Author: Matthew Lombard
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How VR and AI (and presence) could revolutionize language training for adult immigrants
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Read more: How VR and AI (and presence) could revolutionize language training for adult immigrants[The Toronto Star reports on a collaborative pilot project that uses virtual reality and artificial intelligence to help adult immigrants learn English. The impacts include not just the language learning but increased comfort and confidence; the story notes apparent advantages of using cartoon avatars rather than more perceptually realistic ones. See the original version of the story for two more pictures and for more context see the related April 2019 ISPR Presence News post “Believing VR is a Promising Tool for Learning Languages, Companies and Colleges Invest.” –Matthew] [Image: From left: Yusra Doro, Manar Mustafa, and Adlais Hitou are seen…
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Call: Workshop on Social and Ethical Issues in Entertainment Computing
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Read more: Call: Workshop on Social and Ethical Issues in Entertainment ComputingCall for Papers Workshop on Social and Ethical Issues in Entertainment Computing The International Conference on Entertainment Computing Bremen, Germany November 1-3, 2022 https://www.icec2022.eu/index.php/workshops/ Submission deadline: October 11, 2022 Entertainment computing spans anything from a single player game on a console through to large-scale multiplayer online virtual worlds. This workshop focuses on a range of issues which impact on the design, use and adoption of entertainment computing systems from an ethical and social perspective. Issues to be explored include the composition of those working in the industry from the perspectives of diversity and inclusion, how these impact on design and…
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Making Meta: Inside the tech giant’s Pittsburgh offices where virtual reality shapes its future
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Read more: Making Meta: Inside the tech giant’s Pittsburgh offices where virtual reality shapes its future[This story from Pittsburgh Inno describes some of the technology Meta is using to develop more effective social presence illusions. See the original version for 12 more images, and for more Meta developments see a related story from NEXTpittsburgh, “Inside Pittsburgh Tech: Walking a Mile in the Ekto One Virtual Reality Boots” (which includes a 1:53 minute video). –Matthew] [Image: Meta’s Reality Labs in Pittsburgh. Shown here is Mugsy, a system with 170 cameras and hundreds of lights in a sphere-like shape that’s nearly 10 feet tall. It’s used to recreate someone’s face with impressive detail. Credit: Nate Doughty] Making…
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Call: “Playing at Intimacy”: Character Intimacy-centered video games, intimacy with game characters at CEEGS 2022
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Read more: Call: “Playing at Intimacy”: Character Intimacy-centered video games, intimacy with game characters at CEEGS 2022Call for Abstracts “Playing at Intimacy”: Character Intimacy-centered video games, intimacy with game characters A workshop at the Central and Eastern European Game Studies conference (CEEGS 2022) Conference theme: Ludic Realities October 13, 2022 Tallinn University Tallinn, Estonia Workshop: https://drive.google.com/file/d/1FrTv0LPGpXS7MZi-YE5xlEf3SdQ2tOAe/view CEEGS 2022 Workshops: https://web.htk.tlu.ee/ceegs2022/#workshop-info CEEGS 2022: https://web.htk.tlu.ee/ceegs2022 Organizer: Luca Bruno (Leipzig University, PhD Candidate) Submission deadline: September 15, 2022 Japanese video games centered on developing imagined intimate relationships with anime-manga characters, chiefly known as ‘visual novels’, are predominantly collocated within the domain of Japanese pop culture and anime-manga media. Such collocations obscure the gamic dimension of character intimacy, in favor…
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Human avatar developer moves into news, enables anyone to have their own ‘anchor’
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Read more: Human avatar developer moves into news, enables anyone to have their own ‘anchor’[MediaPost reports on a new tool available to anyone to create apparently real news anchors delivering apparently real news, which provides an excellent example of the potential perils of presence illusions. See the original story for a second image, read the press release in Yahoo! Finance, and watch a short demonstration video on the Hour One website. –Matthew] Human Avatar Developer Moves Into News, Enables Anyone To Have Their Own ‘Anchor’ By Joe Mandese August 23, 2022 At a time when many in the media industry are debating the authenticity of some sources of news and information, a developer of “virtual…
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Call: Age Against the Machine: A Call for Designing Ethical AI for and with Children – NordiCHI 2022 Workshop
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Read more: Call: Age Against the Machine: A Call for Designing Ethical AI for and with Children – NordiCHI 2022 WorkshopCall for Papers Age Against the Machine: A Call for Designing Ethical AI for and with Children A Workshop at NordiCHI 2022 Aarhus, Denmark Sunday October 9, 2022 Workshop: http://interact.oulu.fi/aatm NordiCHI 2022: https://conferences.au.dk/nordichi2022/ Please submit your short position paper by August 26, 2022 Research in Child-Computer Interaction (CCI) is focused on cultivating, nurturing, and nudging children towards technology use and design. Recently, ethical aspects related to technology have come to the forefront, including the inherent limitations of technology, particularly related to Artificial intelligence (AI). Further, AI has a known diversity problem where age-inclusion can be sometimes forgotten. While various global…
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Facebook misinformation is bad enough. The metaverse will be worse.
