Author: Matthew Lombard
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TV and presence: Samsung’s 219-inch Micro LED TV “pretty much looks like real life”
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Read more: TV and presence: Samsung’s 219-inch Micro LED TV “pretty much looks like real life”[While telepresence rooms, virtual and augmented reality, IMAX theaters and simulation rides, and computers, virtual assistants and robots, are more often the focus of presence scholarship, television has for decades been arguably the most common and personal presence-evoking technology. And it’s evolving to be even more effective, as illustrated in this short story from Digital Trends about Samsung’s latest models. See the original story for a 2:56 on-site video report, and coverage in Techradar for the second image below and more information including the fact that the smaller (!) 75-inch model is called “The Window.” –Matthew] Samsung’s blistering 219-inch Micro…
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Call: Embodied Drawing – TRACEY Drawing Research Network Conference
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Read more: Call: Embodied Drawing – TRACEY Drawing Research Network ConferenceCall for papers: Embodied Drawing TRACEY Drawing Research Network Conference 18-19th July 2019 Conveners: Drawing Research Group, Loughborough University Deadline: Friday 1st February 2019 The conference aims to explore the notion of embodied drawing. By embodied drawing we suggest that ‘embodied’ could be synonymous with the act of drawing, that drawing is an act of embodiment. As such, the making of a mark expands to become an act of mediation. Yet if all bodies are mediat(ing)ed, they too mark the skins and surfaces of other bodies in the briefest immediacies – in traces of gesture, events, at and through the…
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Empathy and sympathy: VR and presence as a tool for individual and social change
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Read more: Empathy and sympathy: VR and presence as a tool for individual and social change[This story from YES! considers the potential and the limitations of virtual reality and presence to create empathy and sympathy and thereby lead to individual and social change. See the original version for two more images; for more on “An Empathy Bridge for Autism” and the “1000 Cut Journey” experience designed to give users a better understanding of racism, see a 2018 post and a 2017 post in ISPR Presence News. –Matthew] [The materials used for “An Empathy Bridge for Autism” VR experience are mostly low-cost and utilize tranquil hues. Photo by Paul Plews.] Using Virtual Reality to Teach Empathy Walking…
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Call: “Ambient Assisted Living and Cognitive Assistants” issue of Applied Sciences
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Read more: Call: “Ambient Assisted Living and Cognitive Assistants” issue of Applied SciencesSpecial Issue of Applied Sciences (ISSN 2076-3417; impact factor 1.698) “Ambient Assisted Living and Cognitive Assistants” https://www.mdpi.com/journal/applsci/special_issues/Ambient_Assisted_Living_and_Cognitive_Assistants Deadline for manuscript submissions: 30 June 2019 INTRODUCTION Recent studies have shown that people who stay in their homes have a higher quality of life, often better than those who are institutionalized. Another important social factor is the high cost of institutional care, which a great number of families are unable to pay, thus being the only option to keep their elderly relatives at home. To respond to these issues, the services and care available in the institutions must be replicated in the…
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New tech allows a VR user to “teletransport” into a remotely located moving car
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Read more: New tech allows a VR user to “teletransport” into a remotely located moving car[Valeo’s Voyage XR lets users “tele-transport” into a remotely located car, enabling a variety of presence experiences. See the original version of this story from the Daily Mail for a 1:38 minute video and several more images (and a sidebar and video about a self-driving car demo); the brief Valeo announcement and the Voyage XR video are on the company’s website. –Matthew] The virtual back seat driver that could be every teen driver’s worst nightmare: ‘Teleportation’ system lets parents sit in the car with their kids via a VR headset By Annie Palmer for Dailymail.Com In Las Vegas 14 January…
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Call: Virtual Reality Interventions for Autism Spectrum Disorder – Special issue of Cyberpsychology, Behavior, and Social Networking
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Read more: Call: Virtual Reality Interventions for Autism Spectrum Disorder – Special issue of Cyberpsychology, Behavior, and Social NetworkingCALL FOR PAPERS Virtual Reality Interventions for Autism Spectrum Disorder Special issue of Cyberpsychology, Behavior, and Social Networking Latest Impact Factor: 2.689 Deadline for Submissions: March 1, 2019 (Submitting Authors: Please indicate in your Cover Letter that your paper is for the VR ASD Special Issue) As we embark on our third decade of virtual reality and behavioral health, we are continuing to expand the uses of VR to diagnosis, assess, and treat a myriad of disorders. We are also tapping into the power of VR to better facilitate skills training. mHealth is revolutionizing how and where behavioral health services…
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Using VR and presence to diagnose mental illness
