Author: Matthew Lombard
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Call: Personal and Ubiquitous Computing issue on Virtual and Mixed Reality in Culture and Heritage
Read more: Call: Personal and Ubiquitous Computing issue on Virtual and Mixed Reality in Culture and HeritageCALL FOR PAPERS Personal and Ubiquitous Computing (Springer Science, SCI-indexed, IF: 1.924) Special Issue on Virtual and Mixed Reality in Culture and Heritage https://www.syros.aegean.gr/users/dgavalas/SI_PUC_VR_MR.pdf Submission deadline: July 31, 2019 The rapid advances in Information and Communication Technologies (ICT) has profoundly impacted the cultural industry, among others. Cultural institutions are commonly on the forefront of technological innovations, persistently exploring compelling ways to address new audiences and introduce novel means of interaction with cultural assets, thus transforming, enriching and enhancing the perceived cultural experience. The potentials of the new tools trigger new transdisciplinary perspectives for presentation, representation, management, interpretation, personalization and effective…
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This horrifying app undresses a photo of any woman with a single click
Read more: This horrifying app undresses a photo of any woman with a single click[The saga of DeepNude is an unsettling example of the dangerous applications of the rapidly evolving technologies that evoke presence. This story from Motherboard describes the app and the stated reasons for its creation; as the update story linked at the beginning notes, the creator subsequently announced “that he’s killing the software, after viral backlash for the way it objectifies women,” but a second update story reports that “a small community of people is dedicated to reviving DeepNude.” Another example of the “Pandora’s Box” aspect of these developments is that the images mentioned in the editor’s note at the end…
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Call: Future and Reality of Gaming (FROG) 2019 – Mixed Reality
Read more: Call: Future and Reality of Gaming (FROG) 2019 – Mixed RealityCall for Papers: FROG – Future and Reality of Gaming 2019 13th Vienna Games Conference Theme: Mixed Reality October 18th -20th 2019 Vienna City Hall, Vienna, Austria http://www.frogvienna.at/ Submission deadline: September 6, 2019 Video games allow us to immerse ourselves in worlds that are reflective of cultural phenomena. They provide spaces to socialise with other players and enable us to actively engage in creative processes of co-creation. It is this characteristic that makes games equally enthralling and critically compelling. The future of games aspires to be an oscillation of virtual and concrete. Recent trends showcase that this process also works…
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Calgary-made virtual reality game teaches Blackfoot language, culture
Read more: Calgary-made virtual reality game teaches Blackfoot language, culture[It doesn’t use the term entertainment-education but that’s the basis for the positive application of presence in this story from the Calgary Sun. More coverage is available from The Star, CityNews has a 1:58 minute video report, Oculus Go has a 0:30 trailer and more information and images are available from the Thunder website. –Matthew] [Image: About 100 guests test out a new Blackfoot language and storytelling game created by MAMMOTH, a local augmented and virtual reality company. The guests attended the USAYÕs Thunder VR launch party on Monday, June 17. The virtual reality game teaches users Blackfoot language through…
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Call: Exploring the Mind’s Eye: An Interdisciplinary Conference on Imagination
Read more: Call: Exploring the Mind’s Eye: An Interdisciplinary Conference on ImaginationCall for Posters Exploring the Mind’s Eye: An Interdisciplinary Conference on Imagination October 25-26, 2019 Bilkent University, Ankara, Turkey http://www.phil.bilkent.edu.tr/index.php/2019/05/06/call-for-poster-proposals-exploring-the-minds-eye-conference/ Submission deadline: July 12, 2019 We are pleased to invite submissions to Exploring the Mind’s Eye: An Interdisciplinary Conference on Imagination for poster presentations. The conference will be held at Bilkent University, Ankara on October 25-26, 2019 and it is organized by the Departments of Philosophy, Psychology, and Neuroscience. The deadline for poster submissions is Friday, July 12, 2019 (midnight, GMT). Poster proposals should be between 500-1000 words and they should be submitted as a PDF file at https://easychair.org/conferences/?conf=img2019 Travel…
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Hollywood automotive museum uses HoloLens to transport fans into the worlds of ‘Back to the Future’ and Halo
Read more: Hollywood automotive museum uses HoloLens to transport fans into the worlds of ‘Back to the Future’ and Halo[A new exhibit uses vehicles, props, and augmented reality to “bring to life”40 vehicles from fiction; a few of the details (and a 2:15 minute video) are in this short story from Next Reality and for more information see Microsoft’s website. A story in VR Focus describes an earlier exhibit that also incorporated the HoloLens. –Matthew] [Image: Source: Microsoft] Hollywood Exhibit Uses HoloLens to Transport Fans into the Worlds of ‘Back to the Future’ & Halo By Adario Strange May 24, 2019 The potential of augmented reality is often shown in science fiction movies, but a new exhibit marries the…
