Author: Matthew Lombard


  • Call: 20th Annual CyberPsychology, CyberTherapy & Social Networking Conference

    Call for Abstracts – 20th Annual CyberPsychology, CyberTherapy & Social Networking Conference Preconference Workshops:  June 29th, 2015 Scientific Program:  June 30th – July 2nd 2015 University of California San Diego (UCSD) – La Jolla, California Conference website:  http://www.interactivemediainstitute.com/cypsy20 Dear Colleagues, It is with great enthusiasm that I invite you to the CyberPsychology, CyberTherapy & Social Networking Conference to help celebrate our 20th Anniversary Conference (CYPSY20)! CYPSY20 will be held on the University of California San Diego (UCSD) campus in La Jolla, California from the 29th of June to the 2nd of July, 2015. The CYPSY Conference began in 1996 and…

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  • FOVE uses eye tracking to make VR more immersive

    [From TechCrunch, where the story includes more images and a 12:27 minute video] FOVE Uses Eye Tracking To Make Virtual Reality More Immersive September 9, 2014 by Catherine Shu FOVE wants to ramp up by the virtual reality experience by creating the world’s first consumer-oriented headmount display to use eye tracking. The Tokyo-based startup was founded by CEO Yuka Kojima and CTO Lochlainn Wilson and is launching today on the Disrupt SF stage. Fove’s name comes from the words “field of view” and “fovea,” or the part of the eye that is responsible for sharp central vision. The headmount combines…

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  • Call: Special issue of Games and Culture: Digital Gaming and Ageing

    Call For Papers Special issue of Games and Culture: Digital Gaming and Ageing http://www.cfpaginganddigitalgaming.com/ GUEST EDITORS: Hannah R. Marston, Institute of Movement and Sport Gerontology, German Sport University Cologne Charles Musselwhite, Centre for Innovative Ageing, Swansea University, Wales, UK Shannon Freeman, School of Health Sciences, University of Northern British Columbia, Canada We’re pleased to announce an upcoming issue of the Games & Culture Journal dedicated to the study of digital gaming and ageing. The ageing population is becoming a challenge for governments, practitioners and researchers alike. Worldwide statistics show, how the current and future estimated projections are increasing. With this…

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  • Miraisens demos new tech that lets you ‘touch’ 3-D images

    [From Phys.org, where the story includes two more pictures; for more information see the Miraisens press release, which uses the term presence extensively] [Image: A journalist tries to use “3D-Haptics Technology”, at a press preview in Tsukuba, suburban Tokyo on September 1, 2014] Japan firm showcases ‘touchable’ 3D technology Sep 01, 2014 Technology that generates touchable 3D imagery was unveiled in Japan Monday, with its developers saying users could pull and push objects that are not really there. Know-how that could improve a gaming experience, or allow someone to physically shape objects that exist only on a computer, will soon…

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  • Call: Fourth International Conference on E-Learning and E-Technologies in Education (ICEEE2015)

    Call for Participation The Fourth International Conference on E-Learning and E-Technologies in Education (ICEEE2015) Surya University, Indonesia (21 KM from Jakarta Airport) September 10-12, 2015 http://sdiwc.net/conferences/iceee2015/ All registered papers will be included in SDIWC Digital Library You are invited to participate in The Fourth International Conference on E-Learning and E-Technologies in Education (ICEEE2015) that will be held at Surya University, Indonesia (21 KM from Jakarta Airport) on September 10-12, 2015. The event will be held over three days, with presentations delivered by researchers from the international community, including presentations from keynote speakers and state-of-the-art lectures. The conference welcomes papers on…

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  • I Tried PETA’s VR Game that simulates being slaughtered as a chicken

    [From Yahoo! Tech, where the story includes several more pictures and a 2:32 minute video] [Image: A UC Berkeley student tests PETA’s “I, Chicken” virtual reality experience. (Alyssa Bereznak/Yahoo Tech)] I Tried a Virtual Reality Game Made by PETA That Simulates Being Slaughtered as a Chicken Alyssa Bereznak, Tech Columnist Sep 5, 2014 I hear the sound of the wind and the clucking of birds behind me. The sky above me is bright and blue, filled with fluffy clouds and framed by a beautiful mountain landscape. Sapphire-hued creeks surround me. I look around and then I see myself, reflected in a…

