Author: Matthew Lombard


  • Call: Free online event: EDUBOTS: Best practice of chatbots in higher education – Findings and insights from 2 years of applied research

    Call for Participation EDUBOTS: “Best practice of chatbots in higher education” – Findings and insights from 2 years of applied research Free online event Tuesday January 18, 2022 7:00 AM – 10:00 AM EST [follow the registration link below to see the time in your location –ML] https://www.eventbrite.co.uk/e/best-practice-of-chatbots-in-higher-education-tickets-228807678927 ABOUT THIS EVENT This edu conference gives you a “best of” overview of all insights the EDUBOTS consortium has gained from conducting two years of applied research that span across Europe. As part of the conference we will also release the “Chatbots for Education – CMOOC 2.0”. Agenda of Topics (times are…

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  • When art transports us, where do we actually go?

    [Without using the term explicitly, this essay from Psyche elegantly describes (tele)presence experiences, including the requirement that they begin with an external stimulus and that they involve a subtle dual awareness of mediated and nonmediated realities. See the original version for a second image and a video. –Matthew] [Image: Detail of The Hunters in the Snow (1565), by Pieter Bruegel the Elder. Credit: Courtesy the Kunsthistorisches Museum, Vienna] When art transports us, where do we actually go? By Harri Mäcklin, a postdoctoral researcher of aesthetics at the University of Helsinki in Finland. His research interests include phenomenology, hermeneutics, and the…

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  • Call: PLEY – The 3rd Eye Tracking in Games and Play Workshop (with ETRA 2022)

    Call for Papers PLEY – The 3rd Eye Tracking in Games and Play Workshop Co-located with ETRA 2022 – ACM Symposium of Eye Tracking Research & Applications June 8-11, 2022 (exact day tba) Online Workshop: https://pleyws.wordpress.com/ ETRA 2022: http://etra.acm.org/2022/ Paper submission deadline: February 22, 2022 Among the many application areas of eye tracking, games have become an increasingly popular domain for leveraging this technology to 1) build new and novel experiences for players and 2) to gain a better understanding of players’ cognitive processes during gameplay. Games, however, pose unique challenges for using gaze technology due to their complex, dynamic,…

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  • I spent hundreds of hours working in VR. Here’s what I learned

    [Here’s an interesting first person report on what it’s like to regularly do one’s work in virtual reality. It’s from Wired, where the original story includes a second image. –Matthew] [Image: The author’s virtual desktop, floating in orbit above Southeast Asia at night, inside of Immersed, a VR virtual work environment. Credit: Ben Klemens] I Spent Hundreds of Hours Working in VR. Here’s What I Learned This is how it feels in the future Mark Zuckerberg promised—disembodied and unaware of my surroundings. By Ben Klemens January 6, 2022 Hello from low Earth orbit! I have spent hundreds of hours working here…

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  • New Publication: How to Be a God: A Guide for Would-Be Deities

    New Publication: How to Be a God: A Guide for Would-Be Deities By Richard A. Bartle Publisher: NotByUs (1 Jan. 2022) ISBN-10:‎ 0955649498 ISBN-13:‎ 978-0955649493 Paperback: ‎ 635 pages https://mud.co.uk/richard/How%20to%20Be%20a%20God.pdf https://www.amazon.co.uk/dp/0955649498 or https://www.amazon.com/dp/0955649498/ I’ve recently published a book that may be of interest…  How to Be a God: A Guide for Would-Be Deities is more a work of a pop-sci than a formal academic tome, but it does cover topics that are new and (to me, anyway) interesting. Here’s the blurb: “When it comes to questions concerning the nature of Reality, philosophers and theologians have the answers. Philosophers have the…

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  • The potential for VR (and presence) in flight training

    [Although I’d assumed they’re already an integral part of pilot training, this article from FLYING magazine notes resistance to, argues for, and predicts, greater use of virtual reality and other immersive technologies in the training of new pilots. See the original version of the story for a second image and two videos. –Matthew] [Image: Massachusetts Institute of Technology Reserve Officer Training Corps Cadet Preston Tower looks behind him at two jets flown by fellow MIT cadets in a mixed reality environment during a flying training session with the 80th Flying Training Wing at Sheppard Air Force Base, Texas. Credit: U.S.…