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Read more: Using VR and presence to diagnose mental illness[VR and presence are apparently effective not only for treating but for diagnosing a variety of mental conditions, as detailed in this story from Wired (see the original for two more images). –Matthew] [Image: The “mirror test” game used in Exeter University’s schizophrenia study, where a participant is asked to reproduce the movements of an on-screen avatar. Credit: EUROMOV.EU] Virtual Reality’s Latest Use? Diagnosing Mental Illness Mon Chandler January 15, 2019 Diagnosing psychiatric and neurological conditions is tricky. Physicians have long reported that diagnoses are fraught with complications and subtleties. Anywhere from 35 percent to 85 percent of mental health…
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Call: Connected Learning Summit 2019
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Read more: Call: Connected Learning Summit 2019Call for proposals Connected Learning Summit 2019 October 2-5, 2019 University of California, Irvine http://2019.connectedlearningsummit.org/ Online submissions open: January 11, 2019 Deadline for submissions: March 8, 2019 Notifications of Acceptance: June 2019 We are pleased to announce that we are now accepting proposals for the second annual Connected Learning Summit. With a unique focus on cross-sector connections and progressive and catalytic innovation, the Connected Learning Summit brings together leading researchers, educators, and developers. The program includes a mix of engaging presentation and workshop formats ranging from speculative design, to game walkthroughs, sharing works in progress, and research panels. We encourage…
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Courtroom 600 VR project to create active, experiential learning about Nuremberg Trials
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Read more: Courtroom 600 VR project to create active, experiential learning about Nuremberg Trials[This project, described in UConn Today, uses presence to accomplish an important goal, and develop guidelines for similar future efforts. See the original for an additional image. –Matthew] [Image: Ken Thompson, assistant professor-in-residence of game design, taking 3D Scans of Courtroom 600 in the Justizpalast in Nuremberg, Germany. Photo courtesy of Ken Thompson.] Reviving Holocaust History with Virtual Reality Jessica McBride – Office of the Vice President for Research January 9, 2019 UConn researchers are developing an immersive learning experience using virtual reality (VR) and game design to bring to life archival materials from the Nuremberg Trials. With the help…
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Call: “Multimodal Conversational Interaction and Interfaces” – Special issue of Multimodal Technologies and Interaction
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Read more: Call: “Multimodal Conversational Interaction and Interfaces” – Special issue of Multimodal Technologies and InteractionCALL FOR PAPERS Multimodal Technologies and Interaction – Open Access Journal Special Issue “Multimodal Conversational Interaction and Interfaces” https://www.mdpi.com/journal/mti/special_issues/multimodal_Interfaces Deadline for manuscript submissions: 31 March 2019 In face-to-face interaction, multiple communicative behaviors including verbal information and nonverbal signals, such as gestures, facial expressions, and gaze, are exchanged between the conversation participants. They also interpret the combination and co-occurrence of verbal and nonverbal behaviors to understand the conversation. In multiparty communication, where more than two people participate in the conversation, patterns of multimodal information become more complex. Aiming to shed light on such a complex process of face-to-face communication, studies on…
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The Teslasuit could turn Black Mirror’s terrifying ‘Playtest’ into a reality
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Read more: The Teslasuit could turn Black Mirror’s terrifying ‘Playtest’ into a reality[Science fiction is increasingly becoming reality, as in this story from Digital Times about the Teslasuit, which offers the prospect of particularly effective multi-sensory, customized presence experiences. See the original version for a different images and a 5:00 minute video; for a first-person report see a 5:35 minute CNET video via YouTube; and for more information see the Teslasuit website. –Matthew] The Teslasuit could turn Black Mirror’s terrifying ‘Playtest’ into a reality Felicia Miranda January 13, 2019 Black Mirror is a show that takes hypothetical looks into the future of modern tech. Usually with a dark twist, the scenarios you’ll…
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Call: Challenges Using Head-Mounted Displays in Shared and Social Spaces – CHI 2019 Workshop
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Read more: Call: Challenges Using Head-Mounted Displays in Shared and Social Spaces – CHI 2019 WorkshopCall for Participation Challenges Using Head-Mounted Displays in Shared and Social Spaces Workshop at CHI 2019 May 5th, 2019 Glasgow, UK https://www.medien.ifi.lmu.de/socialhmd/ Submission Deadline: February 1st, 2019 Everyday mobile usage of Head-Mounted Displays (AR and VR) is becoming a feasible consumer reality. The current research agenda for these devices has a strong focus on technological impediments (e.g. locomotion, tracking, input devices). This ignores significant challenges in the usage and perception of HMDs in shared and social spaces where HMD users are co-located with non-HMD users and are likely to be observed while interacting. We invite academics, artists, designers and practitioners…
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