Author: Matthew Lombard
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Animal studies point to human brain-to-brain communication and collaboration
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Read more: Animal studies point to human brain-to-brain communication and collaboration[The implications of this work for presence and beyond are the stuff of science fiction; the story is from New Scientist. –Matthew] Animal brains connected up to make mind-melded computer July 2015 by Jessica Hamzelou Two heads are better than one, and three monkey brains can control an avatar better than any single monkey. For the first time, a team has networked the brains of multiple animals to form a living computer that can perform tasks and solve problems. If human brains could be similarly connected, it might give us superhuman problem-solving abilities, and allow us to communicate abstract thoughts…
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Call: Online Arguments: Theoretical and Technological Perspectives – Philosophy and Technology special issue
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Read more: Call: Online Arguments: Theoretical and Technological Perspectives – Philosophy and Technology special issueCall for Papers for Philosophy and Technology‘s special issue on ONLINE ARGUMENTS: THEORETICAL AND TECHNOLOGICAL PERSPECTIVES GUEST EDITOR(S) Fabio Paglieri (ISTC-CNR Roma) Chris Reed (University of Dundee) Associate Editor: Giuseppe Primiero (Middlesex University) INTRODUCTION Argument and debate form cornerstones of civilized society and of intellectual life. As online interaction usurps many traditional forms of interaction and communication, we would hope to see these processes alive and well on the web. But we do not. In spite of the ever-growing volume of online interaction, its current mechanisms hamper and discourage serious debate; they facilitate poor quality argument; and they allow fuzzy…
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StarSightVR combines planetarium, VR tech to create immersive, real-time, distributed astronomy experience
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Read more: StarSightVR combines planetarium, VR tech to create immersive, real-time, distributed astronomy experience[This application of VR could bring a planetarium’s entertaining and educational real-time, communal immersive experience to people around the world. I wonder if the inputs could eventually be live from an earth-based or even orbiting telescope… This story is from Astronomy Now and more details are in the press release from the Royal Astronomical Society. –Matthew] [Image: An image of the sky above Edinburgh made using Stellarium open-source planetarium software. Users of the new headset will see a similar image, but will be totally immersed in the view. Image credit: A. Lawrence.] Royal Astronomical Society’s National Astronomy Meeting 2015 –…
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Call: Second International Congress on Animal Computer Interaction (with ACE 2015)
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Read more: Call: Second International Congress on Animal Computer Interaction (with ACE 2015)CALL FOR RESEARCH CONTRIBUTIONS Second International Congress on Animal Computer Interaction Legoland, Iskandar 16 November, 2015 animalcomputerinteraction.org The Second International Congress on Animal Computer Interaction (ACI) provides a forum for research which invents and investigates how animals could be more extensively part of the 21st century age of internet, games and enabling technologies. We join emerging researchers in an area that promises to be fun, useful, vibrant and very surprising. ACI 2015 is inviting the submission of full papers, short papers, video posters and postgraduate consortium to its symposium to be held in conjunction with the 12th Advances in Computer…
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VR interview training helped veterans with PTSD get job offers
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Read more: VR interview training helped veterans with PTSD get job offers[A virtual job interview helps veterans and others get jobs – the study mentioned in this story from Motherboard (which includes more images and a 19:49 minute video) doesn’t refer explicitly to presence but it seems likely to play a role (the study is available here). -Matthew] Virtual Reality Interview Training Helped Veterans With PTSD Get Job Offers Ben Richmond, Contributing Editor June 30, 2015 Job interviews are stressful for anyone, but for people who are prone to anxiety, or who have been diagnosed with PTSD or mental illness, they can be nightmares. That’s why a software company has built…
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Call: IE2016 – Interactive Entertainment 2016
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Read more: Call: IE2016 – Interactive Entertainment 2016Call for Papers IE2016 – Interactive Entertainment 2016 Canberra, Australia, 2-5 February, 2016 http://www.ieconference.org/ie2016/ Interactive Entertainment is Australasia’s longest running games and digital entertainment conference. The twelfth series of the conference will be held 2-5 February 2016 as part of the Australasian Computer Science Week (ACSW 2016) – http://cs.anu.edu.au/conf/acsw2016/. ASCW 2016 will be hosted at Australian National University (ANU) in Canberra, Australia. Registration for IE2016 will enable delegates to attend sessions in any conference participating in ACSW. Accepted papers presented at the conference will also be published via the ACM conference publication series in addition to the ACM Digital Library.…
