ISPR Presence News

Monthly Archives: March 2022

Call: Virtual Creativity (Journal)

Call for Papers

Virtual Creativity (Journal)
ISSN 23979704 , ONLINE ISSN 23979712
https://www.intellectbooks.com/virtual-creativity

  • First published in 2010
  • 2 issues per volume
  • Current issue: Volume 11. Issue 2

Virtual Creativity (VCR) is an academic peer-reviewed journal focusing on creativity in online virtual worlds and other related platforms where the virtual is examined as a central theme in contemporary media art practices and applied contexts. Pieces exploring the subject of digital creativity are sought from the broad perspective of Art, Science and Technology, in what is a widespread field of discourse. One focus of the journal is an examination of creative activity in the metaverse – from art, design and architecture, to research and education, to play and entertainment. Additionally, Virtual Creativity seeks to engage with ways in which the virtual reflects upon the implications of the physical.

Topics that fall within the scope of the journal include:

  • Creative Practices related to Virtual Worlds, Augmented Space, Virtual Reality, Mixed Reality, Future Immersive Worlds, Physical/Virtual Dialogues
  • Art, Science and Technology – Art and Science, Art and Technology, Art as Research/Practice-Based Research
  • Virtual technologies – Virtual Reality/Augmented Reality, Cognitive Informatics, Brain-Computer Interfaces
  • Embodiment Practices – the Avatar, Identity, Performance, Gender
  • Applied Practices related to Networked Performance, Art and Heritage, and Cyber-museums
  • Learning in Virtual Worlds, and applications related to Therapy and Health
  • Theoretical Contexts

Formerly published as Metaverse Creativity, 2010–2016 (ISSN: 20403550, Online ISSN: 20403569)

SUBMISSIONS… read more. “Call: Virtual Creativity (Journal)”

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An industry view of presence and the metaverse

[The extent to which the views and concerns of entertainment industry leaders parallel those of presence scholars is striking, as demonstrated in this blog post from SMPTE (the Society of Motion Picture and Television Engineers). As in academic work, the terminology and relationships among concepts, and predictions for the speed and nature of technology evolution, vary. But the same basic ideas are there, which suggests that academia and industry would both benefit from more communication and collaboration. –Matthew]

Meet the Metaverse

By Michael Goldman
March 29, 2022

In Chaitanya Chinchlikar’s opinion, the newest digital business buzzword—Metaverse—is a label that has all sorts of potential implications for the entertainment industry. Boiled down, he suggests the concept fits into the over-arching goal that filmed entertainment content creators have pursued for generations—“to draw the viewer closer and closer into the content itself.”

More or less, the Metaverse conceptually involves the idea of allowing human beings to interact in realtime, both with each other and with content, for business, entertainment, education, pleasure, and in some cases, mischief, entirely within a digital universe made out of networks of inter-connected immersive virtual worlds.… read more. “An industry view of presence and the metaverse”

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Call: “The Role of Embodiment in the Perception of Human and Artificial Creativity” at ICCC’22

Call for Papers

“The Role of Embodiment in the Perception of Human & Artificial Creativity”
A Workshop at the 13th International Conference on Computational Creativity (ICCC 2022)
June 27-28, 2022
Bozen-Bolzano, Italy
Workshop: https://lauramariahherman.wixsite.com/workshopiccc22
ICCC’22 workshops: https://computationalcreativity.net/iccc22/workshops-2/

Submission deadline: May 2, 2022

The role of embodiment in creativity has not been addressed in depth in the literature, and has been considered even less so in connection with AI, with a few exceptions. Still, the perception of the embodiment of the creator is generally deemed a key aspect of the observer’s response to an artwork. If true, this poses interesting challenges for AI systems attempting to generate creative art, as they are inherently disembodied. There are two ways that artificial art may approach embodiment, should that be necessary to achieve audience appreciation. First, a physical machine may carry out the AI system’s artistic intent.… read more. “Call: “The Role of Embodiment in the Perception of Human and Artificial Creativity” at ICCC’22”

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Archaeologists built a Pompeii home in VR and used eye-tracking to understand design choices

[Archaeologists in Sweden devised a clever use of the spatial presence evoked by virtual reality to better understand the ways some ancient Romans used elements of interior design to convey their status and power to visitors. This description of the project comes from Artnet, where you’ll find three more images. A 90 second video about the project is available from Haaretz via YouTube. –Matthew]

[Image: A visitor explores 3-D reconstruction of the House of the Greek Epigrams in Pompeii using a virtual reality headset. Credit: Photo courtesy of Danilo M. Campanaro and Giacomo Landeschi.]

Archaeologists Built a VR Version of a Luxurious Pompeii Home to Track What Interior Design Choices Draw the Most Eyeballs—Literally

Researchers are hoping to understand how status and power were communicated domestically in ancient Rome.

By Sarah Cascone
March 24, 2022

What was life like in the ancient Roman city of Pompeii, before it was buried in ash by the eruption of Mount Vesuvius in the year 79 CE?… read more. “Archaeologists built a Pompeii home in VR and used eye-tracking to understand design choices”

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Call: Human-Building Interactions – Scientific Reports Guest Edited Collection

Call for Papers

Human-Building Interactions
Nature Scientific Reports Guest Edited Collection
https://www.nature.com/srep/guestedited#human-building-interactions

Guest Editors:
Burçin Becerik-Gerber – University of Southern California, USA
Gale M. Lucas – University of Southern California’s Institute for Creative Technologies, USA
Hae Young Noh – Stanford University, USA
John E. Taylor, Georgia Tech, USA

