Author: Matthew Lombard


  • Telepresence market gains momentum; diversifying applications will drive growth

    [From ABI Research] Telepresence Market Gains Momentum; Diversifying Applications Will Drive Growth NEW YORK – February 16, 2011 Latest global telepresence and videoconferencing equipment market forecasts from ABI Research show that the value of the telepresence, video infrastructure and endpoints market is set to reach $5.5 billion by 2016. In 2010, the market registered greater than 15% year-on-year growth to reach $2.3 billion. During the year, the spotlight shifted to emerging applications such as desktop video, personal telepresence, video integrated within unified communications environments, mobile videoconferencing, and video-over-virtual-desktop infrastructure (VDI). At the higher end of the telepresence spectrum, the telepresence…

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  • Call: 3rd International Workshop on Intelligent Environments Supporting Healthcare and Well-being (WISHWell’11)

    Call for Papers 3rd International Workshop on Intelligent Environments Supporting Healthcare and Well-being (WISHWell’11) July 25th-26th, 2011 Nottingham, UK BACKGROUND AND GOALS: The workshop will bring together researchers from both industry and academia from the various disciplines to contribute to the 3rd year of the International Workshop on Intelligent Environments Supporting Healthcare and Well-Being (WISHWell 2011). Healthcare environments (within the hospital and the home) are extremely complex and challenging to manage from an IT and IS perspective, as they are required to cope with an assortment of patient conditions under various circumstances with a number of resource constraints. Pervasive healthcare…

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  • Fontana’s ‘Castle of Shadows’: 600 year old ancestor of VR

    [From BldgBlog] [Image: Giovanni Fontana’s 15th-century “castle of shadows,” from a paper by Philippe Codognet] Castle of Shadows Posted Monday, February 21, 2011 In a book published nearly 600 years ago, in the year 1420, Venetian engineer Giovanni Fontana proposed a mechanical construction called the Castellum Umbrarum, or “castle of shadows.” Philippe Codognet describes the 15th-century machine as “a room with walls made of folded translucent parchments lighted from behind, creating therefore an environment of moving images. Fontana also designed some kind of magic lantern to project on walls life-size images of devils or beasts.” Codognet goes on to suggest…

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  • Call: ‘Social Computing’ at the International Conference on Computing and Philosophy

    Call for Papers ‘Social Computing’  at the International Conference on Computing and Philosophy see http://www.ia-cap.org/IACAP_2011_CFP.pdf Check also: http://iacap11.wordpress.com/program/track-7-social-computing/ International Association for Computing and Philosophy (IACAP) First International Conference of IACAP: celebrating 25 years of Computing and Philosophy (CAP) conferences; Conference Theme: “The Computational Turn: Past, Presents, Futures?” Aarhus University — July 4-6, 2011 Important dates Feb 28, 2011: Abstract submission deadline March 30, 2011: Notification of acceptance NB: Up to six bursaries of $500.00 each will be awarded to authors of the best PhD student or post-doc extended abstract, in support of travel and related costs for attending IACAP?11. Track…

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  • Microsoft is imagining a Natural User Interface future

    [From The Official Microsoft Blog; more information is available in a second post here] [Larger image available here] Microsoft is Imagining a NUI future Microsoft blog editor 26 Jan 2011 You don’t have to look very far to realize that technology is becoming more natural and intuitive. In a typical day, many people use touch or speech to interact with technology—on their phones, at the ATM, at the grocery store and in their cars. The learning curve for working with computers is becoming less and less of a barrier thanks to more natural ways to interact. As Craig Mundie has…

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  • Call: Embodied and Narrative Practices: Clinical and Practical Applications

    Call for Papers Embodied and Narrative Practices: Clinical and Practical Applications A two-day conference 11-12 July 2011, De Havilland Campus, University of Hertfordshire For applied and clinical work in a variety of areas like psychopathology and physiotherapy, as well as in educational and various institutional contexts, it is important to have a good understanding of how embodied and social cognitive processes function to support everyday interpersonal relations and social understanding. Recent research on social cognition that draws from developmental psychology, phenomenology, embodied cognition, and narrative theory has been challenging standard approaches to social cognition taken in psychology, neuroscience, and philosophy.…

