Author: Matthew Lombard


  • Presence and truth: Turning North Korea’s unreal facade into virtual reality

    [This thoughtful piece from The Verge reminds us of some of the complex ethical issues that we’ll have to confront as VR and presence become more common; here’s a key line: “If VR can reveal truth, it can also make lies more vivid.” –Matthew] How do you turn North Korea’s unreal facade into virtual reality? Unfiltered access to a filtered experience By Adi Robertson December 10, 2015 When The New York Times released virtual reality mini-documentary The Displaced, its creators talked about the medium’s capacity to convey the unfiltered truth of a scene. It’s not that audiences no longer have…

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  • Call: Charting the Digital: Play, Discourse, Disruption

    Call for Papers: Charting the Digital: Play, Discourse, Disruption 8-9 October 2016, Venice (Italy) (A handy PDF version of the call can be found here) Deadline for abstracts: 30 January 2016 Organised by the ERC funded Charting the Digital team: Sybille Lammes (Principal Investigator), Chris Perkins (Senior Research Fellow), Sam Hind (PhD candidate), Alex Gekker (PhD candidate) and Clancy Wilmott (PhD candidate and Research Fellow). Whether a navigation device that adjusts its route-display according to where the driver chooses to go, or a map in a computer game that is co-produced by players’ input, digital mapping has transformed our daily…

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  • Tufts Medical Center to use VR to let patients preview experience

    [This application of presence in health care could be extremely valuable; the story is from Boston Magazine, and a 0:31 minute interactive video is available on YouTube. –Matthew] Tufts Medical Center Is Bringing Virtual Reality to Patient Care Patients will be able to get a 360-degree preview before a medical procedure. By Dana Guth | Hub Health | December 7, 2015 Patients often suffer a great deal of anxiety in the moments leading up to a procedure. But what if an individual could scope out the ER, meet her surgeon, and feel out her surroundings months before an appointment?…

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  • Call: W4A’16: 13th International Web for All Conference

    Call for Papers W4A’16: 13th International Web for All Conference April 11-13th 2016 Montreal, Canada http://www.w4a.info Submission deadline: January 15th, 2016 Generous awards and scholarships Dear All: Save the dates April 11-13th 2016 for the 13th International Web for All Conference. W4A’16, will convene in Montreal, Canada, (http://www.w4a.info), co-located with the 25th International World Wide Web Conference (WWW’16). Deadline for all submissions is January 15th, 2016. The 2016 theme is “Education for All on the Web” – including all learners and educators! Accessible online learning can level the field for people with disabilities and for anyone who learns a little…

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  • New research: 3D video games improve learning and memory

    [Following the recent research suggesting that 3D faces evoke more emotion comes this evidence for the power of 3D to improve memory; the story is from Popular Science, where it includes a 1:50 minute video. –Matthew] [Image: Three-dimensional video games could make your memory better right there (the hippocampus)] Three-Dimensional Video Games Could Make Your Memory Better Adding to the pile of conflicting video game research By Dave Gershgorn December 8, 2015 Video games and science have a sordid past. They make you smarter, dumber, fat, skinny, relaxed, aggressive, and now, new research adds improved memory to that list.…

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  • Call: IVAE 2016 – 1st Workshop on Intelligent Virtual and Augmented Environments

    IVAE 2016 – 1st Workshop on Intelligent Virtual and Augmented Environments IVAE is the 1st workshop on Intelligent Virtual and Augmented Environments bringing together researchers from Virtual, Augmented, and Mixed Reality and Artificial Intelligence. IVAE will be organized in conjunction with the IEEE Virtual Reality 2016 conference taking place from March 19th to 23rd in Greenville, SC, USA. Website: www.hci.uni-wuerzburg.de/ivae/ Contact: ivae@uni-wuerzburg.de IMPORTANT DATES 25.01.2016: Abstract submission 01.02.2016: Paper submission 15.02.2016: Notification of acceptance 29.02.2016: Camera ready version due 19.03. or 20.03.: Workshop DESCRIPTION Today’s Virtual Environments (VEs) exhibit impressive functional aspects for various application areas and many provide a…

