Author: Matthew Lombard
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Job: Postdoc position on “Computing the Face Syntax of Social Communication” at University of Glasgow
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Read more: Job: Postdoc position on “Computing the Face Syntax of Social Communication” at University of GlasgowPostdoctoral Research Assistant/Associate in Computing the Face Syntax of Social Communication Institute of Neuroscience & Psychology and School of Psychology University of Glasgow Scotland, UK Grade 6/7 Closing date: 20th February 2020 Dr. Rachael Jack is delighted to announce the opening of a 3-year ERC-funded postdoctoral researcher position on the project Computing the Face Syntax of Social Communication at the Institute of Neuroscience & Psychology and School of Psychology at the University of Glasgow, Scotland, UK. THE PROJECT This ambitious project aims to mathematically model the human face as an algebraic generator of dynamic social signals and build a psychologically…
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Trucking company removes real-world dangers by training drivers with VR and presence
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Read more: Trucking company removes real-world dangers by training drivers with VR and presence[This story explains how one company developed and is implementing the use of VR and presence to train drivers of trucks that carry hazardous and other materials to prepare them to deal with dangerous but rare situations. It’s from CCJ (Commercial Carrier Journal), where it includes a second image; Forbes has a related story. –Matthew] Innovators: Trimac Transportation removes real-world dangers through virtual reality training Jason Cannon January 15, 2020 CCJ Innovators profiles carriers and fleets that have found innovative ways to overcome trucking’s challenges. The difficulty in learning how to deal with dangerous situations is fairly clear. It’s hard…
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Call: The State of the Avatar: A DiGRA 2020 Workshop
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Read more: Call: The State of the Avatar: A DiGRA 2020 WorkshopHello everyone, A quick reminder – still a bit over a week left to apply! As part of the DiGRA 2020 Conference, being held at Tampere University, Finland, 2-6 June 2020, a workshop is being organized on the current state of avatar research. The workshop is being organized and chaired by Ea Christina Willumsen (University of Bergen) and Daniel Vella (University of Malta). The full call for submissions is below. We hope you’ll be interested in joining us, and please send us any questions you might have. Call for Abstracts The State of the Avatar: A DiGRA 2020 Workshop 2…
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Neural networks upscale 1896 Lumiere train arrival film to 4K, altering presence it evokes
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Read more: Neural networks upscale 1896 Lumiere train arrival film to 4K, altering presence it evokes[This Gizmodo story describes how using artificial intelligence to enhance a famous “actuality” film from the dawn of cinema said to have evoked intense presence responses at the time makes it look “like it could have been shot just yesterday on a smartphone or a GoPro” and alters the viewing experience. The original story includes both version of the film. Coverage in The Next Web adds that “The video’s also had sound added, which makes it all the more eerily… normal,” and references an article in The Moving Image (via ResearchGate) about reactions to the original film. A commenter on…
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Call: Workshop on User Experience of Artificial Intelligence in Games at FDG 2020
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Read more: Call: Workshop on User Experience of Artificial Intelligence in Games at FDG 2020Call for Papers 2020 Workshop on User Experience of Artificial Intelligence in Games Foundations of Digital Games (FDG) Conference Malta September 15-18, 2020 (exact date TBD) http://www.uxofai.org/cfp-2020.php Submission deadline: May 4 2020 The 2020 Workshop on User Experience and Artificial Intelligence encompasses the intersection between UX and AI as it they manifest in games, as it pertains to how the player interacts with the embedded AI systems through the game. The AI systems may take the form as artifacts or underlying components for personalization, adaptation or content creation. We wish to act as a point of interaction between researchers specialized…
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Virtual production and the future of (presence in) filmmaking
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Read more: Virtual production and the future of (presence in) filmmaking[This interview with an award-winning visual effects and virtual production supervisor doesn’t mention the term itself but describes several ways presence is being, and could be, used by filmmakers to “unite the digital and physical worlds so we can tell any story we can imagine”; note the democratizing scenario in his answer to the last question. The original story in Forbes features four additional images. –Matthew] [Image: “I first met Ben at Unite Vision back in 2017, where we discussed the future of immersive.” Credit: Unity.] Virtual Production And The Future Of Filmmaking—An Interview with Ben Grossmann, Magnopus Sol Rogers,…
