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Author Archives: Gustavo A. Orellana

Call: 4th ICSRiM Student Conference on Music, Multimedia and Electronics (iscMME 2016)

iscMME 2016
4th ICSRiM Student Conference on Music, Multimedia and Electronics (iscMME)
http://www.iscmme.leeds.ac.uk/

Tuesday 14th June 2016
School of Music, University of Leeds, Leeds LS2 9JT, United Kingdom

Deadline for submission: 28th April 2016

Call for Proposals

iscMME 2016 welcomes the submission of a wide range of Sci-Arts research with particular focus on Music, Multimedia and Electronics. Submissions fall into three categories: (i) papers & presentations; (ii) demonstrations or installations (iii) performances. Details and requirements for each category are specified below. All submissions will be reviewed by the iscMME programme committee.

Proposals for categories (i), (ii), and (iii) should be an abstract (500 words maximum) detailing the research. Proposals for categories (ii) and (iii) should include technical requirements. All proposals should be submitted via easychair at: https://easychair.org/conferences/?conf=iscmme2016

iscMME themes include but are not limited to: live coding, algorithmic composition, generative systems, networked and distributed performance, laptop and mobile music, circuit bending, instrument augmentation, sound synthesis, new musical interfaces, human-computer interfaces, multimodal interfaces, embodied interaction, audio-visual music, music visualisation, virtual and augmented reality, psychoacoustics, music cognition, digital aesthetics, digital audio processing and analysis, music and robotics, gestural analysis, trans-domain mapping, sonification, big/small data, machine perception, physical computing, computational creativity, virtual musicianship, intelligent and interactive educational systems, and scientific research in music.… read more. “Call: 4th ICSRiM Student Conference on Music, Multimedia and Electronics (iscMME 2016)”

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Call: CYNETART Competition 2016

Open Call

CYNETART Competition 2016
CYNETART International Festival for Computer Based Art
November 10th – 16th, 2016
Dresden, Germany
http://www.cynetart.de/cfp/2016/

Deadline: 1st of May, 2016

2016 marks the 20th anniversary of the CYNETART International Festival for Computer Based Art, held at its main venue HELLERAU – European Centre for the Arts Dresden and many satellite venues around the city. 20 years of CYNETART Festival is the reflection of the zeitgeist, the presentation of artistic quality and an invitation to the audience to discover something new. It is an extraordinary venue for public presentations and the performance of inter- and trans-disciplinary media art investigations.

Every two years, the Trans-Media-Akademie Hellerau (TMA) and their partners write out the international CYNETART Competition. You’re invited to send us your installation, sculpture and performance projects, expanded media works, AV concerts or net art projects. All award-winning works will be presented in the exhibition of CYNETART Festival.… read more. “Call: CYNETART Competition 2016”

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Call: IEEE Virtual Reality 2016 Workshop on K-12 Embodied Learning through Virtual and Augmented Reality (KELVAR)

Call For Participation: The IEEE Virtual Reality 2016 Workshop on K-12 Embodied Learning through Virtual & Augmented Reality (KELVAR)

Organized in conjunction with the IEEE Virtual Reality 2016 conference which takes place March 19th to 23rd in Greenville, USA. http://ieeevr.org/2016/

Workshop Website: https://sites.google.com/site/vrkelvar/

DESCRIPTION

K-12 education is currently undergoing a technological revolution creating opportunities for Virtual-, Augmented-, and Mixed-Reality based learning. An increasing number of classrooms are being equipped with interactive whiteboards, tablet devices, and personal student computers. This technology integration will continue to increase as mobile devices penetrate into all socioeconomic strata, and as new VR/AR/MR technologies become affordable to schools. Classroom learning of the future could be assisted by multi-projector systems, touchscreen displays, head-mounted displays, and other immersive technologies.

These technological innovations have the potential to engage students in more effective kinds of learning than compared to traditional approaches, by leveraging the affordances of VR/AR/MR media.… read more. “Call: IEEE Virtual Reality 2016 Workshop on K-12 Embodied Learning through Virtual and Augmented Reality (KELVAR)”

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Jobs: PhD studentships in IGGI (Intelligent Games, Game Intelligence) at Goldsmiths, Essex and York

PhD Studentships at IGGI (Intelligent Games, Game Intelligence) at Goldsmiths, Essex and York

Full details: http://www.iggi.org.uk/apply/

The network (which includes Goldsmiths, Essex and York and is supported by UK’s EPSRC) focuses on R&D linking computer games with A.I.

At Goldsmiths, Presence research that relates to games includes:

  • movement computing (in relation to gestures, dance, sports, robotics, creative activities (art, music))
  • machine and deep learning: e.g. for the management and design of graphical assets
  • procedural genesis (e.g. of cities, characters, behaviours)
  • scientific visualisation, gamification and crowd sourcing.

Deadline to apply (up to 4 positions available at Goldsmiths, and similarly at York, Essex):
end of January.

Scholarships support fees and living wage for UK citizens and residents.
Other EU and abroad candidates may receive a fee waiver.

PhD program includes a pair of internships in industry (games or AI related).

List of supervisors (and their favoured research topics):
http://www.iggi.org.uk/supervisors/read more. “Jobs: PhD studentships in IGGI (Intelligent Games, Game Intelligence) at Goldsmiths, Essex and York”

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Call: Third IEEE VR International Workshop on Collaborative Virtual Environments (at IEEE VR 2016)

Third IEEE VR International Workshop on Collaborative Virtual Environments
At IEEE Virtual Reality 2016, Greenville, South Carolina, USA
Saturday March 19 or Sunday March 20, 2016

http://sites.google.com/site/3dcveieeevr2016/

Submission deadline: January 24, 2015 (Abstract submission deadline: January 17, 2015)

We need to improve interaction and collaboration in immersive virtual environments. Indeed, frameworks for the design of immersive and collaborative virtual environments are now mature enough to allow researchers to focus on higher-level description of immersion and collaboration rather than on low-level system features.

However, we still have to improve both the immersion of the users and the ability of distant users to collaborate efficiently when they are sharing a virtual environment, by proposing new metaphors for immersive 3D collaborative interactions.

To meet these requirements, we need to be able to adapt VR software to various kinds of immersive hardware devices while we need also to embed a symbolic representation of these devices into the virtual environment in order to make users aware of the limitations of these devices at run-time.… read more. “Call: Third IEEE VR International Workshop on Collaborative Virtual Environments (at IEEE VR 2016)”

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