Author: Matthew Lombard


  • 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

    [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

    CALL 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

    [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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  • Call: ICADIWT 2020: International Conference on the Applications of Digital Information & Web Technologies

    Call for Papers ICADIWT 2020: The 11th International Conference on the Applications of Digital Information & Web Technologies 9th – 11th November 2020 Thessaloniki, Greece https://icadiwt2020.sigappfr.org/ Full papers submission deadline: 29 June 2020 The International Conference on the Applications of Digital Information & Web Technologies (ICADIWT) has travelled along 3 continents (America, Asia, Europe): from Bangalore (2019), Juarez City (2017), Keelung (2016), Hong Kong (2015), Chennai (2014), Stevens Point, WI (2011), Ayia Napa (2012), Istanbul (2010), London (2009) to Ostrava (2008).The 11th ICADIWT organization will take place at Thessaloniki, the second largest city of Greece. Research in Digital Information is…

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  • Replicating and creatively distorting reality: How do we perceive moving images?

    [This piece from SMPTE’s monthly Newswatch is a long but useful read about enhancements and limitations in our ability to replicate nonmediated reality and the value of devising tools to distort it for artistic reasons; in both cases it argues that we need to understand the capabilities of the human perceptual system. See especially the discussion of the misleading term “hyper-reality” and the proposal at the end for developing “adaptive technology.” –Matthew] [Image: A shot from Ang Lee’s technically groundbreaking “Billy Lynn’s Long Halftime Walk.” Credit: Mary Cybulski/Sony-TriStar Pictures via Associated Press. Source: Los Angeles Times.] Hot Button Discussion How…

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  • Call: Technoetic Arts: A Journal of Speculative Research

    Call for Papers Technoetic Arts: A Journal of Speculative Research ISSN 1477-965X | Online ISSN 1758-9533 3 issues per volume | First published in 2003 Editor Roy Ascott, The Planetary Collegium, UK roy.ascott@btinternet.com Full papers deadline: 15 April 2020 Submissions and queries to be directed to Associate Editor, Luna Zhou (zhoujing@detaoma.com) Technoetics is a convergent field of practice that seeks to explore consciousness and connectivity through digital, telematic, chemical or spiritual means, embracing both interactive and psychoactive technologies, and the creative use of moistmedia’ (Roy Ascott 2008). Technoetic Arts focuses upon the juncture between art, technology and the mind.…

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  • Augmented retail: The new consumer reality

    [Here are some informed assessments and predictions about the increasingly prominent role of presence-evoking technologies in retail. The story is from Nielsen where it includes three charts; for some concrete examples see a related story from Trade Only Today. –Matthew] Augmented Retail: The New Consumer Reality By John Tavolieri, Chief Product & Technology Officer, Nielsen Global Connect CPG, FMCG & RETAIL December 12, 2019 Consumers today are increasingly craving immersive, real-life experiences. But they want these experiences without foregoing time or effort. The solution? Augmented and virtual reality (A/VR) technology, coming to a “store” near you. Many of us feel…

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  • Call: GAME-ON 2020, 21st annual Simulation and AI in Games Conference

    CALL FOR PAPERS-TUTORIALS-WORKSHOPS GAME-ON®’2020 The 21st annual Simulation and AI in Games Conference Department of Communication and Art University of Aveiro (https://www.ua.pt/) Aveiro, Portugal September 23-25, 2020 Organised by The European Technology Institute and University of Aveiro/DigiMedia Sponsored by EUROSIS University of Skovde University of Žilina and GODAN For latest information see: www.eurosis.org or https://www.eurosis.org/conf/gameon/2020/index.html Early bird submission deadline: April 20th, 2020 Submission deadline: May 15th, 2020 Late submission deadline: June 1st, 2020 CONFERENCE AIM The aim of the 21st annual European GAME-ON® Conference (GAME-ON®’2020) on Simulation and AI in Computer Games, is to bring together researchers and games people…

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  • UX magician demos home of the future where every surface is an interface

    [If you’re a member of the ISPR Presence Community Facebook group you may have seen the impressive 48 second YouTube video that demonstrates the clever use of mixed reality described in this story from Fast Company. For more information see Greg Madison’s Twitter post. –Matthew] In the home of the future, every surface is an interface A UX magician maps a VR world over his apartment to create an entirely new interactive environment. Could your home be next? By Mark Wilson January 22, 2020 Virtual reality is still in its infancy. But thanks to Greg Madison, who is both a…

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  • Call: Virtual Conferencing Workshop (VR in VR) at IEEE VR 2020

    Call for Papers Virtual Conferencing Workshop (VR in VR) At IEEE VR 2020 (http://ieeevr.org/2020/) March 22, 2020 https://sites.google.com/view/vrinvr2020 Important Dates January 31st, 2020: Proposals due (January 15th, 2020) February 4th, 2020: Notification of results (January 25th, 2020) February 12th, 2020: Camera-ready submission for inclusion in the Conference Proceedings March 22nd: Workshop Note1: We have an option to present remotely and still have your paper in the workshop proceedings. Note2: All papers will appear in the workshop proceedings that will be hosted on the IEEE Xplore Digital Library OVERVIEW In recent years, academic and non-academic communities are taking the climate impact…

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  • Love, loss and virtual memorials: My brother’s digital legacy

    [This personal story from The Guardian (where the original features several more photos) thoughtfully captures some of the changing nature of, and the benefits and concerns raised by, how our presence continues via technology after we die. It also inadvertently provides a contrast to the world-wide remembrances and mourning of Kobe Bryant. –Matthew] [Image: The last post: Martyn Hett, 29, who died in the Manchester Arena bombing. ‘The mixed-media self-portrait that Martyn created is, in many ways, the real him.’ Credit: PA.] Love, loss and virtual memorials: my brother’s digital legacy When Martyn Hett was killed in the Manchester terror…

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