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Call: “Smart Cities at Play: Lived Experiences, Emerging Forms of Playfulness, and Problems of Participation” – CHI 2020 Workshop
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Read more: Call: “Smart Cities at Play: Lived Experiences, Emerging Forms of Playfulness, and Problems of Participation” – CHI 2020 WorkshopCall for Papers Smart Cities at Play: Lived Experiences, Emerging Forms of Playfulness, and Problems of Participation CHI’2020 Workshop (https://chi2020.acm.org/) April 27-30, 2020 Honolulu, Hawaii https://smartcitiesatplay.wordpress.com/ Submission deadline: 29th of February 2020 Smart cities can be described as places where physical environments are combined with information technology to rectify socio-economic and environmental issues. While this might be the case, for the most part scholarly attention has focused on the technologies used to construct these environments. What is missing from these discussions is a deeper engagement with the lived experience of ‘smart spaces’, and the extent to which this confluence of…
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Body-centered VR storytelling at Sundance 2020
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Read more: Body-centered VR storytelling at Sundance 2020[The story below from IndieWire describes three examples of how storytelling artists are using virtual reality to create body-centered presence experiences. For more on “Spaced Out” see coverage in /Film and CNET; for more on “Hypha” see VRScout; and for more on VR trends at Sundance 2020 see Forbes. –Matthew] [A still from “Spaced Out” by Pierre Friquet, an official selection of the New Frontier Exhibitions program at the 2020 Sundance Film Festival. Credit: Courtesy of Sundance Institute.] Sundance VR Programming Showcased Much More Than Movies in a Headset The potential for VR to immerse users in new bodily experiences…
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Ask-O-Matic technology allows Stephen Colbert to visit Iowa voters without leaving his couch
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Read more: Ask-O-Matic technology allows Stephen Colbert to visit Iowa voters without leaving his couch[Last week Stephen Colbert, the host of The Late Show on CBS (in the US), used a clever iPad-based invention he calls the “Ask-O-Matic” to interview voters and a presidential candidate in advance of today’s Iowa caucuses; the funny 7:46 minute video segment is available via YouTube. But this technology isn’t new: Colbert introduced it on the September 20, 2012 episode of his previous TV program, The Colbert Report, when he interviewed documentarian Errol Morris. See a brief discussion on the New Territory Media blog and watch that earlier segment (start at 3:46) as well as the episode’s sign-off on…
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Virtual reality has an accessibility problem
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Read more: Virtual reality has an accessibility problem[This post from Scientific American’s Voices blog makes a strong argument that creators of presence experiences need to work hard to make them accessible to all of us. –Matthew] [Image: Credit: Getty Images] Virtual Reality Has an Accessibility Problem It’s been touted as an “empathy machine” that lets users see what it’s like to have a disability—but people with disabilities often can’t use it By Kaitlin Ugolik Phillips January 29, 2020 Virtual reality has come a long way since the 1960s-era Sensorama, which looked like a vintage arcade game and required the user to walk up and stick one’s head…
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Call: “Human-Robot Confluence” issue of Cyberpsychology, Behavior, and Social Networking
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Read more: Call: “Human-Robot Confluence” issue of Cyberpsychology, Behavior, and Social NetworkingCALL FOR PAPERS: Human–Robot Confluence Cyberpsychology, Behavior, and Social Networking Latest Impact Factor: 2.650 Guest Editors: Giuseppe Riva, PhD Catholic University of Milan and Istituto Auxologico Italiano Milan, Italy Brenda K. Wiederhold, PhD, MBA, BCB, BCN Scripps Memorial Hospital, La Jolla, CA Virtual Reality Medical Institute, San Diego, CA Deadline for Manuscript Submission: March 1, 2020 The new humanoid robots not only perform tasks, but also can activate interactions and social relationships with other robots and with humans. From this point of view, the diffusion of humanoid robots with a physical structure reminiscent of the human body, endowed with decision-making…
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VR study reveals how we see and feel gravity
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Read more: VR study reveals how we see and feel gravity[This story from the Frontiers Science News blog describes a new study that uses virtual reality to manipulate the nature of experienced reality (i.e., presence) for participants to investigate how human-sensory systems integrate different types of perceptual cues. –Matthew] [Image: Source: Porras, D. C., Zeilig, G., Doniger, G. M., Bahat, Y., Inzelberg, R., & Plotnik, M. (2020). Seeing Gravity: Gait Adaptations to Visual and Physical Inclines – A Virtual Reality Study. Frontiers in Neuroscience, 13. https://doi.org/10.3389/fnins.2019.01308] What goes up may actually be down By Michael Becker, Frontiers Science Writer January 24, 2020 Gravity is the unseen force that dominates our…
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