Author: Matthew Lombard
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Slow VR: The world’s slowest, most boring bus simulator finally has a VR version
Read more: Slow VR: The world’s slowest, most boring bus simulator finally has a VR version[This new more immersive version of an intentionally boring video game was created for laughs and charity, but it could represent an interesting new genre of VR comparable to Slow TV (!). The original story from Ars Technica includes several more images, and you can watch a 25 minute gameplay session and listen to the origin story on YouTube. –Matthew] The world’s slowest, most boring bus simulator finally has a VR version The ‘90s gag begun at Janet Reno’s expense is now a freebie—even if you don’t have VR. Sam Machkovech November 28, 2017 After roughly 22 years, one of…
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Call: Connected Learning Summit at MIT Media Lab
Read more: Call: Connected Learning Summit at MIT Media LabCall for Proposals Connected Learning Summit August 1-3, 2018 MIT Media Lab, Cambridge, MA Learn More & Apply: http://clsummit.news/CLScfpGRN Application Deadline: January 5, 2018 We are proud to announce the First Annual Connected Learning Summit (CLS) to be held at the Massachusetts Institute of Technology (MIT) Media Lab. On alternating years, it will be held at the University of California, Irvine. The mission of the CLS is to fuel a growing movement of innovators harnessing the power of emerging technology to expand access to participatory, playful, and creative learning. It represents a merger between three community events with this shared…
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Following initial productions and user research, BBC launches a VR studio
Read more: Following initial productions and user research, BBC launches a VR studio[The BBC has already produced several VR experiences and conducted in-depth research on user expectations and responses to the technology; now it’s opening a VR studio. This post from the BBC Internet blog provides a brief summary; follow the links (especially the one to their research) for more information. –Matthew] Launching a VR studio: BBC VR Hub 30 November 2017 Zillah Watson, Head of Content Commissioning, VR Hub Virtual Reality has proven itself as an exciting new medium. Storytellers have been quick to recognise its potential as a means to transport viewers – almost literally – to immersive and believable…
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Inspired, magical, connected: How virtual reality can make you well
Read more: Inspired, magical, connected: How virtual reality can make you well[In this story from The Conversation, Denise Quesnel, a doctoral student at Simon Fraser University, describes her experiences conducting research on the potential of VR (and presence) to promote positive experiences; she captures the sense of enthusiasm I’ve felt since grad school for advancing our understanding and use of presence to improve people’s lives. The original story includes more images and a 1:24 minute video. –Matthew] [Image: Individuals wearing virtual reality headsets often look isolated. But research shows they can experience profound emotions such as awe, which enhance their feelings of social connection and wellbeing. (Credit: Shutterstock)] Inspired, magical, connected:…
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Call: The Mutual Shaping of Human-Robot Interaction – International Journal of Social Robotics issue
Read more: Call: The Mutual Shaping of Human-Robot Interaction – International Journal of Social Robotics issueCall for Papers International Journal of Social Robotics Special Issue: The Mutual Shaping of Human-Robot Interaction Submission deadline: January 31, 2018 TOPIC OVERVIEW The field of robotics has rapidly advanced over the last decades and has shown great promises in different fields. Robots were introduced in industry decades ago, and nowadays, robotic systems support humans as assistants, team-mates, caretakers, and companions, in diverse contexts such as education, health and eldercare, the home, retail, and in search and rescue. Discussions of the emotional, psychological, ethical, and societal consequences of these developments have emerged alongside technical advances. Studies in human-robot interaction have…
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In the midst of a coming elder care shortage, the case for robot caregivers
Read more: In the midst of a coming elder care shortage, the case for robot caregivers[The prospect of robots being used to care for elderly patients suggests many benefits but also raises a variety of concerns including of course those of the people who would receive the care. This story from Slate’s Better Life Lab blog provides a review; see the Pew Research Center study, and a related story in VC Daily, for more information. –Matthew] [Image: Photo illustration by Lisa Larson-Walker.] In the Midst of a Coming Elder Care Shortage, the Case for Robot Caregivers By Amanda Lenhart November 11, 2017 An elderly woman nestles a white, fluffy baby seal in her arms.…
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Call: Post-cinema – VR and AR: A Postcinematic Modernity II
Read more: Call: Post-cinema – VR and AR: A Postcinematic Modernity IICall 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
Read more: 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)
Read more: 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
Read more: 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
Read more: Call: What’s Next? The Future of Digital Entertainment – Communication Research Reports special issueCall 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
Read more: 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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