77 research outputs found

    Video Conferencing: Infrastructures, Practices, Aesthetics

    Get PDF
    The COVID-19 pandemic has reorganized existing methods of exchange, turning comparatively marginal technologies into the new normal. Multipoint videoconferencing in particular has become a favored means for web-based forms of remote communication and collaboration without physical copresence. Taking the recent mainstreaming of videoconferencing as its point of departure, this anthology examines the complex mediality of this new form of social interaction. Connecting theoretical reflection with material case studies, the contributors question practices, politics and aesthetics of videoconferencing and the specific meanings it acquires in different historical, cultural and social contexts

    Presence 2005: the eighth annual international workshop on presence, 21-23 September, 2005 University College London (Conference proceedings)

    Get PDF
    OVERVIEW (taken from the CALL FOR PAPERS) Academics and practitioners with an interest in the concept of (tele)presence are invited to submit their work for presentation at PRESENCE 2005 at University College London in London, England, September 21-23, 2005. The eighth in a series of highly successful international workshops, PRESENCE 2005 will provide an open discussion forum to share ideas regarding concepts and theories, measurement techniques, technology, and applications related to presence, the psychological state or subjective perception in which a person fails to accurately and completely acknowledge the role of technology in an experience, including the sense of 'being there' experienced by users of advanced media such as virtual reality. The concept of presence in virtual environments has been around for at least 15 years, and the earlier idea of telepresence at least since Minsky's seminal paper in 1980. Recently there has been a burst of funded research activity in this area for the first time with the European FET Presence Research initiative. What do we really know about presence and its determinants? How can presence be successfully delivered with today's technology? This conference invites papers that are based on empirical results from studies of presence and related issues and/or which contribute to the technology for the delivery of presence. Papers that make substantial advances in theoretical understanding of presence are also welcome. The interest is not solely in virtual environments but in mixed reality environments. Submissions will be reviewed more rigorously than in previous conferences. High quality papers are therefore sought which make substantial contributions to the field. Approximately 20 papers will be selected for two successive special issues for the journal Presence: Teleoperators and Virtual Environments. PRESENCE 2005 takes place in London and is hosted by University College London. The conference is organized by ISPR, the International Society for Presence Research and is supported by the European Commission's FET Presence Research Initiative through the Presencia and IST OMNIPRES projects and by University College London

    Understanding the impact of Artificial Intelligence on newsroom social culture and journalistic performative roles : a qualitative case study of AI as an emerging digital innovative technology in newsrooms

    Get PDF
    Throughout the evolution of journalism, innovative technology has played a pivotal role in shaping the production and consumption of news. The transformative power of disruptive technology has revolutionized the journalism industry in the past by impacting the society it serves through the diffusion of innovation. Artificial Intelligence, when operationalized for use in journalism, has the propensity to be a disruptive technology, possibly transforming the industry in significant and meaningful ways. This research investigates the impact of Artificial Intelligence as an emerging digital innovative technology on journalism and mass communication from a sociological and historical context. The aim of this study is to examine how the use of innovative AI technology may influence sociocultural perceptions and behavior in U.S. and UK-based news reporters and their semi-automated newsrooms by comparing present-day news reporters and newsrooms against the behavior of news reporters and newsrooms at the start of the last century when television and radio emerged as previous disruptive technologies. Present-day semi-automated newsrooms employ smart technology based on Artificial Intelligence to aid in the production of news information. AI technology has been operationalized at every measurable level, from simple intelligent content management system agents to fully-autonomous robust agents capable of producing natural human-language news reports and short articles. Pioneering news organizations that push the limits of AI operationalization capabilities have partnered with technology companies to generate lifelike digital avatars based on living human news reporters. These avatars are capable of rendering news reports that can be presented on digital video publishing platforms such as YouTube or websites owned and operated by the parent organizations. Creating a new social role generates contention in a shared social space, leading existing occupants to consider their existing role and the opportunities or challenges posed by this new role. This phenomenon is examined using Diffusion of Innovation theory, Human-Machine Communication theory, and Actor-network theory to help understand the emergence of new social roles in shared social spaces. Such a perspective enables a more nuanced understanding of how new social roles emerge and gain influence, and how existing roles may be challenged or reinforced. Data collected through semi-structured interviews from news reporters at a global news organization with offices in the U.S. and the UK have been analyzed using a comparative framework to study social behavior, customs, and culture evident in semi-automated newsrooms. The goal of this research is to better understand the impact that the diffusion of emerging digital innovative technology may have on the social culture of journalists and the newsroom within which they perform as newsmakers.Includes bibliographical references

