Author: Matthew Lombard


  • Call: Post-cinema – VR and AR: A Postcinematic Modernity II

    Call for Papers Post-cinema – VR and AR: a Postcinematic Modernity II Film Forum – XVI Magis International Film Studies Spring School Gorizia, Università degli studi di Udine-Italy March 3rd-7th 2018 Deadline for 1-page proposals: November 30th, 2017 Address questions and proposals to: (goriziafilmforum /at/ gmail.com) Virtual Reality (VR) and Augmented Reality (AR), as well as establishing new identities and expanding the perceptions of existing users and the technologies they use, also represent two cardinal points in the (re)definition of participative and political practices in current media landscape. In this sense the Postcinema section would like to explore the “community/knowledge/power”…

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  • VR and presence give student-teachers a taste of the classroom

    [This story from EdTech: Focus on K-12 reports on the use of VR and presence at SUNY Buffalo to train teachers for the classroom; coverage from UBNow includes more information and a 2:10 minute video and more details from a presentation by Richard Lamb and his colleagues are available from SlideShare. Presence is being used elsewhere too: A story in University Business highlights the use of TeachLive at the University of Wyoming and Penn State University’s First Class. –Matthew] VR Gives Student-Teachers a Taste of the Classroom A University at Buffalo virtual reality training program lets educators deepen their pre-service…

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  • Jobs: Fully funded PhD studentships at Centre for Intelligent Games and Game Intelligence (IGGI)

    EPSRC Centre for Doctoral Training in Intelligent Games and Game Intelligence (IGGI) 12 fully-funded PhD studentships to start September 2018 Covers fees at Home/EU rate and a stipend for four years http://iggi.org.uk/apply Application deadline: 31st January 2018 IGGI is an exciting opportunity for you to undertake a four-year PhD in Intelligent Games and Game Intelligence, working with top games companies and world-leading academics in games research. We currently have 46 students conducting interdisciplinary research in areas such as: AI (Artificial Intelligence) to create interesting, fun, believable game agents, AI-assisted game design and testing, procedural content generation, emotion and immersion in…

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  • Outrespectre simulates out-of-body experience at death to ease fear, start conversation

    [Presence has long been used to ease our longing for those who have died (see Lombard and Selverian, 2008); the project described in this first-person report from The Next Web uses it to ease our anxieties about what will happen when we die, and to prompt a discussion about what we should do for people at the end of life. The use of a tapping hammer to simulate the user’s heartbeat mentioned here has now been refined and added to the experience, as reported in new coverage from De Zeen. Both stories include many images and the De Zeen story…

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  • Call: What’s Next? The Future of Digital Entertainment – Communication Research Reports special issue

    Call for Papers What’s Next? The Future of Digital Entertainment A Special Issue of Communication Research Reports https://docs.google.com/document/d/12xLQnZftTONP7oE6OktwZHulBN0caFNN_OjLUynDjPQ/mobilebasic Guest Editors: Allison Eden (Michigan State University) Sun Joo (Grace) Ahn (University of Georgia) Editor-in-Chief Nicholas D. Bowman (West Virginia University) Priority submission deadline: January 15, 2018 In the past years, with the advent of technology such as streaming media services, combined with market penetration of smartphones, tablets, and highly interactive platforms, such as immersive virtual environments (popularly known as “virtual reality”) and augmented reality, there has been a dramatic uptick in the number of hours per day we spend with digital…

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  • Study shows potential of presence to influence eating experiences

    [As noted at the end of this press release from VTT Technical Research Centre of Finland, the finding that presence-evoking technologies can modify our evaluations of foods just as our non-mediated eating environment can, raises potentially important prospects for the promotion of healthy (and unhealthy) foods. See the original for more photos and a video. –Matthew] [Image: Source: VTT] VTT: Virtual and augmented reality technologies influence consumers’ eating experiences November 22, 2017 Could health-promoting foods be made more appealing by using digital tools to enhance consumers’ eating experiences? VTT Technical Research Centre of Finland has used Virtual Reality (VR) to…

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  • Call: Roboethics issue of Paladyn Journal of Behavioral Robotics