Submissions welcome until the end of September 2022

Advancements in sensing, actuation, and communication are converging to bring about new modes of interaction, experience, and entertainment. This convergence will lead towards different kinds of engagements with the spaces in which we live, work, play, and learn. The built environment is becoming an intelligent partner, taking care of operational and repetitive tasks, understanding, and supporting human activities and needs while freeing people to engage in healthier, more productive, and creative pursuits. Homes, office and industrial buildings, airports, or other infrastructure, as well as the furniture, appliances, and building materials that compose the built environment can engage in and be the subject of human-building interaction in a technology-enabled intelligent partnership.… read more. “Call: Human-Building Interactions – Scientific Reports Guest Edited Collection”

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Immersive entertainment: MSG Sphere venue to boast world’s largest LED screen

[New Atlas reports on a new entertainment venue planned for London designed to create immersive “4D” experiences using the world’s largest LED screen and various cutting edge technologies. Watch a short ‘sizzle’ video (which leads to other videos) for the project on YouTube. For information about local opposition and other controversies that may yet stop the Sphere, see coverage from the Evening Standard and Construction News. For details on the already-underway construction of a similar Sphere in Las Vegas see Construction Dive. –Matthew]

Spherical music venue to boast world’s largest LED screen

By Adam Williams
March 24, 2022

Taking the form of a large orb rising out of the ground, MSG Sphere London is an ambitious new music and entertainment venue slated for the UK capital. The building will boast an immersive interior with what its organizers call the world’s largest LED screen, as well as an eye-catching exterior with a programmable system of LEDs.… read more. “Immersive entertainment: MSG Sphere venue to boast world’s largest LED screen”

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Call: DRHA 2022: 26th Annual Conference for Digital Research in the Humanities and Arts

CALL FOR PAPERS, PANELS, WORKSHOPS, ARTWORKS AND PERFORMANCES
DRHA –the 26th Annual Conference for Digital Research in the Humanities and Arts
September 4-7, 2022
Kingston School of Art, London, UK
https://www.drha.uk/2022/

Deadline extended until April 30th, 2022

DRHA –the 26th Annual Conference for Digital Research in the Humanities and Arts –will bring together artists, scholars, educators, curators, digital researchers, and entrepreneurs interested in the ways digital technology intersects with the arts and humanities. The 2022 conference theme is ‘Digital Sustainability’ in light of the immediate challenges posed by the Covid-19 pandemic and the longer-term shadow of climate catastrophe.

Since its outbreak in early 2020, the Covid-19 pandemic has been a crisis permeating all types of human activity. It could, thus, be conceived as a distinct hyper-phenomenon –perhaps, the first of its kind in recent history. The creative and cultural industries represent one of the sectors hardest hit by this global health crisis.… read more. “Call: DRHA 2022: 26th Annual Conference for Digital Research in the Humanities and Arts”

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First person report: VR versus and traditional meditation

[The author of this first-person report in Bustle compares her experiences with meditation using virtual reality to those with traditional meditation. –Matthew]

How VR Meditation Helped Me *Actually* Shut Out Distractions

By Anna Samson
March 9, 2022

Floating weightlessly miles above the Earth, I look down to see pink cotton candy clouds beneath me. A soft voice suggests that I watch a flock of birds soar through the air, focusing my attention on their movements. It might sound like I’m dreaming, but the serene scene in front of me is powered by Liminal, a wellness platform available on the Oculus Quest 2 headset. I’m actually deep in a virtual reality meditation session.

Virtual reality, once the domain of science fiction novels and university labs, is on the brink of going mainstream. With Facebook’s recent rebrand to Meta and CEO Mark Zuckerberg’s $10 billion investment into virtual and augmented reality last year, experts believe that the metaverse is going to occupy an increasing proportion of our work and social lives over the next few years.… read more. “First person report: VR versus and traditional meditation”

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Call: Mediated Conversation minitrack of Hawaii International Conference on System Sciences (HICSS-56)

[Note: For other HICSS tracks and minitracks related to presence see https://hicss.hawaii.edu/tracks-and-minitracks/ –Matthew]

Call for Papers

Mediated Conversation minitrack
https://mediatedconversation.wordpress.com/

HICSS – Hawaii International Conference on System Sciences
January 3-6, 2023
Hyatt Regency Maui, Hawaii, USA
http://hicss.hawaii.edu/

Submission deadline: June 15, 2022

Dear colleague,

We invite you to submit your research to the HICSS Mediated Conversation minitrack. This minitrack focuses on the study of conversations taking place on digital and social media.

Conversations are at the core of human communication. Mediated conversations can use text, emoticons, audio, images, or video, or any combination thereof. The minitrack welcomes research on conversations that are interpersonal as well as those that occur via organizational or mass communication; involve journalistic, educational, or political contexts; or which appear in any other sphere of human activity, including the emerging interplay of human-machine communication. For details, see https://mediatedconversation.wordpress.com/read more. “Call: Mediated Conversation minitrack of Hawaii International Conference on System Sciences (HICSS-56)”

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Meta filed a patent for ‘3D conversations’ — are holographic calls almost here?

[Here’s a breezy description and analysis of a recent patent application by Meta for the technologies to enable ‘3D conversation’ – it’s all about creating the illusions of social and spatial presence experiences even though it doesn’t explicitly use the terms. See the original story from TNW for two more images. –Matthew]

Meta filed a patent for ‘3D conversations’ — are holographic calls almost here?

Meta wants to enable 3D calls for everything from VR headsets to smartphones

By Napier Lopez
February 23, 2022

Ever since Star Wars first showed space wizards talking to holograms, calling someone and chatting with their 3D simulacrum has become a staple of science fiction. But based on a patent application published in January, it sure looks like Meta is trying to make 3D conversations a reality right now — even if not quite the way George Lucas envisioned it.… read more. “Meta filed a patent for ‘3D conversations’ — are holographic calls almost here?”

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