Author: Matthew Lombard


  • Call: Research Project on Body Image in Real and Virtual Environments

    Call for Participants Research Project on Body Image in Real and Virtual Environments Principal Researcher: Dr. Alexander Mussap Student Researcher: Mr Jon-Paul Cacioli  More information and the survey: http://www.deakin.edu.au/psychology/research/virtualimage/ We have introduced an amazon gift voucher of $100 which will be randomly drawn from all participants who entered after data analysis is complete. If individuals have already entered prior to the prize they can email Jon-Paul at  [email protected] and he will add them to the draw. This is a student research project which is a requirement of the Doctorate of Clinical Psychology at Deakin University. The results of the study will…

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  • Pentagon: Boost Training With Computer-Troop Mind Meld

    [From Wired magazine’s Danger Room blog (“What’s Next in National Security”)] Pentagon: Boost Training With Computer-Troop Mind Meld By Katie Drummond April 27, 2010 The Pentagon is looking to better train its troops — by scanning their minds as they play video games. Adaptive, mind-reading computer systems have been a work-in-progress among military agencies for at least a decade. In 2000, far-out research agency Darpa launched “Augmented Cognition,” a program that sought to develop computers that used EEG scans to adjust how they displayed information — visually, orally, or otherwise — to avoid overtaxing one realm of a troop’s cognition. The…

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  • Call: Special issue and workshop: “Serious Games Development and Applications”

    Elsevier Journal Entertainment Computing Special Issue & Workshop on: “Serious Games Development and Applications” Call for Papers Aims and Scope The recent emergence of serious games as a branch of the video games has introduced the concept of games designed for a serious purpose other than pure entertainment. To date the major applications of serious games include engineering, education, health care, military applications, city planning, production, crisis response, and training. Serious games have primarily been used as a tool that gives players a novel way to interact with games in order to promote physical activities, to learn skills and knowledge,…

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  • Immersion, virtual environments, Facebook, and the conceptual hump

    [From the Massively blog (“Daily News about MMOs”)] The Virtual Whirl: Immersion, virtual environments, Facebook, and the conceptual hump by Tateru Nino May 15th 2010 Second Life is an immersive virtual environment. That is, it fosters attention and a quality of focus. You might subscribe to alternative definitions of the word “immersion”, but focus and attention are the sense being used when developer/operators talk about an “immersive environment”. They might intend one of the other meanings at other times – the word is a pretty slippery one. The problem is that for most general-purpose virtual environments (eg: Second Life), that…

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  • Iron Man 2 envisions the future of computing interfaces

    [From MIT’s Technology Review Editors blog] Monday, May 10, 2010 Iron Man 2 Envisions the Future of Computing Interfaces Think the science in the movie is bad? The real science is in the interaction. By Erica Naone Science purists might find much to complain about in the newest installment of the Iron Man franchise, starring Robert Downey Jr. Admittedly, Tony Stark “creates an element,” and heroes and villains alike seem able to break into high-level computer systems with little more than the wave of an iPhone look-a-like. But I expect computer scientists and designers will be impressed by the movie’s…

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  • Call: IE2010: The 7th Australasian Conference on Interactive Entertainment

    Massey University – College of Creative Arts warmly invites you to the Interactive Entertainment Conference 2010: IE2010: The 7th Australasian Conference on Interactive Entertainment 21-23 November 2010, Wellington, New Zealand http://ieconference.org/ie2010/ The Fish of the Day: In this current economic climate of uncertainty, we see a convergence of innovative minds, creative solutions and emerging technologies enabling change. IE2010 will cover how PLAY can contribute to both major and minor challenges we are facing in these roaring times. What can we learn from being inventive and playful? And how can interactive entertainment contribute towards facilitating these changes? What do we need as…

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  • NASA launch software goes from the simulator to the classroom

    [From TechNewsDaily]   NASA Launch Software Goes From the Simulator To the Classroom By Stuart Fox, TechNewsDaily Staff Writer 13 May 2010  NASA has converted the space shuttle simulator software used to train astronauts into an educational tool for teaching middle school students how to apply their math, science and engineering knowledge. The program, called the Kennedy Launch Academy Simulation System (KLASS), allows students to play the role of mission control engineers for a simulated space shuttle launch.

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  • Call: Create10, “the conference for innovative interaction design”

    Create10 :: the conference for innovative interaction design 30th June – 2nd July 2010 Edinburgh Napier University, Edinburgh UK http://www.create-conference.org/ The provisional programme is online now, early registration ends 31st May. The Create conference centres on interaction design, a young discipline with roots in human-computer interaction, ergonomics, product and graphic design, multi-media and art. An interaction designer is a difficult person to pigeon hole and can be found in mobile phone companies, consumer product manufacturers, design consultancies, as a single practitioner, or within academic computing and design departments. As well as presentations of academic research and student work, the conference…

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  • Virtual reality used to transfer men’s minds into a woman’s body

    [From The Guardian] Virtual reality used to transfer men’s minds into a woman’s body Researchers projected men’s sense of self into a virtual reality woman, changing the way they behaved and thought Ian Sample guardian.co.uk, Wednesday 12 May 2010 Scientists have transferred men’s minds into a virtual woman’s body in an experiment that could enlighten the prejudiced and shed light on how humans distinguish themselves from others. In a study at Barcelona University, men donned a virtual reality (VR) headset that allowed them to see and hear the world as a female character. When they looked down they could even…

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  • Call: Transnational Times: Locality, Globality and Mobility in Technology Design and Use

    Call for Papers: Transnational Times: Locality, Globality and Mobility in Technology Design and Use A workshop at Ubicomp 2010 September 26, 2010 Copenhagen, Denmark Organizers: Irina Shklovski, Silvia Lindtner, Janet Vertesi, Paul Dourish We seek interdisciplinary scholars interested in exploring the role of ubiquitous computing, the use of information and communication technologies and the politics of technological design in transnational settings to participate in our workshop, TRANSNATIONAL TIMES, at Ubicomp 2010. Through this workshop we aim to expand our current scholarly vocabulary for the conceptualization of information and communication technologies (ICTs) in addressing the interplay of local and global user…

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  • Digital Depth synthesizes 3-D scenes from existing 2-D video for smart phones and more

    [From MIT’s Technology Review; a 3:04 minute video is here]  May/June 2010 TR10: Mobile 3-D Smart phones will take 3-D mainstream By Annalee Newitz This article is part of an annual list of what we believe are the 10 most important emerging technologies. See the full list here. The Samsung B710 phone looks like a typical smart phone, but something unexpected happens when the screen is moved from a vertical to a horizontal orientation: the image jumps from 2-D to 3-D. The technology that produces this perception of depth is the work of Julien Flack, CTO of Dynamic Digital Depth,…

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  • Call: BNAIC 2010: The 22nd Benelux Conference on Artificial Intelligence

    SECOND CALL FOR PAPERS BNAIC 2010: The 22nd Benelux Conference on Artificial Intelligence Luxembourg, October 25-26 2010 http://bnaic2010.uni.lu Organised by: Computer Science and Communication Research Unit (CSC), University of Luxembourg Interdisciplinary Centre for Security, Reliability and Trust (SnT), University of Luxembourg Centre de Recherche Public Henri Tudor Introduction BNAIC is an international scientific conference for research in Artificial Intelligence. The BNAIC conferences series was initiated in 1988 by the Netherlands Association for Artificial Intelligence (later incorporating Belgium and Luxembourg to become the Benelux Association for AI) in order to promote research in AI among Benelux AI researchers, scientists and engineers…

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