Author: Matthew Lombard


  • Call: Neuroscience & Society: Ethics, Law, and Technology

    NEUROSCIENCE & SOCIETY: Ethics, Law, and Technology 24-25 August 2018 Sydney, NSW, Australia http://neuroethicsconference.org.au/ Abstracts due: 7 June 2018 Advances in brain scanning and intervention technologies are transforming our ability to observe, explain, and influence human thought and behaviour. Potential applications of such technologies (e.g. brain-based pain detection in civil lawsuits, medications to help criminal offenders become less impulsive, prediction of future behaviour through neuroimaging) and their ethical, clinical, legal, and societal implications, fuel important debates in neuroethics. However, many factors beyond the brain – factors targeted by different emerging technologies – also influence human thought and behaviour. Sequencing the…

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  • New technique tricks the brain to enlarge walkable virtual worlds

    [This story from Inverse describes a clever new way to manipulate VR users’ perceptions to create more natural walking (and thus presence) experiences in virtual worlds. –Matthew] [Image: Source: Digital Trends] VR Worlds Where You Can Actually Walk Around Are on the Way Goodbye, room-limited HTC Vive games! By Mike Brown May 30, 2018 Ready to go on an infinite journey through virtual reality? Researchers at Stony Brook University, working with Nvidia and Adobe, announced on Tuesday that they’ve taken a big step toward making virtual worlds feel vast and expansive. By manipulating the eye’s natural movements, the researchers say…

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  • Call: Tangible, Embedded and Embodied Interaction (TEI) 2019

    Call for Participation ACM International Conference on Tangible, Embedded and Embodied Interaction (TEI) 2019 17-20 March 2019 Tempe, Arizona http://www.tei-conf.org/2019 Paper submission deadline: August 8, 2018 TEI 2019 is the 13th annual conference dedicated to presenting the latest results in tangible, embedded, and embodied interaction. It will be held 17th to 20th March, 2019, and is hosted by Arizona State University in Tempe, Arizona, USA. The conference will be sponsored by ACM SIGCHI and Arizona State University. The TEI conference has gained substantial visibility and activity over the past decade. It brings together researchers, practitioners, businesses, artists, designers and students…

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  • Universities should immerse themselves in virtual reality

    [Although it doesn’t cover specific steps to bring about institutional change, this opinion column from Times Higher Education makes the compelling argument for the incorporation of presence-evoking technologies in higher education. –Matthew] [Image: CAVE2 at the Electronic Visualization Laboratory (EVL) at the University of Illinois at Chicago (UIC). Source: UIC] Universities should immerse themselves in virtual reality Embracing immersive content would aid public engagement and bring research and teaching closer together, argue Vincent Tong, Sam Smidt and Matilda Katan May 3, 2018 By Vincent Tong, Sam Smidt and Matilda Katan While universities bill themselves as pioneers of technology, they are…

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  • Call: The Unnatural World: Investigating Meaning and Modernity

    Call for Papers The Unnatural World: Investigating Meaning and Modernity 7th December 2018 Department of Philosophy, Mary Immaculate College, Limerick, Ireland Keynote speaker: Prof. Tanja Staehler (University of Sussex) Submission deadline: 21st September 2018 Philosophy is continuously establishing the significance of the lifeworld, that is, the everyday, ordinary world of meaning in which we live. Given the atrocities of the 20th century, along with the rise of extensive technical apparatuses, and even the threat of ecological collapse, this task has never been so crucial. It seems that we are living an increasingly unnatural way of life where traditional structures of meaning are…

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  • A new breed of immersive art experiences offers a gateway to alternative realities

    [This story from Artsy describes the trend towards technology-based experiential art and attractions, focusing on Meow Wolf’s installation in Santa Fe (coming soon to Denver, Las Vegas and elsewhere); the company’s CEO “envisions a future where the lines between things like art, theme parks, role-playing games, and augmented reality will be blurred. The emerging term, he explains, is ‘alternative reality.’” The original story includes a large photo gallery, and for more information see Meow Wolf’s website and a 2:20 minute video on YouTube (which will lead you to other videos). Two related news stories from the last few weeks may be…

