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‘Fashion Through the Looking Glass’ NVWN hosts symposium on August 23

NVWN – The Nordic Virtual Worlds Network (www.nordicworlds.net) invites you to participate in a symposium on August 23, 2011, ‘Fashion Through the Looking Glass: exploring the impact of virtual worlds and the 3D internet on the Fashion Industry’.
From the announcement: “as virtual worlds and the 3D internet have the potential to transform the technological, social, and economic dimensions of many industries, we have chosen to explore the Fashion Industry in particular as it is one industry leading the way in terms of developments across an industry’s value chain. We have an exciting list of presenters from both industry and academia who will speak on variety of topics from various virtual worlds.”
When: Tuesday, August 23, 5:00 am to 10:30 am SLT, 12:00 pm to 5:30 pm Iceland time
Where: Mixed reality event / simulcast in Reykjavik, Iceland and in Second Life on the Stockholm School of Economics island (SLURL: http://slurl.com/secondlife/SSE%20MBA/134/198/26/?title=SSE%20MBA&msg=Welcome!)
Speakers (and preliminary topics) in alphabetical order:
1. Linda Björg Árnadóttir, Director of Fashion Department, Iceland Academy of Arts and Creative Director, Scintilla: Challenges and Opportunities for Fashion Designers in 3D and Virtual Worlds.
2. Göran Lindqvist, Principle Associate, Center for Strategy and Competitiveness, Stockholm School of Economics: Does Space Matter? Exploring the Second Life Fashion Industry and its Value Chain from an Agglomeration/Regional Development Perspective.
3. Hilmar Pétursson, CEO of CCP Games: A Look inside the Eve Online Economy and its Fashion Industry.
4. Dominic Power, Professor, Department of Social and Economic Geography, Uppsala University: Creating Successful Virtual World Fashion Brands: What Can We Learn from the “Real” World?
5. Malin Ströman – Former Online Strategist and Concept Developer, VP of Product, Content at Stardoll 2005 to 2010, Fashion in the Future: A Look at Today’s Young International Entrepreneurs.
6. Shenlei Winkler, CEO of Fashion Research Institute Inc: 3D Technologies and the Apparel Industry: Some Insights from OpenSim and other VWs.
See more info on symposium / join NVWN

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Virtual Human Interaction Lab: High-end Research on Presence and Immersion in Virtual Reality

Situated very conveniently near Stanford University’s historic Main Quad, Associate Professor Jeremy Bailenson and his research team built a remarkable new research facility, Virtual Human Interaction Lab (VHIL), where they conduct experiments on dynamics of user experience and social interaction in immersive virtual environments (VE). Last week, we had the opportunity to visit this exciting place with guidance of Cody Karutz, manager of the lab, who explained the lab’s technological infrastructure and perspectives on social research. Although Virtual Reality (VR) seems to be at the center of attention, defining VHIL only as a ‘VR Lab’ would not be fair, as it contains settings with many different user interface devices and immersive visualization technologies, such as Cave Automatic Virtual Environment (CAVE), optical motion tracking devices, and audio-visual/haptic feedback systems.

The leader of VHIL team, Professor J.  Bailenson, recently co-authored a book entitled Infinite Reality: Avatars, Eternal Life, New Worlds, and the Dawn of the Virtual Revolution with Distinguished Professor of Psychological and Brain Sciences Jim Blascovich. In their new book, Professors Blascovich and Bailenson present a very comprehensive analysis of the (history of) technologies surrounding VR paradigm with their social, psychological and cognitive aspects, well-supported with empirical findings from years of research experience. After visiting Professor Bailenson’s class ‘Virtual People’ at Stanford University and having the chance to attend a guest lecture by Professor Blascovich, the guided tour of VHIL was supposed to be the next logical step to grasp this magical realm. Indeed, strolling around the virtual VHIL and letting myself down the virtual pit, while wearing a Head-Mounted Display (HMD) with ambient sound as powerful as I can physically feel under my feet, was exactly the kind of experience I was looking for!

For more detailed information of current research projects at VHIL, click here.

