ISPR Presence News

Monthly Archives: July 2022

Call: ACM IUI 2023: ACM Intelligent User Interfaces 2023 Conference

Call for Papers

ACM IUI 2023: ACM Intelligent User Interfaces 2023 Conference
Sydney, Australia
March 27-31, 2023
https://iui.acm.org/2023/call_for_papers.html

Deadlines:
Abstract submission:  October 7, 2022
Full Submission:  October 14, 2022

ACM Conference on Intelligent User Interfaces (ACM IUI) 2023 is the 28th annual premiere venue, where researchers and practitioners will meet and discuss state-of-the-art advances at the intersection of Artificial Intelligence (AI) and Human-Computer Interaction (HCI). Ideal IUI submissions should address practical HCI challenges using machine intelligence and discuss both computational and human-centric aspects of such methodologies, techniques, and systems.

The theme for this year will be Resilience, covering a wide variety of topics, such as COVID-19 recovery, organizational cyber resilience, economic growth and stability, climate change recovery, intelligent user interface resilience, and similars. While we encourage submissions related to this theme, the scope of the conference is not limited to the theme only.… read more. “Call: ACM IUI 2023: ACM Intelligent User Interfaces 2023 Conference”

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Five stolen paintings go on display in virtual reality

[A new app allows users to experience art masterpieces in virtual reality (or on a smartphone) but goes beyond trying to reproduce the museum experience both in the design of the interface and because the original artworks aren’t available because they’ve been stolen. This story from Smithsonian Magazine provides details about the app and related efforts along with links to other coverage and a short video about The Stolen Art Gallery. Boing Boing has a very short first-person report on what using the app with a Meta Quest 2 is like, while the press release via PR Newswire includes this vivid first-person comment: “As one young visitor said, ‘I was so close that I felt like I could lick the painting.’” ArtNet’s story mentions a similar earlier project:

“The app is not dissimilar from another app designed in 2018 for the Isabella Stewart Gardner Museum in Boston, which was the victim of one of the most well-known art heists in history.… read more. “Five stolen paintings go on display in virtual reality”

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Call: Research to be included in meta-analysis on persuasive effects of 360 VR videos

Call for Research

For Inclusion in Meta-Analysis of the Persuasive Effects of 360 VR Videos

Dear colleagues,

We are working on a meta-analysis that examines the persuasive effects of 360 degree VR videos. In particular, we are interested in including experimental studies that expose participants to a 360 video and measure its persuasive impact (e.g., empathy, beliefs, attitudes, intentions, behaviors).

We have searched multiple databases to ensure that we include all published studies in this area. We also hope to include unpublished work (e.g., conference papers) in our analysis. If you have an unpublished study relevant to our analysis, please contact me at zexinma@oakland.edu. We hope to have all relevant studies collected by August 1st.

Thank you in advance for your help.

Zexin Ma, Oakland University
[https://oakland.edu/cj/faculty/ma]… read more. “Call: Research to be included in meta-analysis on persuasive effects of 360 VR videos”

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Two forms of ‘Shakespeare Karaoke’ illustrate immersion and isolation issues in EdTech and beyond

[There aren’t any easy answers and it’s unclear how or even whether conclusions in the specific context of Shakespeare’s plays can be generalized, but this story from EdSurge highlights a significant debate regarding what forms and degrees of immersion produce presence responses that are most useful for learning (and other goals). Perhaps the ideal solution is a combination of approaches. See the original story for two more images. –Matthew]

[Image: Acting out a scene through Play the Knave. Credit: Photo courtesy of Play the Knave.]

What ‘Shakespeare Karaoke’ Teaches About the Virtual Reality Future

Does technology work better as a solo encounter or a group experience?

By Rebecca Koenig
July 13, 2022

To immerse, or not to immerse?

For professors designing virtual reality versions of Shakespeare’s plays, that is the question. The answer(s) may have implications for designing new edtech tools—and VR technology intended to be used beyond the classroom, too.… read more. “Two forms of ‘Shakespeare Karaoke’ illustrate immersion and isolation issues in EdTech and beyond”

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Call: Fourth Workshop on Knowledge-aware and Conversational Recommender Systems (KaRS 2022)

Call for Papers

Fourth Workshop on Knowledge-aware and Conversational Recommender Systems (KaRS 2022)
In conjunction with the ACM International Conference on Recommender Systems (RecSys 2022)
September 18 – 23, 2022
Seattle, WA, USA
https://kars-workshop.github.io/2022/

Submission deadline: August 5, 2022, AoE

SCOPE

We are pleased to invite you to contribute to the Fourth Workshop on Knowledge-aware and Conversational Recommender Systems held in conjunction with the ACM International Conference on Recommender Systems (RecSys 2022) Seattle, WA, USA, from September the 18th to September the 23rd, 2022.

In the last few years, a renewed interest of the research community on conversational recommender systems (CRSs) is emerging. This is probably due to the great diffusion of Digital Assistants (DAs) such as Amazon Alexa, Siri, or Google Assistant that are revolutionizing the way users interact with machines. DAs allow users to execute a wide range of actions through an interaction mostly based on natural language messages.… read more. “Call: Fourth Workshop on Knowledge-aware and Conversational Recommender Systems (KaRS 2022)”

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Presence challenges: Adapting ‘The Twilight Zone’ for virtual reality

[Without giving too much away, this story from GameSpot describes some of the challenges of adapting the 1960s classic television series The Twilight Zone – a personal favorite that dramatically illustrated real-world issues and human dilemmas by putting characters in strange new versions of reality – from a passive, two-dimensional, third-person viewing experience into an active, three-dimensional, first-person experience in virtual reality. See the original story for two more images and a 1:56 minute video, the Twilight Zone VR website for more about the new version, and Wikipedia for more about the series and how it’s been re-envisioned for a wide variety of media. –Matthew]

The Twilight Zone made a name for itself by telling timeless stories with big twists. We spoke to the team transposing that experience to virtual reality.

