ISPR Presence News

Monthly Archives: November 2021

Call: Persuasive 2022: The 17th International Conference on Persuasive Technology

CALL FOR PAPERS

Persuasive 2022: The 17th International Conference on Persuasive Technology 2022
Including Special Session on Socially Interactive Agents
Hamad Bin Khalifa University [and online; see COVID-19 NOTE below]
Doha, Qatar
29-31 March 2022
https://persuasivetech.org/

Abstract Submission deadline: 25 November 2021
Paper Submission deadline: 30 November 2021 [Strict]

Please register your abstract and submit your paper here: https://easychair.org/conferences/?conf=persuasive2022

COVID-19 NOTE: PT2022 is currently planned to be held as a hybrid conference. We will monitor the COVID-19 situation carefully. If traveling is not possible, it will change to a virtual conference. The proceedings will be published by Springer LNCS regardless.

In a world in which technology is increasingly present in people’s lives, and changing human behavior and attitudes is often the key to solving many societal and personal problems, studying how technology might be used to influence humans (in their behavior, attitudes and information processing), is paramount.… read more. “Call: Persuasive 2022: The 17th International Conference on Persuasive Technology”

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Meta’s sci-fi haptic glove prototype lets you feel VR objects using air pockets

[Meta (Facebook) has been working on a haptic glove to enhance presence in virtual and augmented reality, as reported in this story from The Verge; note the discussion at the end about the degree of realism required for effective illusions. See the original story for two more images and for more details see the Tech@Facebook blog; videos are available from VR Trailers & Clips via YouTube and Facebook. TechCrunch reports that startup HaptX says the new device is “substantively identical” to its own. –Matthew]

Meta’s sci-fi haptic glove prototype lets you feel VR objects using air pockets

A new sci-fi interface for the metaverse

By Adi Robertson
November 16, 2021

You cannot pet a dog in Meta’s new, high-tech virtual reality gloves. But researchers are getting closer.

Meta (formerly Facebook) is known for its high-profile moves into virtual and augmented reality.… read more. “Meta’s sci-fi haptic glove prototype lets you feel VR objects using air pockets”

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Call: 18th International Conference on Intelligent Environments (IE2022)

Call for Papers

18th International Conference on Intelligent Environments (IE2022)
20-23 June 2022
Biarritz, France
http://ie2022.iutbayonne.univ-pau.fr/

More detailed information is available on the conference website. You can also download the pdf version of this CFP and share it with your contacts and colleagues.

IMPORTANT DATES:

  • Conference paper submission:  1 December 2021
  • Communication of results:  15 February 2022
  • Camera ready:  28 March 2022

The 18th International Conference on Intelligent Environments (IE2022) will be held in 2022 in Biarritz, France, from June 20th to June 23rd. The IE Conference is recognized as a major annual venue in the area. It has been hosted all around the world and offers a truly international forum that encourages rich exchanges. Intelligent environments refer to physical spaces in which information and communication technologies are woven with sensing/acting technologies in order to create interacting spaces enhancing occupants’ experience.… read more. “Call: 18th International Conference on Intelligent Environments (IE2022)”

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Unity’s head of AR-VR offers a much-needed reality check

[Here’s an interesting discussion about the nature of immersion and presence; different ways of merging of the mediated and nonmediated for entertainment and profit; the relative importance of fidelity, lag and other causes of immersion/presence; and how and when we’ll use VR headsets in the future. The interview with the head of AR and VR at Unity is from Wired, where it includes two more images. –Matthew]

[Image: Credit: Gabriel Bouys/Getty Images]

Unity’s Head of VR Offers a Much-Needed Reality Check

Timoni West, the head of augmented and virtual reality at Unity, talks to WIRED about the future of XR.

By Cecilia D’Anastasio
November 12, 2021

A peculiar but predictable thing is happening with VR and AR As with any sci-fi technology, opportunists are spinning them out into la-la land; not quite mainstream or even there yet today, but truly necessary, some say, to a fantasy future anyone has yet to pin down.… read more. “Unity’s head of AR-VR offers a much-needed reality check”

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Call: European Commission study of eXtended Reality (XR) in Europe

Call for Participation

European Commission study of eXtended Reality (XR) in Europe

Survey link:
https://survey.alchemer.com/s3/6596008/9cda4cc6472e

Deadline: 14 December 2021

Dear expert of the European extended reality industry,

Private research institute Visionary Analytics is conducting a survey for a study about the eXtended Reality (XR) in Europe commissioned by the European Commission (more information about the study is available here). The study aims to assess the European XR research situation and market potential as well as to identify good practices and practical proposals for engaging vulnerable groups of users in XR. By participating in this survey, you will provide us with useful insights into these issues. The survey specifically targets company representatives and researchers/ academics working in the European XR industry, but is also open to other stakeholders actively working in the area.

