Month: June 2024
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Call: Examples for Immersive Learning Research Network’s 2024 State of XR and Immersive Learning Report
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Read more: Call: Examples for Immersive Learning Research Network’s 2024 State of XR and Immersive Learning ReportCall for Examples to be Featured in2024 State of XR and Immersive Learning ReportImmersive Learning Research Network (iLRN)https://connect.educause.edu/discussion/2024-state-of-xr-and-immersive-learning-report-featured-examples-call-for-examplars [link requires EDUCAUSE access] Submission deadline: July 29, 2024 The Immersive Learning Research Network publishes an annual report on the State of XR and Immersive Learning. In preparation for the 2024 edition they have an open call for examples of XR/immersive learning projects. You can find the inaugural report here — Inaugural report: 2021 State of XR and Immersive Learning Report — and a video on the 2022 report here: 2022: iLRN State of XR and Immersive Learning Showcase (iLRN2023).…
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Toward more human-like robots (and MASA presence): Researchers attach living human skin to robot face
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Read more: Toward more human-like robots (and MASA presence): Researchers attach living human skin to robot face[Researchers have developed a way to attach living human skin to robots, with several potential benefits including making future robots appear and communicate more like humans (and thereby evoke more effective medium-as-social-actor presence). The key details are reported in the story below from New Scientist. More information is in the University of Tokyo press release, including this concluding paragraph: “’In this study, we managed to replicate human appearance to some extent by creating a face with the same surface material and structure as humans,’ said [Professor Shoji] Takeuchi. ‘Additionally, through this research, we identified new challenges, such as the necessity…
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Call: “Media and Information Literacy Competences in Response to Advances in AI” thematic section of Revista Comunicando
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Read more: Call: “Media and Information Literacy Competences in Response to Advances in AI” thematic section of Revista ComunicandoCall for Papers “Media and Information Literacy Competences in Response to Advances in AI”Thematic Section of Revista Comunicandohttps://revistacomunicando.sopcom.pt/index.php/comunicando/announcement/view/16 Thematic editors: Ana Filipa Oliveira (Lusófona University, Portugal) and Clarisse Pessôa (European University, Portugal) Submission deadline: October 31, 2024 In recent years, artificial intelligence (AI) has revolutionised many areas, including communication and the media. From recommendation algorithms to automated content creation systems, AI is transforming the way we consume and produce information. These advances require a reassessment of media and information literacy competencies, which must also encompass access, critical understanding of and conscious interaction with AI-based technologies. Indeed, media and information literacy…
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AI voice-clone of legendary sportscaster Al Michaels will narrate personalized daily video recaps during 2024 Olympics
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Read more: AI voice-clone of legendary sportscaster Al Michaels will narrate personalized daily video recaps during 2024 Olympics[This story from Vanity Fair is being cited in much of the coverage of an announcement by the NBC television network that a simulated version of legendary broadcaster Al Michaels’ voice will be used to create personalized 10-minute daily highlight videos during the 2024 Summer Olympics. The NBC press release about this latest milestone in artificial intelligence and presence notes that “’Your Daily Olympic Recap on Peacock [NBC’s streaming platform]’ will be featured in Peacock’s homepage and Olympics hub and available at the individual profile level, so up to six users on one account can receive their own recaps. The…
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Call: First Workshop on Advances and Future of Keyboards: Industry trends and perspectives for HCI research (at BCS HCI 2024)
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Read more: Call: First Workshop on Advances and Future of Keyboards: Industry trends and perspectives for HCI research (at BCS HCI 2024)Call for Participation First Workshop on Advances and Future of Keyboards: Industry trends and perspectives for HCI researchAt BCS HCI 2024, the 37th International BCS Human-Computer Interaction ConferenceJuly 15, 2024University of Central Lancashire, Preston, UKWorkshop: http://laurapruszko.com/research/AFK/BCS HCI 2024: https://bcshci.org/ [Submission deadline: None indicated] We invite HCI researchers and practitioners to participate in the upcoming workshop on ”Advances and Future of Keyboards: Industry trends and perspectives for HCI research”. This half-day workshop aims to bring together experts from diverse areas of HCI, including haptics, AR/VR, shape-changing UIs, and tangible interactions, to discuss industry trends in keyboard technologies, and their opportunities and challenges…
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Making virtual worlds: UPenn class teaches students to analyze VR landscapes and create their own
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Read more: Making virtual worlds: UPenn class teaches students to analyze VR landscapes and create their own[There are many compelling ways to teach students about presence. Although the term isn’t explicitly mentioned in this story from Penn Today, it’s clearly an important element in Professor Jeffrey Vadala’s “Making Virtual Worlds” course at the University of Pennsylvania, which he describes as “a mix of anthropology, archaeology, psychology, neuroscience, and philosophy” along with instruction and experience in “the technical skills of graphics technologies like the Unreal Engine [and] Unity.” See the original story for three more images. –Matthew] [Image: Lorraine Ruppert, right, donned a virtual reality headset to work on her final project for the Making Virtual Worlds…
