Author: Matthew Lombard


  • Call: Autonomous Agents and Multiagent Systems (AAMAS) 2017 Conference

    Call for Papers: AAMAS 2017 Sixteenth International Conference on Autonomous Agents and Multiagent Systems May 8-12, 2017 São Paulo, Brazil http://www.aamas2017.org/ IMPORTANT DATES Abstract Submission: 11th of November 2016 (23:59 UTC-12) Full Paper Submission: 15th of November, 2016 (23:59 UTC-12) Rebuttal Phase: 9th – 10th of January, 2017 (23:59 UTC-12) Author Notification: 24th of January, 2017 ABOUT AAMAS AAMAS is the leading scientific conference for research in autonomous agents and multiagent systems. The AAMAS conference series was initiated in 2002 by merging three highly respected meetings: the International Conference on Multi-Agent Systems (ICMAS); the International Workshop on Agent Theories, Architectures,…

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  • Project Alloy: Intel and Microsoft team up to make VR ubiquitous

    [A stand-alone, open source mixed reality headset from Intel and Microsoft is likely to speed the adoption of effective presence-evoking technology. This story is from MIT Technology Review, where it includes an additional image; a 7:35 minute video of the demo is on YouTube, and for more on Intel’s larger vision “for a fully connected world,” see coverage in PC Magazine. –Matthew] [Image: Depth sensors on the headset allow you to interact with things in a virtual world using your hands and fingers, or objects you are holding.] Intel and Microsoft Are Teaming Up to Make Virtual Reality Ubiquitous A…

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  • Call: Animation of Natural Virtual Characters – Special issue of IEEE Computer Graphics and Applications

    CALL FOR ARTICLES IEEE Computer Graphics and Applications (CG&A; www.computer.org/cga) Special Issue on Animation of Natural Virtual Characters Final submissions due: 1 November 2016 Publication date: July/August 2017 Virtual characters are used in a range of applications—from interfaces to games to tutors—where they must effectively employ human nonverbal communication. Often these characters must hold conversations with either human users or other characters and must appropriately utilize arm gestures, head movements, posture changes, and facial expressions. Building systems that can support these interactions involves both the automatic specification and generation of appropriate character motion as well as coordination across communication modes…

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  • How companies will use VR and read your brainwaves to sell you more stuff

    [Neuromarketing using virtual and mixed reality is an important example of the promise and peril of presence; this story is from Motherboard, where the original includes three more images. –Matthew] How Companies Will Use VR and Read Your Brainwaves to Sell You More Stuff By David Silverberg, Contributor August 17, 2016 I’m passing through the front foyer of a major Chinese bank. I careen through well-lit hallways and teller booths, before sliding by some signage written in Cantonese. It’s as if I’m there, minus the tellers, customers, and sounds of a bustling financial institution. But the thing is, I’m not…

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  • Call: Social Internet of Things 2016

    Call for Papers Social Internet of Things 2016 29 November 2016 Launceston, Tasmania http://designparticipation.net/2016/08/07/siot-workshop.html Deadline for proposal submissions: 26 August 2016 The Internet of Things promise is to endow all sorts of objects with sensing, computing and communication capabilities that augment their functionalities. The opportunities opened are exciting, in domains as diverse as entertainment, health, transports, the workplace. A great effort is being put in addressing the technical problems connected with deploying and handling this infrastructure, while the human side of the IoT is receiving relatively less attention. Users are often relegated at the periphery of an otherwise autonomous network…

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  • The appeal of mundane tasks in presence; the prospect of covert teleoperation

    [This short item from The Verge notes the apparent appeal of performing mundane, repetitive tasks during presence experiences, and raises the provocative thought that actions in a mediated (‘virtual’) environment might be (or be feared to be) unknowingly used for teleoperation, i.e., to manipulate a corresponding nonmediated environment. The original story includes a 1:15 minute video. –Matthew] This VR window washing game will probably destroy the middle class By Adi Robertson on August 8, 2016 If you’ve read things like Ender’s Game, you probably know that every time you play a video game, there’s a small chance that it’s secretly some…

