October 10-12, 2017: 3DV – International Conference on 3D Vision, Qingdao, China

The 5th international conference on 3D Vision will be held in Qingdao, China, on October 10th-12th 2017. Since 2013, under the name 3DV (3D Vision), the event has provided a premier platform for disseminating research results covering a broad variety of topics in the area of 3D research in computer vision and graphics, from novel optical sensors, signal processing, geometric modeling, representation and transmission, to visualization and interaction, and a variety of applications.

Call for Papers

Submission deadline: July 19th, 2017- 23:59 PT (GMT + 8)

Updated information can be found on the conference web site.

Real Virtual Relationships

The JVWR, Volume 10, No. 2

Published: September 16, 2017


Issue editors:

Richard E. Ferdig, Kent State University, USA

Kristine E. Pytash, Kent State University, USA

Glenn W. Muschert, Miami University, USA.

We live in an era of digitally-mediated relationships. From finding a spouse online to daily interactions facilitated through social media, many people build and sustain both platonic and romantic relationships with technology. Virtual worlds are also spaces for these interactions. This special issue is dedicated to an exploration of such topics in a collection of articles exploring “real virtual relationships.”

Original Call: CfP: Relationships


Issue Editor Corner

The Recursive Relationship between Virtual and Real in Relationships

Richard E. Ferdig, Kristine E. Pytash, Glenn W. Muschert

Peer Reviewed Research Papers

Virtually Together: Examining Pre-Existing Relationships in MMOG Play

Kelly Bergstrom, Jennifer Jenson, Suzanne de Castell, Nicholas Taylor

De-Roling from Experiences and Identities in Virtual Worlds

Stefano Gualeni, Daniel Vella, Johnathan Harrington

Empathy with Non-Player Characters? An Empirical approach to the Foundations of Human/Non-Human Relationships

Jonathan Harth

Harsh Words and Deeds: Systematic Content Analyses of Offensive* User Behavior in the Virtual Environments of Online First-Person Shooter Games

Adrienne Holz Ivory, James D. Ivory, Winston Wu, Anthony M. Limperos, Nathaniel Andrew, Brandon S. Sesler

Not Playing the Game: Negative Opinions about Online Dating and Video Gaming among Non-Participants

Max Marc

CfP: Mind

Call for Editors and Papers on “Augmented Mind”

Published: August 4, 2017


Call for a prime editor, co-editor(s), and papers on “Augmented Mind”, for a special issue of the Journal of Virtual Worlds Research to be published 2018 Q2.

The JVWR seeks to develop a special issue dedicated to an exploration of the Mindas an umbrella concept of research with relations to virtual worlds.

Suggested topics may include but are not limited to the following concepts:

  • Mindfulness
  • Flow
  • New ways of teaching
  • Psychology
  • Digital media studies
  • Games of the mind
  • Relevant hardware
  • EEG / fMRI

Call for Prime and Co- Editors:

We are looking for a prime guest editor (with potentially one co-editor) to manage the process. This is a great opportunity to influence the state of our field.

You will:

  • Develop a detailed call
  • Review and decide on abstracts and full papers
  • Coordinate reviewers
  • Use our publication system — extensively (be versed also with Google docs, Skype, and other current tools.)
  • Be a deadline-targeted & taking-charge person.
  • Work as single editor or add one or more co-editors.
  • Able to write a short intro including your view / vision / insight on the field.
  • Get the academic credit as an editor.

Please reply by August 15, 2018, to [email protected] with an academic CV and a cover letter listing your publishing and editing experience.

If you have colleagues who may be interested in becoming editors or co-editors, please feel free to forward this call further.

Call for Papers:

For papers, kindly email your ideas on the topic, abstracts, or send us your feedback. This will also help us develop the call.

Deadlines and Timeline:

To be announced

Full papers will be reviewed by expert referees using the JVWR double-open policy. Double-open policy means that in general, authors do not need to anonymize their papers, and reviewers’ identities are also known to authors. For more details about it see JVWR site –> About JVWR –> For Authors –> Our double-Open Policy.

Further Information:

The Journal of Virtual Worlds Research (#TheJVWR) (https://jvwr.net/) is an online, open access academic journal that engages a wide spectrum of scholarship. We welcome contributions from the many disciplines and approaches that intersect with virtual worlds research.

Subscribe to receive announcements about new calls and issues.

