Author: Matthew Lombard


  • Call: 6th Global Conference: Videogame Cultures and the Future of Interactive Entertainment

    6th Global Conference Videogame Cultures and the Future of Interactive Entertainment Thursday 17th July – Saturday 19th July 2014 Mansfield College, Oxford, United Kingdom Call for Presentations: This inter- and multi-disciplinary conference aims to examine, explore and critically engage with the issues and implications created by the mass use of computers and videogames for human entertainment and focus on the impact of innovative videogame titles and interfaces for human communication and ludic culture. In particular the conference will encourage equally theoretical and practical debates which surround the cultural contexts within which videogames flourish. Proposals, presentations, workshops and reports are invited…

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  • An Oculus Rift sex simulator

    [From BuzzFeed; a 1:56 minute promotional video (NSFW) is available on MediaFire; apologies for the self-promotion but for more on this topic see the journal Human Technology] It Finally Happened: There Is An Oculus Rift Sex Simulator Welcome to 2013. NSFW video inside. Over the weekend, in Tokyo, the group VR Japan hosted an Oculus Rift Game Jam. These events, which are common in countries where developers have access to early versions of the headworn virtual reality display, are occasions for creative thinking about ways to apply the Oculus to generate immersive new gaming experiences. In that spirit, someone at…

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  • Call: Social Robots: Form, Content, Critique – Special issue of International Journal of Social Robotics

    Call for Papers: Social Robots: Form, Content, Critique Special issue of The International Journal of Social Robotics Co-editors: Michaela Pfadenhauer (Karlsruhe University / Karlsruhe Institute of Technology) Satomi Sugiyama (Franklin College, Switzerland) Charles Ess (University of Oslo) We invite papers from scholars and researchers across the disciplines (including philosophy, robot ethics, Artificial Intelligence, cognitive science, media/sociology, information science, art history) that examine and explore social robots through three distinct but inextricably interwoven frameworks: Form/appearance (e.g., human/animal likeness in appearance; everyday media forms and robotic functions; cultural attitudes toward robot forms, etc.) Content/AI/applications (e.g., implications of artificial intelligence in everyday human…

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  • Artist Danny Quirk uses latex body paint to bring anatomical structures to life

    [From The Scientist, which features a linked a photo gallery that can be found here; for more of Danny Quirk’s art find him on MEDinART, Behance and Facebook] Dissection via Paintbrush An artist uses latex body paint to bring anatomical structures to life By Tracy Vence | October 31, 2013 Getting to know the complex anatomical structures that make up the human body can be both fascinating and frightening. The thought of examining cadavers at close range is enough to send some potential anatomists running. Even for the non-squeamish, few outside of the medical profession can access this all-important learning tool.…

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  • Call: Merging Media: An Interdisciplinary Conference on the Study of Hybrid Arts

    Merging Media: An Interdisciplinary Conference on the Study of Hybrid Arts Call for Papers Saturday 1st February 2014 University of Kent, Canterbury Although we naturally recognise different artistic media as distinct forms – music, painting, sculpture, film, dance, theatre, architecture, animation, and so on – we also understand that these mediums can nevertheless have a meaningful dialogue in the creation of new artworks. Over the course of art history there have been numerous occasions when different media forms have merged or been juxtaposed for artistic purposes. These intermedial examples have seen word and image intertwined on the page in the…

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  • I swapped my world for a virtual one – and I loved what I found

    [A first-person account of presence and its aftermath, from the Guardian] I swapped my world for a virtual one – and I loved what I found Oculus Rift is a brilliant piece of kit that has huge potential for the future of gaming and education Lucy Prebble The Observer, Saturday 9 November 2013 We were supposed to have virtual reality by now. We knew from fiction what it would look like, the wrongs it would bring. For ages we seemed on the edge of a self-imposed Matrix or as much creepy, blobby lovemaking as we wanted, as in The Lawnmower…

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  • Call: Unnatural Futures Conference

    Call for Papers: Unnatural Futures Conference Dates: 3 & 4 July, 2014 Venue: Centre for the Arts University of Tasmania, Hobart From genetically modified foods to zombie apocalypse, concerns about the future are increasingly reflected in contemporary media, policy and culture. An “unnatural future” is being shaped by rapidly escalating anxieties about the social, cultural, environmental and technological risks that now pervade everyday life. This climate of fear and uncertainty about the future requires careful consideration around how best to respond and intervene in debates, discussion and media representations around our “unnatural future”. This conference brings together researchers from a…

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  • Sign-spinning mannequins cause double-takes, bring in customers

    [From NPR, where the story features an audio version too] [Image: “Sandy,” a sign-waving mannequin, helps bring in customers to a Los Angeles smoke shop.] There’s A New Kind Of Sign Spinner In Town by Alex Schmidt October 16, 2013 Want to get cash for gold, buy furniture, find a tanning salon or rent an apartment? You could look those things up online, but in many cities if you just drive around, you probably won’t have to go far before you see a person spinning a giant sign that will point you in the right direction. Or maybe you’ve just…

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  • Call: Frontiers Special Issue: Uncanny Valley Hypothesis

    Frontiers Special Issue: Uncanny Valley Hypothesis In collaboration with Frontiers in Psychology, a Research Topic titled “The Uncanny Valley Hypothesis and beyond.” is being hosted by Marcus Cheetham and Ayse Pinar Saygin. The idea behind the research topic is to create an organized, comprehensive collection of contributions, as well as a forum for discussion and debate for contributors from different domains (including but not limited to robotics, computer graphics and animation, artistic design, cognitive science, psychology and neuroscience) to present their perspective on the Uncanny Valley Hypothesis and its relevance. We have created a homepage on the Frontiers website (section…

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  • Mind-controlled VR system combines Emotiv EPOC, Oculus Rift and Razer Hydra

    [From Neurogadget, where you can watch the 4:56 minute video] Mind-controlled virtual reality system combines the forces of Emotiv EPOC, Oculus Rift and Razer Hydra By Neurogadget; November 7, 2013 This awesome VR project combines the forces of three sophisticated gadgets to take mind-controlled virtual reality to the next level. Use your mind to move around with the Emotiv EPOC brain-interface, look around with the Oculus Rift 3D headset, and move your hands to interact with virtual objects holding the Razer Hydra gaming controller.…

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  • Call: Cognitive Futures in the Humanities conference

    COGNITIVE FUTURES IN THE HUMANITIES 2ND INTERNATIONAL CONFERENCE, DURHAM UNIVERSITY, UK, 24-26 APRIL 2014 CALL FOR PAPERS We invite proposals for 20 minute papers and preformed panels for the second international conference associated with the research network, Cognitive Futures in the Humanities, funded by the UK’s Arts and Humanities Research Council. The conference will be hosted by Durham University, on 24-26 April 2014. The purpose is to explore, and critically evaluate, new ways of working in the arts and humanities that respond to concepts developed in the sciences of mind and brain. It will be an interdisciplinary conference for researchers…

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  • ‘Labyrinth Psychotica’ uses VR to replicate psychosis

    [From Motherboard, where the story features a 10:21 minute video; the discussion at the end in particular refers to presence, even though the term itself isn’t used] How to Use Virtual Reality to Replicate Psychosis By Alejandro Tauber November 5, 2013 In 2005, artist Jennifer Kanary’s sister-in-law committed suicide while suffering from a psychotic episode. This event led Kanary to develop Labyrinth Psychotica, an experience designed to give people more insight into how it feels to suffer through psychosis. Users are strapped into virtual reality gear and transported into the mind of a psychotic girl named Jamie. The whole experience…

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