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  • Rachel Rossin’s art explores merging of real and virtual

    [Rachel Rossin’s art goes beyond just using VR as it addresses the merging of the ‘real’ and virtual worlds; this is from PSFK, where the story includes more pictures. See Rossin’s website for more VR-based art. –Matthew] Oil Meets Virtual Reality In This Trippy Painting Series Rachel Rossin mixes the traditional with the digital by using a VR headset and visually intricate oil paintings Eva Recinos 3 december 2015 Walking into an art gallery means surrendering yourself to whatever visuals might be on display against the space’s white walls. You negotiate space as you walk through an exhibition and take…

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  • Call: Journal of the Philosophy of Games (JPG)

    CALL FOR PAPERS The Journal of the Philosophy of Games (JPG) welcomes papers for the inaugural issue. JPG is an open-access publication hosted by the University of Oslo, Norway. JPG aims to explore philosophical issues raised by the study of games, with a particular emphasis on computer games. We invite contributions both from traditional philosophers and from scholars in other disciplines. Articles are subject to double blind review and evaluated on the basis of originality, philosophical argumentation and mastery of relevant literature. The journal does not accept submissions that are under consideration for other publications. Examples of issues for which…

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  • “Uncanny Valley,” the stylish short film about how VR will destroy us

    [“Uncanny Valley” is the latest entertaining and thought-provoking portrayal of presence; we’ll be adding it to our ongoing study of them (the project website is here). This story is from The Verge, where it features the 8:53 minute film, which is also available directly on Vimeo. –Matthew] Uncanny Valley is a super stylish short film about how VR will destroy us By Adi Robertson on December 2, 2015 It’s a sad fact that despite the huge wave of virtual reality hype we’re currently in, our generation doesn’t have its Strange Days or Lawnmower Man or any other stylish blockbuster about…

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  • Call: Cross-Surface 2016: Second International Workshop on Interacting with Multi-Device Ecologies “in the wild”

    Call for Papers Cross-Surface 2016: Second International Workshop on Interacting with Multi-Device Ecologies “in the wild” In conjunction with ACM CHI 2016 May 7-12, 2016, San Jose, California, USA http://cross-surface.com/ IMPORTANT DATES Early Submission Deadline: December 10, 2015 (5pm PDT) Early Notification: December 21, 2015 Submission Deadline: January 5, 2016 (5pm PDT) Notification to Authors: January 15, 2016 Camera-Ready Papers: February 12, 2016 (5pm PDT) Workshop: May 7 or May 8, 2016 (TBA) Note: The early submission deadline will allow you to get notification of acceptance before the end of 2015 in order to leverage 2015 Q4 budgets. WORKSHOP THEME…

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  • Family reactions to VR: Presence is compelling ‘magic’ once you try it

    [This story from CNET is a nice description of where VR is and might be heading – if it succeeds it’ll be because of the ‘magic’ of presence. See also a related piece in Venture Beat in which a father describes what happens when he introduces his 5 year old daughter to VR. –Matthew] Home for the holidays with my family, and virtual reality Commentary: To my family, no matter what their age, VR is magic…but it takes someone to put it on their heads in the first place. December 2, 2015 by Scott Stein “Oh my god, it’s so…

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  • 3D faces evoke more emotion because of presence

    [This research report from Aalto University about emotional reactions to 3D faces is interesting not only because of the role of presence but the implications for media producers; as coverage in Quartz notes, “it could help them hone the 3D effect to really make the viewer feel the emotions of the characters in the game [or other 3D experience].” –Matthew] [Image: Six stereoscopic image pairs used in the experiment. The images can be seen in 3D by ‘looking through’ the image.] 3D amplifies emotions evoked by facial expressions The research findings have implications for emotion research, entertainment industry and 3D…

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