ISPR Presence News

Monthly Archives: May 2022

Call: Chapters for “Technology, Users and Uses: Ethics and Human Interaction Through Technology and AI”

Call for Chapters
For a New Ethics International Press Book
Technology, Users and Uses: Ethics and Human Interaction Through Technology and AI

Call: http://smartlearn.uoc.edu/technology-users-and-uses-ethics-and-human-interaction-through-technology-and-ai/
Ethics Press: https://ethicspress.com/

IMPORTANT DATES

  • 2-5 page chapter proposal deadline: June 5, 2022 (extended)
  • Notification of proposal acceptance/rejection: June 1, 2022
  • Full chapters submission deadline: July 15, 2022 (extended)
  • Notification of final acceptance/rejection: August 31, 2022
  • Camera-ready submission deadline: November 15, 2022

EDITORS

  • Joan Casas-Roma, Universitat Oberta de Catalunya, Barcelona, Spain.
  • Jordi Conesa, Universitat Oberta de Catalunya, Barcelona, Spain.
  • Santi Caballe, Universitat Oberta de Catalunya, Barcelona, Spain.

SCOPE

New technological advancements have always changed, in some way or another, the way society and human relationships worked. New affordances created by technological tools inevitable modify and affect the way people interact with such tools, as well as with one another and with the world within which this technology is embedded.… read more. “Call: Chapters for “Technology, Users and Uses: Ethics and Human Interaction Through Technology and AI””

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Types and potential of disappearing displays

[Although it doesn’t mention presence, many of the examples of “disappearing displays” in this story from Electronic Design highlight their potential to evoke presence illusions (see the original story for two different images). I found this story after watching a 5:24 minute video about how the producers of Star Trek: Discovery have begun using a “real-life Holodeck” “augmented reality wall” to enhance the “realism” for both actors and viewers; the video is available on YouTube and for more information about this and other examples of these AR Walls see a July 2021 story in American Cinematographer. –Matthew]

[Image: NBC’s Beijing Winter Olympics 2022 studio with “transparent” display that looks like a window. Source: NewscastStudio]

Don’t Look Now: Disappearing Displays

Displays of all types have become ubiquitous in our everyday lives, but often they can be obtrusive. Thus, the advent of the “disappearing display” and the many possibilities it presents.read more. “Types and potential of disappearing displays”

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Call: 25th International Academic Mindtrek conference

Call for Submissions

25th International Academic Mindtrek conference
November 16-18, 2022
Tampere, Finland and online
https://www.mindtrek.org/2022/academic-2022/
Mindtrek 2022 (November 15, 2022): https://www.mindtrek.org/2022/

Deadline for full papers, demonstrations, and workshops submissions: July 25, 2022

We are very pleased to announce that the 25th International Academic Mindtrek conference will take place between the 16th and 18th November 2022. We are hoping to host a hybrid event in Tampere, Finland with professional video streaming.

The conference will welcome proposals for full papers, workshops, demonstrations and poster presentations on a variety of topics (see tracks below) as well as a Doctoral Consortium.

The International Academic Mindtrek has been for several years an exciting meeting place where researchers, experts and thinkers present results from their latest works regarding the development of novel technology, media and digital culture for the society of tomorrow.

Mindtrek brings together people not only from various fields and domains but also from different sectors: from companies, startups, academia and various governmental institutions.… read more. “Call: 25th International Academic Mindtrek conference”

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“My deepfake DALL-E 2 vacation photos passed the Turing Test”

[In a post on his blog, writer Matt Bell reports on a small test he conducted to see if computer-generated deepfake images of vacation photos would deceive his Facebook friends. In the process he raises important questions about the ethics and implications of not just selecting the “best” unaltered images to create an idealized impression of an event, or editing some of the images to further enhance the impression, but including completely artificial images of places and events that never occurred, something that is increasingly easy for even non-experts to do. As in so many contexts, it seems we’ll have increasing difficulty separating what’s ‘real’ from what isn’t, especially given the cognitive vigilance required. See the original blog post for much larger versions of the pictures here, and an earlier post by the same author on the power of the DALL-E-2 software.… read more. ““My deepfake DALL-E 2 vacation photos passed the Turing Test””

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Call: “Consciousness and Reality” (including in possible virtual worlds) Graduate Conference

Call for Abstracts:

The “Consciousness and Reality” graduate conference
Bucharest, Romania and online
June 10-11, 2022
https://philevents.org/event/show/99974

Abstracts submission deadline: June 1, 2022

The “Consciousness and Reality” graduate conference aims to bring together students and researchers from around the world in order to develop a deeper understanding of consciousness in reality and possible virtual worlds.

At its first edition, the conference will take place 10-11 June 2022, between 12-8 PM, local time for Bucharest, Romania. Presentations will be 30 minutes long, followed by 10 minutes long Q&A.

It will have a mixed format, in that speakers may choose whether they present online only, or face to face at the event’s location (if so, their session will enjoy a live audience, but it will also be streamed to remote participants).

