Author: Matthew Lombard


  • Taste food off your phone with Maxis Screen Savour

    [Some of the use cases in the very entertaining 2:26 minute video that accompanies this story from The Hyped Geek could be very useful and popular (note: the creators didn’t take John Oliver’s pledge!) –Matthew] Taste food off your phone with Maxis Screen Savour Posted By Boss Geek on Mar 30, 2015 Ever drooled over a well taken food pics on Instagram? Some look so good you wish you could just lick them of your screen and taste them. Of course if your idea of a good taste is the salty taste of your face sweat or the dull taste…

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  • PlayStation Flow: A watershed moment in wearable tech

    [Another way to get immersed in mediated experiences, from PlayStation.Blog, where you’ll find many more pictures and a 2:31 minute video (note: the creators didn’t take John Oliver’s pledge!) –Matthew] Introducing PlayStation Flow A watershed moment in wearable tech By Ariel Ingannare, Wearable Tech Manager Posted 1 April At PlayStation we’ve always been dedicated to bringing gamers immersive experiences. From innovative features like Remote Play and Share Play to the endless possibilities of the upcoming Project Morpheus, PS4 is continually creating new ways to play. Here at the PlayStation Wearable Entertainment Technology (P-WET) group we are ready to add to…

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  • Call: The Borders of Digital Art

    The Borders of Digital Art The Digital Arts Project Tuesday 15th September – Thursday 17th September 2015 Mansfield College, Oxford, United Kingdom Call for Presentations: The digital arts are constantly developing with an ever growing number of new branches (i.e. hybrid art, digital musics, interactive art, animation/FX, game production, curating creative communities, urban gaming, application design, bioart, hacktivism, generic architecture, urban hacking, big data visualisation, etc.). Many of these enter and change the entertainment and media industry and often promote the exploration of various aspects of human life, philosophical issues, anthropological, social, political and judicial problems. Consequently they are strongly…

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  • Experiencing ‘Deep,’ the VR game that relieves anxiety attacks

    [Most of the coverage of the anxiety-treatment VR experience Deep refers to this story from VICE, which includes other images. For more information, including many more images and videos, be sure to visit Owen Harris’ website. –Matthew] Experiencing ‘Deep,’ the Virtual Reality Game That Relieves Anxiety Attacks March 24, 2015 By Joe Donnelly From the column ‘VICE Vs Video Games’ I remember the first time I realized my anxiety had become a problem. I was with friends in a popular Glasgow bar watching Sunday afternoon soccer. It was quiet, and alongside our table stood three vacant chairs: two with sturdy…

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  • Call: The Videogame Cultures Project: 7th Global Meeting

    The Videogame Cultures Project: 7th Global Meeting Friday 11th September – Sunday 13th September 2015 Mansfield College, Oxford, United Kingdom Call for Presentations: Videogames have probably become one of the most progressive mediums in the 21st century. The videogame genres and sub-genres are rapidly diverging and many concepts are merging with those from other media and even with the environment of the ‘real’ world (alternate reality games). Consequently the scope of the project is not limited to videogame studies only, but many other disciplines such as philosophy, psychology, sociology, economics, information science, criminology, military studies or ethology, to name but…

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  • Occipital’s mobile 3D scanning sensor enhances mobile mixed reality

    [This looks like another step toward effective mobile/wearable augmented reality (I like the heading “Mixing Virtual Reality and Reality Reality”)… The article is from ReadWrite, where there’s a 0:41 minute video; more coverage, including more videos, is available from 3D Printing Industry. –Matthew]   Here’s A New Way To Step Into A Virtual World Occipital’s mobile 3D-scanning sensor goes virtual. Signe Brewster Mar 27, 2015 When you strap on an Oculus Rift virtual-reality headset, you’re free to look up, down and around. But as soon as you try to explore the virtual world further, you’re stuck. You can’t interact with…

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  • Call: HaPoC 3: Third International Conference for the History and Philosophy of Computing

