Author: Matthew Lombard
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Call: 12th International Workshop on Human Behavior Understanding (HBU)
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Read more: Call: 12th International Workshop on Human Behavior Understanding (HBU)CALL FOR PAPERS – HBU 2022 12th International Workshop on Human Behavior Understanding (HBU) Focus theme: Applications for Clinical and Behavioral Sciences Held in conjunction with ICPR 2022, the 26th International Conference on Pattern Recognition August 21-25, 2022 Montréal Québec Workshop: https://www.cmpe.boun.edu.tr/hbu/2022/ ICPR 2022: https://www.icpr2022.com/ Paper submission deadline: May 3rd, 2022 Notifications: June 1st, 2022 Camera-ready submission deadline: June 24th, 2022 Workshop: August 21st/25th, 2022 (to be confirmed) ABOUT Domains for human behavior understanding (e.g. multimedia, human-computer interaction, robotics, affective computing and social signal processing) predominantly rely on advanced pattern recognition techniques to automatically interpret complex behavioral patterns generated when…
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“The Soloist VR”: Interview with creators of new free-solo climbing VR experience
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Read more: “The Soloist VR”: Interview with creators of new free-solo climbing VR experience[Without using the term, this Climbing interview with the creators of a new virtual reality film of free solo rock climbing describes how they addressed some of the many challenges in creating an effective presence experience (and how watching their own film still creates that experience for them). I’ve removed some of the conversation not related to presence. For more information, pictures and video excerpts, follow the links in the story. –Matthew] Interview: Alex Honnold and Jonathan Griffith on Free Soloing & Virtual Reality “The Soloist VR” is a two-part series (available on Oculus TV) that chronicles Alex Honnold’s free…
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Call: Presence and Communication – Special issue of Review of Communication
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Read more: Call: Presence and Communication – Special issue of Review of CommunicationCall for Papers Presence and Communication Special issue of Review of Communication https://bit.ly/Presence_Communication Special Issue Editor: Stephanie Kelly, North Carolina A&T State University, sekelly@ncat.edu Manuscript submission deadline: 01 October 2022 Presence variables play a role in any communication context. In an early discussion of presence technologies such as virtual reality, 3-D films, television, and telephones, Lombard and Ditton (1997) explained that what these types of technologies have in common is that they are, “designed to give the user a type of mediated experience that has never been possible before: one that seems truly ‘natural,’ ‘immediate,’ ‘direct,’ and ‘real,’ a mediated experience…
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Needy, overconfident voice assistants are wearing on their owners’ last nerves
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Read more: Needy, overconfident voice assistants are wearing on their owners’ last nerves[This Washington Post story highlights important limitations in current voice assistants that lead to frustrating interactions, though arguably more negative rather than fewer medium-as-social-actor presence experiences. See the last two paragraphs for an interesting theory about what’s happening. For a more optimistic perspective on these technologies and how social cues can be used to improve their effects, see the January 2022 MIT News story “’Hey, Alexa! Are you trustworthy?’: The more social behaviors a voice-user interface exhibits, the more likely people are to trust it, engage with it, and consider it to be competent.” –Matthew] [Image: Credit: Washington Post illustration/iStock]…
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Call: Revisiting Patient-Clinician Interaction in 2022 – ECSCW 2022 Workshop
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Read more: Call: Revisiting Patient-Clinician Interaction in 2022 – ECSCW 2022 WorkshopCall for Papers Revisiting Patient-Clinician Interaction in 2022: Challenges from the Field and Opportunities for Future Research Workshop held in conjunction with ECSCW 2022, The 20th European Conference on Computer-Supported Cooperative Work Coimbra, Portugal June 28th, 2022 https://bit.ly/RevisitingPatientClinicianInteraction Submission deadline: April 15th, 2022 The goal of this workshop is to revisit the concept of patient-clinician interaction, a classical concept of CSCW research in healthcare. While the CSCW community has been working on patient-clinician interaction for decades, the last years have seen a number of changes to care provision, motivated by the COVID-19 pandemic, the strong uptake of remote care technologies,…
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Presence-evoking tech unlocks historic North Jersey mansion for people with disabilities
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Read more: Presence-evoking tech unlocks historic North Jersey mansion for people with disabilities[We need more, and more institutional support and funding for, projects like the one described in this story from NorthJersey.com about the application of presence-evoking technologies to provide more access to historic (and many other) sites. See the original story and coverage from the County College of Morris for more pictures and details. –Matthew] [Image: CCM Associate Professor Hrvoje Slovec photographing The Willows] Virtual reality unlocks historic North Jersey mansion for people with disabilities By Gene Myers, NorthJersey.com March 14, 2022 There’s a lot of history to see at The Willows, the 1854 Gothic revival mansion in Morris County –…