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  • Call: IEEE International Conference on Digital Health (ICDH) 2022

    CALL FOR PAPERS IEEE ICDH 2022 IEEE International Conference on Digital Health Barcelona, Spain July 10-16, 2022 https://conferences.computer.org/icdh/2022/cfp/ Submissions due: March 1, 2022 IEEE International Conference on Digital Health (ICDH) is a prime international forum for both researchers and industry practitioners to exchange the latest fundamental advances in the state of the art and practice of digital health technologies, emerging research topics, and the future of digital health. ICDH aims to bring together leading researchers, community leaders and visionaries from academia and industry, end-users, and healthcare professionals, in the area of digital health to share their research, practical experience, and…

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  • GigXR partners with universities for holographic simulation medical training

    [Two recent stories from Campus Technology describe partnerships between GigXR and universities to expand the development of presence-evoking, safe-to-fail holographic simulations for medical training. The original version of the first story below includes a one-minute video (also available via YouTube). For more details, a 37 minute December 2020 GigXR Holographic Standardized Patients webinar from HealthySimulation.com is available via YouTube. –Matthew] [From Campus Technology] University of Cambridge, Cambridge Hospitals Partner with GigXR to Co-Create Holographic Simulation Medical Training By Kristal Kuykendall January 6, 2022 GigXR, a global provider of extended reality (XR) solutions for instructor-led teaching and training, has partnered with…

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  • Call: Digital Games Research Section at ECREA 2022, 9th European Communication Conference

    Call for Proposals European Communication Research and Education Association (ECREA) ECREA 2022: 9th European Communication Conference Digital Games Research Section [NOTE: See full CFP for other presence-related sections. –ML] 19 to 22 October 2022 Aarhus, Denmark https://conferences.au.dk/ecrea2022/call-for-papers/ Deadline for submissions of proposals for papers, panels, and posters:  17 January 2022 Dear all, The European Communication Research and Education Association (ECREA) in partnership with the Aarhus University call for papers to be presented at the 9th European Communication Conference, to be held in Aarhus, Denmark, from 19 October to 22 October 2022. The theme of the conference is “Rethink Impact”. The…

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  • ‘You have to distance yourself from it being a human’: Humanoid robot Ameca interviewed at CES

    [The first video of the humanoid robot Ameca went viral at the end of 2021 (see a summary of coverage from a December 3 ISPR Presence News post). Now Ameca has appeared for the first time in public at the 2022 Consumer Electronics Show, where the author of this story from CNET interviewed both the robot and the director of operations of the company that created it, Engineered Arts. See the original story to watch the nine minute interview (also available on YouTube) and search online for other videos. While the company purposely made Ameca look less like a human…

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  • Call: Special Session on Knowledge Representation and Robotics at KR 2022

    Call for Papers: Special Session on Knowledge Representation and Robotics At KR 2022, the 19th International Conference on Principles of Knowledge Representation and Reasoning July 31 – August 5, 2022 Haifa, Israel https://kr2022.cs.tu-dortmund.de/cfp_special_session_kr_and_robotics.php IMPORTANT DATES Submission of title and abstract: February 2, 2022 Paper submission deadline: February 9, 2022 Author response period: March 29-31, 2022 Author notification: April 15, 2022 Camera-ready papers: May 7, 2022 Conference: July 31 – August 5, 2022 DESCRIPTION In recent years, the fast-paced evolution of the Artificial Intelligence and Robotics fields has facilitated the development of scalable and cost-effective robotic solutions. Indeed, autonomous agents have…

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  • Disney patents AR without headsets for theme park rides

    [Disney’s new “Virtual World Simulator” patent describes a sophisticated projection mapping system that can track multiple users and project personalized three-dimensional images to create augmented reality illusions without the need for a headset, phone or other user device. This story from SiliconValley.com provides details and context (and the original version includes two different images). IGN’s coverage adds this: “In addition to creating immersive theme park experiences, Disney’s patent also appears to note that the technology could be adapted for home use. The patent states that the virtual world simulator could be used to enable the transformation of a real-world venue,…

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