Month: April 2021
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Call: “Lockdown and Being: Space, Place, Movement” issue of IPJP
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Read more: Call: “Lockdown and Being: Space, Place, Movement” issue of IPJPCall 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…
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VR (and presence) that teaches inhibitory control may be helpful in treating binge eating disorder
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Read more: 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…
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Call: 2nd Workshop on Smart Toys++: Exploiting the Social Connectedness for Playing and Learning (at IDC 2021)
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Read more: 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…
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Presence in the OR: Proximie’s lower tech AR system brings surgeons together digitally during operations
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Read more: 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…
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Call: Best Practices of Serious Games Testing Workshop at ICIS 2021 Fall
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Read more: Call: Best Practices of Serious Games Testing Workshop at ICIS 2021 FallCall 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…
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How VR (and presence) can transform the process of data analysis and presentation
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Read more: 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…
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Call: “User Experience and Engagement in the Reality-Virtuality Continuum” issue of PRESENCE
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Read more: Call: “User Experience and Engagement in the Reality-Virtuality Continuum” issue of PRESENCECall for Papers MIT Press PRESENCE Journal: VR/AR Special Issue on User Experience “User Experience and Engagement in the Reality-Virtuality Continuum” Guest Editors: Tim Collins (t.collins@mmu.ac.uk and Sandra Woolley (s.i.woolley@keele.ac.uk) MIT Press PRESENCE Journal: https://direct.mit.edu/pvar Author Guidance: https://direct.mit.edu/pvar/pages/submission-guidelines (scroll down for call) Call Document: https://direct.mit.edu/DocumentLibrary/CallForPapers/PresenceSpecialIssueCallDRAFTv3.pdf 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-…
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CREAL light-field VR and AR prototype HMDs take leap forward in focus and resolution
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Read more: CREAL light-field VR and AR prototype HMDs take leap forward in focus and resolution[This story from Road to VR describes progress by the Swiss company CREAL in developing virtual and augmented reality headset technology with not only “near retina resolution” but the ability to adjust depth of field focus as we do in nonmediated experience. The original version of the story includes two more images and the 1:33 minute demonstration video mentioned (which is also available on YouTube). For more information see the company’s website and YouTube channel. –Matthew] New Video Shows Off CREAL’s Latest Foveated Light-field VR Headset By Ben Lang April 8, 2021 CREAL, a company building light-field display technology for…
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Call: ISWC 2021 – 25th annual International Symposium on Wearable Computers
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Read more: Call: ISWC 2021 – 25th annual International Symposium on Wearable ComputersCall for Papers ISWC 2021 – 25th annual International Symposium on Wearable Computers September 21-26 All Over the World [online] https://iswc.hosting2.acm.org/iswc21/cfp/papers/ [Calls for Notes & Briefs and Design Exhibition: https://iswc.hosting2.acm.org/iswc21/] Submission deadline: June 4, 2021 (AoE) ISWC 2021, the 25th annual International Symposium on Wearable Computers, is the premier forum for research on wearable technology and topics related to on-body and worn mobile technologies. ISWC brings together an eclectic and interdisciplinary mix of visionary researchers, developers, designers, artists, manufacturers, and users to share information and advances in wearable technology. Contributions from a wide range of domains (including fashion design, computer…
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Presence in higher education: Our new digital colleagues and friends
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Read more: Presence in higher education: Our new digital colleagues and friends[Although it doesn’t uses the terminology of presence, this essay from Inside Higher Ed is all about the evolution of technologies designed to evoke medium-as-social-actor presence and how they can be applied in the context of higher education. –Matthew] [Image: Cecilia Santiago-González, left, assistant vice president for strategic initiatives for student success, left, and communications specialist Zoe Lance are managers of Billy Chat, an artificial intelligence text messaging bot for students at Cal Poly Pomona. Source: “Artificial intelligence meets real friendship: College students are bonding with robots,” Los Angeles Times. Credit: Irfan Khan] Our New Digital Colleagues and Friends By…
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Call: HaPoC 2021: 6th International Conference on the History and Philosophy of Computing
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Read more: Call: HaPoC 2021: 6th International Conference on the History and Philosophy of ComputingCall for Abstracts HaPoC 2021: 6th International Conference on the History and Philosophy of Computing 27-29 October 2021 ETH Turing Centre, Zurich, Switzerland [and online; see “Format and Fee” section below] Website: https://hapoc2021.sciencesconf.org Email: hapoc2021@sciencesconf.org Submission deadline: April 15, 2021 While computing appears as a technological and scientific field in constant progression, our conception and knowledge of computers are also subject to change over time. In particular, digital machines of the 20th century were inspired by the biological individual, replacing with a solipsistic mental view the cultural and social aspects attached to the image of machines in the 19th century.…
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How CrimeDoor uses AR to recreate crime scenes including the Crucifixion of Jesus
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Read more: How CrimeDoor uses AR to recreate crime scenes including the Crucifixion of Jesus[The new augmented reality app CrimeDoor features augmented reality recreations of crime scenes, as reported in this Yahoo! story. A pre-Easter press release from the company via PR Newswire highlights the recreation of the Crucifixion of Jesus Christ (and includes a video demonstration): “With billions of people around the world familiar with the story of Jesus’ crucifixion, AR allows app users to finally experience the moment that shaped history, directly in their own space. The innovation of Augmented Reality places the 3D scene in a user’s room, so they can physically walk into the space with a mobile device and…
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