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Call: Meaningful Play 2022
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Read more: Call: Meaningful Play 2022Call for Submissions International Conference on Meaningful Play 2022 October 12-14, 2022 East Lansing, Michigan, USA https://meaningfulplay.msu.edu/ https://meaningfulplay.msu.edu/submissions.php Deadline for all submissions: June 14, 2022 Whether designed to entertain or to achieve more “serious” purposes, games, virtual reality, augmented reality, and mixed reality have the potential to impact players’ beliefs, knowledge, attitudes, emotions, cognitive abilities, physical and mental health, and behavior. Meaningful Play 2022 is a conference about theory, research, and game design innovations, principles and practices. Meaningful Play brings scholars and industry professionals together to understand and improve upon games to entertain, inform, educate, and persuade in meaningful ways.…
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3D “holoportation” for the masses
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Read more: 3D “holoportation” for the masses[The pandemic has enhanced several efforts to market a holographic communication system. The bullet-pointed story below from Axios reports on a new smaller version of the PORTL holographic system (see a September 2020 ISPR Presence News post about the original vending-machine size product). For more details about the new mini hologram unit see the press release via Global Newswire (which notes that the company and product are changing names to Proto). Mashable covers Proto and a competitor and notes that: “Photos and even videos of these 2D holograms (they may look 3D, but the images are still projected onto a…
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Call: Map-based Interfaces and Interactions (MAPII 2022), an AVI 2022 Workshop
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Read more: Call: Map-based Interfaces and Interactions (MAPII 2022), an AVI 2022 WorkshopCall for Papers Map-based Interfaces and Interactions (MAPII 2022) AVI 2022 Workshop 07 June 2022 Rome, Italy [and possibly online – see WORKSHOP STRUCTURE] http://avcd.aalto.fi/mapii2022/ Submission deadline: 20 March 2022 ABOUT THE WORKSHOP Maps and map-like visualizations are increasingly being used as the basis for many types of interactive tools and applications. This workshop aims to bring together research on such map-based interfaces which is currently dispersed through different publication venues and disciplines. This workshop will act as a common space for sharing map-related research expertise coming from the fields of visualization, user interface design and interaction design. This workshop…
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The 2,731-person project to build New York City in Minecraft
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Read more: The 2,731-person project to build New York City in Minecraft[In stark and sad contrast to the destruction and loss of life in Ukraine (and elsewhere), humans are working together to build a virtual version of the entire planet in Minecraft. As this widely cited story from Curbed reports, the largest team in the Build the Earth project is constructing a digital New York City. Here’s a key quote: “’Everyone was trapped inside their house, and so people started to meet in-game, in this new real life, where they could create the world they had known outside,’ said [team leader] Minefact in his fluent, German-accented English. ‘So it’s a bit…
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Call: Panelists for “Communication in a Blended Workplace: Challenges and Opportunities of Blurring Temporal and Geographical Boundaries” at NCA 2022
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Read more: Call: Panelists for “Communication in a Blended Workplace: Challenges and Opportunities of Blurring Temporal and Geographical Boundaries” at NCA 2022Call for Panelists “Communication in a Blended Workplace: Challenges and Opportunities of Blurring Temporal and Geographical Boundaries” At NCA 2022, the 108th Annual Convention of the National Communication Association November 17-20, 2022 New Orleans, Louisiana, USA https://www.natcom.org/nca-108th-annual-convention-honoring-place-people-liberation-advocacy-community-and-environment Submission deadline: March 28, 2022 Panel organizer and chair: Leigh Maxwell, Edgewood College, lmaxwell@edgewood.edu I am seeking panelists for the following Panel Proposal for NCA 2022. I am planning to submit to the Association for Business Communication NCA Affiliate. If you are interested in joining this relevant and timely panel, please email me, Leigh Maxwell (lmaxwell@edgewood.edu) with a brief overview of your potential…
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Ultimate presence: Of course we’re living in a simulation
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Read more: Ultimate presence: Of course we’re living in a simulation[I normally wouldn’t post something as long as this unabridged essay from Wired, but it’s one of the best pieces I’ve read about the ultimate form of presence at the core of the simulation argument. Not only does it provide an overview of both scientific and popular versions and views of the argument, and assess its history and the guidance it may offer for how we choose to see the world and live in it, but it’s written in an extremely entertaining style and voice. Here’s just one key quote from the near the end: “Nobody knows—most likely, nobody ever…
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