Author: Matthew Lombard


  • Adaptive VR increases exercise engagement by sensing user emotions

    [In a new study, researchers at the University of Bath show how using sensors to assess the emotional state of virtual reality users as they play exercise games and using that information to adjust the difficulty level of the game increases the user’s engagement in the activity. The original version of this story from the University includes a 1:55 minute video (also available on YouTube). –Matthew] Can technology turn exercise pain into pleasure? Most people who exercise using VR drop out when things gets too tough or dull – could programs that use sensors to tune into a person’s emotional…

    Read more: Adaptive VR increases exercise engagement by sensing user emotions
  • Call: “Cosmoramas and Other Peep Practices 1800-1880” issue of Early Popular Visual Culture

    Call For Papers Cosmoramas and Other Peep Practices 1800-1880Special Issue of Early Popular Visual Culturehttps://call-for-papers.sas.upenn.edu/cfp/2024/08/07/cosmoramas-and-other-peep-practices-1800-1880 Deadline for expressions of interest: October 15, 2024 Before virtual reality, peeping has long been a widespread media practice. Since the 18th century, the world has been presented in lensed and boxed apparatuses that aroused wonder and seduced audiences. Our contemporary culture of immersion was initially launched by peepshows and cosmoramas: one of the earliest media systems in Europe that produced and distributed views. The cosmorama was one of the major formats in the evolving diversity of 19th-century peep practices, evident in telescopic paper versions,…

    Read more: Call: “Cosmoramas and Other Peep Practices 1800-1880” issue of Early Popular Visual Culture
  • VR boosts skill development in people with intellectual disabilities, study finds

    [A new study from researchers at the University of South Australia demonstrates the potential of presence-evoking virtual reality to aid the learning of practical skills by people with intellectual disabilities. As with all of the press coverage, this story from Forbes is based on a press release from the University, which includes a 52-second video (also available on YouTube). –Matthew] [Image: Figure 7 from the published study. “Correct disposals in the real-world assessment across timepoints and between groups. Note: Circular points on each line represent the mean correct disposals in the Real-World Assessment, and the error bars represent the standard…

    Read more: VR boosts skill development in people with intellectual disabilities, study finds
  • Call: Human-Computer Interaction Design (HCID) 2024 Open Day Conference – Design for All

    Call for Participation: HCID 2024 Open Day Conference – Design for AllCentre for Human-Computer Interaction DesignCity St George’s, University of LondonSeptember 18, 2024, 10:30 – 18:30 (BST)http://hcidopenday.co.uk/ OVERVIEW The HCID Open Day is a mini conference run by the Centre for Human Computer Interaction Design (HCID) at City St George’s, University of London. Each year we invite in guest speakers from industry and academia to talk about UX / HCI / Interaction Design and related fields. The theme is ‘Design for All’.  With the strands of People – widening participation, inclusion, accessibility, Planet – considering designs impact on the natural…

    Read more: Call: Human-Computer Interaction Design (HCID) 2024 Open Day Conference – Design for All
  • Virtual reality puts healthcare professionals in the shoes of people living with HIV

    [Established in 2009 by GlaxoSmithKline and Pfizer, ViiV Healthcare is “a specialist pharmaceutical company 100% dedicated to HIV medicines and research and focused on people living with HIV and AIDS.” The company’s Head of Digital Innovation and Implementation Science is leading the development of a series of 360-degree videos for healthcare providers to view in virtual reality so that they’ll better understand what it’s like to be a patient dealing with the stigma of having HIV and learn how to avoid contributing to the stress and discomfort the stigma causes. A ViiV story about the project from August 29, 2024 is…

    Read more: Virtual reality puts healthcare professionals in the shoes of people living with HIV
  • Job: Open-rank Tenure-track Professor in Games at UCLA

    Call for Applications UCLA Department of Design Media Arts:Open-rank Tenure-track Assistant or Associate/Full Professor – GamesLos Angeles, Californiahttps://recruit.apo.ucla.edu/JPF09663 Application deadline: October 5, 2024 The Department of Design Media Arts (DMA) within the UCLA School of Arts and Architecture invites applications for an Assistant, Associate, or Full Professor position in the area of Games. POSITION DESCRIPTION Who should apply? We seek applications from artists, scholars, designers, and developers whose practice engages deeply with critical and experimental approaches to games. The Department of Design Media Arts is situated within the UCLA School of the Arts and Architecture and offers BA and MFA…

