ISPR Presence News

Monthly Archives: October 2021

Call: Human-Centred AI in Healthcare – Special issue of ACM Transactions on CHI

Call for Papers

Special Issue on Human-centred AI in healthcare: Challenges appearing in the wild
To appear on ACM Transactions on Computer-Human Interaction
http://bit.ly/HCIAIHealth

Deadline [extended]: November 12th, 2021

DESCRIPTION:

Artificial intelligence (AI) holds great promise to improve our healthcare systems. Current AI-based systems already support drug development, triage, screening, diagnosis, and patient follow-up; and the potential is to completely reconfigure the way our healthcare systems work. In the face of such strong potential, many scientists have devoted their research to the development of AI-based systems, and PubMed has seen a tenfold increase in the number of publications mentioning AI, in the past two years alone. Nevertheless, and despite the strong optimism, few AI-based systems have been integrated in everyday care.

Going the “last mile” with AI-based systems will require not only robust algorithms, but also dealing with implementation challenges and guaranteeing that AI-based system fit the needs and practices of patients, carers, clinicians, and clinical researchers.… read more. “Call: Human-Centred AI in Healthcare – Special issue of ACM Transactions on CHI”

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This popular tourist Instagramable village in China is entirely fake

[Drawing on a longer July 2021 article in The New York Times, this story from DIYPhotography describes a popular location in rural China that recreates a “bygone gentle village atmosphere” that only some of its visitors realize is staged. The author notes that the main issue is transparency – “If I go to a place and take photographs I want to know that what I’m witnessing is either real or staged” – but that “Perhaps we are all guilty of this to a degree, nothing is as it seems, and we are all perhaps a little too intent on capturing the perfect photograph over keeping it real.” See the original story for more pictures, including embedded Instagram posts. –Matthew]

This Popular Tourist Instagramable Village in China is Entirely Fake

By Alex Baker
October 5, 2021

You’re in an exotic location where time seems to stand still.… read more. “This popular tourist Instagramable village in China is entirely fake”

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Call: Environments By Design: Health, Wellbeing and Place; Theme: Connectivity (Virtual Conference)

Call for Papers

ENVIRONMENTS BY DESIGN: HEALTH, WELLBEING AND PLACE
THEME: CONNECTIVITY – Joining-up approaches to Health and Wellbeing across design and health disciplines
Dates: 1-3 December, 2021
Place: Virtual
https://architecturemps.com/northumbria/

Deadline for abstracts: 25 October, 2021 [Round Two]

The COVID-19 pandemic, and the social distancing and ‘lockdown’ measures that have been implemented in response, have refocused the attention of many on the importance of connections to human health. This includes not only the social connections which have been shown to prevent mental health problems (Hawkley & Cacioppo, 2010) but also connections to nature which have been shown to result in decreased physical discomfort (Lohr & Pearson-Mims, 2000) and improved mood (Shibata & Suzuki, 2004), and material connection and sensory stimulation from our environment (Heerwagen, 2012).

Furthermore, the levels of disruption we have experienced to the economy, to education, and to social and cultural activities, have demonstrated how human health and wellbeing is implicitly intertwined with many other aspects of our lives, and should not be treated as an isolated issue.… read more. “Call: Environments By Design: Health, Wellbeing and Place; Theme: Connectivity (Virtual Conference)”

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Microsoft showcases VR controller that adapts to let you ‘touch’ items in games

[This very short DesignTAXI story describes a prototype controller designed to enhance presence (note the last sentence). The original includes more images and a three-minute Microsoft Research video (also available via YouTube) and for more information see the ACM Symposium on User Interface Software and Technology (UIST) 2021 paper and 7:51 minute video presentation. –Matthew]

Microsoft Showcases VR Controller That Adapts To Let You ‘Touch’ Items In Games

By Ell Ko
13 October 2021

Microsoft Research has just developed an innovative new virtual reality (VR) controller that changes shape according to how it’s being held and used.

Described as a “hand-mounted 360º shape display for grasping in virtual reality,” the ‘X-Rings’ controller consists of four expandable rings stacked atop one another. Each has a collection of sensors capable of simulating grasping objects of various shapes and even feeding back to the system to “deform” objects in the virtual space.… read more. “Microsoft showcases VR controller that adapts to let you ‘touch’ items in games”

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Call: Game Studies Area: 2022 PCA/ACA National Conference

[Note: There are several other Areas that might be relevant for presence, including Communication & Digital Culture, Psychology and Popular Culture, Radio and Audio Media and Virtual Identities and Self-Promoting. See https://pcaaca.org/areas for details. –Matthew]

Call for Papers:

Game Studies Area
2022 Popular Culture Association/American Culture Association National Conference
April 13-16, 2022
Seattle, WA [see below re: COVID-19]
https://pcaaca.org/area/game-studies
https://pcaaca.org/conference/2022

Deadline for Paper Proposals and Grant Applications: November 15, 2021

COVID-19 PLANNING AND RESPONSE UPDATES:
The Popular Culture Association is monitoring the COVID-19 situation closely.  At this point, we are proceeding with plans for our 2022 conference to be held, as scheduled, in Seattle. In the event that the conference is moved into a virtual setting, postponed, or cancelled, we will notify members as soon as possible. Please check the website or follow PCA on Twitter or Facebook for the latest information. … read more. “Call: Game Studies Area: 2022 PCA/ACA National Conference”

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Startup Hypnos Virtual looks to infuse VR experience with personalized aromas for gaming and more

[We’ve posted many stories over the years about attempts to add the sense of smell to mediated experiences and enhance presence. Although lacking some important details about how the technology works, Hypnos Virtual describes an ambitious and intriguing “scentscape” (similar to a soundscape) that would accompany a variety of mediated and nonmediated experiences. The description here is from CE Pro magazine and for more information including images, videos and charts, see a press release via PR Newswire, the company’s website (particularly the “learn more” page) and its Wefunder investment offering. –Matthew]

Hypnos Virtual Looks to Infuse VR Experience with Personalized Aromas for Gaming and More

Tech start up Hypnos Virtual is looking to expand the way gamers and wellness technology enthusiast experience virtual reality by adding a customizable “scent tracks” into games, movies, and TV.