At the entrance hall to VHIL, a Microsoft Kinect setting welcomes the visitors, tracking every movement we make in the 3D space that is Karutz’s office, and visualizing on stereoscopic display TV, as in 3D without the need for glasses. As Karutz explained during the tour, the lab is still in construction and there are more comprehensive technologies to be implemented.  Although the VHIL team has a large collection of, and years of experience with, various forms of user tracking technologies, Karutz stated that VR is a rapidly changing field, and the industry is pushing towards more comprehensive and accessible motion tracking devices such as Microsoft’s Kinect (or Wii Remote, Playstation Move etc). Nonetheless, VHIL’s main focus is on experiences of presence and copresence in immersive VEs, so the tour continues with the CAVE setting and VR rooms.

Everything at the VR lab is monitored and manipulated within an elaborate control room.  There are two separate rooms for testing immersive user experiences and tracking movement in physical space and translating it into the virtual space. The smaller tracking room has 8 cameras for optical tracking markers, while the large room has a more accurate tracking infrastructure. Although Kinect and other motion tracking devices are relatively accessible for home-use, immersive audio-visual systems and HMDs are still very expensive for the average user. Karutz relates this with the push from the industry and lack of development in end-user applications, which limits the design and production of affordable mass-produced devices. Although current HMDs are bound to cables to monitor location and movement of users, VHIL will be presenting the demo of their first wireless HMD this summer.

VHIL also contains a CAVE setting. At the first room, the two-walled CAVE renders 3D images on 70-inch diagonal 3D displays. The CAVE enables users to experience immersion and interactivity in VEs without the need for HMDs, while its capacity to deliver high motion sensitivity is lower than other systems.

In the larger multisensory tracking room, VHIL offers more accurate tracking and more immersive VR experiences, provided by a new HMD with wider and more realistic visual fields, tactile feedback on the floor which shakes with sound and movement in virtual space, and the 23 channel surround sound system which pushes the boundaries of realism in environmental simulation. Another very promising development at VHIL’s new premises is that the team now has two tracking rooms, which means they will be able to have multiple participants simultaneously and in their actual social contexts.

During Cody Karutz’s guided tour, we’ve had the chance to experience the VR environment by falling down trap pits in the virtual VHIL room, and chopping virtual trees. By using a customized haptic user interface device, originally designed for first person shooters, VHIL’s VR environment also offers study of interaction with new tools to affect virtual objects, such as cutting trees in a virtual forest to study how experiences in immersive VEs would change real-world behavior. Bailenson and his research team use these interactions and their real-world consequences as sources of data to observe how learning through immersive VE experiences could change people’s recycling and consumption behaviors. Their research also casts light on other aspects and uses of these technologies, such as avatar-based (transformed) social interaction, and collaborative working on clinical applications or building virtual spaces together.

VHIL Lab team claims that our future lives will incorporate more technologies of immersive virtual social interaction, which is a reasonable assumption for many recent use cases. Jeremy Bailenson and his colleagues are trying to understand this emerging world of VR and how it will affect societies. Their research on user behavior and experience in immersive VEs are inspirational for other forms of online worlds where participants collaboratively design and build their own communication environments, and a successful model for many research establishments such as RUC’s Experience Lab.

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All About In-browser Interactive 3D: WebGL Camp #3 @ Google Mountain View

On June 10th, the third of the WebGL Camp events was organized by Henrik Bennetsen (Katalabs) and Google, at Google’s Mountain View campus in California. WebGL Camp aims to provide a prolific gathering of platform developers and creative communities to showcase present Web 3D technologies, emerging tools and platforms, and latest works by Web 3D artists/content creators. The first WebGL Camp was organized in June 2010 at Stanford University, and the next one was at SRI International on June 2010. More detailed information on what WebGL is, and what it’s used for can be found at this previous blog-post and also at Khronos Group’s Website. The introduction of the whole-day event was made by Henrik Bennetsen and Ken Russell (Chair of Google’s WebGL Working Group), followed by a series of presentations (see agenda)

(click here for a detailed analysis and reflections)

The WebGL community offers a great deal of collective experience and know-how on technologies of co-creating, visualizing and sharing 3D content in Web browsers, and they aim to build collaborative open-source standards for creatives to re-use, modify and develop according to their needs, resources and skills. At the last week’s WebGL Camp, it was really refreshing to watch a series of comprehensive presentations on new tools to create 3D digital content, platforms to share and publish these creations with online communities, system architectures and standards for market integration, and brilliant showcases of content development and programming.

Through this link, you can read more reflections on the presenters and highlights of this very inspiring whole-day event in detail (on Issuu.com)

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Participatory Design Conference 2012, Roskilde University

August 12-16, 2012 – Conference at Roskilde University, Denmark

Embracing New Territories of Participation
With firm roots in the original Participatory Design focus on involving people in the introduction of technology into their work, the theme of the next PDC conference invites us to explore traditional fields of participatory design as well as emerging areas, field, arenas and forms of participation.

