How do we create the experience we call reality? How are rapidly evolving interaction technologies changing it? Presence is a field studying the science, technology and social impact of digitally mediated interaction. It consists of research strands studying how to produce “real”-feeling experiences and the impact of associated technologies on social dynamics. Presence is intensely interdisciplinary, requiring collaboration in fields as diverse as Human and social cognition, human-machine interaction and machine cognition.
Please see also ISPR's site.
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RAVE09 final program is available at http://rave09.peachbit.org
Peach is gathering video material to make the first Future Emerging Technologies Presence Video. If you have video material (with or without audio) that you consider would be excellent input to such a video please do not hesitate contacting cristina.matin @ starlab.es as soon as possible.
The 14th Annual International CyberTherapy and CyberPsychology Conference (CT14) brings together researchers, clinicians, policy makers and funding agencies to share and discuss advancements in the growing disciplines of CyberTherapy & CyberPsychology.
The RAVE09 Abstract Submission has been extended to 30th January 2009! You can still contribute!Also be aware that early registration deadline is 4th February 2009.
Peach is now updating its Presence company list. This list includes more than 100 companies involved in Presence, either delivering technology or solutions in this area, or offering products or services based on it. We invite the Presence community to point out any relevant company that can be added to this list by Monday FEBRUARY 2nd. We need at least the company name and its website. More information is welcome, including a contact person withing the company.
Register as soon as possible!http://rave09.peachbit.org
TANGIBLE CREATIVITY by: Andrea Gaggioli, Zala, George Sielis, Amir Winer, Brendan Allison THE PROBLEM: Creativity is usually considered an abstract process: we want to make ideas tangible and accessible. Ideas have multiple ways of being expressed and represented. However, most computer - supported creativity tools are context-insensitive and textually based: this limits the full potential of sensory modalities.
At ICT2008 Peach Networking session on HCC and the Next Wave in european Research a Game was organized. The game was focus on working groups which provided ideas on potential HCC future projects. The best idea submitted, and winner of the game was:
KIWI - KISS INITIALLY WITHOUT INHIBITION (a dating confluence system) by: Giuseppe Riva, Brenda Wiederhold, Chris Moore, Marlene Thomsen and Gunter Edlinger
The ICT Networking session was a great success. Community members discussed the next wave in European Research and offered or demanded expertise. The offers and demands done during the session are available at the Offers & Demands service.
General Demands for HCC were:
Positive, Fair, Professional media about BCI´s and applications
Direct Brain to Brain Communication is hard. The use of BCIs to identify the best times to:
There is a demand to develop: