ISPR Presence News

Monthly Archives: July 2021

Call: The manifold senses of presence – Hybrid workshop

Call for Abstracts

Workshop: The manifold senses of presence
Heidelberg, Germany and Online
October 19, 2021

Submission deadline: July 28, 2021

At the latest since our everyday life was and partly still is dominated by social distance, it has become clear what role the phenomenon of “presence” plays for our lifeworld. Strictly speaking, it is the increasing lack of presence that has become conspicuous and that can be attributed not only to the special circumstances of the pandemic, but also to an increasing medialization, virtualization and acceleration of the lifeworld. Yet, what actually characterizes presence is not so easy to grasp. Sometimes it is understood to mean the quality of something that is particularly salient in perception, or the impression that something feels authentic or “real”; finally, a particular intensity of interaction can also be assigned to the term of presence.… read more. “Call: The manifold senses of presence – Hybrid workshop”

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Scintillating Starburst illustrates perceptual illusions

[Most people most of the time don’t think about the fact that they’re experiencing the world only through their senses and perceptual processing systems rather than directly (what some have called first order mediation), but naturally occurring and especially human-created optical illusions (a form of technology defined broadly) can be powerful reminders and represent compelling (tele)presence illusions. The post below from the Pascal’s Pensées, or Pascal’s Thoughts, blog (“Contemplations from the trenches of Neuroscience, Psychology, Metaphysics and Life”) introduces an effective example. See the original version of the post for larger images and a detailed technical report about the illusion. –Matthew]

[Image: A Scintillating Starburst – do you see rays coming from the center?]

Introducing a Visual Illusion – the Scintillating Starburst

Posted on May 27, 2021 by Lascap

This post consists of two parts. The first part is aimed at introducing this new illusion to a general audience.… read more. “Scintillating Starburst illustrates perceptual illusions”

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Call: 2021 OkIP International Conference on eLearning and Technology in Education (CETE)

Call for Abstracts and Papers

2021 OkIP International Conference on eLearning and Technology in Education (CETE)
MNTC Conference Center, Oklahoma City, OK, USA & Online
November 15-18, 2021
https://eventutor.com/e/CETE001

Submission deadline: August 31, 2021

Oklahoma International Publishing (OkIP) is pleased to host the 1st International Conference on eLearning and Technology in Education (CETE). The conference aims to bring together scholars from different disciplinary backgrounds to emphasize the dissemination of ongoing research and development in the field. Proposals are solicited describing original works in fields below and related technologies.

CETE will include a peer-reviewed program of technical, industrial, and poster sessions. Accepted and presented full papers from the tracks below will be published by OkIP and submitted for indexation in major abstract and citation databases of peer-reviewed literature. Extended versions of best papers will be considered for the inaugural issue of the International Journal of Information Technology Research ISSN 1553-653X.… read more. “Call: 2021 OkIP International Conference on eLearning and Technology in Education (CETE)”

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TRON for real: Arcadia is first stadium-size mixed reality sports competition

[There doesn’t seem to be much press coverage yet and this VRScout story and the company’s website provide few details, but the Arcadia concept is intriguing. See the original story for another image and a 3:48 minute video (also available via YouTube). –Matthew]

Arcadia Is A Mixed Reality Competition For Athletes & Gamers

The “world’s first stadium-size mixed reality arena” will begin searching for its first-ever ‘Arcadia Champion’ later this year.

July 14, 2021
by Kyle Melnick

After three years of secret development, Arcadia, an ambitious stadium-size mixed reality competition, will soon host its Arcadia Trials in an effort to crown the first-ever Arcadia Champion. What is a “stadium-size mixed reality competition” you ask?

Arcadia combines old-school arcade gaming and modern VR technology with conventional sports to deliver a physically intense competitive experience. In this TRON-inspired contest, multiple contenders race through a virtual gauntlet riddled with obstacles such as moving platforms and deadly pits.… read more. “TRON for real: Arcadia is first stadium-size mixed reality sports competition”

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Call: “Digital and Creative Heritage: Interdisciplinary Approaches and Best Practices” for AIREA journal

CALL FOR PAPERS:

Digital and Creative Heritage: Interdisciplinary Approaches and Best Practices
Airea: Arts & Interdisciplinary Research Journal
http://journals.ed.ac.uk/airea

Deadline for submission of abstracts: 31 October 2021

Digital technologies and creative practices contribute to heritage conservation professional practices, including interpretation, community engagement and scientific understanding of the physical and environmental dimensions of heritage. Digital and creative methodological approaches support uncovering and reframing tangible and intangible heritage within their original settings. This provides an opportunity to diversify community engagement strategies and engage young generation with heritage in an informing manner, enhancing heritage accessibility and inclusivity by bringing sites to people around the globe via digital technologies. Such approaches are crucial in encouraging creative and digital practices and digital humanities approaches to preserve missing or in-danger heritage and develop curatorial or performance strategies in enclosed and open-air settings. Creative practices and digital technologies are also interpretation tools that are capable to bridge tangible and intangible aspects of heritage and engage communities with their cultural and social attributes.… read more. “Call: “Digital and Creative Heritage: Interdisciplinary Approaches and Best Practices” for AIREA journal”

