methods”

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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 have come to pass, but we’ve learned plenty about what is (and isn’t) important for a compelling VR experience, and gained insights as to what might happen next.

If virtual reality’s best ideas came from the 60s, what were they, and how did they turn out?… read more. “All the good VR ideas were dreamt up in the 60s”

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