Author: Matthew Lombard


  • Call: 2nd Workshop on Augmented Reality for Intelligent Vehicles (with AutoUI 2018)

    Call for REFLECTION STATEMENTS (1-2p. CHI EA format) and INTEREST 2nd Workshop on Augmented Reality for Intelligent Vehicles colocated with AutoUI 2018 (http://www.auto-ui.org/18) September 23, 2018 Toronto, Canada http://www.andreasriener.com/AutoUI18WS_ARV/ Submission deadline: August 6, 2018 Augmented reality (AR) has the potential to improve road safety, support more immersive (non-) driving related activities, and finally enhance driving experience. AR may also be the enabling technology to help on the transition towards automated driving. However, augmented reality still faces a number of technical challenges when applied in vehicles, and also several human factors issues need to be solved. In this workshop, we will…

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  • How the brain gets confused when sight and sound conflict

    [This story from JSTOR Daily describes how a recently published study expands our understanding of how the brain interprets, and can be led to misinterpret, the physical world. Aside from being interesting on their own, the story notes near the end how the conclusions have implications for the design of virtual environments. The original version of the story includes a different image; the press release mentioned is available from the Association for Psychological Science. –Matthew] [Image: Source: Association for Psychological Science] How Ventriloquism Tricks the Brain New research shows our brains place more weight on vision than hearing in identifying the…

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  • Call: IS&NLG2018 – Workshop on Intelligent Interactive Systems and Language Generation

    CALL FOR PAPERS 2IS&NLG2018 – Workshop on Intelligent Interactive Systems and Language Generation Part of the 11th International Conference on Natural Language Generation (INLG2018) November 5-8 Tilburg, The Netherlands https://sites.google.com/view/2is-nlg2018 Paper deadline: August 31st, 2018 Language generation appears to be promising and to have a central role in a variety of intelligent interactive systems, as current research trends in conversational interaction and interfaces are demonstrating. In order to raise constructive discussion from an interdisciplinary perspective and define the research challenges to be addressed, the workshop 2IS&NLG seeks to gather researchers and practitioners working on language generation, human-computer interaction, conversational agents,…

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  • Don’t Panic: Pitt hopes VR can help people train for an overdose emergency

    [Can virtual reality and presence help prepare members of the public to treat someone in an overdose emergency? WESA-FM, Pittsburgh’s NPR News Station, reports on a collaborative effort led by the University of Pittsburgh; a 2:44 minute video of the simulation is available on YouTube and more simulations are on WyzLink’s YouTube channel. For comparison, see Ohio University’s April 2018 coverage of an acted out and video recorded simulation; the story includes a link at the end to videos and detailed information. –Matthew] [Image: Screenshot from “Opioid Rescue” a virtual reality simulation that teaches people to administer naloxone during an overdose…

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  • Call: IEEE VR 2019: 26th IEEE Conference on Virtual Reality and 3D User Interfaces

    Call for Papers IEEE VR 2019: The 26th IEEE Conference on Virtual Reality and 3D User Interfaces March 18-22, 2019, Osaka, Japan http://ieeevr.org/2019 IEEE VR 2019 seeks original, high-quality Conference Papers in all areas related to virtual reality (VR), including augmented reality (AR), mixed reality (MR), and 3D user interfaces (3DUIs). Important Dates: November 22, 2018: Paper abstracts due (REQUIRED) November 29, 2018: Paper submissions due February 5, 2019: Notification of results February 19, 2019: Camera-ready material due Each research paper should be a validated contribution covering one or more of four styles of papers methodological, technology, applications, or systems.…

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  • How extended reality is changing cardiology

    [A new paper reviews the varied uses of presence-evoking technologies in cardiology; this story from Healthcare Analytics News provides a summary and links to the (free) article in the Journal of the American College of Cardiology (JACC). For related stories see the ISPR Presence News posts “Virtual reality reveals the human heart in three dimensions“ and “Tufts Medical Center to use VR to let patients preview experience.” –Matthew] [Image: Mixed reality cardiac electrophysiology workflow graphic from Silva et al. article] How Extended Reality Is Changing Cardiology C. Gourarie July 09, 2018 Doctors can now manipulate holographic hearts and see our…