By Andrew Nichols
October 12, 2021

Gamers and wellness enthusiasts who are looking to take their passions to the next level might want to keep an eye on Hypnos Virtual’s scent-based virtual reality (VR) experience Scentscape.… read more. “Startup Hypnos Virtual looks to infuse VR experience with personalized aromas for gaming and more”

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Call: GoodIT 2022 – ACM International Conference on Information Technology for Social Good

Call for Contributions

ACM International Conference on Information Technology for Social Good (GoodIT 2022)
7-9 September, 2022
St. Raphael Resort & Marina, Limassol, Cyprus
https://cyprusconferences.org/goodit2022/

Submission deadline for all types of contributions: 23 May 2022

SCOPE

The ACM GoodIT conference seeks papers describing significant research contributions related to the application of information technologies (IT) to social good. Social good is typically defined as something that provides a benefit to the general public. In this context, clean air and water, Internet connection, education, and healthcare are all good examples of social goods. However, new media innovations and the explosion of online communities have added new meaning to the term. Social good is now about global citizens uniting to unlock the potential of individuals, technology, and collaboration to create a positive societal impact.

GoodIT solicits papers that address important research challenges related to, but not limited to:

  • Citizen science
  • Civic intelligence
  • Decentralized approaches to IT
  • Digital solutions for Cultural Heritage
  • Environmental monitoring
  • Ethical computing
  • Frugal solutions for IT
  • Game, entertainment, and multimedia applications
  • Health and social care
  • IT for automotive
  • IT for development
  • IT for education
  • IT for smart living
  • Privacy, trust and ethical issues in ICT solutions
  • Smart governance and e-administration
  • Social informatics
  • Socially responsible IT solutions
  • Sustainable cities and transportation
  • Sustainable IT
  • Technology addressing the digital divide

MAIN TRACK PAPER SUBMISSION… read more. “Call: GoodIT 2022 – ACM International Conference on Information Technology for Social Good”

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If social media can be unsafe for kids, what happens in VR?

[Even without the introduction, this story from Slate is a long read, but it’s on the timely and under-reported topic of presence and children and includes extensive links to other stories and resources as well as interesting anecdotes and insightful quotes from experts. See the original story for the unabridged version. –Matthew]

If Social Media Can Be Unsafe for Kids, What Happens in VR?

Mark Zuckerberg recently predicted that Facebook will be a “metaverse company” in five years. What does that mean for kids?

By Catherine Buni
October 11, 2021

[snip]

While it’s unclear whether Zuckerberg’s five-year metaverse prediction will come true—or even whether Facebook might now be looking at a more existential threat—researchers I spoke with say now is a pivotal time for VR, especially when it comes to children. At the moment, most companies, including Facebook, still recommend (not require) that children under 13 not use their VR products.… read more. “If social media can be unsafe for kids, what happens in VR?”

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Call: “Blockchain for Trustworthy Digital Identity Systems: Socio-Technical Perspectives” issue of Digital Identity

Call for Papers

Digital Society, Springer – Special issue on Blockchain for Trustworthy Digital Identity Systems: Socio-Technical Perspectives

We welcome contributions addressing, from a socio-technical perspectives, the social, legal, economic, political, ethical, and philosophical implications of Blockchain-Based Identity Management Systems.

Please for the full CfP see:
https://www.springer.com/journal/44206/updates/19729104

Important information:
Deadline: 31 May 2022 – Feel free to submit in advance

Guest editors:
Antonio Carnevale – CyberethicsLab
Piercosma Bisconti – Sant’Anna School of Advanced Studies
Federica Russo – Unviersity of Amsterdam

As the world population zooms past the 7 billion mark, the number of people with internet access balloons as well. An increasingly large part of human activity is now carried out on the web: from social media to online purchasing to public administrations, many rely on the internet for providing services and information. In this context, reliable Identity Management (IM) is becoming a crucial issue for ensuring the validity of transactions, purchases, and in general the fruition of internet services.… read more. “Call: “Blockchain for Trustworthy Digital Identity Systems: Socio-Technical Perspectives” issue of Digital Identity”

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60 Minutes reports on the impact of deepfakes and how to tell when a video is real

[Last night (October 10, 2021) the CBS newsmagazine 60 Minutes aired a 14 minute report on the quickly evolving technology of deepfakes and its implications. The report and a transcript are available at the first link in the article below, which is a 60 Minutes Overtime extra feature on the topic that includes a separate 4:36 minute video. For an example of the “cat and mouse game” between those working to detect and generate convincing deepfakes see Discover magazine’s story “How to Spot Synthetic Faces Online – the Clue is in the Eyes.” –Matthew]

[Image: An example of a deepfake (screenshot). Credit: Chris Ume/Metaphysic]

The impact of deepfakes: How do you know when a video is real?

As deepfakes become pervasive, it will be essential to prove which videos are authentic.

By Brit McCandless Farmer
2021 October 10

In a world where seeing is increasingly no longer believing, experts are warning that society must take a multi-pronged approach to combat the potential harms of computer-generated media.… read more. “60 Minutes reports on the impact of deepfakes and how to tell when a video is real”

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