For additional information about the journal, please contact: [email protected]

June 5-7, 2017: 3D Web Technology – 22nd International Conference

2017 will be a historic year for 3D on the Web. We are seeing the explosion of WebVR and the potential of WebAR just around the corner. With WebGL now widely supported by default in modern browsers, tools such as X3D, X3DOM, Cobweb, three.js, glTF, and A-Frame VR are allowing nearly anyone to create Web3D content. Commercial game engines such as Unity and Unreal are starting to offer ways to export and publish directly to Web3D.

The conference will explore topics including: research on simulation and training using Web3D, enabling technology of web-aware, interactive 3D graphics from mobile devices up to high-end immersive environments, and the use of ubiquitous multimedia across a wide range of applications and environments. For example:

  • 3D Printing and 3D Scanning
  • CAD and Advanced Manufacturing
  • Education and E-learning
  • Collaboration and Annotation
  • Tourism and Accessibility
  • Gaming and Entertainment
  • Creativity and Digital Art
  • Public Sector (Open Government)
  • Open Web Platform Integration
  • Virtual Reality (VR)
  • Mixed and Augmented Reality (MR/AR)
  • Real Estate
  • Cultural and Natural Heritage
  • Medical, Telemedicine (eHealth)
  • Transportation and Geospatial
  • Industry Applications
  • Archival Digital Publications
  • Human Animation, Motion Capture

For more details and registration click here.

Assembled 2017

The JVWR, Volume 10, No. 1

Published: 31 May, 2017


Issue editor:

Victoria McArthur, University of Toronto, Canada

The 2017 Assembled issue of the Journal of Virtual Worlds Research is a collection of four interdisciplinary research papers, representing the diversity that is “virtual worlds.” They represent a field that truly is ‘assembled’ – emerging from and supported by passionate scholars from various intellectual backgrounds.

Original Call: CfP: Assembled 2017


Issue Editor Corner

Editorial

Victoria McArthur

Peer Reviewed Research Papers

Internet Research in Online Environments for Children: Readability of Privacy and Terms of Use Policies; The Uses of (Non)Personal Data by Online Environments and Third-Party Advertisers

Olesya Venger

Using Google Trends Data to Gauge Interest in Virtual Worlds

Anthony Crider, Jessica Torrez-Riley

Virtual Worlds, Virtual Reality, and Augmented Reality: Differences in Purchase Intentions Based on Types, Users, and Sex

Angie marie cox, Indira Guzman, Sikha Bagui, Kenneth Cromer

Levelling Up: Minors’ Play in a Closed-system MMOG

Jennifer Jenson, Suzanne de Castell, Victoria McArthur, Stephanie Fisher

CfP: Assembled 2017

Call for Papers

Published: March 2017


The Journal of Virtual Worlds Research (https://jvwr.net/) is an online, open access academic journal that engages a wide spectrum of scholarship. We welcome contributions from the many disciplines and approaches that intersect with virtual worlds’ research.

Motivation and Scope

The Assembled issue is a place for various papers, on the topic of the journal – that are being collected during the year and published usually once a year.

Authors who would like to submit directly to the ‘Assembled’ issue should do so by adding the words “submitted for Assembled” in the “Comments for Editor” on the 1st step of the submitting process.

Possible topics include, but are not limited to:

  • 3D fun
  • Mini robots
  • Social networks that change our mind
  • Artificial limbs
  • New forms of hardware
  • Augmented and mixed environments
  • Wearables
  • User generated content
  • 3D printing
  • Visual data streaming
  • Immersive technologies
  • Shopping from home
  • Projections of the real
  • Wireless people
  • Portable friends
  • The Internet of Things
  • Virtual currencies
  • E-readers
  • And more

See past Assembled issues:

Assembled 2010
Assembled 2011
Assembled 2012
Assembled 2013
Assembled 2014
Assembled 2015
Assembled 2016 (1)
Assembled 2016 (2)

Deadlines and Timetable:

Editors’ nomination: March 2017

Review in progress.

Publication: April May 2017

Further Information

  • If you wish to be considered as an editor for an Assembled issue, please refer to “For Issue Editors” section on our website and send your suggestion with CV.

May 31 – June 2, 2017: 8th Augmented World Expo (AWE), Santa Clara, CA, USA

AWE (Augmented World Expo) is the world’s largest conference and expo dedicated to AR (augmented reality) and VR (virtual reality).

The event takes place in Santa Clara, California bringing together a mix of CEOs, CTOs, designers, developers, creative agencies, futurists, analysts, investors, and top press in a fantastic opportunity to learn, inspire, partner, and experience first hand the most exciting industry of our times.