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  • Call: Ambient Gaming Workshop (AMGAM’14)

    Call for Contributions: AMII2014: Ambient Play and Informal Learning Ambient Gaming Workshop (AMGAM’14) November 11, 2014 Eindhoven Deadline for submission:  01 October 2014 Notification of acceptance:  15 October 2014 Workshop:  11 November 2014 Web:  http://www.playfitproject.nl/ambientgamingworkshop/ Download full call:  http://www.playfitproject.nl/wp-content/uploads/Workshop@AmI2014_PlayLearning_final.pdf ABOUT AMBIENT GAMING AND PLAY The definition of play is often restricted to a specific ‘time and place’. Digital play can be more integrated in a spatial, temporal and social sense owing to new media, social networks, modern technology and (social) interaction. This enables to design for playful activities that are seamlessly integrated within our daily lives in such a way…

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  • Integral Reality combines best of digital and analog worlds

    [From Wired] [Image: Sergey Galyonkin/Flickr] The War for Our Digital Future: Virtual Reality vs. Integral Reality By Dan Ostrower, CEO of the innovation and design consultancy Altitude 08.29.14 Like most people I spend much of the day digitally connected, gazing at screens that make my life and work more interesting and productive. Yet for all the positives that connectivity provides us there’s also a downside lurking in those glowing pixels. They’re just not real. So as we extend our Internet time, we risk getting sucked into an isolated virtual reality that lacks the richness, emotional relevance and real experiences engendered…

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  • Call: First International Workshop on Emotion for Sociable Agents (at HAI 2014)

    Call for Papers: First International Workshop on Emotion for Sociable Agents (ESA14; http://www.social-robot.info) on October 28, 2014 in conjunction with Human Agent Interaction (HAI) 2014 (http://hai-conference.net/hai2014/) in Tsukuba, Japan EXTENDED DEADLINE:  September 5, 2014 Please contact us at:  esa-contact@social-robot.info IMPORTANT DATES: September 5, 2014, 23:59 PST  –  Paper submission deadline (extended) September 15, 2014  –  Notification of acceptance September 26, 2014  –  Camera ready submission October 28, 2014  –  See you in Tsukuba WORKSHOP DESCRIPTION: In our aim to build soft- and hardware agents that are to appear intelligent and to interact seamlessly with humans we must not neglect the…

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  • VR while on a real roller coaster: The Augmented Reality Thrill Ride Project

    [From Fast Company’s Co.Design, where the story includes a 2:50 minute video; much more information is available on the VR Coaster web site] Wheeee! What It’s Like To Wear A Virtual Reality Headset On A Roller Coaster Why would you wear an Oculus Rift on a roller coaster? Why WOULDN’T you?!? Mark Wilson August 29, 2014 You know how you go get froyo, and at first it seems like enough to just top it with a few pieces of fresh fruit. “This is perfection,” you think, “the simple pleasures.” And then you’re beckoned to the sprinkles, Oreo crumbles, the radioactively…

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  • Call: What’s in a dyad? Interaction and Exchange in Social Media – SocInfo 2014 Workshop

    Call for Contributions SocInfo 2014 Workshop: What’s in a dyad? Interaction and Exchange in Social Media Workshop website:  http://dyad.di.unito.it Conference website:  http://socinfo2014.org/ Conference: 6th International Conference on Social Informatics (SocInfo 2014) @ Barcelona, Spain in November 10-13, 2014 Submission deadline:  September 8, 2014 A great deal of work has used computational methods to investigate the intensity, structure, topic and sentiment of social interactions. But neither information alone nor structure in isolation can be considered fully responsible for the complexity of social life, whether on- or offline. Online interactions can be conceptualized as a social exchange, and also as a process…

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  • Designs use the Internet of Things to create emotional long-distance interactions

    [From Wired, where the story includes a photo gallery; see DesignBoom for more images and two videos] [Image: Sending a kiss. Credit: Jonathan Levinson] Using the Internet of Things to Create Cute Long-Distance Interactions By Joseph Flaherty 08.28.14 A child resting their head on a parent’s shoulder. A squeeze of the thigh during a scary movie. These silent gestures are a critical part of the language of love, but no words, or even emoji, can properly capture them. Israeli design student Daniel Sher has recently tried to bring these ephemeral feelings onto the Internet of Things with a collection of…

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