    Call For Papers HaPoC 3: Third International Conference for the History and Philosophy of Computing 8-11 October, 2015, Pisa http://hapoc2015.di.unipi.it The DHST commission for the history and philosophy of computing (www.hapoc.org) is happy to announce the third HAPOC conference. The series aims at creating an interdisciplinary focus on computing, stimulating a dialogue between the historical and philosophical viewpoints. To this end, the conference hopes to bring together researchers interested in the historical developments of computing, as well as those reflecting on the sociological and philosophical issues springing from the rise and ubiquity of computing machines in the contemporary landscape.…

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  • Virtual noses keep real-world VR sickness at bay

    [As a commenter notes, it’s surprising this hasn’t been investigated sooner; the story is from Ars Technica and more information, including the article abstract, is available from Purdue University’s coverage. –Matthew] Virtual noses keep real-world VR sickness at bay Simulation sickness solution may have been sitting right in front of our faces. by Kyle Orland – Mar 25, 2015 As the new wave of virtual reality headsets barrel ever closer to consumer reality, the effects of “simulator sickness” on a significant portion of the population remain a concern. A group of researchers at Purdue University say they’ve found an easy…

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  • Call: Designs on eLearning (DeL) 2015: Technology, Culture, Practice

    Call for Papers Designs on eLearning (DeL) 2015: Technology, Culture, Practice 16-17 September 2015 London http://www.designsonelearning.net/ Application deadline: 15 April 2015 Accepted applicants will be notified by late May The DeL 2015 conference is now accepting applications for panel discussions, workshops or short paper presentations on the following themes (see below): Cross-disciplinarity Understanding practice & culture Engaging students in digital spaces Digital identity Digital scholarship As digital technologies continue to transform the creative and pedagogic landscape, we face exciting possibilities and new challenges for the future of education. Titled “Technology, Culture, Practice,” DeL 2015 aims to explore forms of learning…

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  • Walk through the belly of a tornado in virtual reality

    [As the second headline in this story from Popular Science suggests, we could recreate the experiences of, and learn about and prepare for, a variety of natural disasters using presence-evoking technology. You can watch the Weather Channel segment on MSNBC’s website and read detailed information about the tornado recreation in Virginia Tech’s coverage. –Matthew] [Image: Tornado recreation in the Cube: Re-creating the storm in the Cube at the Moss Arts Center enables researchers to see the entire storm in 3-D, which offers great potential for research into how storms form. Credit: Virginia Tech] Walk Through The Belly Of A Tornado…

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  • Call: Examining the Evolution of Gaming and Its Impact on Social, Cultural, and Political Perspectives (Book chapters)

    Call for Chapters: Examining the Evolution of Gaming and Its Impact on Social, Cultural, and Political Perspectives EDITORS Dr. Keri Duncan Valentine (West Virginia University) Lucas John Jensen (The University of Georgia) Proposals Submission Deadline: March 30, 2015 Full Chapters Due: June 30, 2015 INTRODUCTION The maturing field of video games offers unparalleled narrative complexity, experimentation with new game mechanics, and avenues for in-game creativity. Can the interactive nature of video games shift a player’s perspective on sociopolitical and cultural topics by placing them in unique and challenging situations, characters, and/or points of view? As video games grow in popularity,…

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  • Immersive Telepresence: New systems for a declining market

    [This informed view of the market for high-end telepresence systems is from NoJitter, where the story includes the mentioned video and two more images. –Matthew ] [Image: Rowan Trollope’s IX 5000 demo at Cisco Collaboration Summit 2014] Immersive Telepresence: New Systems for a Declining Market Super big video conferencing systems may only serve a niche in the enterprise, but that hasn’t stopped ongoing development from Cisco, Polycom, and Huawei. Brian Riggs | March 02, 2015 When it comes to video conferencing these days, virtual meeting rooms, mobile and desktop clients, cost-effective cloud services, and similarly democratizing solutions are in. Super…

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