Author: Matthew Lombard


  • Call: Presence teaching materials

    Call: Presence teaching materials Have you taught others (students, clients, members of the public) about telepresence? The International Society for Presence Research (ISPR; https://ispr.info) is compiling materials related to teaching telepresence for possible inclusion on its web site as a service to the academic and professional presence community. Please consider sending to [email protected] the following:: Your name and affiliation When you began teaching about presence The format of the teaching (face-to-face course, online course, single lecture or seminar, business meetings, other) The audience (undergraduate students, graduate students, business clients, general public, other) Any syllabi, handouts, reading lists, powerpoint files, links…

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  • Ford assembly line optimized by gaming technology

    [From Businessweek]   Ford assembly line optimized by gaming technology May 24, 2010 By Nick Barber When Glenn Harrington donned a motion capture suit complete with more than 40 reflective spheres he wasn’t being turned into the latest video game character, but helping to design car manufacturing jobs that are less physically stressful on workers. At the Ford Motor Company Assembly Ergonomics Lab in Dearborn, Michigan, the company uses technology typically found in the gaming industry to reduce on-the-job and repetitive stress injuries on its assembly lines. For a video report on the technology, click here. “The cameras pick up…

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  • Call: Journal of Gaming and Virtual Worlds

    Journal of Gaming and Virtual Worlds (ISSN: 1757191X; print on demand and online) is seeking contributions to its 3(1) issue (spring 2011). Papers from all areas associated with video/computer games and virtual environments are welcome. Deadlines: 31 August 2010 for long articles; 15th September 2010 for short articles, conference/project reports, poster abstracts, interviews and (machinima/book/game…) reviews.

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  • Video gamers can control dreams, study suggests

    [From LiveScience]   Image: The third-person shooter game “Alan Wake” stars a suspense-thriller author in a surreal, horror novel setting. Video Gamers Can Control Dreams, Study Suggests By Jeremy Hsu, LiveScience Senior Writer posted: 25 May 2010 09:53 am ET Playing video games before bedtime may give people an unusual level of awareness and control in their dreams, LiveScience has learned. That ability to shape the alternate reality of dream worlds might not match mind-bending Hollywood films such as “The Matrix,” but it could provide an edge when fighting nightmares or even mental trauma. Dreams and video games both represent…

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  • Call: Chapters for “Reinventing Ourselves: Contemporary Concepts of Identity in Virtual Worlds”

    Reinventing Ourselves: Contemporary Concepts of Identity in Virtual Worlds Provisionally to be published in 2011 in Springer’s Human-Computer Interaction Series Editors: Anna Peachey (Eygus Ltd / The Open University) and Mark Childs (Coventry University) Invitation to Submit: We invite abstracts of between 500 and 650 words describing the proposed chapter. Abstracts should be supported further by up to 500 words explaining the theoretical underpinning to the chapter, and a brief summary describing how this chapter will contribute to the book.

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  • What if content management were 3D?

    [From Fierce ContentManagement (“a weekly content management news update, which focuses on best practices for creating, storing and managing documents and information”); a scene from the film is here]  What if content management were 3D? February 22, 2010 — 4:17pm ET | By Ron Miller I recently saw the Michael Douglas/Demi Moore 1994 movie called “Disclosure.” In the movie (which explores sexual harassment in the workplace), Michael Douglas was working for a computer company that created a 3D virtual reality database. The user would put on special glasses and he was literally inside the database with the data. He could…

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  • Job: Researcher for Project Isis: Protecting Children in Online Social Networks at Middlesex University

    Researcher ISIS: Protecting Children in Online Social Networks Middlesex University Researcher (Grade 6): Salary scale £28,610 – £32,834pa Including Outer London Weighting Full-time fixed term appointment until 30 September 2011 An opportunity for a strong Human Factors researcher with a background in HCI to develop a series of participatory design tools that will allow the integration of ethical and social considerations in monitoring technologies. The project is funded by the EPSRC/ESRC working with partners at Swansea University, Lancaster University, and will be co-supervised by Prof. Matt Jones at the Future Interaction Technology Lab, Swansea University.

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  • Mayo Clinic explores the virtual world of Second Life

    [From MedCity News (“Innovation, influence and business in America’s medical cities”)] 5.21.10 | Thomas Lee | Rochester, Minnesota Mayo Clinic explores the virtual world of Second Life Mayo Clinic is a world famous hospital and research institution. But owning a tropical island seems a bit excessive, especially for a non-profit organization. Alas, “Mayo Clinic Island” isn’t real, at least not in the traditional sense of the word. The island only exists in the virtual 3D world of Second Life, where avatars, online personas of real people around the world, freely mingle and attend lectures on cancer and heart disease. Once…

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  • Call: Designing for Performative Interactions in Public Spaces (at UbiComp 2010)

    Call for Participation – Designing for Performative Interactions in Public Spaces UbiComp 2010 – Copenhagen, Denmark September 26, 2010 Workshop Aims This workshop seeks to explore performative aspects of ubiquitous and mobile technology when used in public settings.  Based on the idea that interactions with technology conducted in public places may be understood in a ‘performative’ sense, this workshop seeks to examine the variety of technologies that support performative interactions; these can range from explicit performances by actors through to implicit ‘performances’ that are part of everyday actions.  This broad topic includes such technologies as public or large displays, tangible…

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  • Augmented Reality billboard puts passersby in a street fight

    [From Mashable (“The Social Media Guide“)]    Augmented Reality Billboard Puts Passersby in a Street Fight Barb Dybwad May 1, 2010 We’ve seen a number of creative uses for augmented reality recently, from Iron Man to virtual pets and even tattoos. An interactive billboard in the Netherlands brings a powerful new example to the category by putting passersby in the middle of a virtual street fight. The Dutch government created the billboard to address a pressing problem for public employees, who are often the targets of aggression and outright violence when performing their daily service duties. The problem is compounded…

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  • Call: IEEE Transactions on Haptics – Special Issue on Haptics in Medicine and Clinical Skill Acquisition

    IEEE Transactions on Haptics Call for Papers Special Issue on Haptics in Medicine and Clinical Skill Acquisition The clinical skills of medical professionals rely strongly on the sense of touch, combined with anatomical and diagnostic knowledge. Haptic exploratory procedures allow the expert to detect anomalies via gross and fine palpation, squeezing, and contour following. Haptic feedback is also key to medical interventions, for example when an anaesthetist inserts an epidural needle, a surgeon makes an incision, a dental surgeon drills into a carious lesion, or a veterinarian sutures a wound. Yet current trends in medical technology and training methods involve…

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  • UPS thinks out of the box on driver training

    [From The Wall Street Journal via Yahoo! Finance] UPS Thinks Out of the Box on Driver Training by Jennifer Levitz Wednesday, April 7, 2010  Vexed that some 30% of driver candidates flunk its traditional training, United Parcel Service Inc. (UPS) is moving beyond the classroom to ready its rookies for the road. In the place of books and lectures are videogames, a contraption that simulates walking on ice and an obstacle course around an artificial village.

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