Call for abstracts THE CAAV 2019

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Mike Nutt

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Jul 29, 2019, 1:31:06 PM7/29/19
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THE CAAV 4th Annual Conference
Call for Abstracts
Location: Indiana University, Bloomington IN
Date: 15-17th October 2019
https://thecaav.squarespace.com/

CALL for Academic/Non-vendor ABSTRACTS Open
Traditional 30-45 minute presentations with Q&A.
Deadline 30th August 2019!
Abstract notifications 6th September 2019.
Send 1 page/minimum or 300 words to the...@uwyo.edu A total of 15 presentations are available.

CALL for Technical Showcase ABSTRACTS Open
These are practical project demonstrations to be held informally during breaks and at dedicated Technical Showcase times. You will bring your technology to the event location and maintain it throughout the duration of the conference.
Deadline 30th August 2019!
Abstract notifications 6th September 2019.
Send 1 page/minimum or 300 words to the...@uwyo.edu

CALL for Vendor ABSTRACTS Open
Short 10 minute elevator pitch like presentations with brief Q&A. Deadline 30th August 2019!
Abstract notifications 6th September 2019.
Send 1 page/minimum or 300 words to the...@uwyo.edu
A total of 10 pitch slots are available, these will be held back to back during a 2 hour session.

IMPACTSxR: The first three annual THECAAV conferences took us on a multidisciplinary journey through the application and development of virtual reality (xR). This conference looks at questions of the impact of xR across disciplines and domains. From the release of Stanley Weinbaum’s science fiction story, Pygmalion Spectacles (1935), to Morton Helig’s creation of the first patented xR device,the Sensorama (1956), there is an acceleration of the development and dissemination of embodied visual technologies across society. The first machines were conceived as experiential technologies for mass consumption--the Sensorama was imagined as the ‘Cinema of the Future.’ By mid-century the technologies surrounding xR expanded to the military-industrial-academic complex in aviation, remote sensing, robotics, and space exploration. Reconsidered for popular culture, in the 1990s SEGA developed xR arcade machines. Since then an ecology of xR technologies continues to impact every sector of society from K-12 and advanced education to industry, including; manufacturing, entertainment and consumer product goods. Since Google introduced the stereoscopic 3D mode for Street View (2010) the launch of 3D capable head-mounted displays saw significant gains. The 2014 launch of Oculus Rift, a 2-billion dollar company and the recent launch of Facebook’s Oculus Half Dome, a varifocal headset with 140 degree field-of-vision are only a few examples. The applications for xR now extend to medical to engineering applications, from the research lab to the home, from space exploration to deep-sea diving.

The 4th Annual CAAV Conference seeks input from both academic and non-academic entities on the impact of this technology; projects from domain specific applications to projections of the way the technology is changing how we interact with each other and the world. Since widening our membership to all, a wider range of multi- and trans- disciplinary topics are welcome.

We seek papers addressing but not limited to these issues:
  1. New domain applications in xR
  2. Multi-disciplinary collaboration around data sets for xR
  3. Changes in applications, software, hardware
  4. Data curation
  5. Social and cultural adaptations
  6. High performance computing
  7. Digital libraries and data management
  8. Visualization and simulation
  9. Development and support of software tools
  10. Funding
  11. Industry research
  12. Integration and use in academic research and education 
  13. Institutional applications in the private sector
  14. Sharing good practices in the teaching community
  15. xR applications for private and public education

Further details for registration and housing will be forthcoming in early August.
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