    Read more: Job: Open-rank Tenure-track Professor in Games at UCLA
  • How “personhood credentials” could help prove you’re a human online

    [In a startling but predictable development, the advancement of technologies that evoke a variety of forms of social presence are making it increasingly difficult or impossible to distinguish interactions with humans from interactions with technology. Though the prospects are daunting, several initiatives are underway to develop countermeasures, as described in this story from MIT Technology Review. –Matthew] [Image: Credit: Stephanie Arnett/MIT Technology Review | Adobe Stock] How “personhood credentials” could help prove you’re a human online A system proposed by researchers from MIT, OpenAI, Microsoft and others could curb the use of deceptive AI by exploiting the technology’s weaknesses By…

    Read more: How “personhood credentials” could help prove you’re a human online
  • Call: “Large Language Models and Games” special issue of IEEE Transactions on Games

    Call For Papers “Large Language Models and Games”Special Issue of IEEE Transactions on Gameshttps://transactions.games/special-issue/special-issue-on-large-language-models-and-games Deadline for submissions: December 1, 2024 Large Language Models (LLMs) have recently demonstrated significant potential in Game AI research in terms of playing games with abstract or negotiable rules and winning conditions, enriching interactive dialogue systems, and assisting in the development of complex game worlds. On the one hand, there is a growing interest within both academia and industry in leveraging LLMs to autonomously or semi-autonomously generate game elements such as stories, characters, dialogue, quests, and world-building. The use of LLMs to design better game content…

    Read more: Call: “Large Language Models and Games” special issue of IEEE Transactions on Games
  • Study: VR and AR can temporarily change the way people perceive distances

    [The study described in this story from the U of T News describes work being done at the University of Toronto on how using current presence-evoking technologies alters our interactions in the non-mediated world, with important implications for training (e.g., of surgeons, pilots, drivers, etc.). See the original version of the story for a second image. –Matthew] [Image: Research associate Xiaoye Michael Wang fits a VR display onto study participant Colin Dolynski Credit: Molly Brillinger] Virtual and augmented reality can temporarily change the way people perceive distances: Study ‘We wanted to understand if the way our brains and bodies adapt…

    Read more: Study: VR and AR can temporarily change the way people perceive distances
  • Call: Silly Questions about Fiction Workshop

    Call for Abstracts Silly Questions about Fiction WorkshopNovember 18-19, 2024Tilburg UniversityTilburg, Netherlands Submission deadline: September 30, 2024 When a book ends with the words “… and nobody lived to tell the tale”, how can a reader be reading about this tale? When a sound-boom operator clearly walks into the frame of a movie, how should a viewer reconcile this with this person being supposedly absent from the fictional world? When a glitch occurs in a videogame which unintentionally makes the human inhabitants of the gameworld fly like birds, is a player supposed to imagine them as flying people?…

    Read more: Call: Silly Questions about Fiction Workshop
  • Venezuelan journalists turn to AI avatars to combat Maduro’s media crackdown

    [As the story from The Guardian below reports, in a creative and positive application of presence-evoking technology, journalists in Venezuela are protecting themselves from government persecution by using AI-based avatars to present accurate news about events in the nation. Caracas Chronicles summarizes the development this way: “… traditional media outlets in Venezuela—large newspapers, TV and radio networks—are under some form of control by the government, so independent media, mostly small online platforms (save for the analogue ElBusTV) have to get creative. Enter Operación Retuit, which features short social media videos that encapsulate the initiative’s reporting. The catch is that these…

    Read more: Venezuelan journalists turn to AI avatars to combat Maduro’s media crackdown
  • Call: “MEDIAS – Surface, Space and In-Between” virtual conference

    Call for Abstracts MEDIAS – Surface, Space and In-BetweenPart of the Conference Society. Space. Screens2024 Mediated Cities SeriesDecember 11-13, 2024Onlinehttps://amps-research.com/yonsei/ Submission deadline for abstracts: October 20, 2024 As part of the 2024 Mediated Cities Series, Yonesi University, with Arizona State University and the Cesar University School, hosts an international virtual conference on art, media and design. This particular call is for the strand:  MEDIAS – Surface, Space and In-Between — Medias, technologies and digital phenomena of every kind are ubiquitous today. They have, and are, changing how we work, learn, design, create, interact and relax. They are also affecting how…

    Read more: Call: “MEDIAS – Surface, Space and In-Between” virtual conference

ISPR Presence News

Search ISPR Presence News:



Archives