ISPR Presence News

Monthly Archives: January 2022

Call: PLEY – The 3rd Eye Tracking in Games and Play Workshop (with ETRA 2022)

Call for Papers

PLEY – The 3rd Eye Tracking in Games and Play Workshop
Co-located with ETRA 2022 – ACM Symposium of Eye Tracking Research & Applications
June 8-11, 2022 (exact day tba)
Online
Workshop: https://pleyws.wordpress.com/
ETRA 2022: http://etra.acm.org/2022/

Paper submission deadline: February 22, 2022

Among the many application areas of eye tracking, games have become an increasingly popular domain for leveraging this technology to 1) build new and novel experiences for players and 2) to gain a better understanding of players’ cognitive processes during gameplay. Games, however, pose unique challenges for using gaze technology due to their complex, dynamic, and sometimes very fast-paced environments. This workshop specifically targets the unique challenges of using, gathering, and analyzing eye tracking data faced in gaming. The workshop is of particular interest for researchers in game design, human-computer interaction, eye tracking, data science, and visualization.… read more. “Call: PLEY – The 3rd Eye Tracking in Games and Play Workshop (with ETRA 2022)”

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I spent hundreds of hours working in VR. Here’s what I learned

[Here’s an interesting first person report on what it’s like to regularly do one’s work in virtual reality. It’s from Wired, where the original story includes a second image. –Matthew]

[Image: The author’s virtual desktop, floating in orbit above Southeast Asia at night, inside of Immersed, a VR virtual work environment. Credit: Ben Klemens]

I Spent Hundreds of Hours Working in VR. Here’s What I Learned

This is how it feels in the future Mark Zuckerberg promised—disembodied and unaware of my surroundings.

By Ben Klemens
January 6, 2022

Hello from low Earth orbit! I have spent hundreds of hours working here in virtual reality. Even as I write this to you, I have Facebook’s Oculus strapped to my face and am in an aptly named app called Immersed. It puts me in this orbiting spaceship where there’s just me, the computer screen in front of me, and—let me look out the window—Ecuador.… read more. “I spent hundreds of hours working in VR. Here’s what I learned”

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New Publication: How to Be a God: A Guide for Would-Be Deities

New Publication:

How to Be a God: A Guide for Would-Be Deities
By Richard A. Bartle

Publisher: NotByUs (1 Jan. 2022)
ISBN-10:‎ 0955649498
ISBN-13:‎ 978-0955649493
Paperback: ‎ 635 pages
https://mud.co.uk/richard/How%20to%20Be%20a%20God.pdf
https://www.amazon.co.uk/dp/0955649498 or https://www.amazon.com/dp/0955649498/

I’ve recently published a book that may be of interest…  How to Be a God: A Guide for Would-Be Deities is more a work of a pop-sci than a formal academic tome, but it does cover topics that are new and (to me, anyway) interesting.

Here’s the blurb:

“When it comes to questions concerning the nature of Reality, philosophers and theologians have the answers.

Philosophers have the answers that can’t be proven right. Theologians have the answers that can’t be proven wrong.

Today’s designers of Massively-Multiplayer Online Role-Playing Games create realities for a living. They can’t spend centuries mulling over the issues: they have to face them head-on.… read more. “New Publication: How to Be a God: A Guide for Would-Be Deities”

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The potential for VR (and presence) in flight training

[Although I’d assumed they’re already an integral part of pilot training, this article from FLYING magazine notes resistance to, argues for, and predicts, greater use of virtual reality and other immersive technologies in the training of new pilots. See the original version of the story for a second image and two videos. –Matthew]

[Image: Massachusetts Institute of Technology Reserve Officer Training Corps Cadet Preston Tower looks behind him at two jets flown by fellow MIT cadets in a mixed reality environment during a flying training session with the 80th Flying Training Wing at Sheppard Air Force Base, Texas. Credit: U.S. Air Force photo by John Ingle]

Virtual Reality in Flight Training: More Than a Fad

VR presents immediate opportunities for more realistic lessons for more students.

By Michael Wildes
December 20, 2021

If you’re planning to sign up for flight training in the near future, there’s a strong chance you may be handed a virtual reality (VR) headset before a pair of David Clarks [aviation headsets].… read more. “The potential for VR (and presence) in flight training”

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Call: IEEE International Conference on Digital Health (ICDH) 2022

CALL FOR PAPERS

IEEE ICDH 2022
IEEE International Conference on Digital Health
Barcelona, Spain
July 10-16, 2022
https://conferences.computer.org/icdh/2022/cfp/

Submissions due: March 1, 2022

IEEE International Conference on Digital Health (ICDH) is a prime international forum for both researchers and industry practitioners to exchange the latest fundamental advances in the state of the art and practice of digital health technologies, emerging research topics, and the future of digital health. ICDH aims to bring together leading researchers, community leaders and visionaries from academia and industry, end-users, and healthcare professionals, in the area of digital health to share their research, practical experience, and visions of the future of sustainable health and social care transformations. Significant opportunities of research and development of the digital health ecosystem have been leading to new tools, techniques, analysis and automation of health care delivery models seeking improved outcomes for all related stakeholders including the patients and the health providers.… read more. “Call: IEEE International Conference on Digital Health (ICDH) 2022”

