ISPR Presence News

Monthly Archives: March 2024

Call: The Lyceum Project: AI Ethics with Aristotle

CALL FOR PAPERS

THE LYCEUM PROJECT: AI ETHICS WITH ARISTOTLE
June 20, 2024
Athens, Greece
https://www.oxford-aiethics.ox.ac.uk/lyceum-project-ai-ethics-aristotle

Submission deadline: April 30, 2024

Oxford University’s Institute for Ethics in AI, in collaboration with Stanford University, Greece’s National Center for Scientific Research “Demokritos“, and the World Human Forum will hold a one-day conference on the ethics of Artificial Intelligence (AI), ‘The Lyceum Project’, in Athens on June 20, 2024. The venue for the event will be the Athens Conservatory which is adjacent to the ancient site of Aristotle’s school, the Lyceum.

The Lyceum Project is premised on the belief that Aristotelian ethics contains many compelling ideas that have great significance for the ethics of AI. These ideas include the centrality of human flourishing to ethics and democratic politics; the virtues as constitutive of flourishing; the use of reason to determine the ends and not merely the means of human conduct; the place of friendship and citizenship in a good human life, among others.… read more. “Call: The Lyceum Project: AI Ethics with Aristotle”

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Expert prediction: ‘Millions, then billions’ of humanoid robots are coming

[Although they don’t address the important questions about how humanoid robots will evoke medium-as-social-actor presence perceptions and social responses on their way to being integrated into human society, experts are predicting a huge market for the robots in both industrial and consumer sectors, as reported in this story from Inc. See also “The Rise of Humanoids, Explained” from Fund management company Global X ETFs (where the report includes some intriguing charts and other graphics). –Matthew]

[Image: Source: Peter Diamandis blog]

Peter Diamandis Predicts ‘Millions, Then Billions’ of Humanoid Robots Are Coming

The entrepreneur and futurist expects advancements in AI and lidar technologies to fuel a trillion-dollar market for humanoid robots.

By Chloe Aiello, Reporter
February 26, 2024

Robot people aren’t just for science fiction movies anymore.

XPrize Foundation founder Peter Diamandis predicts that millions or even billions of robots that look and move like people could integrate into consumers’ homes and workplaces, thanks to technological breakthroughs including artificial intelligence and a looming labor shortage.… read more. “Expert prediction: ‘Millions, then billions’ of humanoid robots are coming”

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Call: Consensual Play issue of The Journal of Gaming and Virtual Worlds

Call for Papers

Consensual Play
Guest-edited issue of The Journal of Gaming & Virtual Worlds
https://www.intellectbooks.com/journal-of-gaming-virtual-worlds

Deadline for submissions: April 30, 2024

The Journal of Gaming & Virtual Worlds invites submissions for a guest edited special issue exploring consent in games. The issues surrounding consent are far-reaching, and what constitutes consent continues to be a live subject of debate in wide-ranging arenas (including healthcare choices, data access, gun ownership rights, and sexual assault). As discussions around consent and entitlement swirl around the public sphere, game scholars and designers have a critical opportunity to explore this crucial cultural conversation through the lens of games.

Games have long offered a distinctive exploration of consent through the concept of the magic circle, which involves voluntarily suspending real-world constraints within the playspace (Huizinga 1938, Salen and Zimmerman 2004; Zimmerman 2012). While the magic circle itself does not explicitly relate to consent, the player’s agreement to abide by the rules of the game world can be seen as a kind of implied consent within the context of the game.… read more. “Call: Consensual Play issue of The Journal of Gaming and Virtual Worlds”

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VR headsets are approaching the eye’s resolution limits

[Despite remaining challenges, this IEEE Spectrum update about the quest for improved visual resolution, and thus perceived realism and compelling presence experiences, includes this key quote: “[T]he latest headsets with the best display technology are close to achieving what [Varjo Chief Product Officer Patrick] Wyatt calls the ‘human resolution bar’—the limit past which a person with 20/20 vision will no longer see an improvement. Future displays will eventually exceed it.” –Matthew]

[Image: Varjo’s XR-4 headset features a resolution nearing 4K per eye—which approaches the equivalent of 20/20 vision. Credit: Varjo]

VR Headsets Are Approaching the Eye’s Resolution Limits

Some manufacturers want to go beyond that

By Matthew S. Smith
March 15, 2024

The Chinese consumer electronics company TCL Technology recently unveiled a monstrous, 163-inch 4K Micro-LED television that one home theater expert described as “tall as Darth Vader.” Each of the TV’s 8.3 million pixels is an independent, miniscule LED, a feat for which TCL charges over $100,000.… read more. “VR headsets are approaching the eye’s resolution limits”

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Call: 27th CyberPsychology, CyberTherapy, and Social Networking Conference

Call for Abstracts

27th Annual CyberPsychology, CyberTherapy, and Social Networking Conference (CYPSY27)
Social, Clinical, and Affective Neurosciences meet Artificial Intelligence and Digital Technologies to Extend Reality
Sponsored by Arizona State University and Interactive Media Institute
September 24-26, 2024
Tempe, Arizona, USA
Conference: https://www.cypsy27.com
Enquiries: cypsy27@asu.edu

Deadline for submission of abstracts: April 15, 2024
Guidelines and link for submissions: https://na.eventscloud.com/website/62120/abstracts/

On behalf of this year’s Conference Co-Chairs, Professors Thomas D. Parsons and Brenda K. Wiederhold, it is our pleasure to invite you to join us at the 27th Annual International CyberPsychology, CyberTherapy & Social Networking Conference (CYPSY27), in September 2024.

