Author: Matthew Lombard
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Call: 6th Zip-Scene Conference on Immersive Storytelling
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Read more: Call: 6th Zip-Scene Conference on Immersive StorytellingCall for Papers 6th Zip-Scene Conference on Immersive StorytellingTopic: Unveiling the Crisis of Stories: Can Interactive Digital Storytelling Lead to Deep Listening?October 17-19, 2024DOX: Centre For Contemporary ArtPrague, Czech Republichttps://conf.zip-scene.com/ Submission deadline: July 1, 2024 In 2024 Byung-Chul Han’s latest book was published in which he stated that we live in the era of a narrative crisis (Han 2024). According to him, the stories became “inflated”, “they have lost their original power” and the story consumers might be lonely beings as they do not experience the stories within a community. One of the main reasons for this is that we…
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AI systems are getting better at tricking us
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Read more: AI systems are getting better at tricking us[Until recently, most users of communication technologies have understood, at least in principle, that other humans may have manipulated our experience to make us overlook what we know about how technology works and what it can and can’t do, i.e., to experience presence. But as this unsettling story from MIT Technology Review makes clear, not even the technology creators and experts know what many artificial intelligence systems can or will do, including deceiving users to accomplish their goals, a “black box” problem that creates a whole new set of potential risks related to medium-as-social-actor presence. –Matthew] [Image: Credit: Stephanie Arnett/MITTR]…
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Call: SCRITA 2024: Trust, Acceptance and Social Cues in Human-Robot Interaction – at IEEE RO-MAN 2024
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Read more: Call: SCRITA 2024: Trust, Acceptance and Social Cues in Human-Robot Interaction – at IEEE RO-MAN 2024Call for Papers SCRITA 2024: Trust, Acceptance and Social Cues in Human-Robot InteractionOrganized in conjunction with IEEE RO-MAN 2024: 33rd IEEE International Conference on Robot and Human Interactive CommunicationPasadena Convention Center in Pasadena, California, USAAugust 26, 2024Workshop: http://scrita.herts.ac.ukRO-MAN 2024: http://ro-man2024.org/ Submission deadline: July 14, 2024 (extended)Submission link: https://easychair.org/conferences/?conf=scrita2024 This workshop will be a half day event on 26 August and it is organised in conjunction with the IEEE RO-MAN 2024 conference, held in Pasadena, California, USA. This workshop focuses on the continuous investigation of unresolved and new open challenges of the factors affecting people’s acceptance and trust in robots in…
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VOY Glasses makes adjustable prescription lenses for VR – new option for research, expos, and more
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Read more: VOY Glasses makes adjustable prescription lenses for VR – new option for research, expos, and more[As someone with low vision (i.e., even with corrective lenses), I have both personal and professional interest in this post from The Ghost Howls blog by Skarredghost (VR expert Antony Vitillo). The VOY Glasses product he describes is certainly not a complete solution to the discomfort, visual distortions and cost for the millions of people who need to wear glasses while using virtual reality headsets, but it sounds like a big step forward, especially for those who need to share headsets, including for expositions of various kinds and to conduct research. See the unabridged original post for a detailed hands-on…
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Call: Understanding Esports Audiences – Interdisciplinary Esports Seminar
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Read more: Call: Understanding Esports Audiences – Interdisciplinary Esports SeminarCall for Papers Understanding Esports AudiencesInterdisciplinary Esports SeminarPart of the CoEsports-network event Esport Nexus JyväskyläJyväskylä, FinlandNovember 7-8, 2024https://www.jyu.fi/en/events/understanding-esports-audiences Submission deadline for abstracts: August 11, 2024 Esports are both mediated and performed by their nature. As such, they are always performed to someone: Imagined and real audiences are indistinguishable parts of esports and as long as there has been competitive gaming, there has been different forms of spectating play, both online and offline. Understanding esports and esports cultures requires understanding esports audiences. For service providers and teams in the esports ecosystem, understanding audiences is likewise crucial, as viewership numbers, ticket sales…
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Immersive storytelling can spur people to environmental action
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Read more: Immersive storytelling can spur people to environmental action[Our colleague Daniel Pimentel studies the potential of presence-evoking immersive media experiences to change attitudes, perceptions and behaviors regarding the environment. He and some of his work are featured in this story from The University of Oregon’s Around the O. For a related story, see “(Under) Sea Change: Virtual Reality and Aquatic Exploration: Professor Betsy Stoner’s immersive VR videos offer Bentley students a unique — and unforgettable — way to learn about marine ecosystems” from Bentley University. –Matthew] [Image: Professor Daniel Pimentel (right) works with a student using a VR headset] Storytelling in the metaverse can spur environmental action By…