    Telepresence and Transgenic Art

    Get PDF

    Attention and Social Cognition in Virtual Reality:The effect of engagement mode and character eye-gaze

    Get PDF
    Technical developments in virtual humans are manifest in modern character design. Specifically, eye gaze offers a significant aspect of such design. There is need to consider the contribution of participant control of engagement. In the current study, we manipulated participants’ engagement with an interactive virtual reality narrative called Coffee without Words. Participants sat over coffee opposite a character in a virtual café, where they waited for their bus to be repaired. We manipulated character eye-contact with the participant. For half the participants in each condition, the character made no eye-contact for the duration of the story. For the other half, the character responded to participant eye-gaze by making and holding eye contact in return. To explore how participant engagement interacted with this manipulation, half the participants in each condition were instructed to appraise their experience as an artefact (i.e., drawing attention to technical features), while the other half were introduced to the fictional character, the narrative, and the setting as though they were real. This study allowed us to explore the contributions of character features (interactivity through eye-gaze) and cognition (attention/engagement) to the participants’ perception of realism, feelings of presence, time duration, and the extent to which they engaged with the character and represented their mental states (Theory of Mind). Importantly it does so using a highly controlled yet ecologically valid virtual experience

    Digital Media as Contemporary Art and its Impact on Museum Practice

    Get PDF
    TechLab: Experiments in media art 1999-2019 is a survey of the TechLab, with an overview of every exhibition, project, and artwork was shown in the space over two decades. Also included are a selection of critical essays from leading academics and curators working across the field of new media, discussing the broader art-historical context of the TechLab as well as its legacy. Contributors include Rhys Edwards, Alison Rajah, Caroline Seck Langill, Robin Oppenheimer, Kate Armstrong, Beryl Graham, and Jordan Strom

    Easing the writing task: designing computer based systems to help authors

    Get PDF
    An increasing number of people interact not only with computers, but through computers. Interaction between people through computers to complete work tasks is termed Computer Supported Cooperative Work (CSCW). The scope of activities supported by CSCW systems is described, and CSCW systems which support communication, meetings and writing are discussed. More specifically, the potential for improved computer support of the writing task is investigated. It is concluded that models of the writing task and writers are not yet sufficiently accurate to be embedded in normative computer programs or systems; individual writers and writing tasks are extremely varied. Leading on from the studies of both existing systems and writing theories, requirements for generic CSCW systems, single author support systems and multiple author support systems are presented. The design of CSCW systems which support asynchronous collaborative authoring of structured documents is investigated in this thesis. A novel approach to design and implementation of such systems is described and discussed. This thesis then describes MILO, a system that does not feature embedded models of writers or the writing task. In fact, MILO attempts to minimize constraints on the activities of collaborating authors and on the structure of documents. Hence with MILO, roles of participants are determined by social processes, and the presentational structure of documents is imposed at the end of the writing process. It is argued that this approach results in a workable, practical and useful design, substantiating the view that 'minimally-constrained' CSCW systems, of which MILO is an example, will be successful. It is shown that MILO successfully meets the stated requirements, and that it compares favourably with existing collaborative writing systems along several dimensions. The limitations of work presented in the thesis are discussed, leading to suggestions for future work which will remedy deficiencies and extend the work which has been undertaken. The nature of this thesis's contribution to CSCW in general, computer supported collaborative writing, and Human Computer Interaction (HCI) is discussed
    • …
    corecore