Skilled workers are still participating in design processes aiming at developing tools for quality of working life, but designing for everyday life poses new challenges for the way participation is practiced and understood. Today we are designing engaging experiences not only through participation but also for participation.

New ‘Do-It-Yourself’ technologies change the way we perceive the end-user in the design process and the availability of open source software and hardware tools kits such as electronics prototyping platform enable people to produce their own applications, and thereby extend the design process into use. What we used to understand as end-users become designers hereby dissolving the boundaries between use and designing, and challenges our general understanding of users as participants in the design process

By deliberately embracing new territories we invite you not only to explore traditional fields of participatory design but also address what participation could offer in the broad and expanding design contexts.

About PDC conferences
Participatory Design is a diverse collection of principles and practices aimed at making technologies, tools, environments, businesses, and social institutions more responsive to human needs. A central tenet of Participatory Design is the direct involvement of people in the co-design of things and technologies they use.

Participatory Design Conferences have been held every two years since 1990 and have formed an important venue for international discussion of the collaborative, social, and political dimensions of technology innovation and use. More recently, the conference agendas have broadened to address participatory approaches in a variety of other arenas, including communications, computer supported cooperative work (CSCW), healthcare, new media, architecture, the arts, and others.

PDCs bring together a multidisciplinary and international group of software developers, researchers, social scientists, managers, designers, practitioners, users, cultural workers, activists and citizens who both advocate and adopt distinctively participatory approaches in the development of information and communication artifacts, systems, services and technology. A central concern has always been to understand how collaborative design processes can be driven by the participation of the people affected by the technology designed.

See more about submission categories, organization committee and PDC at www.pdc2012.org

Important dates
January 15, 2012, 11 pm PDT (Pacific Daylight Time): Submission of title and abstract
February 3 2012: Submission deadline all categories
May 1, 2012: Notification to authors
June 1, 2012: Submission of final version
August 12-16, 2012: Conference

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Explosions of Virtuality – hybrid technologies of self, innovation and management

Stanford University’s Human-Sciences and Technologies Advanced Research Institute (H-STAR) will be organizing a very inspiring workshop entitled ‘Explosions of Virtuality’ between 3-5 October 2011. Although the invitation below is still in-the-making (so, changes and upgrades can happen), it summarizes the main perpective and vision of the workshop organizers. Here’s how they describe their aims:

“The workshop will contribute to explore what happens when we engage virtuality by producing new forms of self, innovation and management, by posing questions like: What are the contours and limits of perceptual spaces driven by virtuality? If virtuality constitutes self, how can we observe this self? How can virtuality move the self from formalized roles by managing self as an avatar? To what extend does virtuality transform emotions to impersonalized affects? How is management transformed by the engagement of virtuality from reproductions of reality to innovation as active intuition?”

Considering how Stanford University and H-STAR have remarkably high reputations for conducting collaborative, multidisciplinary and innovative research studies on CVEs, I believe this workshop will be very igniting and mind-opening for researchers, developers and designers who are interested in learning more about user experience in virtual environments.  The organization team is gathering interested people together right now, and they looking forward to hear from possible contributors and colleagues who wish to join.

Here is more detailed information:

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TEDx Silicon Valley: Living by Numbers

Tomorrow at Stanford University’s new Knight Management Center, a full-day event called “TEDx Silicon Valley: Living by Numbers” will be held. Although the event is a part of the TED talks series by title, it is an independently organized gathering (hence, the ‘x’ in the title) by Stanford’s Center for Social Innovation and  Graduate School of Business, aiming to get thinkers and makers of the Bay Area together and discuss the issues around social innovation .This how the organizers describe their aims at the TEDx website:

“We’ll discuss new things people can measure and never thought could be measured. We’ll talk about the power of crowd sourcing and the collective power of small coordinated actions. We’ll try and understand the sheer scale of the world population and the danger of large scale poverty. We’ll explore the importance of the right data for nonprofit program evaluation. We’ll walk the fine line of analysis paralysis versus risk taking. We’ll feature artists who are working with data to communicate new ideas to the general public, and much much more.”

The event will be streamed live from here.

And here:

I’ll be Tweeting and Blogging about the event in detail later..

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