AR and VR are bringing superpowers to the people and this year we are on a mission to highlight how to use these Superpowers to Change the World. This year’s conference and expo will showcase speakers, startups, and organizations who are using AR & VR to drive economic growth, encourage empathy and collaboration, democratize healthcare and education, and promote sustainability in the world.

Program

AWE USA 2017 features three full days of on-stage content including our keynote stage, developer workshops and tracks for investors, buyers, designers, and tech enthusiasts.

AWE 6 tracks include:

  • Inspire: our main stage keynote talks by inspiring thought leaders who are exploring how AR and VR are bringing Superpowers to Change the World
  • Design: lectures and discussion on the new user interfaces and design thinking unique to AR & VR
  • Develop: developer workshops on the latest hardware, tools and SDKs to develop for AR/VR platforms
  • Work: use cases and discussions on the impact of AR and VR on the enterprise
  • Life: conversations and presentations on how AR and VR is changing education, healthcare, travel and tourism, news and media and more
  • Startup Pitches: hear pitches from startups innovating in AR & VR

The AWE Expo

AWE USA 2017 features over 100,000 square feet of exhibitor space in the Santa Clara Convention Centre.

This year’s expo floor will showcase:

  • Consumer Pavilion – featuring AR/VR solutions in branding, marketing, social, travel & sports and more
  • Enterprise Pavilion – featuring AR/VR solutions in automotive, oil & gas, construction, aerospace and more
  • Interaction Pavilion – featuring eye-tracking, controllers, haptics and other methods to interact in this new wave of computing
  • Tools Pavilion – featuring 3D capture tools, SDKs, computer vision platforms and other companies equipping developers and designers with the tools they need to create in AR/VR
  • Startup Alley – featuring startups in AR/VR

 For more information and registration check AWE website.

March 18-22, 2017: IEEE Virtual Reality 2017, Los Angeles, CA, USA

The organizers of VR 2017 strongly believe that the free exchange of ideas is vital to our discipline. We wholeheartedly support IEEE president Karen Bartleson’s statement that “science, engineering – and humanity – prosper where there is freedom of movement, association, and communication.” Any authors who are impacted by the recent travel restrictions to the United States are encouraged to contact the general chairs so that arrangements can be made for an alternative form of presentation.

Academics, researchers, industry folks, and VR enthusiasts can participate in a number of ways, including submitting papers, posters, panels, workshops, tutorials, research demos, videos, or exhibiting products. IEEE VR 2017 seeks contributions including, but not limited to, the following topics:

  • Tracking and sensing
  • Input devices for VR/AR/MR
  • Advanced display technology
  • Immersive projection technology
  • Haptics, audio, and other non-visual interfaces
  • Modeling and simulation
  • Computer graphics techniques for VR/AR/MR
  • Virtual humans and avatars
  • Multi-user and distributed VR/AR/MR
  • VR systems and toolkits
  • 3D interaction for VR/AR/MR
  • 3D selection and 3D manipulation
  • Locomotion and navigation in virtual environments
  • User studies and evaluation
  • Perception, presence, virtual embodiment, and cognition
  • Teleoperation and telepresence
  • Applications of VR/AR/MR
  • Ethical issues in VR/AR/MR
  • Interactive storytelling in 360° videos

More details and further reading can be found on IEEE website.

CfP: Real Virtual Relationships

Call for papeers

Published: February 22, 2017


Guest Editors:

Richard E. Ferdig, Kent State University, USA

Kristine E. Pytash, Kent State University, USA

Elyse Graham, SUNY Stony Brook, USA

Glenn W. Muschert, Miami University, USA


A special issue of the Journal of Virtual Worlds Research to be published 2017 Q2

Motivation and Scope

We live in an era of digitally-mediated relationships. From finding a spouse online to daily interactions facilitated through social media, it is difficult for many people to imagine building and sustaining both platonic and romantic relationships without technology. Virtual worlds are no strangers to these interactions. Virtual world inhabitants will often initially use the space to develop alternative self-portraits (e.g., Black, Ferdig, DiPietro, Liu, & Whalen, 2009). They then create and maintain relationships with those avatars and other human players out-of-world, with other human players in-world, and with non-player-characters in-world (Ferdig & Pytash, 2012). This can lead to even more complex relationships as they balance their lives and relationships in-world and out-of-world.