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  • Call: Travelogue and Festivaletteratura

    TRAVELOGUE Curated by Matteo Bittanti September 7- 11 2016 Cantine di Vincenzo I Gonzaga Piazzetta Santa Barbara, 46100 Mantua MN Open every day from 8.15 AM until 19.15 p.m. Admission: 3 euros An official event of Festivaletteratura 2016 Official website: http://travelogue.space Festivaletteratura: http://www.festivaletteratura.it/ TRAVELOGUE is a survey of audiovisual artworks made with or inspired by video games. Using machinima and interactive installations, fifteen artists examine the virtual automobile as medium, message, technological commodity, status symbol, interface, and prosthetics. Created through a process of appropriation and remix, these works lie at the intersection of fiction and documentation, performance and simulation, video…

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  • Scientists and patients can now explore cells and blood vessels in VR

    [The promise of presence: Scientists, doctors and patients walking through a cancer cell, or blood vessel or other part of the body, is likely to have a variety of positive impacts; this story is from Mashable, where it features more images. –Matthew] [Image: A new project will let scientists step inside a cancer cell. Credit: UNSW.] Scientists can now explore cells in virtual reality By Ariel Bogle, Australia August 16, 2016 After generations of peering into a microscope to examine cells, scientists could simply stroll straight through one. Calling his project the “stuff of science fiction,” director of the 3D…

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  • Call: IxAP 2016 – International Symposium on Interactive Technology and Ageing Populations

    FINAL CALL FOR PARTICIPATION IxAP 2016 International Symposium on Interactive Technology and Ageing Populations Kochi, Japan October 20 – 22, 2016 http://itap2016.xrenlab.com/ Submission Deadlines: August 20, 2016: Full papers September 1, 2016: Posters ***For those attending UIST (the ACM Symposium on User Interface Software and Technology)***: This conference will be held after the UIST conference in Tokyo.  So if you attend UIST, you are encouraged to submit to IxAP and visit the beautiful nature of Kochi! IxAP 2016 focuses on coordinating efforts and raise awareness on interactive technology for ageing populations. We will invite 100 world class researchers to attend…

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  • How virtual reality ‘sex edutainment’ Is revolutionizing porn

    [This story from Rolling Stone (where it includes more images) is about how virtual reality and presence “[open] a private door into a very modern solution to a very old problem: how to have better sex.” –Matthew] How Virtual Reality ‘Sex Edutainment’ Is Revolutionizing Porn “Virtual Sexology” pairs an adult star with a sex therapist to bring Masters and Johnson techniques to the porn-enlightened public By John Gaudiosi August 5, 2016 For decades, porn has been blamed for creating unrealistic sexual expectations, and for some addicts, it’s impacted the ability to have healthy sexual relationships in the real world. Now…

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  • Call: 1st International Conference on Game, Game Art and Gamification (ICGGAG 2016)

    CALL FOR PAPER 1st International Conference on Game, Game Art and Gamification (ICGGAG 2016) 19 – 21 December 2016 fX Sudirman Campus Binus University International Jakarta, Indonesia Sponsored by IEEE Indonesian Section http://gamelab.university-id.net/conference/icggag/ Full Paper Submission:  Wed 31 Aug 2016 OVERVIEW The International Conference on Game, Game Art and Gamification (ICGGAG 2016) brings together scientists, researchers, programmers, designers, computer users, and students to exchange and share their experiences, new ideas, and research results about all aspects of game, game art and gamification. This International Conference will be casual and intimate Conference. The objective is to provide a friendly and informal…

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  • The world’s first cross-country virtual reality cycling tour is underway

    [Soon we may be able to take virtual cross country bicycle rides from the comfort and safety of our home (or gym); note the comment in the fifth paragraph of this story from New Atlas (which features a 9:43 minute video) about the “feeling of actually being somewhere”; for more of Aaron Puzey’s observations on his DIY creation, see coverage in The Verge, and his CycleVR blog. –Matthew] [Image: Land’s End, the start line of the VR cycling tour.] The world’s first cross-country virtual reality cycling tour is underway Loz Blain August 11, 2016 One of the best ways to…

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