ISPR Presence News

Monthly Archives: February 2022

Call: Special Issue of Publizistik on Human-Machine Communication

Call for Papers

Special Issue of Publizistik
“Human-Machine Communication”
https://www.springer.com/journal/11616/updates/19728790

Guest Editors: Katrin Etzrodt (TU Dresden), Peter Gentzel (Friedrich–Alexander University Erlangen–Nürnberg), Sonja Utz (Tübingen University), Sven Engesser (TU Dresden)

Submission deadline: 30 April 2022

Smart AI-powered machines such as virtual agents, chatbots, and social robots are increasingly pervading everyday lives. They are increasingly able to perceive their environment and act autonomously. As a result, we are witnessing a profound change in which communication through technologies is extended by communication with technologies—machines turn into interlocutors. This implies several theoretical, empirical, and methodological challenges for communication and media research, such as applying, changing, or reconceptualizing approaches.

To address these challenges, a systematic review of empirical findings, theory, and methodology in the field of human-machine communication (HMC) is necessary. However, research on HMC is characterized by a high degree of heterogeneity, which is reflected in a diversity of definitions, terms, research objects, topics, theories, and methods.… read more. “Call: Special Issue of Publizistik on Human-Machine Communication”

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Whitney Houston died 10 years ago, but her legacy and voice live on in Vegas hologram show

[This story from USA Today makes clear that the latest version of a hologram concert is much more elaborate and compelling than a stage with a translucent projected image and soundtrack of a musical artist who has died. See the original story for a 30 second video and a large photo gallery. For more information see the BASE Hologram website and for information and tickets see the WhitneyHouston.com website. –Matthew]

Whitney Houston died 10 years ago, but her legacy and voice live on in Vegas hologram show

By Melissa Ruggieri
February 11, 2022

“Good evening, everyone, and welcome. There’s going to be a lot of love coming off the stage tonight.”

Hearing those innocuous words uttered by a performer wouldn’t usually spark a reaction beyond apathy – yes, great, we know. On with the show.

But when it’s the voice of Whitney Houston emanating from an eerily accurate holographic representation, the response is a head snap to attention.… read more. “Whitney Houston died 10 years ago, but her legacy and voice live on in Vegas hologram show”

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Call: Thirteenth International Conference on The Image: Here Comes the Metaverse…

CALL FOR PAPERS

The Thirteenth International Conference on The Image – A conference organized by the Image Research Network at The University of Texas at Austin, Austin, United States
Special Focus: Here Comes the Metaverse: Designing the Virtual and the Real
Place: Online and The University of Texas at Austin, Austin, Texas, United States
Format: A mix of live, pre-recorded, and in-person (at a scale that’s allowed) presentations and social interaction spaces.
Dates: 28-29 September 2022
https://ontheimage.com/2022-conference
https://ontheimage.com/2022-conference/call-for-papers

Early Proposal deadline:  28 February 2022
Regular Proposal deadline:  28 June 2022
Late Proposal deadline:  28 August 2022

Founded in 2010, The Image Research Network is brought together around a shared interest in the nature and function of image making and images. We seek to build an epistemic community where we can make linkages across disciplinary, geographic, and cultural boundaries. As a Research Network, we are defined by our scope and concerns and motivated to build strategies for action framed by our shared themes and tensions.… read more. “Call: Thirteenth International Conference on The Image: Here Comes the Metaverse…”

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Greenpeace uses giant real-time portal to bring the Antarctic and penguins’ plight to heart of London

[To raise awareness about the climate crisis, Greenpeace installed a large ‘Ice Portal’ in London’s Trafalgar Square, “bringing the remote and fragile Antarctic straight into the heart of a bustling city over 8,000 miles away.” Press coverage of the effort drew on this press release; follow the link under “NOTES” for a three-minute video and a large photo gallery. –Matthew]

“It’s like looking through a window” – Giant portal to the Antarctic appears in London

Greenpeace International
24 January 2022

London, UK – In a world-first, a towering portal has appeared in London’s iconic Trafalgar Square bringing the Antarctic to the heart of a major city in real time. The huge structure (4m tall and weighing almost 4 tonnes) is broadcasting live from remote penguin colonies in the Antarctic Peninsula, where a Greenpeace International expedition last week discovered a new penguin colony, offering people the unique opportunity to see face-to-face the beauty and wonder of this fragile region.… read more. “Greenpeace uses giant real-time portal to bring the Antarctic and penguins’ plight to heart of London”

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New Publication: Expressive Space: Embodying Meaning in Video Game Environments

New Publication:

Expressive Space: Embodying Meaning in Video Game Environments
Volume 4 in the series Video Games and the Humanities
By Greg Whistance-Smith

Publisher: De Gruyter Oldenbourg (January 2022)
ISBN-10:‎ 3110723573
ISBN-13:‎ 978-3110723571
265 pages
https://doi.org/10.1515/9783110723731
https://www.gregws.ca/expressive-space-launch/
https://www.amazon.com/Expressive-Space-Embodying-Environments-Humanities-ebook/dp/B09MPCVM8S/

Hi everyone,

I’m excited to announce the release of my book, Expressive Space: Embodying Meaning in Video Game Environments.

