Tag Archives: Conference

CFP for Presence 2009

Please note these important dates:

Submissions deadline (on-line): July 1, 2009
Early registration (on-line): July 1 – October 1

OVERVIEW

Academics and practitioners with an interest in the concept of (tele)presence are
invited to PRESENCE 2009, the 12th Annual International Workshop on Presence, to be held in Los Angeles, California on November 11-13, 2009. Often described as a sense of “being there” in a mediated environment, telepresence is broadly defined as a psychological state or subjective perception in which a person fails to accurately and completely acknowledge the role of technology in an experience. It is a rich, fascinating subject of scientific investigation, artistic exploration and diverse application, with increasingly important implications for the ways in which people work, play and live, and technologies are developed.

The PRESENCE conferences provide a relaxed and enjoyable forum for presentation of presence scholarship and applications and (especially in the planned format this year), discussion sessions that allow attendees to join together in synthesizing and expanding our collective knowledge and visions for the future regarding this compelling topic.

PRESENCE 2009 is co-organized by the International Society for Presence Research
(ISPR; http://ispr.info) and The University of Southern California Institute for
Creative Technologies (ICT; http://ict.usc.edu).

VENUE

The conference will be hosted by The The University of Southern California Institute for
Creative Technologies (ICT) in Los Angeles, California. The conference events will
take place at The Marina del Rey Hotel (http://www.marinadelreyhotel.com) in the beautiful Marina del Rey area. Only 4 miles from Los Angeles International Airport (LAX), and easily accessible from all major Southern California freeways, the Marina del Rey/Venice Beach area offers waterfront beauty with shopping, dining, great recreation and miles of beautiful beaches.

IMPORTANT DATES

July 1, 2009 – Submissions due; early registration opens

August 15, 2009 – Acceptance/Rejection notifications

September 15, 2009 – Finished, camera-ready papers due (electronic submission)

October 1, 2009 – Early registration closes

November 11-13, 2009 – Conference (onsite registration)

MiT 6: in Transition paper (exclusive!)

I did not get the paper for my abstract published at the main site next to my abstract — too late or quality control 🙂 — so I have uploaded the paper on future interactive uses of biofeedback here. Please don’t cite as I may change and submit for publication…

UPDATE: CURRENT PAPER VERSION AT MIT 6 CONFERENCE WEBSITE. Click on the hyperlinked title of the abstract to view the 5mb PDF.

CFPS for March

1-Mar-09ISAGALearn to Game Game to LearnSingapore29-Jun-09
2-Mar-09GLS 2009 5.0Games Learning and Society 2009Wisconsin Madison10-Jun-09
2-Mar-09ICEC 2009Entertainment ComputingParis France3-Sep-09
5-Mar-09HCI2009BCS conference on Human Computer InteractionCambridge UK1-Sep-09
6-Mar-09ECSWEuropean CSCWVienna Austria7-Sep-09
6-Mar-09isea 200915th International Symposium on Electronic ArtUlster Ireland23-Aug-09
12-Mar-09Cumulus 38 S 2009Hemispheric shifts across learning teaching and researchMelbourne Australia12-Nov-09
22-Mar-09web 3d3D Web TechnologyDarmstadt Germany16-Jun-09
23-Mar-09ECGBLEuropean Game-based learningGraz Austria12-Oct-09
31-Mar-09DelDesigns on E-learningLondon UK2-Sep-09

Viral Worlds at MIT 6 Media In Transition

The below was accepted for MIT 6: Media in Transition (April 24-26) but it needs work! Apart from the overblown title, I hope I can modulate the “Conventional media historians” line so it reads less like a target and more like a point of exploration..is it still de rigueur to mention Barthes Baudrillard D& G et al, or will they let me refer back to Spengler who is cerrtainly not text of the month..

Experientially Pollinating Virtuality and the Living Transcripts of Escape Space
Current notions of place, culture, and media, are all open to question. In terms of place: will the virtual supplant the real? Spengler wrote “This machine technics will end with the Faustian civilization and one day will lie in fragments, forgotten — our railways and steamships as dead as the Roman roads and the Chinese wall, our giant cities and skyscrapers in ruins like old Memphis and Babylon.”


Perhaps Spengler was prescient yet not accurately domain-specific. In this carbon-guilty era, game-playing and virtual world inhabitation is fast approaching the numbers and profits of the tourist and moviemaking industries. Architecture schools teach studio design using game engines, gamers play at home rather than in arcades, and you can enjoy the scenery of Capri from the comfort of your desktop. The media history of virtual worlds is diverging due to the cognitively competing demands of reading text or exploring 3D space. Conventional media historians may attempt to reconcile this dilemma with terms like “narrative space”, but unless they themselves design, they are probably unaware of the profound design differences between virtual and real place-making.


How does place-based virtual action affect civilization and culture? Oswald Spengler attempted to carefully distinguish the two terms; civilization comprises the laws that allow people to live close together, in a city, civitas. Culture is what is cultivated or allows one to cultivate a setting, a local domain. Yet with modernization’s separation of people from agricultural production, civilization and culture are increasingly seen as conduct and taste or consumer-specific market. Architectural historians and philosophers aren’t qualified to tackle this writhing new field unless they are also experienced in the areas of interactive entertainment, user experience design, and learning / cognition theory.


Where to next? The ill-fated MIT Media Lab Europe pioneered early research in the area of biofeedback and virtual environments, it would take only a little leap to an era where audience-environment-players past present and future, all share not just data and rendered polygons, but also participate in embodied experience. Imagine biofed virtual worlds where the passive, subconscious and otherwise unpredictable embodied responses of the audience affect both the virtual world, and future players. I suggest the zenith of this development will be when we have genuine living scripts in virtual worlds: where players experience augments the [virtual] world history. So the concept of media transmission and storage changes to media pollination.


I can illustrate this development (Figure 1) with two case studies/projects, but I would like to spend more time asking the audience how we designers should tackle the issue of counterfactual creativity versus the traditional virtual of authenticity and authorial narrativity. And for media academics, are they trained to handle these changes? If there is a change in virtual worlds from the sterile and predestined to intermedial fusion of audience and player, will there be a call for new skills and boundary definitions in media history?
Footnote:  Oswald Spengler, Man and Technics, translated by C. F. Atkinson, Alfred A. Knopf, New York, 1932, page 96.