Author: Matthew Lombard


  • Oculus app let fans ‘sleep with’ Hatsune Miku

    [From Ani.me, where the story includes a 6:59 minute video; information and another video about a related app that lets the user shake hands with Hatsune Miku is available from Kotaku] [News] Oculurs VR Allows Fans to ‘Sleep With’ Hatsune Miku By Scott Larsen October 5, 2013 I have friends who are absolutely obsessed with characters. They pride themselves on owning anything and everything which feature’s their obsession’s image: posters, wallets, and of course the coveted hug-pillows. To these individuals, I now simply laugh at their obviously meager efforts. Why? Because with the new Oculus Rift VR, you can take…

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  • Call: 27th International Conference on Computer Animation and Social Agents (CASA 2014)

    Call for Papers 27th International Conference on Computer Animation and Social Agents (CASA 2014) May 26-28, 2014 University of Houston Houston, Texas, USA Full details: http://graphics.cs.uh.edu/casa2014 The University of Houston and Computer Graphics Society are pleased to announce the 27th International Conference on Computer Animation and Social Agents (CASA 2014) to be held on May 26-28, 2014 at the University of Houston Hilton Hotel, Houston, Texas, USA. CASA was founded in 1988 in Geneva, Switzerland and it is the oldest international conference in computer animation and social agents in the world. We seek research full papers, short papers, and posters…

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  • Exploring the prehistoric world, by way of virtual reality

    [From Gizmodo Australia, where the story includes several more images] Exploring The Prehistoric World, By Way Of Virtual Reality Kelsey Campbell-Dollaghan 27 September 2013 For most history students, “exploring the past” means sifting through mountains of data. But digital archaeologist Marcus Abbott wants to make early human civilisation — or its digital simulacra — freely accessible to anyone who wants to explore it. His first prehistoric VR environment? A 3000-year-old spiritual site in the East Anglian fens.…

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  • Call: UMAP2014: 22nd Conference on User Modeling, Adaptation and Personalization

    CALL FOR PAPERS UMAP2014: 22nd Conference on User Modeling, Adaptation and Personalization 7-11 July 2014, Aalborg, Denmark http://um.org/umap2014/ UMAP is the premier international conference for researchers and practitioners working on systems that adapt to their individual users, or to groups of users, and collect and represent information about users for this purpose. UMAP is the successor to the biennial User Modeling (UM) and Adaptive Hypermedia and Adaptive Web-based Systems (AH) conferences that were merged in 2009. It is organized under the auspices of User Modeling Inc. UMAP covers a wide variety of research areas where adaptation may be applied. This…

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  • Putting a face on a robot: Age and task affect user preferences

    [From the Georgia Tech News Center, where the story includes additional images] [Image: Akanksha Prakash, a graduate student in the School of Psychology, found that people assign emotions to robots, based on their face.] Putting a Face on a Robot What does the assistive robot of the future look like? It depends. Posted October 1, 2013 | Atlanta, GA A new study from the Georgia Institute of Technology finds that older and younger people have varying preferences about what they would want a personal robot to look like. And they change their minds based on what the robot is supposed…

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  • Job: Research Fellow at Digital Cultures Research Centre, University of the West of England

    Job: Research Fellow 0.5 – Digital Cultures Research Centre, University of the West of England £30,424 – £36,298 (pro rata) Ref: 1314912 Closing date: 25 October 2013 The Digital Cultures Research Centre (DCRC) is the University’s hub for research into creative media applications in real world contexts, producing new knowledge about everyday life in today’s digital media ecology. DCRC pursues a flexible interdisciplinary agenda with a unique mix of criticality, creativity and application. The Research Centre is a lead partner in the west of England’s leading media innovation lab, the Pervasive Media Studio. Located in Watershed on Bristol’s Harbourside, the…

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  • Keeping it real: Construction training with mediated and non-mediated simulations

    [From The Construction Index, where the story includes additional images] Keeping it real Virtual reality has come out of the games console and onto site. David Taylor looks at a new approach to training. With any kind of training, there’s nothing quite like first-hand experience to make all that theory come alive. But on the other hand if you drop a complete rookie in at the deep end there’s always the danger they will sink instead of swim. Some trainees simply cannot be allowed to make big mistakes – think of trainee airline or fighter pilots. But on the other…

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  • Call: International Conference on Computational Creativity, 2014

    International Conference on Computational Creativity, 2014 10-13 June 2014 Ljubljana, Slovenia http://computationalcreativity.net/iccc2014/ Important Dates: Submissions due: January 31, 2014 Author notification: by March 15, 2014 Final submissions: due April 15, 2014 Conference: June 10-13, 2014 Computational Creativity is the art, science, philosophy and engineering of computational systems which, by taking on particular responsibilities, exhibit behaviours that unbiased observers would deem to be creative. As a field of research, this area is thriving, with progress in formalising what it means for software to be creative, along with many exciting and valuable applications of creative software in the sciences, the arts, literature,…

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  • Depth-sensing cameras head to mobile devices to enable AR games, 3-D scanning, more

    [From MIT’s Technology Review] [Image: Copy and paste: A tablet can be used to make 3-D scans of an object using the Structure Sensor and other new hardware coming to mobile devices.] Depth-Sensing Cameras Head to Mobile Devices Adding 3-D sensors to existing and future mobile devices will enable augmented-reality games, handheld 3-D scanning, and better photography. By Tom Simonite on October 1, 2013 Just over a decade since cameras first appeared in cell phones, they remain one of the most used features of mobile devices, underpinning wildly popular and valuable companies such as Instagram and Snapchat. Now hardware that…

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  • Call: Online survey on Uncanny Valley

    Please take part in this survey investigating viewer perception of facial expression and the Uncanny Valley for human-like virtual characters intended for immersive video game environments: http://app.evalandgo.com/s/?id=JTk5biU5OG4=&a=JTk2aiU5Nm0lOUM= The survey should take between 10-15 minutes to complete. This series of studies on the Uncanny Valley meets the criteria for the University Research Ethics Framework and has been approved by the Research Ethics Committee at Bolton University.…

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  • Point of view: How so many rooted for ‘Breaking Bad’s’ Walter White

    [From NPR’s Monkey See blog, where the story includes more images and an extended video] [Image: The creators of Breaking Bad judiciously use the point-of-shot sequence in critical scenes of the pilot, including when Walter White is forced to clean the tires of student’s car. Doug Hyun/Courtesy of AMC.] Point Of View: How So Many Rooted For ‘Breaking Bad’s’ Walter White by Michaeleen Doucleff September 27, 2013 If you were still cheering for Walter White at the start of the sixth season (or, as AMC contracts call it, the second half of the fifth season), a mustard stain on a…

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  • Call: Expanded Narrative Symposium

    Expanded Narrative Symposium Roland Levinsky Building Plymouth University Fri 1st – Sat 2nd November 2013 http://expandednarrative.org/symposium/ Early Bird tickets available until end of September! The Expanded Narrative Symposium explores the multidisciplinary fields of interactive narrative that reconfigure the form and expand the experience of storytelling. The reader, relocated, becomes a player, co-author or participant. How can we design, develop and experience locative sound, participatory theatre, pervasive and mobile games, flash fiction and works yet to be defined? Through the consideration of these questions, the symposium aims to promote knowledge exchange and collaboration between practitioners from the arts, academia and the…

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