ISPR Presence News

Monthly Archives: April 2021

Call: Fact, Fiction, and Narration – Aesthetic Education through Narrative Art Annual Conference 2021

Call for Papers

Fact, Fiction, and Narration – Aesthetic Education through Narrative Art Annual Conference 2021
September 22nd and 23rd 2021
Online; free

Submission deadline for abstracts: July 1st, 2021

The Department of Philosophy (University of Rijeka) and Croatian Society for Analytic Philosophy issue a CFP for the international conference to be held on September 22nd and 23rd 2021, online.

We invite scholars working in aesthetics, philosophy of art and other philosophical areas, as well as cognitive and social scientists and psychologists, to explore contemporary philosophical theories of narrative and fiction, their relationship, connections and implications for our views on various forms of narrative art, ranging from literature, movies, poetry, TV series and serials, theatre, performing art, etc. We are interested in investigating the relation between narrative art and the real world, as well as modes of engagements with fictional works of art and narrative works of fiction and nonfiction.… read more. “Call: Fact, Fiction, and Narration – Aesthetic Education through Narrative Art Annual Conference 2021”

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Eyecam, an uncanny anthropomorphic webcam to explore our relationships with technology

[You have to watch the 2:11 minute video to really appreciate Marc Teyssier’s anthropomorphic webcam, which purposely evokes uncanny valley responses to prompt us to think about a variety of issues related to our relationships with technology. This story is from IGN and much more information, including the video, photos and a link to a CHI 2021 paper, are available on Teyssier’s website. –Matthew]

This Webcam Looks Like a Human Eye and Even Blinks at You

A webcam with a mind, err, eye of its own.

By Wesley LeBlanc
April 14, 2021

A new prototype webcam looks like a realistic human eye, complete with its own eyebrow – and it blinks, too.

If that’s not enough, it’s also capable of looking around and acting out on its own accord. It can express emotions such as anger and sadness, and it can check out what else is going on in the room if it doesn’t feel like looking at you anymore.… read more. “Eyecam, an uncanny anthropomorphic webcam to explore our relationships with technology”

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Call: Mediated Conversation minitrack of Hawaii International Conference on System Sciences (HICSS-55)

[Note: For other HICSS tracks and minitracks related to presence see https://hicss.hawaii.edu/tracks-and-minitracks/ –Matthew]

Call for Papers

Mediated Conversation minitrack
https://mediatedconversation.wordpress.com/

HICSS – Hawaii International Conference on System Sciences
January 4-7, 2022
Hyatt Regency Maui, Hawaii, USA
http://hicss.hawaii.edu/

Submission deadline: June 15, 2021

Dear colleague,

I invite you to submit a manuscript to the Mediated Conversation minitrack at HICSS, the Hawaii International Conference on System Sciences. This minitrack focuses on the study of conversations taking place on digital and social media.

Conversations are at the core of human communication. Mediated conversations can use text, audio, images or video, or any combination thereof. The minitrack welcomes research on conversations that are interpersonal, as well as those that occur in organizational or mass communication, educational or political contexts, and in any other sphere of human activity, including the emerging interplay of human-machine communication.

This minitrack is part of the Digital and Social Media track of HICSS, the Hawaii International Conference on System Sciences, which will host its 55th annual conference (see HICSS-55) on January 4-7, 2022, at the Hyatt Regency Maui, Hawaii, USA.… read more. “Call: Mediated Conversation minitrack of Hawaii International Conference on System Sciences (HICSS-55)”

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FSU professor connects students through virtual reality

[This story from Florida State University News describes Professor Andrew Opel’s use of immersive media to teach Immersive Media Production and includes both his and his students’ impressions about the experience. See the original version of the story for two more images. If you have related experiences using presence-evoking media to teach, please add a comment to this post and/or send me an email at lombard@temple.edu –Matthew]

[Image: Students in Professor Andy Opel’s Immersive Media Production class were issued Oculus Quest 2 headsets this semester and used virtual reality (VR) to simulate a classroom space. Using the EngageVR platform, students were able to create virtual avatars and travel to different VR environments, like the Oval Office. Credit: Andy Opel]

FSU professor connects students through virtual reality

By Kelsey Klopfenstein, Leah Abounader
April 14, 2021

While most students taking remote classes are meeting via Zoom, a professor in Florida State University’s School of Communication has been using virtual reality (VR) to simulate a classroom space.… read more. “FSU professor connects students through virtual reality”

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Call: “Lockdown and Being: Space, Place, Movement” issue of IPJP

Call for Papers

Indo-Pacific Journal of Phenomenology
Special Issue: Lockdown and Being: Space, Place, Movement

Edited by Gregory Swer & Helen-Mary Cawood

Deadline for submission of papers: 30 July 2021

The Indo-Pacific Journal of Phenomenology invites contributions to a special edition on the theme: “Space, Place, Movement”.

