Author: Matthew Lombard


  • Call: INPUTS / OUTPUTS: Causality in Engagement, Immersion, Presence and Related Concepts in Performances and HCI

    Conference Call for Papers INPUTS / OUTPUTS: Inter-disciplinary Approaches to Causality in Engagement, Immersion, Presence and Related Concepts in Performance and Human Computer Interaction  26 June 2013 Brighton, UK Deadline for contributions 22nd February 2013 Engagement is much sought after in the public discourse of politics, theatre and education. Immersion, presence, and motivation attract further research to the engagement continuum.  The goal of this symposium is to inspire an interdisciplinary spectrum of academics, practitioners and funders interested in deeper engagement (and related terms) toward novel collaborative solutions and projects. By mixing practitioners and researchers from arts, media and science, the…

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  • Disney’s DreamPlay AR brings toys and characters to life

    [From Reuters, where the story includes an additional image] Disney joins JAKKS, LA billionaire to bring toys to life By Ronald Grover LOS ANGELES | Tue Jan 8, 2013 (Reuters) – Walt Disney toys are sold around the world. Now, children can find them in the cloud as well. The media giant is teaming up with toy company JAKKS Pacific and Patrick Soon-Shiong, Los Angeles’ wealthiest person, on a new line of toys – with a nifty technological twist designed to link the goodies that kids lug home from the store with Disney’s stable of well-known animated characters. “DreamPlay”, developed…

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  • Call: Physical and Digital in Games and Play seminar

    Call for Papers: Physical and Digital in Games and Play seminar May 29-31, 2013, University of Tampere, FINLAND Digital games have had a visible role on the contemporary rise of game cultures and game studies, but there are still under-explored research areas in the relation of digital games to other forms of games and play, including e.g. traditional card and board games, play with physical toys, paper-based puzzles, and physical sport games. The research carried out in such areas holds potential for both interesting comparative work in theoretical and empirical game studies, as well as for serving inspiration for experimental…

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  • Penn State pioneers VR to help athletes after concussions

    [From Gant Daily] [Image: Realistic 3-D computer generated environments enable the athlete to feel fully immersed in cyber-imagery] Penn State Pioneers Virtual Reality to help Athletes after Concussions January 14, 2013 By Heather Herzog and Joe Weeks, Penn State UNIVERSITY PARK – Penn State may be the first institution to use virtual reality to protect student athletes from the very real consequences of concussions. University researchers in kinesiology, information technology and sports medicine are using the technology to investigate cognitive changes beyond the limits of typical diagnostic tests. Sam Slobounov, director of Sport Concussion Research Services, and Elena Slobounov, lead…

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  • Call: Becoming Nomad: Hybrid Spaces, Liquid Architectures and Online Domains

    CALL FOR PAPERS Becoming Nomad: Hybrid Spaces, Liquid Architectures and Online Domains TaPRA Performance and New Technologies Inter-conference Event 2013 on 10 April 2013* at York St John University, York, UK A research event organised by TaPRA Performance and New Technologies Working Group in cooperation with York St John University *A pre-conference workshop run by Mark Jeffery and Judd Morrissey will take place on 9 April 2013. Their Performance Anatomical Theatres of Mixed Realitywill be presented on 10 April. Confirmed Keynote Speaker: Professor Maaike Bleeker Invited Practitioners: Mark Jeffery and Judd Morrissey Conceptions of space and time are necessary coordinates…

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  • Sculpting in virtual reality: Meet Leonar3Do

    [From The Verge, where the story includes a 3:22 minute video] Sculpting in virtual reality: meet Leonar3Do (hands-on) By Ellis Hamburger on January 7, 2013 @hamburger Hungarian startup Leonar3Do (pronounced “Leonardo”) today demoed its mind-boggling virtual reality software for PC and Mac that lets you manipulate 3D objects as if they were right in front of you. Using a combination of triangulation (using sensors latched on to your computer) and 3D goggles, Leonar3Do creates an environment for interacting with 3D objects for work or for play. The company’s pro software costs around $2000, and the sensors and “bird,” a N64-esque…

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  • Call: WSCG 2013 Conference on Computer Graphics, Visualization and Computer Vision