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GigXR partners with universities for holographic simulation medical training

[Two recent stories from Campus Technology describe partnerships between GigXR and universities to expand the development of presence-evoking, safe-to-fail holographic simulations for medical training. The original version of the first story below includes a one-minute video (also available via YouTube). For more details, a 37 minute December 2020 GigXR Holographic Standardized Patients webinar from HealthySimulation.com is available via YouTube. –Matthew]

[From Campus Technology]

University of Cambridge, Cambridge Hospitals Partner with GigXR to Co-Create Holographic Simulation Medical Training

By Kristal Kuykendall
January 6, 2022

GigXR, a global provider of extended reality (XR) solutions for instructor-led teaching and training, has partnered with the University of Cambridge and Cambridge University Hospitals NHS Foundation Trust to co-create holographic acute-care simulations for training medical professionals at every level, according to a news release.

Using mixed reality — merging physical environments with hyper-realistic digital elements — learners will be able to interact with holographic patients to practice making high-level treatment and intervention decisions in real time.… read more. “GigXR partners with universities for holographic simulation medical training”

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Call: Digital Games Research Section at ECREA 2022, 9th European Communication Conference

Call for Proposals

European Communication Research and Education Association (ECREA)
ECREA 2022: 9th European Communication Conference
Digital Games Research Section
[NOTE: See full CFP for other presence-related sections. –ML]
19 to 22 October 2022
Aarhus, Denmark
https://conferences.au.dk/ecrea2022/call-for-papers/

Deadline for submissions of proposals for papers, panels, and posters:  17 January 2022

Dear all,

The European Communication Research and Education Association (ECREA) in partnership with the Aarhus University call for papers to be presented at the 9th European Communication Conference, to be held in Aarhus, Denmark, from 19 October to 22 October 2022. The theme of the conference is “Rethink Impact”.

The Digital Games Research Section calls all scholars working in game studies and related fields. In line with the conference’s main theme, there is a special interest in contributions that inquire into the impact of games and play in society. How do games and play as well as game studies as a field contribute to societal discourse?… read more. “Call: Digital Games Research Section at ECREA 2022, 9th European Communication Conference”

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‘You have to distance yourself from it being a human’: Humanoid robot Ameca interviewed at CES

[The first video of the humanoid robot Ameca went viral at the end of 2021 (see a summary of coverage from a December 3 ISPR Presence News post). Now Ameca has appeared for the first time in public at the 2022 Consumer Electronics Show, where the author of this story from CNET interviewed both the robot and the director of operations of the company that created it, Engineered Arts. See the original story to watch the nine minute interview (also available on YouTube) and search online for other videos. While the company purposely made Ameca look less like a human and more like a robot, “backing away” from the uncanny valley, it (“she” seems more appropriate even though Ameca is said to be ungendered) moves and has facial expressions that are very human-like, raising questions about which combinations of social cues are most likely to evoke medium-as-social-actor presence (something Kun Xu and I have recently written about in the journal Human-Machine Communication).… read more. “‘You have to distance yourself from it being a human’: Humanoid robot Ameca interviewed at CES”

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Call: Special Session on Knowledge Representation and Robotics at KR 2022

Call for Papers:

Special Session on Knowledge Representation and Robotics
At KR 2022, the 19th International Conference on Principles of Knowledge Representation and Reasoning
July 31 – August 5, 2022
Haifa, Israel
https://kr2022.cs.tu-dortmund.de/cfp_special_session_kr_and_robotics.php

IMPORTANT DATES

Submission of title and abstract: February 2, 2022
Paper submission deadline: February 9, 2022
Author response period: March 29-31, 2022
Author notification: April 15, 2022
Camera-ready papers: May 7, 2022
Conference: July 31 – August 5, 2022

DESCRIPTION

In recent years, the fast-paced evolution of the Artificial Intelligence and Robotics fields has facilitated the development of scalable and cost-effective robotic solutions. Indeed, autonomous agents have been deployed in many scenarios, which include both industrial and manufacturing contexts, as well as applications in the tertiary sector. Most recently, there has also been increased interest in integrating robots within a broader Smart City environment as well as in Healthcare and Assistive scenarios.… read more. “Call: Special Session on Knowledge Representation and Robotics at KR 2022”

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Disney patents AR without headsets for theme park rides

[Disney’s new “Virtual World Simulator” patent describes a sophisticated projection mapping system that can track multiple users and project personalized three-dimensional images to create augmented reality illusions without the need for a headset, phone or other user device. This story from SiliconValley.com provides details and context (and the original version includes two different images). IGN’s coverage adds this:

“In addition to creating immersive theme park experiences, Disney’s patent also appears to note that the technology could be adapted for home use. The patent states that the virtual world simulator could be used to enable the transformation of a real-world venue, in the form of a personal residence or photography studio, into a movie set without requiring the user to leave their home. While this still feels like it could be some way off, the notion that the company is working on such technologies is still a very exciting prospect.”… read more. “Disney patents AR without headsets for theme park rides”

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