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Researchers record brain waves to measure ‘cybersickness’

[The University of Maryland’s Maryland Today reports on a new study that correlated EEG and real-time self-reports of cybersickness during a virtual reality experience (the Simulator Sickness Questionnaire was also administered after the session). More details are in the published article in Virtual Reality; here’s the final paragraph:

Our findings in this paper are just a first step to the many opportunities that present themselves in using EEG to study cybersickness in virtual environments. Some of the more important amongst these include a better understanding of the sources of cybersickness, the relationship of the duration of immersion to cybersickness, and the effect of age and gender on cybersickness. A number of cybersickness mitigation strategies have been studied over the last decade, but their evaluation has been largely based on questionnaires at the end of the immersive experience. As virtual environments grow in importance across a variety of applications (Krokos et al.… read more. “Researchers record brain waves to measure ‘cybersickness’”

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Call: 1st Games and Social Impact Media Research Lab Conference – GLOW2021

Call for Abstracts

1st Games and Social Impact Media Research Lab Conference – GLOW2021
October 22, 2021
Online
https://glow.ulusofona.pt/glow21/

Abstract submission deadline: July 31, 2021

The GLOW2021 conference will be hosted by Lusófona University as a joint initiative between the CICANT and HEI-Lab research centers. Considering the current pandemic context, the conference will adopt an online format.

The potential of games for social impact and inclusion is vast and ever-evolving. The Games and Social Impact Media Research Lab (GLOW) was created at Lusófona University to research, discover, and foster links between games studies in academia and civil society through educational and knowledge exchanges. GLOW’s main research interests are the social impact of games and play and how this impact can be transformed and advanced. A number of social groups continue to be underrepresented in the games industry’s priorities, and design knowledge needs to expand in relation to these groups and their specificities.… read more. “Call: 1st Games and Social Impact Media Research Lab Conference – GLOW2021”

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What exactly is the metaverse?

[This New York Times story explores the concept and several early examples of “the metaverse”; among many other things it highlights the huge amounts of corporate and individual incomes already involved in the phenomenon and includes this interesting example of inverse presence:

“Mr. [Craig ] Donato [chief business officer of Roblox] said that during the pandemic he spent so much time meeting in the company’s virtual office that upon returning to the physical space, he had to remind himself that he could not do the same things as his Roblox character. ‘I was like, “Gosh, I have to make sure I don’t jump out the window,”’ he said.”

See the original story for five different images and links to related content, and for more insights see “A Framework for the Metaverse” from MatthewBall.vc. –Matthew]

[Image: Source: teamLab via MatthewBall.vc]

Are We in the Metaverse Yet?read more. “What exactly is the metaverse?”

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Call: SEPTA for All Challenge: Augmenting Transit with Augmented Reality

Call for Submissions

SEPTA for All: Augmenting Transit with Augmented Reality
Challenging innovators to create augmented reality tools to make public transit more accessible for people with disabilities.
Monday, June 28 – Saturday, Oct. 30, 2021
phila.gov/septa-for-all
https://www.phila.gov/2021-06-28-city-of-philadelphia-announces-smartcityphl-augmented-reality-challenge-to-support-public-transit-accessibility/

Applications are due August 2, 2021

Philadelphia’s public transit system should be accessible to everyone. While SEPTA [The Southeastern Pennsylvania Transportation Authority] continues to make improvements to stations and vehicles to improve experiences for passengers with disabilities, technology can play an important role.

We’re challenging teams of developers and designers to create augmented reality tools that will make transportation more accessible for people with disabilities. More than $35,000 in cash prizes will be provided to winning entries through generous support from U.S. Ignite, Facebook Reality Labs, and Comcast.

This challenge is being administered by SmartCityPHL, the Office of Transportation, Infrastructure, and Sustainability (OTIS), and SEPTA.… read more. “Call: SEPTA for All Challenge: Augmenting Transit with Augmented Reality”

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How virtual reality could change the way we date

[This is a short piece from Psychology Today about the potential for using presence-evoking technology-for dating; it highlights both benefits and some ethical concerns. –Matthew]

[Image: Credit: Olena Yakobchuk/Shutterstock]

Dating in the Digital Age

How Virtual Reality Could Change the Way We Date

Will the first dates of the future take place in a headset?

July 9, 2021
By Liesel Sharabi Ph.D.
Reviewed by Devon Frye

One of the biggest problems with online dating is that the people we meet often fail to live up to expectations. People sometimes lie and exaggerate to make their virtual self look appealing and, in doing so, construct an image that isn’t necessarily true to reality.

But what if the real and the virtual were one and the same? With virtual reality (VR), this could soon be the future of dating.… read more. “How virtual reality could change the way we date”

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