Author: Matthew Lombard


  • Call: IEEE Computational Intelligence and Games Conference 2016

    IEEE Computational Intelligence and Games Conference 2016 20-23 September, 2016, Santorini Island, Greece http://cig16.image.ntua.gr/ DESCRIPTION Computer games not only offer a killer application for computational intelligence (CI), machine learning and search but also provide a compelling domain where problem solving and decision making meet artifact creation; both of which can be experienced via a highly immersive, complex and rich interaction. Additionally, methods from computational intelligence promise to have a big impact on game technology and development, assisting designers and developers and enabling new types of computer games. The Computational Intelligence and Games (CIG) conference series brings together leading researchers and…

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  • Don’t let VR ads become virtual prisons for consumers

    [The advertising and marketing industries will have to make some important decisions about how to use, or abuse, VR and presence. This is from Advertising Age; the image is from an earlier related article in Forbes. –Matthew] [Image: Forbes] How to Avoid the Potential Horrors of Virtual Reality Marketing Don’t Let Virtual Reality Ads Become Virtual Prisons for Consumers By Nicholas Manluccia October 30, 2015 If the free-flowing venture capital and multi-billion dollar industry valuation are any indication, the advent of virtual reality is upon us. VR is poised to change the way consumers interface with media, entertainment, even politics.…

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  • Job: Tenure-track faculty position in Digital Games and Interactive Media at University of California, Irvine

    Job Opportunity: University of California, Irvine Tenure-Track Faculty Position in Digital Games and Interactive Media The Department of Informatics at the University of California, Irvine is seeking exceptional candidates for a tenure-track position in digital games and interactive media. We recognize the importance of digital games and interactive media to society and the economy, and wish to complement our existing areas of excellence with a strong presence in these emerging areas. The department is strongly interdisciplinary, with faculty backgrounds in anthropology, computer science, engineering, humanities, media arts, organizational studies, and psychology. This, in no small measure, contributes to our strong…

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  • 9/11 Oculus Rift simulator raises ethical issues

    [Our increasing ability to produce compelling presence experiences raises important ethical issues; this story from Gothamist includes different images and the two videos mentioned. –Matthew] [Image: Fusion] Videos: There’s An Oculus Rift 9/11 Simulator For Everyone Who Wants To Relive September 11th by Ben Yakas on Oct 29, 2015 There have been a lot—and we do mean A LOT—of cringeworthy, ill-considered tributes to September 11th that have made us stop in our tracks. From the 8-bit videos to the UES boutique sales (and those were just this year), it’s generally a bad idea to try to tie in your product…

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  • Call: DiGRA/FDG 2016 (1st Joint Conference of Digital Games Research Assoc. and Foundation of Digital Games)

    DiGRA/FDG 2016: 1st Joint International Conference of DiGRA and FDG August 1-6, 2016 Dundee, Scotland, UK http://www.digra.org/145807/ For the first time, the Digital Games Research Association (DiGRA) and the Foundation of Digital Games (FDG) will partner in an unprecedented gathering of games researchers. We invite researchers and educators within game research, broadly construed, to submit their work. More information will soon be available from the conference’s official website (TBA). TRACKS DiGRA/FDG aims at being a venue for game research from all research disciplines. In line with this, it accepts and encourages submissions in the following six tracks, on a wide…

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  • Epic’s ‘Sense of Presence’ VR documentary available now

    [As this story from Road to VR notes, the makers of the new four-part “Sense of Presence” video series take an optimistic view on VR and presence so it’s not the complete picture, but the short segments (only the final one is over 5 minutes) feature interesting “commentary from the leadership of Oculus, NVIDIA, Weta Digital, Oculus Story Studio, Three One Zero, Magnopus and MatterVR, to name a few”; watch all four parts on Epic’s Unreal Engine blog. -Matthew] 4th Part of Epic’s ‘Sense of Presence’ VR Doc Focuses on the ‘Future of VR’ By Paul James – Oct 28,…

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  • Academic conference on ‘Love and Sex with Robots’ abruptly cancelled after being declared illegal

    [As Matt Jones and I have argued, the topic of presence and sexuality raises complex but important issues; this story is from TechRepublic. –Matthew] Academic conference on ‘Love and Sex with Robots’ abruptly cancelled after being declared illegal Malaysian authorities deemed the second annual Love and Sex with Robots Conference, slated for November, illegal. TechRepublic talked to co-founder, Adrian David Cheok, for the story. By Hope Reese | October 21, 2015 TechRepublic has written a lot about the introduction of robots and artificial intelligence in the workplace. But while many of these issues revolve around whether or not robots will…

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  • Futurist Ian Pearson predicts sex with robots

    [Another provocative set of predictions about the future of presence and sexuality; the story is from The Daily Dot and includes two other images. See the related second post today. –Matthew] [Image: Yahoo! News] By 2050, we’ll all be having sex with robots By Dylan Love Oct 2, 2015 If you’re not having sex with a robot by 2050, you might be the minority. With VR porn and connected sex on the rise, theorists and ethicists are weighing in on the near-future implications of high-tech human sexuality. A paper titled “The Rise of the Robosexuals,” co-created by futurist Ian Pearson…

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  • Call: IDC 2016 – Interactive Design & Children

    Call for Participation IDC 2016 – Interactive Design & Children 21st 24th June Media City Manchester UK http://www.idc2016.org/ Digital technologies have brought a whole range of opportunities and experiences to children. Information is available within seconds, digital games can be played anywhere, social activity can be organised with two or three text messages or social media posts; yet, more than half of the world’s children cannot participate. Exclusion from a digital childhood comes in many guises. Children may have cognitive, physical or sensory difficulties that prevent access to otherwise commonly available experiences, children may live in environments where financial and…

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  • 3D Photoworks allows the blind to experience presence with artworks

    [This is an inspiring story from People about the ability of new 3D printing technology to create presence experiences for the blind (see the quote in the second paragraph); the story includes more images and a 4:27 minute video, and see the 3D Photoworks website for more information and a series of videos. And see the website for Sonic Paintings for a complimentary technology. –Matthew] 3D Creations Allow the Blind to Experience the World’s Greatest Artworks in a New Way By Cathy Free 10/26/2015 As he traced his fingers across a copy of the painting, “George Washington Crossing the Delaware,”…

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  • Call: CHI UX Indonesia Conference 2016 (CHIuXiD 2016)

    Call for Participation in CHI UX Indonesia Conference 2016 (CHIuXiD 2016) “Bridging the Gaps in the HCI and UX World” Jakarta, 13-15 April 2016 W. chiuxid.org | F. chiuxid | T. @chiuxid | I. #chiuxid CHIuXiD 2016 is the 2nd International Human-Computer Interaction (HCI) and User Experience (UX) Conference to be held in Indonesia that has achieved the in-cooperation status with the Association for Computer Machinery (ACM) for the second year in a row. This is the probably the biggest ACM SIGCHI event in Southeast Asia. Continuing the success of the first conference, CHIuXiD 2016 aims to bridge the gaps…

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  • Adawarp lets you inhabit the body of a robotic teddy bear

    [This invention produces presence as transportation into a social actor; the story from MIT Technology Review includes another picture and a 30 second video (the last image of which reads “Telepresence – Bear; Coming Soon”). -Matthew] [Image: You take control of this bear by donning a virtual reality headset to see through its eyes and control its head.] Inhabit This Teddy Bear’s Body Using Virtual Reality Japanese startup Adawarp thinks teleporting inside the body of a robotic stuffed animal could be a good way to keep in touch with loved ones. By Signe Brewster on October 26, 2015 Companies inventing…

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