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Microsoft issues RFP: Academics invited to create new HoloLens experiences
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Read more: Microsoft issues RFP: Academics invited to create new HoloLens experiences[This looks like a valuable opportunity for presence researchers; if you submit, or want to team up with others to submit, please let us know in the comments or email me directly at lombard@temple.edu; the post is from the Microsoft Research Connections blog. –Matthew] Academics invited to create new Microsoft HoloLens experiences Microsoft Research Connections 6 Jul 2015 We are pleased to announce the Microsoft HoloLens Academic Research request for proposals (RFP), which will enable the academic community to join us in advancing the creation of new holographic computing experiences. The Microsoft HoloLens Academic RFP will award US$100,000 and two…
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Job: Research Fellow in Digital Cultures: The Automation of Everyday Life at DCRC, UWE Bristol, UK
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Read more: Job: Research Fellow in Digital Cultures: The Automation of Everyday Life at DCRC, UWE Bristol, UKJob: Research Fellow 0.5 in Digital Cultures: The Automation of Everyday Life Digital Cultures Research Centre, UWE Bristol (Fixed term one-year and 0.5 FTE) £31,342 to £37,394 (pro rata) Ref: 1470539 Applications due: 3 August 2015 Software agents, predictive systems and recommendation services, robotics, drones, and artificial companions, non-player virtual characters, automated text and design experiments, the internet of things – all indicate that the automation of choices, actions and production is already a crucial theme in the emergence of 21st century digital culture. As a result of a significant expansion of the Digital Cultures Research Centre activities in this…
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Fly over Wimbledon in Stella Artois VR ad
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Read more: Fly over Wimbledon in Stella Artois VR ad[It’d be interesting to compare people’s reactions to watching this video of a aerial views of Wimbledon, controlling the view on a smartphone or tablet, being immersed in the experience with Google Cardboard and using the even more immersive setup at Waterloo Station. The story below is from Sport Techie and includes the 2:29 minute video; details about the Waterloo setup (pictured) are in coverage from VR Scout. –Matthew] Stella Artois Gives Viewers A Hawk’s-Eye-View In Virtual Reality Wimbledon Ad July 5, 2015 Rufus the Hawk probably has a better view of the Wimbledon action than any person paying the…
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Call: Chapters for Handbook of Research on Androids, Cyborgs, and Robots in Contemporary Culture and Society
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Read more: Call: Chapters for Handbook of Research on Androids, Cyborgs, and Robots in Contemporary Culture and SocietyCall for Chapters Handbook of Research on Androids, Cyborgs, and Robots in Contemporary Culture and Society Editor: Steven John Thompson, (UMUC) Proposals Submission Deadline: August 1, 2015 Full Chapters Due: December 15, 2015 Introduction Handbook of Research on Androids, Cyborgs, and Robots in Contemporary Culture and Society lays the foundation for current research and exploration in cyborg theory and practice, and sets the stage for cyborg inquiry and participation in an academic platform. The project idea comes from my edited book on human enhancement technologies, where scientists, laymen, philosophers, and other explorers converge on the fringe of cybernetics related to…
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“I ogled a schoolgirl in Sony’s virtual reality”
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Read more: “I ogled a schoolgirl in Sony’s virtual reality”[VR can put people inside nearly any experience – here’s one that raises important issues for presence scholars and others; the story is from Gizmodo, where it features two animated gifs and a 2:00 minute video. For more information and a 3:51 minute video featuring Namco Bandai talking about his project, see coverage in Anime News Network. –Matthew] I Ogled a Schoolgirl in Sony’s Virtual Reality Sean Hollister 6/19/15 Yep, it’s creepy. Summer Lesson, a VR experiment for Sony’s Project Morpheus headset produced by Namco Bandai, is a powerful virtual reality experience. It’s also disturbing and awkward and, well, kind…
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Call: International Workshop on Emotion Representations and Modelling for Companion Technologies (ERM4CT 2015)
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Read more: Call: International Workshop on Emotion Representations and Modelling for Companion Technologies (ERM4CT 2015)International Workshop on Emotion Representations and Modelling for Companion Technologies (ERM4CT 2015) 13 November 2015, Seattle (at ACM ICMI’15) http://erm4ct.cogsy.de/ Submission deadline: July 10, 2015 SCOPE: ERM4CT joins two past workshop series, “Emotion representations and modelling in Human-Computer-Interaction Systems” (ERM4HCI) and “Techniques Towards Companion Technologies” (T2CT), respectively. The major goal in human computer interaction (HCI) research and applications is to improve the interaction between humans and computers. One way of achieving a better interaction is to allow the computer to recognise and respond to the user’s natural behaviour as shown during the interaction. As user behaviour is often very specific…
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