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  • Toyota’s 3-seat VR Baja Simulator delivers experience, distracted driving message

    [From Automotive Discovery; more information and a 2:24 minute video are available here] Toyota Announced New Virtual Reality Simulator at the Daytona 500 Written on February 21, 2011 by Lynn Beverly Toyota has announced the debut of a multi-sensory experience virtual reality simulator at the Daytona 500.  Developed by Digital Tech Frontier, LLC. (DTF), Toyota’s Baja simulator incorporates actual motion, 3D sight and sound as it delivers experiences and a message about distracted driving as you are behind the wheel of the 2011 Toyota 4Runner. Premiering at the Daytona 500 Toyota Pit Pass event, Toyota’s Baja simulator is the result…

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  • Call: Entertainment Interfaces track at Mensch & Computer 2011

    Entertainment Interfaces Track at Mensch & Computer 2011 Chemnitz, Germany, 11.-14. September 2011 http://entertainmentinterfaces.uebermedien.org/ SUBMISSION DEADLINE: 20th March 2011 ORGANIZERS Maic Masuch, University of Duisburg-Essen, Germany Matthias Rauterberg, Technical University Eindhoven, the Netherlands Joerg Niesenhaus, University of Duisburg-Essen, Germany AIMS AND SCOPE The track “Entertainment Interfaces” offers researchers, developers, and designers a platform to present innovative ideas in the area of interactive entertainment with a focus on interaction in games and other entertainment products and to discuss design challenges and the evaluation of entertainment interfaces. The aims of the track are to strengthen the awareness of the relevance of user-friendly…

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  • The Oscars to use projections to ‘enter the world of virtual reality’

    [From The Hollywood Reporter] Details of Dramatic Changes for Oscars Telecast Oscar producers Bruce Cohen and Don Mischer explain to The Hollywood Reporter that they are taking a radical departure from past shows. 2/18/2011 by Gregg Kilday The Oscars are entering the world of virtual reality. This year’s Academy Awards telecast is taking a radical departure from past years. Producers of the Feb. 27 show are abandoning the concept of a traditional set. Instead, they will rely on a series of “projections” to give the show a constantly changing look. “Our design this year is actually going to reflect more…

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  • Call: Workshop on Cultures in Game/worlds

    Workshop on Cultures in Game/worlds Call for Participation at the Cultural Studies Association Conference in Chicago, Illinois 24th-26th March Location: Building S, Room 1306 Hour: March 26th, 9 am and later if scheduling allows RSVP March 5, 2011 We call the virtual environments that constitute the topic of this workshop “game/worlds.” Game/worlds are 3d virtual environments developed for play and other entertainment, social interaction, cultural exploration, and virtual design/exchange. These worlds have captured the attention of researchers from around the world from a variety of disciplines. This workshop aims to improve the understanding of game/worlds as environments for cultural studies…

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  • Researchers use virtual-reality avatars to create ‘out-of-body’ experience

    [From The Guardian; more information is available in an article in The Financial Times, which includes a 2:37 minute long video, and at the web site of EPFL Laboratory of Cognitive Neuroscience] [Image: Olaf Blanke conducts experiment to understand the way the brain represents the body by combining VR induced illusions and brain signal readings to better understand the cognitive basis for spatial representation.] Researchers use virtual-reality avatars to create ‘out-of-body’ experience Volunteers experienced the virtual bodies as if they were their own, with possible applications in computer games or to transport people digitally to other locations Alok Jha, science…

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  • Call: Re-Thinking Technology in Museums 2011: Emerging Experiences

    “Re-Thinking Technology in Museums 2011: Emerging Experiences” Hosted by the UL Interaction Design Centre and the Irish Museums Association, with the support of IxDA Limerick University of Limerick, Ireland May 26-27, 2011 http://www.idc.ul.ie/techmuseums11 New Deadline for paper submissions: 20th of February Themes of the Conference in 2005 “Re-Thinking Technology in Museums” brought together a group of academics and practitioners discussing novel ways of conceptualizing the museum experience in light of the presence of interactive technologies. The second edition of this conference on the theme of “Emerging Experience” will further the discussion on novel approaches for understanding people¹s experiences in museums…

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