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  • Call: CHI PLAY 2018 Forum on Video Games for Mental Health

    Call for Papers CHI PLAY 2018 FORUM on Video Games for Mental Health October 28, 2018 Melbourne, Australia https://chiplaymhforum.wordpress.com/ Submission Deadline: August 15, 2018 The Forum on Video Games for Mental Health invites researchers and practitioners working on mental health, video games, and/or digital health care to discuss their work under the auspices of the annual CHI PLAY conference. Participants can also look forward to three thought provoking keynotes, addressing the use of video games in therapy, issues with the clinical implementation of digital health technologies, and the production of games for mental health. We particularly welcome contributions on: Innovative…

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  • VR/MR and presence aid career planning and workplace training in Norway

    [Virtual and mixed reality and the presence they evoke are being used to help people explore and train for career opportunities in new, more effective and cost-efficient ways, as reported in this story from E-learning Inside News. –Matthew] Mixed Reality Workplace Training in Norway By Cait Etherington July 05, 2018 In the past, mixed reality, which combines both virtual reality and real-life contexts, has primarily been used to train workers in fields where simulations have long been a key element of training (e.g., the training of pilots). But can mixed reality also be used to train workers in other contexts?…

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  • Call: 11th International Workshop on Human Friendly Robotics (HFR 2018)

    Call for Papers HFR 2018 11th International Workshop on Human Friendly Robotics Shenzhen, China 13-14 November 2018 www.hfr2018.org Important Dates: Submission deadline:  July 20, 2018 Notification of acceptance:  September 15, 2018 Early registration deadline:  October 27, 2018 Submission Site: http://www.hfr2018.org/papersubmission.html The growing need to automate daily tasks, combined with new robot technologies, is driving the development of a new generation of human-friendly robots, i.e., safe and dependable machines, operating in the close vicinity to humans or directly interacting with them in a wide range of domains. The technological shift from classical industrial robots, which are safely kept away from humans…

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  • Watch Steven Spielberg direct a Ready Player One scene using virtual reality

    [This short story from CinemaBlend explains, and includes a 2:05 minute video clip of Steven Spielberg explaining, how the director used virtual reality to bring the virtual reality described in the novel Ready Player One to life in his recent film. Here’s a quote from the clip, which explains the screenshot below: “My avatar had a virtual camera and so if I pressed a button I could either start a video recorder and do actual shots by walking through the virtual set or I could do frame grabs.” I agree with the author’s endorsement: A group of us here at…

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  • Call: 3rd Multiple Approaches to Game Analysis Workshop (MAGAW 2018)

    Call for Proposals 3rd Multiple Approaches to Game Analysis Workshop (MAGAW 2018) 8th – 9th of November 2018 University of Lincoln, UK Submission deadline: August 26th Queries about the workshop, email: magaw2018@gmail.com Emmanuel Guardiola (Cologne Game Lab, TH Köln), Jussi Holopainen (Lincoln Games Research Network, University of Lincoln), and Curtis Maughan (Cologne Game Lab, TH Köln, Vanderbilt University) invite you to apply to a two-day, hands-on game analysis workshop. Workshop Goal: In an attempt to develop a multidisciplinary game analysis toolkit, we are seeking a diverse spectrum of approaches to game analysis. By game analysis we refer to a systematic…

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  • New (free) report: “Evaluating Immersive User Experience and Audience Impact”

    [Our friend, colleague and ISPR co-founder Jonathan Freeman and his firm i2 media research led the production of a new free report for those creating VR/AR content, based on many years of research on presence and presence-evoking technologies. See the bottom of this short story about it from Goldsmiths, University of London for the link to download the report.  –Matthew] Catapulting immersive industry into the spotlight Bodies, Minds, Society, Psychology By Pete Wilton Published on 28 Jun 2018 A Goldsmiths, University of London spin-off firm has produced a new report, working with Nesta and the Digital Catapult, aimed at those…

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