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Call: Webinar recording: “Revolutionizing Cultural Heritage: XR and Generative AI for Inclusive Engagement”
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Read more: Call: Webinar recording: “Revolutionizing Cultural Heritage: XR and Generative AI for Inclusive Engagement”Call for Participation Webinar recording available:“Revolutionizing Cultural Heritage: XR and Generative AI for Inclusive Engagement” By James Hutson, Lead XR Disruptor at Lindenwood University, St. Charles, Missouri, USAOrganized by Balboa Park Online Collaborative (BPOC)https://youtu.be/OhMfWqSoF9w Dear Colleagues, As part of Balboa Park Online Collaborative (BPOC)’s ‘Dreaming of AI’ series, we invited Dr. James Hutson to present on “Revolutionizing Cultural Heritage: XR and Generative AI for Inclusive Engagement” on June 20th, 2024. Dr. Hutson did a deep dive into case studies of extended reality and generative AI in cultural heritage settings where he discussed the evolution of virtual reality and immersive technologies,…
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OtheReality: Virtual reality app lets medical staff get a patient’s-eye view
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Read more: OtheReality: Virtual reality app lets medical staff get a patient’s-eye view[Using presence experiences to increase empathy is becoming more common, including in the context of health care, but this story from The Times of Israel provides a vivid description of the need and benefits of such efforts in the field of obstetrics and gynecology. See the original version of the story for five more images and a 2:53 minute video news report (also available on YouTube). –Matthew] [Image: Three medical students at Baruch Padeh (Poriya) Medical Center in Tiberias, Israel using OtheReality VR headsets] Virtual reality app lets medical staff get a patient’s-eye view Israeli start-up OtheReality allows doctors to…
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Call: Beyond Play: The Transformative Power of Digital Gaming in a Deeply Mediatized Society (conference)
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Read more: Call: Beyond Play: The Transformative Power of Digital Gaming in a Deeply Mediatized Society (conference)Call for Papers Beyond Play: The Transformative Power of Digital Gaming in a Deeply Mediatized SocietySeptember 30 – October 2, 2024International conference at the University of Bremen, Germanyhttps://beyondplay2024.org Submission deadline: June 30, 2024 Digital Games and gaming are carriers, accelerators and subjects of change in media culture and society. In this capacity they serve as an interlink between media industries, digital technologies, media cultures, and social practices, making them ideal cases to analyze contemporary transformation processes in the context of (deep) mediatization, digitalization, and datafication. This conference call hence builds on the premise that to understand the significance of digital…
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How generative AI could reinvent what it means to play
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Read more: How generative AI could reinvent what it means to play[The MIT Technology Review story below explores how generative artificial intelligence is changing the nature of gaming by enhancing the ability of nonplayer characters to evoke presence, and some of the ways AI could be used in the future to change the nature of play itself. Both the abridged version below and the original version (which includes seven more images and links to related stories) are long but really interesting and thought-provoking. –Matthew] [Image: Credit: George Wylesol] How generative AI could reinvent what it means to play AI-powered NPCs that don’t need a script could make games—and other worlds—deeply immersive.…
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Call: Where No Proxy has Gone Before: Avatars and Responsibility Frameworks Workshop
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Read more: Call: Where No Proxy has Gone Before: Avatars and Responsibility Frameworks WorkshopCall for Abstracts Where no proxy has gone before: Avatars & responsibility frameworksResponsibility Matters Workshop Series (RMWS) 2024October 10-11, 2024Faculty of Philosophy, University of Bucharest, Romaniahttps://avataresponsibility.ccea.ro/current-edition/ Submission deadline: August 15, 2024 Avatars in the form of digital or robotic embodied representations of a person in virtual or physical environments are being deployed in fields such as healthcare, education, social interaction or workspace. Alternatively termed as digital/robotic twins, clones or duplicates of real humans, personal avatars can be coupled with AI technologies such as (personalized/small/large) Language Models to the extent that their human users do not control them in real time.…
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People feel more connected to “tweezer-like” bionic tools that don’t resemble human hands
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Read more: People feel more connected to “tweezer-like” bionic tools that don’t resemble human hands[As we often note, presence doesn’t depend on technology reproducing nonmediated experiences as they occur in the real world. Although the results generate lots of questions for follow-up study, the research described in this news release from the Cell Press journal iScience (via EurekAlert!) provides an intriguing example by comparing how human- and machine-like prosthetics seen through virtual reality evoke embodiment and self-presence. Follow the link at the end to read the full research report. –Matthew] People feel more connected to “tweezer-like” bionic tools that don’t resemble human hands By CELL PRESSJune 6, 2024 Some say the next step in…
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Recent Posts
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