Author: Matthew Lombard


  • 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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  • Art meets technology in new Newhouse M.I.N.D. Lab facility

    [From Syracuse University News] Art Meets Technology in Newhouse M.I.N.D. Lab Friday, November 1, 2013   By SU News Art meets technology in pioneering ways in a new facility opening Monday, Nov. 4, in the AXA Equitable Tower, located in downtown Syracuse on the Connective Corridor. Newhouse M.I.N.D. Lab is debuting its new world-class research and design center, featuring large-format new media technology and visualization space, augmented reality, 3D computer graphics and human computer interaction. SU Arts Engage is opening co-located new community performance space, combining physical expression, such as dance and theater, with the world of 3D projection and virtual…

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  • Call: The Culture of the Artificial – Symposium at AISB- 50

    Call for Papers: The Culture of the Artificial symposium, at AISB- 50 Goldsmiths, London, 1-­‐4 April 2014 As part of the AISB-‐50 Annual Convention 2014 to be held at Goldsmiths, University of London, on April 1st-4th 2014 [http://aisb50.org/] The convention is organised by the Society for the Study of Artificial Intelligence and Simulation of Behaviour (AISB) [http://www.aisb.org.uk/] Overview In 1964, when AISB was founded, computing was largely associated with the repetitive operations of the large mainframe machines employed by the military, by industry and by space programmes. Alan Turing, who had died prematurely just a decade before, had formalised the…

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  • Clifford Nass, communication professor, dies at 55

    [This is terrible news, both personally and professionally. From the Stanford Daily] [Image: Courtesy of Linda A. Cicero] Clifford Nass, communication professor, dies at 55 By Ileana Najarro November 4, 2013 Clifford Nass, professor of communication and director of the Communication Between Humans & Interactive Media (CHIMe) Lab, died of a heart attack this weekend at age 55. James Fishkin, chair of the Communication Department, said Nass was attending the Stanford Faculty and Staff Program of the Stanford Sierra Camp when the fatal heart attack occurred. Fishkin added that the news came as a shock. “He was a force of…

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  • Call: Emotions and Technology: Communication of Feelings for, with, and through Digital Media

    Call for Chapters for: EMOTIONS AND TECHNOLOGY: COMMUNICATION OF FEELINGS FOR, WITH, AND THROUGH DIGITAL MEDIA Editors: Sharon Tettegah (University of Illinois, Urbana-Champaign) & Richard E. Ferdig (Kent State University, USA) Technology, learning, cognition and the social-emotional life focus on emotions and affective interactions with and through technology.  In some cases, these interactions are user to user supported by the technology.  In other situations, these interactions are between the user and the technology.  Emotions and social interactions here refer to such things as anger, love, lust, jealousy, hatred demonstrated by either the human or the technology.  These interactions might happen…

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