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Call: “Death and the Digital Realm” Workshop/Conference
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Read more: Call: “Death and the Digital Realm” Workshop/ConferenceCall for Abstracts “Death and the Digital Realm” Workshop/ConferenceCo-sponsored by the International Association for the Philosophy of Death and Dying (IAPDD), Leiden University, and the Australian Research Council project “Digital Death and Immortality”October 11-12, 2024Leiden University, Netherlandshttps://www.philosophyofdeath.org/leiden-oct-2024-death-and-the-digital-realm/ Submission deadline: July 22, 2024 A legacy of today’s digitally driven world is the increasing number of ‘digital remains’ a person leaves behind after they die, such as audio and image files, social media accounts and emails. How to deal with these digital remains has become an increasingly significant and costly problem for individuals, families, organisations, tech companies, and governments.…
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Visualizing and learning mathematics in virtual reality
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Read more: Visualizing and learning mathematics in virtual reality[This first-person story from San Jose State University provides another example of how even simple, abstract immersive virtual environments can evoke spatial presence and increase learning. The original version of the story includes a second image, and for much more information on the NSF-funded project (including the VR modules), follow the link at the end below. –Matthew] [Image: An image from the virtual reality classroom featuring three vectors. Credit: Photo courtesy of Ferdie Rivera] Math Adventures in Virtual Reality by Cassie MyersJune 6, 2024 I haven’t taken a math class since 2009 and I’m about as frightened of virtual reality…
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Call: Symposium on Humanistic AI (free online June 19, 2024)
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Read more: Call: Symposium on Humanistic AI (free online June 19, 2024)Call for Participation Symposium on Humanistic AIJune 19, 2024In-person: University of Gothenburg (Humanisten, Renströmsgatan 6, Gothenburg, Sweden)Online: On Zoomhttps://dh.gu.se/humanisticai The Gothenburg Research Infrastructure in Digital Humanities (GRIDH), University of Gothenburg, and The Swedish School of Library and Information Science (SSLIS), University of Borås, are delighted to invite you all to attend the symposium on ‘Humanistic AI’ to be held as a hybrid event at the Faculty of Humanities, University of Gothenburg, Sweden, June 19. The symposium is co-sponsored by the national research infrastructures Huminfra, Swe-Clarin, and InfraVis. The purpose of this symposium is to conduct a first inventory of the…
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Presence as social realism: Pillow is a VR game with real audio logs from real people
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Read more: Presence as social realism: Pillow is a VR game with real audio logs from real people[The author of this review from TheGamer describes how anonymous recordings of real people in the virtual reality game Pillow evoke presence as social realism (though he doesn’t use that term). The experience is reminiscent of a series of websites and apps that provide a forum for anonymous messages and interactions such as PostSecret, Whisper, Secret, YikYak, Omegle, and others. –Matthew] Pillow Is A Virtual Reality Game With Real Audio Logs From Real PeopleBy Mike DruckerJune 6, 2024 I’ll be honest, the mixed reality game Pillow came out late last year. In fact, I bought it a few months ago…
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Call: Action in Perception 2024: Presence, Art, Making, Life
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Read more: Call: Action in Perception 2024: Presence, Art, Making, LifeCall for Participation Action in Perception 2024: Presence, Art, Making, LifeSeptember 5-6, 2024University of Helsinki, Finlandhttps://www.helsinki.fi/en/conferences/action-perception-2024 Registration deadline: August 20, 2024 WELCOME TO ACTION IN PERCEPTION 2024! On the occasion of the 20th anniversary of Alva Noë’s Action in Perception, a seminal work in enactivist theory, this conference brings together leading international scholars to explore enactivist themes, reassess the theory’s current position, and stimulate future research. “Perception is not something that happens in us; it is something we do.” This is the leading idea of Noë’s distinctive version of the enactive approach laid out in Action in Perception.…
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MIT chatbot simulates your future self to help you make better decisions
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Read more: MIT chatbot simulates your future self to help you make better decisions[As this story from Singularity Hub notes, thinking about the connection between our present self and who we may be in the distant future can have a variety of positive psychological and behavioral impacts. A project at the MIT Media Lab has provided a presence-evoking experience to encourage this reflection by using an AI chatbot to simulate a conversation with a future version of oneself. As the story says, “It’s not hard to imagine a far more realistic version of [the simulation] in the near future,” one that would be even more effective. In a related quote from the linked…
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