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VR and sex: Insights from 27-year-old Anna Petukhova’s Moscow VR franchise VRayu
Read more: VR and sex: Insights from 27-year-old Anna Petukhova’s Moscow VR franchise VRayu[This story from the Observer includes several interesting insights about the benefits and other aspects of presence experiences in the context of sexuality (a pity quote: “If watching pornography is like riding a bicycle, then being immersed in virtual erotica is like driving a Tesla in Ludicrous mode. A big difference.”). See the original version for two more images. –Matthew] [Image: Anna Petukhova created VRayu to provide adults with an opportunity to experience virtual reality in many forms. Credit: Brittain Ladd] VR & Sex: How This 27-Year-Old Created One of the Hottest Virtual Reality Franchises By Brittain Ladd June 26,…
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Call: Personal and Ubiquitous Computing issue on Everyday Automation Experiences
Read more: Call: Personal and Ubiquitous Computing issue on Everyday Automation ExperiencesCall for Papers PERSONAL AND UBIQUITOUS COMPUTING Theme issue on Everyday Automation Experiences https://www.facebook.com/notes/personal-and-ubiquitous-computing/theme-issue-on-everyday-automation-experiences-cfp/10156023570570458/ Submission deadline: 31 October 2019 AIM AND SCOPE Automation is now part of our lives. Homeowners orchestrate their appliances in their smart homes, drivers negotiate control with their cars, public transport passengers use autonomous buses, shoppers use self-checkout, and factory workers see themselves in the role of monitoring rather than controlling. The emergent role of automation has an impact on the way how people can be supported in perceiving, monitoring and configuring technologies in a variety of situations. The design, creation, and evaluation of (semi-)automated everyday…
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“Immersive Science”: Microscopy + VR lets doctors “step inside” biopsy samples
Read more: “Immersive Science”: Microscopy + VR lets doctors “step inside” biopsy samples[The Carnegie Mellon professor in this story from CMU says using a new technology that combines microscopy and virtual reality is “an immersive experience, just like you are sitting inside your data”; the new application of presence will allow doctors to better understand, prevent and treat disease. See the original story for a second image and a 2:06 minute video.–Matthew] [Image: Biological Sciences graduate student Brendan Gallagher views expansion microscopy data using virtual reality.] Microscopy And VR Illuminate New Ways To Prevent And Treat Disease June 13, 2019 A combined research team from Carnegie Mellon University and Benaroya Research Institute…
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Call: Futures Thinking Inaugural Conference
Read more: Call: Futures Thinking Inaugural ConferenceCall for Papers: Futures Thinking Inaugural Conference 1-3 October 2019 University of Oxford, Wolfson College Abstract deadline (extended): 1 July 2019 Ubiquitous technologies have resulted in unprecedented access to media for many but have also altered the way humans engage with and consume content, specifically the way in which we read. For example, recommender systems automatically filter content, based on an intelligent machines’ expectations about our preferences; and digital platforms allow us to share, alter, manipulate, and understand content in myriad ways that were not possible with traditional forms of media. Although humans may now read more than ever before,…
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UCI team adds AI to telepresence robot for homebound children for more natural experience
Read more: UCI team adds AI to telepresence robot for homebound children for more natural experience[As described in this story from UCI News, a team from the University of California, Irvine is working to improve the experience of telepresence robot users by incorporating AI to make the robot more autonomous; just as humans need not focus on every part of a complex but familiar task, the robot allows them to automate tasks. See the original story for a second image and a 3:53 minute demonstration video. –Matthew] [Image: CARL SR, a robot being optimized for classroom use, leads lab members (from left) Hirak Kashyap, Tiffany Hwu, Giselle Tian, Jeffrey Krichmar and Lara Mirzakhanian in a…
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Call: Tangible, Embedded, and Embodied Interaction (TEI) 2020
Read more: Call: Tangible, Embedded, and Embodied Interaction (TEI) 2020Call for Papers Fourteenth International ACM Conference on Tangible, Embedded, and Embodied Interaction February 9-12, 2020 Sydney, OZ https://tei.acm.org/ IMPORTANT DATES August 3, 2019, 17pm AEST Papers submission deadline October 19, 2019 Notification of acceptance February 9-12, 2020 TEI conference in Sydney, OZ RELATED DATES May 1, 2019 SIGCHI Student Travel Award December 15, 2019 ACM-W Scholarships for Attendance at Research Conferences GENERAL INFO TEI2020 is the 14th annual conference dedicated to presenting the latest results in tangible, embedded, and embodied interaction. The ACM-TEI conference has gained substantial visibility and activity over the past decade. It brings together researchers, practitioners,…
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