By Mark Delaney
July 12, 2022

The Twilight Zone began as a sci-fi anthology series where writers used elaborate and fantastical worlds to critique the one they actually lived in.… read more. “Presence challenges: Adapting ‘The Twilight Zone’ for virtual reality”

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Call: IEEE VR 2023: The 30th IEEE Conference on Virtual Reality and 3D User Interfaces

Call for Papers

IEEE VR 2023: The 30th IEEE Conference on Virtual Reality and 3D User Interfaces
25-29 March, 2023,
Shanghai, China [and online; see first paragraph below]
https://ieeevr.org/2023/contribute/papers/

Abstract submission deadline: October 7, 2022 (REQUIRED)
Paper submission deadline: October 14, 2022

OVERVIEW

IEEE VR 2023, the 30th IEEE Conference on Virtual Reality and 3D User Interfaces will be held from March 25th through March 29th, 2023 at the Pudong Shangri-La Hotel in Shanghai, China.

Our goal is to provide the best hybrid conference experience for physical and virtual attendees, learning from the historical footsteps of the successful physical or virtual experience of past IEEE VR conferences.

Come join us for an unforgettable experience and explore the virtuality continuum in the premier event covering extended reality featuring oral presentations, posters, research demos, tutorials, and workshops.

IEEE VR 2023 seeks original, high-quality papers in all areas related to virtual reality (VR), including augmented reality (AR), mixed reality (MR), and 3D user interfaces (3DUIs).… read more. “Call: IEEE VR 2023: The 30th IEEE Conference on Virtual Reality and 3D User Interfaces”

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‘Unseen Oceans’ exhibition makes waves with immersive experience

[The Charlotte Observer’s description of a touring exhibition called “Unseen Oceans” doesn’t use the term but describes a variety of presence responses it evokes, including the one in the first paragraph (which is echoed in the original New York Times review; a reviewer in The Verge wrote that “[i]n a sense, the exhibition felt to me like an interactive, American version of Blue Planet II, minus the soothing David Attenborough narration”). The Charlotte Observer story includes several more pictures and see the Discovery Place press release and the American Museum of Natural History’s exhibit page for more materials including a video and Educator’s Guide. –Matthew]

[Image: Source: The New York Times]

‘Unseen Oceans’ makes waves with immersive experience

By Mark Washburn, The Charlotte Observer
July 6, 2022

CHARLOTTE, N.C. — You enter Discovery Place’s new grotto atop a gentle slosh of surf projected beneath your feet, so realistic and unexpected that you might fight the urge to prance in retreat to keep your toes dry.… read more. “‘Unseen Oceans’ exhibition makes waves with immersive experience”

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Call: Designing Everyday Experience. Objects, Environments, Habits Conference

Call for Papers:

Designing Everyday Experience. Objects, Environments, Habits
Moholy-Nagy University of Art and Design (MOME)
Budapest, Hungary
May 11-13, 2023
https://philevents.org/event/show/101422

Submission deadline: December 31st, 2022

EVANET – Everyday Aesthetics Network and the Moholy-Nagy University of Art and Design Budapest (MOME), warmly invite paper proposals for the three-day international conference ‘Designing Everyday Experience’. Celebrating the 25th anniversary of MOME’s doctoral school, the event will offer an opportunity for those with an interest in the philosophy and aesthetics of everyday life and design to share and discuss work, in the hope of furthering dialogue in this area.

Keynote Speakers: Michalle Gal (Shenkar College), Ben Highmore (University of Sussex) and Yuriko Saito (Rhode Island School of Design)

CONFERENCE OUTLINE

In 1952, the Italian architect Ernesto Nathan Rogers used the motto “from the spoon to the city” to express the pervasiveness of architectural design, spanning from the very small scale of everyday tools to the much larger scale of urban spaces and environments.… read more. “Call: Designing Everyday Experience. Objects, Environments, Habits Conference”

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Presence and sexuality: Inside the minds of men who buy sex dolls

[The short story below from Psychology Today describes a new study related to sex dolls, which are designed to evoke medium-as-social-actor presence. The study authors compared “personality traits, emotional functioning, attachment styles, and tendencies for sexual aggression” of sex doll owners and non-owners and found few differences. For a related (and long) story, see “Ghosting the machine: Humans, robots, and the new sexual frontier” in the May 2022 issue of Harper’s Magazine. The two central figures in that story, other than a doll named Emma, are Markie Twist, “a sexuality educator, sexologist, relationship therapist, and professor at the University of Nevada, Las Vegas,” and Neil McArthur, “a philosophy professor (his first book was on Hume) at the University of Manitoba who specializes in sexual ethics.” They describe and then discuss two “waves of digisexuality” that clearly suggest multiple forms of presence:

“The first one crashed over us decades ago and consists of all the ways technology is used to mediate sexual connections between or among people: chat groups, live cams, social media, dating apps, various virtual worlds where people interact through avatars, as well as remote-controlled sex devices.… read more. “Presence and sexuality: Inside the minds of men who buy sex dolls”

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