The premier international conference on Virtual Reality (VR) and CyberPsychology, CYPSY 27 invites presentations across a wide variety of topics including but certainly not limited to: Extended Reality (VR, AR, MR); affective computing; computational neuroscience; telehealth (telepsychology, teleneuropsychology, eHealth, mHealth); Social Networking; Social Media; Online Behavior (dating apps; cyberbullying); Human-Computer Interaction; Robotics; Forensic Cyberpsychology (cybersecurity); Digital Ethics; Artificial Intelligence; Machine Learning; Avatars; Video Games; SMART applications; IoT; and other emerging applications.… read more. “Call: 27th CyberPsychology, CyberTherapy, and Social Networking Conference”

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Immersive fantasy events gaining popularity among Millennial and Gen Z consumers

[Not all presence experiences are created in digital environments. As this CNN story notes, immersive fantasy experiences in theme parks, at Renaissance fairs, and at science fiction and fantasy conventions have been around for decades. But the pandemic and political polarization have contributed to the growing popularity of “fantasy-themed balls, masquerades and similar immersive events for adults.” See the original version of the story for four more images. –Matthew]

[Image: Guests at a fantasy ball participate in a choreographed dance on Aug. 20, 2022 in South Bend, Indiana. Credit: Thistle + Lace Photography]

Belle of the book ball: Book Tok drives demand for immersive fantasy events among younger users

By Eva Rothenberg, CNN
March 17, 2024

Social media has always peddled a fantasy, from lavish vacations to perfectly plated entrees to airbrushed selfies.

But some entrepreneurs are using social media to sell a more literal fairytale, promising a night of wish fulfillment for anyone who ever dreamed of living in another world.… read more. “Immersive fantasy events gaining popularity among Millennial and Gen Z consumers”

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Call: Chapters for “Future of Digital Technology and AI in Social Sectors”

Call for Chapters:

Future of Digital Technology and AI in Social Sectors
IGI Global
https://www.igi-global.com/publish/call-for-papers/call-details/7350

Editors:
Duygu Çelik Ertuğrul, Eastern Mediterranean U., TRNC, Turkey
Atilla Elci, Hasan Kalyoncu University, Turkey

Proposal submission deadline: March 31, 2024

INTRODUCTION

This publication will focus on the wide-ranging and interdisciplinary effects of emerging technologies on various social sectors. The aim is to explore how these technologies are influencing and changing the realms of social sciences, education, law & policy, tourism, health, environment, communication, business & management, and security. Submissions are invited to examine the implications and outcomes of these advancements, as well as the potential opportunities they offer for these fields. This publication will offer valuable insights and perspectives on the impact of emerging technologies in the social sphere.

OBJECTIVE

The outlined themes in this call for book chapters aim to capture the myriad ways in which emerging technologies intersect with diverse academic and professional domains.… read more. “Call: Chapters for “Future of Digital Technology and AI in Social Sectors””

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Overlooking the role of technology in invisible VFX

[Although we recognize the use of digital effects in some (e.g., science fiction and fantasy) films and television programs, in a common and extremely effective form of presence we completely overlook the role of many sophisticated digital manipulations used by visual effects artists to make the people and settings in films and programs appear realistic and natural. Some of these manipulations are described in this New York Times story (see the original version for two more images). –Matthew]

[Image: Digital effects were used to create the background of this scene from “Roma.” Credit: Netflix]

It’s a Visual Effects Extravaganza, but There’s Not an Explosion in Sight

Though blockbusters are synonymous with computer imagery, dramas and art-house films rely extensively on tech magic, too. Don’t be fooled by the naturalism.

By Calum Marsh
March 16, 2024

A woman crosses a bustling street at night.… read more. “Overlooking the role of technology in invisible VFX”

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Call: The Art of Storytelling: Archetypes in Focus (Hybrid conference)

Call for Proposals

The Art of Storytelling: Archetypes in Focus
Sponsored by London Arts-Based Research Centre
May 27-28, 2024
Edinburgh, United Kingdom and Online
https://labrc.co.uk/2024/02/11/storytelling/

Deadline for submission of abstracts: April 14, 2024

This conference aims to gather both creatives and scholars to discuss the diverse types, functions, and significance of storytelling.

“The power of stories lies in their ability to access the deep layers of the psyche, providing a mirror to our inner world.” – Marie-Louise Von Franz

As aptly stated by Jimmy Neil Smith, “We are all storytellers. We all live in a network of stories. There isn’t a stronger connection between people than storytelling.” What distinguishes humans is not merely our consciousness, but our innate capacity to craft narratives – myths being the earliest manifestations of this unique trait, as noted by Margaret Atwood, “built in the human plan.… read more. “Call: The Art of Storytelling: Archetypes in Focus (Hybrid conference)”

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The future of entertaining virtual reality is at gaming arcades

[This essay from TheGamer argues that the entertaining presence experiences provided by virtual reality will be most popular and practical in an updated version of gaming arcades (sadly, a particularly compelling and fun multi-player VR attraction, Dreamscape, just closed its flagship location in Los Angeles after six years). See the original TheGamer story for three more images, and visit the website of the mentioned Two Bit Circus arcade for more information about that venue. –Matthew]

The Future Of Virtual Reality Is Co-operative Experiences

Virtual reality shouldn’t be targeting regular consumers, it should look to revive arcade gaming

By Ben Sledge
March 9, 2024

I don’t use my VR headset that much. I’ve got the original Oculus Quest, back from when it was still called that. It’s the supposedly ‘portable’ version of Meta’s VR device without so many cables. You still need to plug it in to charge if you’re playing for more than a few hours, but it can largely run basic VR games without a more powerful computer or console.… read more. “The future of entertaining virtual reality is at gaming arcades”

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