Author: Matthew Lombard


  • Call: Fifth International Conference on Serious Games Development & Applications (SGDA 2014)

    The Fifth International Conference on Serious Games Development & Applications (SGDA 2014) Berlin, Germany, 9-10 October 2014 www.sgda-conf.org Submission deadline: 12 May 2014 SGDA 2014 will be held in Berlin, Germany, 9-10 October 2014, as a satellite conference to European Conference on Games Based Learning (ECGBL 2014). Both conferences are hosted by University of Applied Sciences HTW Berlin. Registered participants will have access to both conferences. The recent re-emergence of serious games since 2002 has put the spotlight on the concept of games designed for a serious purpose other than pure entertainment. To date the major applications of serious games…

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  • Birdly simulates flight with Oculus Rift and body suit

    [From The Rift Arcade, where the story includes more images and a 1:39 minute video] Birdly simulates flight with Oculus Rift and body suit 7 May, 2014  Tom Rudderham The Oculus Rift offers the ability to discover new experiences from the comfort of your own chair. Whether it’s flight, the terror of a haunted house or the thrills of a high speed race, the possibilities are endless. With full 3D imagery and head tracking, never before have we been able to immerse ourselves in quite this way. However, one team from the Institute for Design Research at the Zurich University…

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  • Job: Research Assistant at Open University, UK – HCI for visually impaired arts/culture audiences

    RA position in HCI is available to investigate technologies to support blind and visually impaired audiences (Open University, UK) A 1 year part-time Research Assistant position (on a consultancy contract) is available to conduct research in the area of technologies to support blind and visually impaired audiences in arts and cultural settings. The project is funded by NESTA R&D development for the Arts and the Open University´s Pervasive Interaction Lab is collaborating with Extant, a Professional performing arts company of visually impaired people and Haunted Pliers, the technology provider for the project. Many forms of art are primarily accessed and…

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  • Students attend (and dance at) prom via telepresence robot

    [From CNET, where the story includes an additional image] [Image: Jaden Anderson snaps a prom selfie with Olivia Ledezma, who attended via telepresence robot. Mispagel Photography] Meet your prom date, a telepresence robot Two Kansas high school students who had to be out of state at prom time get to dance with their friends, from thousands of miles away, thanks to technology. by Leslie Katz April 21, 2014 On a Saturday night earlier this month, Olivia Ledezma got all dressed up for her high school prom. So did her telepresence robot, which donned a pink feather boa and tiara for…

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  • Call: Games and society: From social interaction to social change (ECC 2014 pre-conference)

    CALL FOR PAPERS: Games and society: From social interaction to social change Pre-Conference to ECREA’s fifth European Communication Conference, ECC 2014 (Lisbon, Portugal) – 11 November 2014 Abstracts deadline: 15th May 2014 The awareness of digital games has evolved rapidly in recent years, recognizing an activity earlier considered a practice for narrow and specialized audiences to be mainstream media entertainment for the masses. Since the mid nineties researchers have engaged in studying games as platforms for social interaction and as unique channels for exploration, experimentation and entertainment – however, much scientific and publication attention has been paid to the risks…

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  • Explore lost communities in immersive ‘Circa 1948’ exhibition and app

    [From Mashable, where the story includes a 3:02 minute video] Think Oculus Rift is Immersive? Try This Augmented Reality Experience By Samantha Murphy Kelly May 6, 2014 I recently visited Vancouver in 1948. The part of town I was in was a bit run down, which made sense since the Second World War was still fresh, and the city was undergoing a recession and a major housing crisis. I walked into homes, climbed stairs and listened in on conversations to learn more about the people who lived there. Over time, I pieced together character personalities and individual stories, while following…

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  • Call: Second International Conference on Human-Agent Interaction (HAI 2014)

    CALL FOR PAPERS The Second International Conference on Human-Agent Interaction (HAI 2014) Tsukuba, Japan, October 29-31, 2014 http://hai2014.org/ People are increasingly interacting with computerized agents. Examples include autonomous and tele-presence robots in homes, healthcare, or search and rescue, virtual characters in the expanding gaming industry or for serious games, and agents representing other people through on-line social and interactive meeting places. Although these broad areas have their own unique research challenges, there is a clear commonality to be addressed in the investigation of how people interact with agents, whether they have physical or virtual embodiments, or represent remote people or…

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  • Norwegian Army to use Oculus Rift to drive tanks

    [From Norwegian TV station TuTV; a subtitled 3:38 minute video story is available here] See the Norwegian Armed Forces driving with Oculus Rift The Norwegian Army is now trying Oculus Rift gaming glasses in Norwegian armoured vehicles. The effect can best be described as sitting in a transparent vehicle. Teknisk Ukeblad got to try out an early development version at the Rena test field with a prototype of Oculus Rift and the specially developed camera system. With cameras positioned on both sides of the vehicle and the special glasses, the tank operators have a 360 degree view from the driver‘s…

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  • Call: CHArt 2014 – Conformity, Process and Deviation: Digital Arts as ‘Outsider’

    CALL FOR PAPERS AND DEMONSTRATIONS Deadline: Wednesday, 21 May 2014 Conformity, Process and Deviation: Digital Arts as ‘Outsider’ CHArt 2014 conference, part of the UNDERGROUND Arts & Humanities Festival, King’s College London, Strand Saturday, 18 October 2014 Digital engagement with art is thriving. Much of it is actively subversive of the traditional frameworks that enable art to be created and responded to – whether casually or professionally. This subversion takes various forms, including notions of value, uniqueness, fixity and location. The CHArt 2014 Conference wishes to explore the role of digital technologies in the underground creation, display, consumption and study…

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  • zSpace gives students an immersive educational experience

    [From NBC Bay Area, where the story includes an impressive 2:07 minute video] Los Altos School District Tries Out Virtual Reality in the Classroom By Jessica Aguirre and Barb Kunz Friday, May 2, 2014 The STEM Lab (short for Science, Technology, Engineering and Math) at Gardner Bullis Elementary School in Los Altos is the site of an unusual class project. “So my animal was a dolphin,” sixth grader Adam Mekay explains to a first grader. Adam and his classmates are among the first kids in the country to use a new 3D educational display. “These are some of the body…

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  • Call: 1st International Workshop on Augmented Digital Libraries (ADL’14)

    Extended Call for Papers 1st International Workshop on Augmented Digital Libraries (ADL’14) Workshop Website: http://adl2014.wordpress.com/ co-located with i-KNOW 2014 (http://i-know.tugraz.at/) Important Dates: Submission deadline: 4th May Notification to authors: 23rd May Camera Ready: 5th June Digital libraries are becoming increasingly important in research. Traditionally they have been used for tasks such as finding and storing research outputs, however they are increasingly being used as sources for mining information, discovering new trends and evaluating research excellence. The rapid growth in the number of documents being deposited in digital libraries requires the provision for novel approaches that are driven by the needs…

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  • Project CARS racing game emphasizes realism

    [From Playstation Blog, where the post includes more pictures] First Look at Project CARS on PS] Posted by Andy Tudor on May 01, 2014 // Creative Director, Slightly Mad Studios If you haven’t heard about it already, Project CARS is a bit different. Different in the philosophy of freedom that runs throughout the entire game, and different in how it’s being created — by YOU, the gamers! Project CARS was conceived back in October 2011 (Wow, time flies!) as a natural continuation of our work on two of racing’s biggest franchises — Need For Speed and Test Drive — and…

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