Author: Matthew Lombard
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Jobs: 4 postdoc positions in WEAVR R&D project at University of York
Read more: Jobs: 4 postdoc positions in WEAVR R&D project at University of YorkVacancies: WEAVR recruiting four new post docs for esports research Role: 4 PDRA roles (see details and specific adverts below) Institution: University of York (United Kingdom) Closing date: 31/01/2019 Contract status: 2 years (fixed term) Salary: £32,236 – £39,609 Digital Creativity Labs at the University of York have four exciting PDRA vacancies related to the £5.8m WEAVR R&D project (http://weavr.tv/). WEAVR seeks to re-imagine the way audiences engage with the genre through hyper-personalised stories, interactive content, data-driven narratives and cross-reality experiences that seamlessly stretch across devices, technologies, and spaces. The WEAVR consortium includes key industry stakeholders and leading innovators across…
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Instagram’s increasingly realistic virtual influencers
Read more: Instagram’s increasingly realistic virtual influencers[The images of the Instagram CGI character Imma (roughly, “now”) in this story from Inverse are compellingly realistic and raise intriguing questions about the impacts of the “virtual influencer” trend. For more examples see ITP Live, and for information about a potentially important factor in the impacts see the 2014 story in Motherboard titled “Lonely People Are More Likely to Think Inanimate Objects Are Alive.” –Matthew] The Weirdest Trend on Instagram: Virtual Influencers Who Make Real Content By Danny Paez January 19, 2019 The sun may already be setting on the age of the ambiguously famous social media influencer. After…
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Call: The Challenges of Working on Social Robots that Collaborate with People – CHI 2019 Workshop
Read more: Call: The Challenges of Working on Social Robots that Collaborate with People – CHI 2019 WorkshopCall for Papers CHI 2019 Workshop: The Challenges of Working on Social Robots that Collaborate with People Workshop at CHI 2019 in Glasgow Saturday 4th May 2019 Workshop website: http://www.ittgroup.org/about-workshop IMPORTANT INFORMATION Submission Deadline: (on or before) 12 February 2019 Notification of acceptance: (on or before) 1 March 2019 Workshop day: Saturday, 4th May, 2019, Glasgow UK Submission template: CHI Extended Abstracts. Please use the appropriate template, available for both LaTeX and Word (Windows and Mac). Submission format: All submissions must be in PDF format and submitted through: https://easychair.org/conferences/?conf=sirchi2019 Review process: Submissions will be peer reviewed based on their quality, relevance,…
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RealityVirtually: These developers are trying to make virtual reality more useful
Read more: RealityVirtually: These developers are trying to make virtual reality more useful[The RealityVirtually Hackathon at MIT sounds like a fascinating, fun and valuable event where people gather to bring creative ideas for presence applications to life. This story from The Boston Globe (where it features a different image) describes many of the projects at this year’s event; for much more information about them see the Winners page on the RealityVirtually website. –Matthew] These developers are trying to make virtual reality more useful By Scott Kirsner, Globe Correspondent January 24, 2019 If you’ve seen a set of virtual reality goggles — in person or otherwise — you may have jumped to a few…
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Call: 2nd Body as Starting Point (BAaST) Workshop on Inbodied Interaction at CHI 2019
Read more: Call: 2nd Body as Starting Point (BAaST) Workshop on Inbodied Interaction at CHI 2019Call for Papers 2nd Body as Starting Point (BAaST) Workshop on Inbodied Interaction: Applying Inside Body Knowledge for Inbodied Design Sunday May 5 At CHI2019, Glasgow https://bodyasstartingpoint.tumblr.com/ Submission deadline: February 21; you’ll hear back from us by February 28 BAaST – that’s Body As a Starting Point. That starting point is for interactive technology design, and our question is: if we start designs that will touch bodies from an understanding of how those bodies operate (from macro processes like sleep to micro processes like hormonal signalling of metatonin) how might this knowledge inform/change our designs for health and wellbeing, for…
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NYPD VR program to help teens de-escalate gang confrontations
Read more: NYPD VR program to help teens de-escalate gang confrontations[PoliceOne reports on a new application of VR and presence to help teens learn how to avoid conflicts with gang members in New York City. For more information see NY1’s coverage that includes a 2:07 minute video report and the official press release via PR Newswire. –Matthew] [Image: Source: Officer.com] NYPD virtual-reality program to aid children with tough situations Police are putting teens through computer simulations to help them de-escalate gang confrontations January 23, 2019 Anthony M. Destefano, Newsday NEW YORK — The NYPD is using virtual reality to help teenagers deal with real life on the street.…
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Call: CHIRA 2019 – 3rd International Conference on Computer-Human Interaction Research and Applications
Read more: Call: CHIRA 2019 – 3rd International Conference on Computer-Human Interaction Research and ApplicationsCall for Papers CHIRA 2019 – 3rd International Conference on Computer-Human Interaction Research and Applications September 20 – 21, 2019 Vienna, Austria http://www.chira.scitevents.org/ Submission Deadline: April 29, 2019 CHIRA is sponsored by INSTICC – Institute for Systems and Technologies of Information, Control and Communication CHIRA 2019 will be held in conjunction with icSPORTS 2019 and NEUROPhyCS 2019. Registration to CHIRA allows free access to the icSPORTS and NEUROPhyCS conferences (as a non-speaker). SCOPE The purpose of the International Conference on Computer-Human Interaction Research and Applications (CHIRA) is to bring together professionals, academics and students who are interested in the advancement…
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MASA presence: Why do we hurt robots?
Read more: MASA presence: Why do we hurt robots?[“Paradoxically, our tendency to dehumanize robots comes from the instinct to anthropomorphize them” – this interesting story from The New York Times explores the reasons for human attacks on robots and other technologies; medium-as-social-actor (MASA) presence is both a cause and apparent solution to the problem. For more about this see a June 2018 story in The Boston Globe. –Matthew] Why Do We Hurt Robots? They are like us, but unlike us, and both fearsome and easy to bully. By Jonah Engel Bromwich Jan. 19, 2019 A hitchhiking robot was beheaded in Philadelphia. A security robot was punched to the…
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Call: PLAY/PAUSE Symposium – Immersion | Dissonance
Read more: Call: PLAY/PAUSE Symposium – Immersion | DissonanceCall for Abstracts PLAY/PAUSE Symposium Theme: Immersion | Dissonance 22 May 2019 University of Birmingham, B15 2TT, UK http://playpauseuob.wordpress.com Deadline for submissions: 15 March 2019 For our second annual symposium, PLAY/PAUSE is looking for 20-minute papers that interrogate the continuum between immersion and dissonance within videogames and virtual reality. We therefore welcome papers from any disciplinary background that relate to (but are not limited to) the following topics: New immersive media (Virtual Reality and Augmented Reality) Embodiment and virtual environments Glitches and breaking immersion Flow and gaming expertise Identification and social gaming Constructed authenticity Queerness and the player body Detail,…
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TV and presence: Samsung’s 219-inch Micro LED TV “pretty much looks like real life”
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
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
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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