You can start the survey by clicking HERE.read more. “Call: European Commission study of eXtended Reality (XR) in Europe”

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Noveto N1 personal spatial audio ‘beams’ sound to listeners even as they move around a room

[The new spatial audio product described in this story from DesignTAXI enhances presence by beaming sound to individual listeners even as they move around a room, essentially making the technology invisible; the company’s press release says it produces an “immersive” and “magical sensory experience” that “breaks down the remoteness of remote-working with video-callers feeling like they are in the same room and supports vital at-home wellness.” The original story includes five different images and one of the several videos available on the company’s YouTube channel. –Matthew]

[Image: Microphone held next to a woman’s ear as she hears sound from the Noveto N1. Source: Screenshot from “How Noveto Smart Beaming works” via YouTube]

Personal Spatial Audio ‘Beamed’ To Listeners Can Follow Them Around A Room

By Ell Ko
November 16, 2021

Immersive and spatial audio has been something that Apple has been delving into lately, but the tech giant isn’t the only one interested.… read more. “Noveto N1 personal spatial audio ‘beams’ sound to listeners even as they move around a room”

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Call: “Philosophical Perspectives on Technologically Mediated Experience” issue of Azimuth

CALL FOR PAPERS

Azimuth. Philosophical Coordinates in Modern and Contemporary Age Issue 2 (2022)
Immersivity. Philosophical Perspectives on Technologically Mediated Experience // Immersività Prospettiva filosofiche sulla mediazione tecnologica dell’esperienza
http://www.azimuthjournal.com/wp-content/uploads/2021/11/CfP-Azimuth-2-2022.pdf

Editors:
Jacopo Bodini (Université de Lyon 3 Jean Moulin, Post-doc Research Fellow)
Alessandro De Cesaris (Università di Torino, Post-doc Research Fellow)

Submission deadline: April 30th, 2022

The notion of “immersivity” is a pivotal element in the description of technologically mediated experience, designating an inherent quality of objects, spaces and experiences able to produce an impression of immersion. The term has become very widespread in the context of the analysis of VR technologies and of digital images in general, but it has become a keyword for the analysis of human experience as a whole. As Andrea Pinotti points out, «in some way or another, we find ourselves always immersed in a situation: in learning, in the fruition of a medium or a technology, in a power practice, in the experience of reading or of theatre, of visual arts or of videogames» (Pinotti 2018, our translation).… read more. “Call: “Philosophical Perspectives on Technologically Mediated Experience” issue of Azimuth”

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Promise and peril: What will the world look like when you can be whoever you want in the metaverse?

[In this story from The Washington Post several experts including our colleague Robby Ratan comment on the promise and perils of the metaverse, and the roles of presence in both. Robby is also quoted in a Popular Science story about a new study of the Proteus Effect, “Athletic virtual reality avatars might make exercise feel easier; Participants who cycled while using athletic VR avatars had lower heart rates.” –Matthew]

[Image: Facebook CEO Mark Zuckerberg speaks to an avatar of himself in the metaverse during Facebook Connect. His vision of the future could have wide-ranging — and potentially ill-advised — effects. Credit: Facebook/Reuters]

What will the world look like when you can be whoever you want in the metaverse?

It may seem far off, but 35 years ago people also would have been skeptical if they’d been told we’d be finding dates and jobs staring at a screen in our bedrooms

By Steven Zeitchik
November 5, 2021

In 2007, a group of Stanford researchers decided to explore a novel question: What effect would a person’s choice of online avatars have on their behavior?… read more. “Promise and peril: What will the world look like when you can be whoever you want in the metaverse?”

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Call: Paradigm Shifts in Interacting With Virtual Environments: A Focus on Deaf People

[Note: Visit the A11yVR website for more on past and future events. –Matthew]

Call for Participation

Paradigm Shifts in Interacting With Virtual Environments: A Focus on Deaf People
An online event sponsored by A11yVR – Accessibility Virtual Reality Group
https://www.meetup.com/a11yvr/events/281355381/

The event took place on November 11, 2021 and is now available via YouTube at https://www.youtube.com/watch?v=by-JkpU-AXI

OVERVIEW

Zoom has thrived since March 2020. Obviously, COVID-19 prompted an interesting fundamental change in how to socialize and network with people remotely. But what about the 3D virtual space?

Professor Wendy Dannels will point to some challenges and opportunities deaf individuals using American Sign Language as their primary language have faced when navigating and interacting with others through Mozilla Hubs.

She will discuss ideas on making VR social platforms more inclusive including working with host and access service providers such as ASL interpreters.

PRESENTER BIO

Wendy A.… read more. “Call: Paradigm Shifts in Interacting With Virtual Environments: A Focus on Deaf People”

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Hadley’s VR screening room gives health care professionals and students immersive experience of visual impairments

[As someone with a lifelong visual impairment I’ve looked at various times for both low and high tech simulations to illustrate to others how I experience the world, including online simulators (e.g., The Sight Center of Northwest Ohio) and apps (e.g., Perkins School for the Blind), so this story from Chicago’s Daily Herald about a new “virtual reality screening room” (a CAVE) at Chicago’s Hadley Institute for the Blind and Visually Impaired is of particular interest. A 10 minute July 2021 story from WGN News available via YouTube features a visit to Hadley and a demonstration of the new room (starting at 5:45). –Matthew]

Hadley provides ‘immersive experience’ in new virtual reality screening room for health care professionals and students

By Joan Jaeger
November 15, 2021

Recent technological advances have given those living with low vision much needed new tools to access visual information, including virtual and augmented reality.… read more. “Hadley’s VR screening room gives health care professionals and students immersive experience of visual impairments”

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