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  • Call: DLI 2018 – 3rd EAI International Conference on Design, Learning & Innovation

    Call for Participation DLI 2018 – 3rd EAI International Conference on Design, Learning & Innovation October 24-26, 2018 Braga, Portugal http://designlearninginnovation.org Keynote Speaker: Yvonne Rogers, director of the Interaction Centre at UCL (UCLIC). Submission deadline: July 1st, 2018 The 3rd EAI International Conference on Design, Learning & Innovation, DLI 2018 will take place in Braga, a UNESCO Creative City of Media Arts, October 24 to 26, 2018 at the University of Minho. We invite contributors to submit high-quality original research in the form of Full Papers, Work in Progress (Posters), Workshops, and Panel/Symposium proposals addressing research in design learning and…

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  • New telepresence tech connects veterinarian team members and pet owners

    [Thank you to everyone who joined us for PRESENCE 2018 last week in Prague, either in person or virtually. Special thanks to organizing committee members SongYi (Grace) Lee, Kun Xu, Hocheol Yang and Jihyun Kim. For me at least, it was another rewarding, intellectually invigorating and very enjoyable combination of presentations and informal discussions about different aspects of a fascinating topic. In our concluding session we identified a variety of challenges we face as presence scholars and we’ll be following up soon on some of the steps we developed towards addressing them. In the meantime, the story below is about…

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  • How will virtual reality change your mind’s consciousness?

    [One last news item before ISPR Presence News takes a break for a few weeks: This piece from Big Think considers the role of VR and other presence-evoking technologies in defining, and controlling, our personal reality; the original includes more images and three videos. –Matthew] [Image: You are who you are because of your environment. What happens in a virtual world? Credit: Shutterstock/Big Think] How will virtual reality change your mind’s consciousness? May 16, 2018 by Derek Beres Over a half-century ago, Canadian professor and philosopher Marshall McLuhan wrote one of the most influential books on media theory ever. Understanding…

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  • ISPR Presence News publication schedule

    As many of us gather in Prague for the PRESENCE 2018 conference, ISPR Presence News will be taking a break, but it will return on Tuesday May 29, 2018. For more presence news and other materials, join the free ISPR Presence Community on Facebook. “See you” in a few weeks… –Matthew Lombard (managing editor)…

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  • Call: ‘Gamification’ at 52nd Hawaii International Conference on System Sciences (HICSS)

    Call for Papers GAMIFICATION @ HICSS 2019 Part of the “Decision Analytics, Mobile Services, and Service Science” track 52nd annual Hawaii International Conference on System Sciences HICSS January 8-11, 2019 Grand Waile, Maui https://www.tut.fi/Gamification/2018/03/14/call-for-papers-52nd-annual-hawaii-international-conference-on-system-sciences-hicss-2019/ IMPORTANT DATES: JUNE 15: Submissions deadline AUGUST 17: Notification sent to authors SEPTEMBER 4: Revision deadline SEPTEMBER 10: Final acceptance notifications sent to authors SEPTEMBER 22: Deadline for authors to submit the final manuscript (camera ready) OCTOBER 1: Registration deadline JANUARY 8-11: Conference FEBRUARY 15, 2019 (date subject to change) (Optional) Submission deadline for extended versions of selected papers for Gamification special issue in the Electronic…

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  • How Villanova baseball is using presence to improve at the plate

    [A Villanova University professor is using a CAVE to evoke spatial presence and help baseball players train; this story is from Philly.com, where it includes two more images. –Matthew] [Image: A Villanova professor developed a program to help Wildcat players improve at the plate. Sam Margulis, a freshman outfielder, demonstrates the virtual reality setup located in “The Cave” in a campus library. Credit: Michael Bryant / Staff Photographer.] Taking a swing at virtual reality: How Villanova baseball is using tech to improve at the plate Updated: May 10, 2018 by Frank Fitzpatrick, Staff Writer Heads down, hoods up, hands buried…

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