    Call for Papers Paladyn Journal of Behavioral Robotics: Topical Issue on Roboethics https://www.degruyter.com/page/1498 Submission deadline (extended): December 20, 2017 EDITED BY Editorial Board/Guest Editors: Fiorella Operto (lead GE), The School of Robotics, Italy (email: operto@scuoladirobotica.it) Raja Chatila, ISIR, University Pierre and Marie Curie, France Guido Nicolosi, University of Catania, Italy George Bekey, University of Southern California, USA Mariachiara Tallacchini, Catholic University of the Sacred Heart, Italy Editorial Advisory Board: Gianmarco Veruggio, CNR-IEIIT, Italy DESCRIPTION Employed by human society in numbers and applications larger than today, robotics is going to trigger widespread social and economic changes, opening new social and ethical…

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  • The trillion dollar 3D telepresence gold mine

    [This long story from Forbes is a useful review of industry efforts to create effective and practical social presence illusions (it uses a technology-based definition of telepresence vs. the psychological sense of “virtual presence”). Read the original version of the story to see many images and videos that illustrate the different technologies. The author also has an upcoming book about AR and VR. –Matthew] [Image: Author Charlie Fink apparently in same room with a DVE hologram] The Trillion Dollar 3D Telepresence Gold Mine Charlie Fink, I’m a former tech executive covering VR, AR and new media for Forbes. November 20,…

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  • New HaptX Glove for VR provides tactile and force feedback in step toward ultimate presence

    [The new HaptX Glove apparently provides impressive haptic illusions if not fully “immersive VR,” but as this story from IEEE Spectrum notes, the creators are still working toward enabling “virtual reality experiences [that] are indistinguishable from real life”; see the original story for four more images and the HaptX website for much more information. –Matthew] HaptX Inc Reveals New Haptic Glove for Virtual Reality By Amy Nordrum Posted 20 Nov 2017 In early October, I showed up at an old firehouse on Staten Island for a glimpse into the future of virtual reality. That future depends largely on haptics. Now…

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  • Call: PRESENCE 2018, 18th conference of the International Society for Presence Research (ISPR)

    CALL FOR PAPERS PRESENCE 2018 18th conference of the International Society for Presence Research (ISPR) Prague, Czech Republic May 21-22, 2018 (optional demonstrations and guided sightseeing events May 20) https://ispr.info/call-presence-2018 Conference theme: Challenges Submission deadline: February 20, 2018 OVERVIEW Telepresence, often shortened to presence, is a state or perception in which we overlook or misconstrue the role of technology and feel present in the environments and/or connected to the people or things we experience via technology. It’s increasingly relevant to a wide range of media experiences and application areas. Following a series of 17 successful Presence conference events (https://ispr.info/presence-conferences/previous-conferences/), PRESENCE…

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  • Call: Social Robots, Emotions, and Social Cognition issue of Techné

    CALL FOR SUBMISSIONS Social Robots, Emotions, and Social Cognition: Conceptual, Empirical, and Ethical Perspectives Special Issue in Techné: Research in Philosophy and Technology (Expected: Volume 23, Issue 2, 2019) Guest Editors: Johanna Seibt Raffaele Rodogno Research Unit for Robophilosophy School for Culture and Society Aarhus University, Denmark SUBMISSION DEADLINE: March 1st, 2018 So-called ‘social robots’ are embodied artificial agents that move in the physical space of human social interaction and can be perceived as social agents or social interaction partners—due to their appearance, their movements, and their behavioral functionalities. The affordances of social robots also include the capacity to elicit…

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  • Swimming with dolphins in virtual reality to aid disabled

    [This story from Phys.org via AFP describes a promising therapeutic use of VR and presence that creates a double-meaning for immersion and has the added advantage of not requiring the use of captive animals. For more information, including images and standard and interactive videos, see The Dolphin Swim Club’s website. –Matthew] Swimming with dolphins in virtual reality to aid disabled November 19, 2017 by Jo Biddle Swimming with wild dolphins is something most can only dream of, and jumping into pools with captive animals has become increasingly controversial with environmentalists condemning it as cruel. But a Dutch non-profit believes it…

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