It approaches video games as built environments, places constructed for particular activities. Since we experience space from the position of our body, the book develops a framework for analyzing meaning in video game spaces by synthesizing five theories from the field of embodied cognition. These theories suggest how embodied experiences can evoke more abstract discourses, providing a new lens for exploring how the mechanics, environment, and spatial interactions in a video game can reinforce its deeper themes.… read more. “New Publication: Expressive Space: Embodying Meaning in Video Game Environments”

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Cisco AR holograms, the call of the future

[Despite its current limitation, technology expert Charlie Fink is very impressed with the recently introduced Cisco Webex augmented reality holograms, as he reports in this story from Forbes. See the original version for two videos and two different images, and a related Forbes story about how McLaren Racing is using the technology “for a competitive edge in car design.” Fast Company’s first-person story about Cisco’s announcement of the technology last October clearly identifies the company’s goal: “Microsoft developed the ability to render a company’s product within the HoloLens; Cisco aims to add to the experience by making the people seem real.” Cisco’s press release adds this:

“’Our mission at Cisco is to empower the 3 billion digital workers on the planet to participate equally from anywhere in the world,’ said Jeetu Patel, executive vice president and general manager, Cisco Security and Collaboration.… read more. “Cisco AR holograms, the call of the future”

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Call: HCI Postdoc: Enhancing Remote Collaboration – Luxembourg Institute of Science and Technology

Call for Applications

Postdoctoral Position in HCI
Project: ReSurf – Enhancing REmote collaboration across interactive SURFaces with awareness cues
Luxembourg Institute of Science and Technology (LIST.lu)
https://app.skeeled.com/offer/61f9297d5e4674312e99acc9?language=en&show_description=true

Application deadline: March 31, 2022

Dear all,

I am looking for a motivated PostDoc to work with us on the FNR CORE project ReSurf (Enhancing REmote collaboration across interactive SURFaces with awareness cues) funded by the Luxembourgish National Research Fund, running 2022-2025.

The main objective of ReSurf is to explore and study how mutual awareness can be enhanced for collaborative decision-making in a distributed wall-display setup. We work with the interactive wall displays that are available at LIST to design audio-visual awareness cues that make use of body movements (proxemics, postures, and hand gestures) and eye gaze to support remote collaboration. A series of user studies then allow us to learn about the role and effectiveness of different types of cues in a mixed-presence, collaborative decision-making scenario.… read more. “Call: HCI Postdoc: Enhancing Remote Collaboration – Luxembourg Institute of Science and Technology”

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World’s biggest walk-through kaleidoscope delivers psychedelic visuals

[Presence experiences need not match our experiences in the ‘real’ world (i.e., the mediated stimuli need not be perceptually or socially realistic), as demonstrated by the walk-through kaleidoscope described in this story from New Atlas. See the original version for a second image and a 1:27 minute video. DesignTAXI’s coverage (drawing on a press release) adds this:

“The result appeared way more expansive than the space allowed, presenting solutions that can be replicated in areas beyond the realms of art. ‘Our kaleidoscope is meant to represent how a simple and considered design, when supported with a material that can scale as intended, can return an experience that is far larger than what was built and what is anticipated,’ said STUFISH partner MAciej Woroniecki. ‘We feel this is the epitome of efficiency and sustainability in architecture.’”

Architect’s story adds that “The firm’s entry is one of a spate of similar designs that have graced our pages in recent years“ and “There were no plans for the future of the installation shared at press time.”… read more. “World’s biggest walk-through kaleidoscope delivers psychedelic visuals”

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Call: Workshop on Human-Robot Interaction in Public Spaces at HRI 2022

Call for Papers

Workshop on Human-Robot Interaction in Public Spaces
At the 2022 International Conference on Human-Robot Interaction (HRI 2022)
Virtual Event [see HRI 2022 website for details]
March 11, 2022

Workshop: https://sites.google.com/view/hripublicspaces2022
HRI 2022: https://humanrobotinteraction.org/2022/

Submission deadline: February 14, 2022

There has been an increasing number of examples where robots and intelligent agents are being deployed in public domains. Commercial solutions such as Pepper or Cruzr and more specialized robots serving as guards or providing delivery services are increasingly being tested in applications in everyday public environments. At the same time, customer value and business models for social robots in public spaces are still scarce, and there is no killer application for social robots in public spaces yet.

This workshop wants to break the boundaries between academia and business and give both sides a venue to exchange lessons learned and develop a road map on the technical, legal, ethical, and business challenges for deploying social robots.… read more. “Call: Workshop on Human-Robot Interaction in Public Spaces at HRI 2022”

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Meta establishes four-foot “personal boundary” to deter VR groping

[This Ars Technica report describes a new feature in Meta’s virtual worlds designed to maintain personal space among user avatars and prevent the longstanding problems of harassment and assaults in virtual settings. The story, which includes a second image and a 6:37 minute video, provides important context but only briefly mentions a specific recent groping incident experienced by Meta beta tester Nina Jane Patel, Co-founder and VP of Metaverse Research – Kabuni; she wrote a thoughtful Medium post about her experience and its relevance to bigger issues including the role of presence. See also coverage from CNBC TV18. –Matthew]

Meta establishes four-foot “personal boundary” to deter VR groping [Updated]

Invisible cylinder will keep Horizon avatars apart by default.

By Kyle Orland
February 7, 2022

In the real world, the idea of personal space is ingrained from a young age and enforced mainly by unspoken interpersonal contract and subtle social pressure.… read more. “Meta establishes four-foot “personal boundary” to deter VR groping”

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