Keynote speakers:
Mircea Dumitru (University of Bucharest)
Gualtiero Piccinini (University of Missouri)
Hong Yu Wong (Tȕbingen University)

Panels/topic areas:

  • Consciousness in the context of virtual reality (experience, action, immersive virtual realities)
  • Consciousness and first-person data (heterophenomenology, first person data)
  • Explaining phenomenal consciousness
read more. “Call: “Consciousness and Reality” (including in possible virtual worlds) Graduate Conference”
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Using virtual reality and presence to reduce domestic violence

[This story from the UK’s Birmingham Mail describes some of the work of social care organization Antser that uses immersive media experiences to increase understanding and help prevent domestic violence. For more about its work see Antser’s website. An October 2021 story in Knowable Magazine and a July 2020 story from Australia’s 7NEWS.com.au report on similar efforts. For some evidence-based context see two articles by our colleagues: “Being the Victim of Intimate Partner Violence in Virtual Reality: First- Versus Third-Person Perspective” in Frontiers in Psychology and “The Paradox of Interactive Media: The Potential for Video Games and Virtual Reality as Tools for Violence Prevention” in Frontiers in Communication. And for even more, read (and listen to) an extended interview with expert Maria V. Sanchez-Vives; read the cautionary story “‘Empathy machine’ or false hope? How virtual reality is being used to try to stop domestic violence”; and read about and watch a news report on a different approach to using virtual reality to prevent domestic abuse in Cambodia.… read more. “Using virtual reality and presence to reduce domestic violence”

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Call: Perception in Games and Virtual Worlds Workshop

Call for Presentations

PERCEPTION IN GAMES AND VIRTUAL WORLDS Workshop
September 1-2, 2022
The Norwegian Institute in Athens
Athens, Greece
https://gamephilosophy.org/2022/05/call-for-presentations-perception-in-games-and-virtual-worlds/

Submission deadline for abstracts: August 1, 2022

Both traditional games and games that take place in virtual environments rely on play-states that are essentially designed around perceptual features that play crucial roles in aiding how the player is acting in the gaming environment. This is apparent by the fact that they prominently rely on phenomenal spatial structures, but also by a variety of perceptual roles that enter into elements like storytelling, sound, kinesthetic feedback and immersive design.

How should we understand the character of perception in games and virtual environments?  While normal perception registers ordinary perceptual properties, players perceive objects and properties imposed by images, rules, symbols and ludic context. In the perception of virtual worlds, the user is not perceiving ordinary objects, but rather images and symbols designed to instill imagination and to convey semantic contents.… read more. “Call: Perception in Games and Virtual Worlds Workshop”

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Nvidia’s ultra-thin VR glasses look like the big step that virtual reality needs

[This TechRadar story is an encouraging reminder that virtual reality headsets will continue to evolve to be less obtrusive and more comfortable, which will make them more capable of evoking compelling presence illusions. The original version of the story includes a 4:53 minute video (also available via YouTube), and follow the story links and see coverage in Road to VR for more information. –Matthew]

Nvidia’s ultra-thin VR glasses look like the big step that virtual reality needs

But don’t expect the Meta Quest 3 to get a design overhaul yet

By Hamish Hector
May 10, 2022

Nvidia developers, in association with researchers at Stanford University, have managed to create a pair of VR glasses that use the thinnest VR display system ever made; an invention that could make virtual reality way more accessible.

The new device is called the Holographic Glasses, and it takes the bulky VR headsets we’re used to and trims the display and lens system down so that it’s just 2.5mm (0.1-inch) thick and weighs only 60g (0.13lbs) (via UploadVR).… read more. “Nvidia’s ultra-thin VR glasses look like the big step that virtual reality needs”

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Call: CONVERSATIONS 2022 – 6th International Workshop on Chatbot Research, Applications and Design

Call For Papers:

Conversations 2022 – 6th International Workshop On Chatbot Research, Applications and Design
University of Amsterdam, The Netherlands
November 22-23, 2022
https://2022.conversations.ws/

Submission deadline: September 10, 2022

Welcome to CONVERSATIONS 2022, a two-day workshop on chatbot research, applications, and design. This is the sixth CONVERSATIONS workshop, and we aim to make it a great place for researchers and practitioners to share and collaborate.

In previous CONVERSATIONS workshops, we have had enjoyable experiences both on-site and online. This year we will get the best of both worlds by having two online sessions as part of the full on-site program.  So even if you cannot make it to Amsterdam in person, you can still enjoy and contribute to parts of CONVERSATIONS 2022.

We encourage researchers and practitioners to submit papers and proposals for inclusion in the workshop. The following submission categories are accepted:

FULL PAPERS: Empirical studies, theoretical contributions, design research, or presentations of chatbot systems and applications that advance the state-of-the-art (8-16 pages, Springer LNCS format).… read more. “Call: CONVERSATIONS 2022 – 6th International Workshop on Chatbot Research, Applications and Design”

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New Meta essay explains the key role of presence in its vision for the metaverse

[Presence plays a key role in a new 8,000-word essay in Medium by Meta President of Global Affairs (and former UK Deputy Prime Minister) Nick Clegg that attempts to outline the company’s vision for the metaverse. Much of the coverage includes this quote:

“We’ve gone from desktop to web to mobile; from text to photos to video. In this progression, the metaverse is a logical evolution. It’s the next generation of the internet — a more immersive, 3D experience. Its defining quality will be a feeling of presence, like you are right there with another person or in another place.”

A story in UnHerd adds this about what creates this presence:

“His essay revolves around the ‘three key factors’ that he claims will make the metaverse feel more like real life: ‘ephemerality, embodiment and immersion.’ By ‘ephemerality’ he means a ‘shift towards live, speech-based communication that will often feel as transient as face-to-face conversations’ — as opposed to texts and emails which aren’t live and leave a permanent record.… read more. “New Meta essay explains the key role of presence in its vision for the metaverse”

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