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Read more: Facebook misinformation is bad enough. The metaverse will be worse.[An expert in deception and manipulation wrote this warning about the dangers of presence for The Washington Post; it concludes with recommendations to study and develop technology to counter them. For more about the author see his LinkedIn page. –Matthew] [Image: Credit: Matt Chinworth for The Washington Post] Opinion Facebook misinformation is bad enough. The metaverse will be worse. By Rand Waltzman, adjunct senior information scientist at the Rand Corporation August 22, 2022 Here’s a plausible scenario that could soon take place in the metaverse, the online virtual reality environments under rapid development by Mark Zuckerberg and other tech entrepreneurs:…
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Call: Communication and Technology Interest Group at Central States Communication Association 2023
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Read more: Call: Communication and Technology Interest Group at Central States Communication Association 2023Call for Papers Communication and Technology Interest Group Central States Communication Association 2023 Annual Conference: Intersections, Transitions, and Silenced Voices St. Louis, Missouri, USA March 29 – April 2, 2023 https://www.csca-net.org/aws/CSCA/pt/sp/callforpapers Submission deadline: October 7, 2022 The Communication and Technology Interest Group invites submissions of competitive papers, extended abstracts, and panel proposals for the 2023 CSCA Convention. The purpose of the Communication and Technology Interest Group is to promote dialogue and scholarship on the role of technology in communication. In conjunction with the convention theme, we are seeking innovative and insightful research that explores how we use technology to narrate…
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How to cowork remotely with friends – or strangers
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Read more: How to cowork remotely with friends – or strangers[This story from Wired describes two services that use social (co)presence (and in the case of the second, also spatial presence) to increase the productivity of people who work remotely. There’s no discussion of *why* it works, but the ‘About’ page of the Focusmate website includes this: “You choose a time to work, and Focusmate pairs you with an accountability partner for a live, virtual coworking session that will keep you on task. Research in psychology and behavioral science shows that regular human connection reduces the likelihood that a worker will procrastinate or become distracted. The Focusmate virtual coworking model…
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Call: The Futures of Games and Game Studies – Special issue of Eludamos
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Read more: Call: The Futures of Games and Game Studies – Special issue of EludamosCall for Papers The Futures of Games and Game Studies Special issue of Eludamos: Journal for Computer Game Culture https://eludamos.org/index.php/eludamos/announcement/view/99 Submission deadline: September 1, 2022 During its around 20 years of existence, game studies has put computer games on the academic map. The field has provided a response to effect studies by demonstrating that games are social arenas of intrinsic value to the individuals that use them, and that they are cultural products able to comment on society in new ways. From a more practical perspective, technical oriented game studies has driven developments in artificial intelligence and virtual reality. But…
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Simple (and funny) presence: “Rock Life: The Rock Simulator”
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Read more: Simple (and funny) presence: “Rock Life: The Rock Simulator”[Despite the humorous description in this review by TonyVT (Skarredghost) in his excellent The Ghost Howls blog, and modern echoes of the Pet Rock phenomenon, “Rock Life: The Rock Simulator” is a real, apparently presence-evoking game for VR and other platforms. I see a sly but important message here about the ability of even simple, low resolution, limited interaction simulations to create effective, and in these stressful times, appealing, presence experiences. See the original blog post for more images, and a 7:28 minute video version of the review on YouTube; there’s also a 4:20 minute un-narrated gameplay video on YouTube.…
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New Publication: The Changing Face of VR: Pushing the Boundaries of Experience Across Multiple Industries
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Read more: New Publication: The Changing Face of VR: Pushing the Boundaries of Experience Across Multiple IndustriesNew Publication: The changing face of VR: Pushing the boundaries of experience across multiple industries By Jordan Frith, Michael Saker (Eds.) Publisher: Vernon Press (July 2022) ISBN-10: 1648894747 ISBN-13: 978-1-64889-474-9 195 pages https://vernonpress.com/book/1553 https://www.amazon.com/changing-face-boundaries-experience-industries/dp/1648894747 [From the air-l listserv] Hi all, I’m happy to announce that my new edited book about VR is now available for purchase (or to get libraries to purchase or whatever). I think the book could be relevant to some people on this list, so I figured I’d share. Right now only a hardback is available, which is expensive, but if it interests any of you, it might…
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