This special issue of Journal of Virtual Worlds Research is dedicated to an exploration of such topics in a collection of articles exploring “real virtual relationships” to be published in Q2 (2017). The issue editors welcome empirical and theoretical research from all fields interested in this innovative area including, but not limited to: education, psychology, sociology, digital media studies, computer science, public health, game studies, literature, counseling, religion, family studies, and business.

Suggested topics include but are not limited to:

  • Relationship building and maintenance in virtual worlds
  • Methods for studying digital relationships in virtual worlds
  • Economic impact of virtual relationships
  • Psychological impact of real-life events in virtual worlds (e.g. birth, marriage, death)
  • Education and training through relationships in virtual worlds
  • Virtual mentoring and collaboration
  • Technological aspects that impact relationship creation, sustenance, and termination
  • Love, hate, and other emotional responses to human and NPCs in virtual worlds
  • Political ramifications of heterogeneity or homogeneity in virtual worlds
  • Empirical case studies of player/user relationships
  • The impact of innovative technologies (e.g. AR/VR) on relationships in virtual worlds
  • Health and trust within medical virtual spaces
  • Analysis of literature featuring characters and their relationships in virtual spaces

Authors are requested to submit an abstract of their proposed paper by March 15, 2017. Abstracts should be no longer than 500 words (references are not included in this word count). We welcome papers from a variety of disciplines and methodologies, and encourage graduate students to submit their research to this special issue. The guest editors are happy to discuss proposals for contributions, please contact Rick Ferdig at rferdig AT gmail.com for questions prior to submission.

Submission Instructions

Interested authors should submit a 500 word abstract via email to rferdig AT gmail.com. After review by the issue editors, authors will be invited to submit original scholarly papers of 4000-8000 words (including footnotes, references, and appendices) via the JVWR publishing system (see www.jvwr.net > About JVWR > For Authors). Shorter manuscripts are preferred. Longer ones are optional and should be discussed with the issue editors. Accepted papers will be published online in Volume 10, Number 2 (2017) of the Journal.

Deadlines and Timeline

  • Authors submit abstracts: March 15, 2017 (via email to rferdig @ gmail.com)
  • Editors return comments on abstracts: March 31, 2017
  • Authors of invited papers submit full papers: June 1, 2017 (via JVWR system)
  • Editors return review report and initial decisions: July 1, 2017
  • Authors of accepted papers submit final versions: July 15, 2017

Publication: August, 2017

Review Process:

Abstracts will be considered by the guest editors.

Full papers will be reviewed by expert referees using the JVWR double-open policy. Double-open policy means that in general, authors do not need to anonymize their papers, and reviewers’ identity is also known to authors. For more details about it see JVWR site –> About JVWR –> For Authors –> Our double-Open Policy.

Further Information

The Journal of Virtual Worlds Research (JVWR) (https://jvwr.net/) is an online, open access academic journal that engages a wide spectrum of scholarship. We welcome contributions from the many disciplines and approaches that intersect with virtual worlds’ research.

For additional information about the journal, please contact: [email protected]

Edge

The JVWR, Volume 9, No. 3

Published: 31 December, 2016


Issue editor:

Yesha Sivan, Coller Institute of Venture, Tel Aviv University, Israel

Edge tech, usage and developments in Virtual Worlds. A collection of 5 papers which suggest new angles and unique points of view, is presented in this Edge issue. Each of these five papers pushes the boundaries of the disciplines in a different way. Together, they demonstrate the dual value of the JVWR, first as a stage to explore the future of virtual worlds (defined broadly,) and then help to shape the future of real worlds.

Original Call: CfP: Quick Turnaround Assembled 2016


Issue Editor Corner

Learning from the “Edge” of Virtual Worlds

Yesha Y. Sivan

Peer Reviewed Research Papers

Pokémon GO 2016: Exploring Situational Contexts of Critical Incidents in Augmented Reality

Tuomas Kari

Flow in Virtual Worlds: The Interplay of Community and Site Features as Predictors of Involvement

Valerie Elizabeth Barker

The Experience Machine: Existential Reflections on Virtual Worlds

Stefano Gualeni

Playful Constructivism: Making Sense of Digital Games for Learning and Creativity Through Play, Design, and Participation

Vittorio Marone

Restorative Virtual Environment Design for Augmenting Nursing Home Rehabilitation

Jon Ram Bruun-Pedersen, Stefania Serafin, Lise Busk Kofoed