    W S C G ‘ 2013 21st International Conference in Central Europe on Computer Graphics, Visualization and Computer Vision 2013 http://www.wscg.eu or http://www.wscg.cz in co-operation with EUROGRAPHICS; SIGGRAPH and ACM listed will be held in Pilsen [Plzen] (http://www.pilsen.eu/en) close to Prague [Praha] the Golden European City, Czech Republic on June 24-27, 2013 Program Co-Chairs: Manuel M. Oliveira, Universidade Federal do Rio Grande do Sul, Brazil Vaclav Skala, University of West Bohemia & VSB-Technical University, Czech Republic Important dates: Paper submission: March 5, 2013   13:00 GMT (London time) Poster submission: April 29, 2013   13:00 GMT (London time) Topics included: Computer graphics…

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  • ISPR 2012 in the news

    The October ISPR 2012 conference in Philadelphia garnered press coverage in several venues: [From CBS Philly, where the story includes an audio interview with Matthew Lombard] Conference At Temple University Looks At Being There (But Not Really) October 25, 2012 — [From Technically Philly] Do we have a “need for presence” online?: Presence Live conference at Temple October 30, 2012 — [From Temple University’s School of Media & Communication SMC News and Events, where the story includes a 2:17 minute video] Presence: When media mimics real life November 2, 2012 — [From Telepresence Options, written by attendees Hannah C.…

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  • Call: SEARIS 2013: Workshop on Software Engineering and Architectures for Realtime Interactive Systems

    Call for Papers: 6th Workshop on Software Engineering and Architectures for Realtime Interactive Systems – SEARIS 2013 17th of March In conjunction with IEEE Virtual Reality 2013 in Orlando, Florida, USA Description SEARIS provides a forum for researchers and practitioners working on the design, development, and support of realtime interactive systems (RIS). These systems span from Virtual Reality (VR), Augmented Reality (AR), and Mixed Reality (MR) environments to novel Human-Computer Interaction systems (such as multimodal or multitouch architectures) and entertainment applications in general. Their common principle is a strong user centric orientation which requires real-time processing of simulation aspects as…

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  • Microsoft patents long-distance virtual handshakes, hugs

    [From GeekWire] [Image: Credit: Carnegie Mellon research paper, 2003] Microsoft patents long-distance virtual handshakes, hugs December 22, 2012 by Todd Bishop It can be tough to stay connected over long distances. Yes, there’s phone calls, texting, Facebook, Twitter, IM, video chatting and everything else. But what if you could give virtual hugs to each other using battery-powered, Internet-enabled pillows? Microsoft just patented that … and more. The company has been awarded a patent on “Force-feedback within telepresence” — the idea of using interactive, connected devices to bring physical interactions to long-distance communications. For example, the patent says, “Hugs, hand-shakes, grabbing…

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  • Call: POWERWALL – International Workshop on Interactive, Ultra-High-Resolution Displays (at CHI 2013)

    Call for Participation: CHI 2013 Workshop POWERWALL – International Workshop on Interactive, Ultra-High-Resolution Displays Date: Saturday 27th April 2013 Venue: Palais de Congrès de Paris, France Submission Deadline: 18th January 2013 Notification of acceptance: 8th February 2013 Workshop website: http://www.powerwall.mdx.ac.uk Workshop Description Ultra-High-resolution, wall-size (Powerwall) displays are constructed using an array of TFT panels or projectors. The vast screen real estate presents new ways in which we can view and interact with data. This workshop is not just for academics working with large screen displays, but also for practitioners who wish to discuss large scale data problems that can benefit…

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  • Investigating the bystander effect using virtual reality

    [From ScienceDaily] [Image: Animated environment for the simulation. (Credit: Image courtesy of Bournemouth University)] Investigating the Bystander Effect Using Virtual Reality Jan. 11, 2013 — The bystander effect is well-known in behavioural psychology and suggests that the more people who witnessing a violent emergency the less likely it is that someone will intervene. It was first identified in the 1960s, but conducting research on the phenomenon has been difficult. Most experiments rely upon staging fake emergencies or violent encounters using actors, but it is tricky to gauge how genuine a response is. Dr Southern and his colleagues have turned to…

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