Author: Matthew Lombard


  • Glitch Architecture creates inverse presence illusion

    [Even though they’re created with technologies, we’re used to perceiving buildings as ‘real’ physical objects; the example of glitch architecture in this story from The Creators Project (which includes a 0:43 minute video) makes observers question that perception, creating a type of inverse presence illusion that blurs real and virtual. For an interview with the architects see Hopes and Fears; for more on the “radical capacity of glitch art” see Redefine Magazine; and for the related short film “Algorithmic Architecture,” see more coverage by The Creators Project. –Matthew] Glitch Architecture Shows How Beautiful Broken Can Be By DJ Pangburn —…

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  • Call: i-Docs (interactive documentaries) 2016 conference

    i-Docs 2016 Call for Participation March 2-4 Bristol, UK Deadline: October 22nd, 2015 Following the success of the i-Docs Symposia in 2011, 2012, and 2014 we are now seeking proposals for papers, case studies and projects for i-Docs 2016. To reflect the rapid expansion and evolution of the field, and growing interest within academia and creative practice, we are expanding the Symposium to take place across three days. Convened by Judith Aston, Sandra Gaudenzi and Mandy Rose, and hosted by UWE Bristol’s Digital Cultures Research Centre, i-Docs 2016 will be held at the Watershed in Bristol’s Harbourside on Wednesday 2nd…

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  • William Hill to offer virtual horse racing; will it increase gambling addiction?

    [Another experience otherwise unavailable to all but a few to be provided by technology; it’s interesting how this story from BBC News highlights the potential of presence to increase addictive behavior. For more on the development of the William Hill project see earlier coverage by Fast Company. –Matthew] William Hill bets on virtual reality racing 1 October 2015 Anyone who has been to a racecourse will know the excitement when the horses pound towards the finish line. But this thrill of the ride is something that many customers who bet in shops or online do not experience. Bookmaker William Hill…

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  • Call: Tenth International Conference on Design Principles & Practices

    [For more on where presence is most relevant for this conference see the details at the ‘Themes’ and ‘Scope & Concerns’ links on the website. –Matthew] TENTH INTERNATIONAL CONFERENCE ON DESIGN PRINCIPLES & PRACTICES Pontifical Catholic University of Rio de Janeiro (PUC-Rio), Rio de Janeiro, Brazil 25-27 February 2016 Regular Proposal Deadline – 25 November 2015 CALL FOR PAPERS We are inviting proposals for paper presentations, workshops/interactive sessions, virtual posters, or colloquia that address design through one of the following categories: Theme 1: Design Education Theme 2: Design in Society Theme 3: Designed Objects Theme 4: Visual Design Theme 5:…

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  • For virtual reality to be perfect, it needs to be less perfect

    [This story from PCWorld (where it includes more images and a video) makes a great point about what it takes to evoke a compelling sense of presence rather than just a compelling media experience. -Matthew] For virtual reality to be perfect, it needs to be less perfect Arcades that don’t feel like arcades, living rooms that don’t feel lived in—we take a look at virtual reality’s problem with perfection. Hayden Dingman Games reporter, PCWorld Sep 29, 2015 I’ve been pondering suspension of disbelief lately. It’s a thing we’re all familiar with, I think. It’s the state that keeps us from…

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  • Call: Gamespace Awareness online survey

    Dear colleagues, We are calling videogame designers and developers from both industry and academia for participation in an online research survey on Gamespace Awareness. We would appreciate your participation very much. In return you will receive the report on this interesting topic and subsequent updates. More information can be found below and we hope you find this notice and the coming results interesting. For your convenience, the quick link to the survey is here: http://www.surveygizmo.com/s3/2353779/Gamespace-Awareness-Evaluation Thank you in advance for your participation. Kind regards, Alejandro Catala, Ph.D. University of Castilla-La Mancha

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  • CableRobot Simulator is 6DoF motion platform that throws you around in mid-air

    [It’s hard to imagine being able to not experience presence in this new CableRobot Simulator; the story is from Road to VR and features a 2:30 minute video; more information is in the Fraunhofer IPA press release. –Matthew] ‘CableRobot’: A Crazy Motion Platform for Complete VR Immersion, If it Doesn’t Kill You By Paul James – Sep 28, 2015 Now that some of the hardware problems surrounding virtual reality, such as 1:1 head tracking and high frame-rate displays, are being resolved, the ways in which a player’s physiology can be brought in line with the mind are being looked to…

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  • VR production takes you into virtual countryside to contemplate technology

    [Natural Reality 2:1 uses VR to make us contemplate the roles of technology and nature in our lives; this story is from The Creators Project blog (where it includes more images). There’s more information about the production in a post on the Abundance Generation blog and a first-hand user report in a second post there. –Matthew] Escape into the Virtual Countryside By Kevin Holmes — Sep 25 2015 Virtual reality transports Londoners from the center of the capital to the rural marshes of east England in filmmaker Dorothea Gibbs, and Third Channel productions’ Natural Reality 2:1—produced by Rupert Lloyd and…

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  • ISPR News: A milestone

    As managing editor I want to note a milestone: This is the 3,000th post of ISPR Presence News. Combined with the 2,719 posts in its predecessor, the Presence-L listserv, I’ve posted over 5,700 informational items related to (tele)presence since July 1999. See the FAQ for a short explanation of why I’ve done it, but I remain as intrigued with the topic as ever and see amazing things ahead for presence (though maybe not as quickly as some), and for ISPR – watch this space later this week for an announcement about our 2016 conference event and more. Thanks for being…

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  • Job: Professor in Technologies for Games at Utrecht University

    Full Professor in Technologies for Games (0,8 – 1,0 FTE) at Utrecht University, The Netherlands The Faculty of Science at Utrecht University is seeking to appoint a full professor in Technologies for Games to complement and further develop existing strength in Game Technology within the Faculty. The Department of Information and Computing Sciences has a strong national and international reputation in computer science including information science with particular strength in game technology. The new Chair will play a leading role further developing research activity in modelling, simulation and rendering/visualization and interaction from a computer science perspective building on existing strengths…

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  • CNN to live-stream Democratic presidential debates in VR

    [It looks like live streaming of sports, news and other events in virtual reality is going to be a regular thing; I couldn’t find a link for the GOP debate clip mentioned in this Mashable story, but the author provides a first-person report about the sense of ‘being there’ that he got from watching it in VR. It’d be interesting to study viewer reactions to watching the upcoming Democratic debate live on TV and in VR. –Matthew] You’ll see the Democratic presidential debates in virtual reality, thanks to CNN Jason Abbruzzese September 24, 2015 CNN is offering you a front-row…

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  • Job: Assistant Professor in Emergent Media at Temple University

    [We have an open position in my department appropriate for someone who studies presence; please feel free to contact me directly with any questions! –Matthew] Temple University Tenure Track Assistant Professor in Emergent Media Department of Media Studies and Production DESCRIPTION: The Department of Media Studies and Production at Temple University invites applications for a tenure-track assistant professor whose research and teaching focuses on emergent media, broadly defined. Research areas may include, but are not limited to, the following: big data and society, interaction design, locative media, mapping, platform studies, gaming studies, mobile media, virtual/augmented reality, and disability studies in…

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