The outbreak of Covid-19 and the resultant lockdowns around the globe have problematised the taken-for-granted notions of ‘space’, ‘place’ and ‘movement’, and thrust them into the foreground of discussions – not only in academic circles but also in popular culture, news media, policy making, and politicking. As a result of the recent slew of pandemic-driven restrictions and disruptions of movement, space and place, these very concepts have had to be reconceptualised from radically different perspectives. Through the experience of being ‘trapped’ within a definite location (the home, the social bubble, the care home, etc.) the very notion of a person’s being-in-the-world has been unsettled.… read more. “Call: “Lockdown and Being: Space, Place, Movement” issue of IPJP”

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VR (and presence) that teaches inhibitory control may be helpful in treating binge eating disorder

[A new study by Drexel University researchers explores the potentially valuable application of presence-evoking technology in treating inhibitory control deficits such as those in binge-eating disorder. The study is described in this story from PsyPost. The journal article by the researchers includes this:

“Delivering ICT through virtual reality (VR) confers many important advantages over traditional ICTs. First, the more realistic imagery of VR better approximates encountering palatable foods in the natural environment. In samples of individuals with eating disorders (EDs), exposure to 3D images, compared to 2D images, induce greater desires to consume the food (Perpiñá et al., 2013). Additionally exposure to real food and VR food stimuli produce equivalently high arousal (Gorini, Griez, Petrova, & Riva, 2010). Secondly, a VR ICT can be designed to facilitate inhibition of realistic motor movements (e.g., reaching and grabbing), which may increase the potential for transfer to eating behavior.… read more. “VR (and presence) that teaches inhibitory control may be helpful in treating binge eating disorder”

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Call: 2nd Workshop on Smart Toys++: Exploiting the Social Connectedness for Playing and Learning (at IDC 2021)

CALL FOR PAPERS/PARTICIPATION

2nd Workshop on Smart Toys++: Exploiting the Social Connectedness for Playing and Learning
26 or 27 June, 2021
Online
https://sites.google.com/view/smarttoys-idc2021/home

To be held at the ACM Interaction Design and Children (IDC) conference 2021
https://idc.acm.org/2021/

Deadline for submission of contributions: April 19, 2021

CALL FOR PARTICIPATION

The prior edition of this workshop, the 1st Workshop on Smart Toys, Smart Tangibles, Robots and other Smart Things for Children, initiated the discussion of concerns related to interaction with settings and devices that may exhibit smart behaviors thanks to embedded electronics, data processing and artificial intelligence.

Under the umbrella of smart toys, a myriad of interactive systems have addressed a variety of scenarios considering entertainment, education, sustainability, social and environmental learning through play. Tangibles and small toy robots prevail; but interaction technology based on wearables, conversational interfaces or augmented reality may also be part of this landscape to implement smart toys that are both social and/or connected.… read more. “Call: 2nd Workshop on Smart Toys++: Exploiting the Social Connectedness for Playing and Learning (at IDC 2021)”

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Presence in the OR: Proximie’s lower tech AR system brings surgeons together digitally during operations

[The Boston Globe reports on the increased use of several types of presence-evoking technology in the medical sphere, driven in part by the pandemic. The focus is on Proximie’s “only as high-tech as it has to be” system that links surgeons to remote operating rooms and is in use at over 300 hospitals in the U.S. –Matthew]

[Image: The virtual hand of a remote doctor was able to guide a surgical procedure thanks to Proximie’s software interface. Credit: Proximie]

Telesurgery surges to meet pandemic needs. Think of it as Zoom for surgeons

By Hiawatha Bray, Globe Staff
March 23, 2021

In late January, neurosurgeon Sohum Desai of Harlingen, Texas, wanted assistance with a brain operation. So he called in some extra help from two colleagues who looked over Desai’s shoulder, using their voices and hands to guide him through each step of the process.… read more. “Presence in the OR: Proximie’s lower tech AR system brings surgeons together digitally during operations”

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Call: Best Practices of Serious Games Testing Workshop at ICIS 2021 Fall

Call for Papers

Best Practices of Serious Games Testing Workshop
Part of the IEEE/ACIS 21st International Fall Conference on Computer and Information Science (ICIS 2021-Fall)
October 13-15, 2021
Xi’an, China – The workshop will be held online via Zoom on October 13
http://acisinternational.org/conferences/icis-2021-fall/

Submission deadline: May 10, 2021

This workshop brings together researchers, practitioners, stakeholders and students from development of serious games (video games with a purpose beyond entertainment, such as educational games), games user research, software engineering in game development, HCI and related areas. Following the spirit of the IEEE/ICIS conference, the workshop aims to discuss practical challenges encountered and solutions adopted on software and user testing and assessment of serious games, in the form of best practices. Suggested topics for the Workshop include (but are not limited to) the following:

  • Testing methodologies
  • Testing protocols in the COVID-19 pandemic
  • Remote testing
  • Experiences in applying software testing tools
  • Design and application of surveys and questionnaires
  • White-box testing
  • Usability testing
  • UX testing
  • QA testing
  • Playtesting
  • Presence testing
  • Engagement testing
  • Testing using physiological measurements
  • Formative/Summative evaluation and testing
  • AI-based testing
  • Assessment with immersive technologies
  • Knowledge retention and transferable skills tests/evaluation

Participants in this workshop are welcome to submit 2-4 pages for short papers and 5-6 pages for full papers describing research and practical issues on serious game testing and assessment, including a list of 4 best practices.… read more. “Call: Best Practices of Serious Games Testing Workshop at ICIS 2021 Fall”

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How VR (and presence) can transform the process of data analysis and presentation

[This essay from ARPost summarizes some of the benefits of using virtual reality to visualize, analyze and present complex data; see the original story for three more images and links to related stories. –Matthew]

How Virtual Reality Data Visualization Sets a New Standard for Big Data

Virtual reality helps users to process large amounts of data, understand and act on multidimensional relationships, and more.

Andy Maggio, Founder and General Manager of D6 VR, a subsidiary of The Glimpse Group focused on data analytics and presentation
March 25, 2021

We live in an age of enormous data creation. The amount of global data generated per year has increased by more than 30x over the past 10 years, and it is projected to more than quadruple over the next five. The problem for humans is no longer access to data — it’s how to possibly process the immense amount of data that is now at our fingertips.… read more. “How VR (and presence) can transform the process of data analysis and presentation”

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