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Article #126

CALL FOR PAPERS: Special Issue of Communications of the ACM on Computerized Reality and Embodied Virtuality (the opposite of Vi...

#126
From: Repenning Alexander
Date: Thu, 08 Oct 1992 22:09
134 lines
6083 bytes
Rich Gold, the co-editor of a Special Issue of Communications of the ACM
asked me to forward this CALL FOR PAPERS:

                      CALL FOR PAPERS                                     
                      ===============                                     
         Special Issue of Communications of the ACM                     
                           on                                                   
        Computerized Reality and Embodied Virtuality    
             (the opposite of Virtual Reality)


Computers are moving out beyond the workstation and the desktop
metaphor.  Although virtual reality receives most of the publicity, a
new form of human-computer interaction is emerging that radically
alters our *real* world and promises to fundamentally change our
relationship to it in the near future.  A growing number of
researchers, developers, inventors and designers are working with some
of the same computer technologies as VR but with the opposite
philosophy. Instead of encasing and isolating people within a
synthesized artificial reality, this new approach augments and
enhances our common physical reality.  Instead of burying us in the
computer's world, it buries computers in our world.

Computerized reality and embodied virtuality systems can have the
following characteristics: they are physically reactive, so they sense
the world and respond to it; they communicate among themselves and
with other devices; but most importantly, they integrate computers,
sensors, and actuators with familiar objects in a way that is
compatible with the real world and current work practice, i.e. our old
ways of interacting still work.

Some examples of these new systems include computer displays that
superimpose graphics on the physical world to augment ordinary objects
(like desks and papers) with computation; ordinary paper forms that
can be filled in to enhance standard fax machines and other devices;
computerized toys and games that network children from around the
world; musical instruments that look and feel like traditional ones
but are capable of extensive sonic metamorphosis; and smart houses or
buildings that know where you are, who you are with, and what you want
(including privacy).  Although many devices of this type exist today,
this design approach is not yet widely recognized in the field of
human-computer interaction.  By bringing together a collection of
articles describing these systems, this CACM special issue will aim to
inspire readers with new ideas in this exciting and vital area.

Submissions are invited for articles describing work in human-computer
interaction that enhances familiar physical objects with computational
functionality.  We will ask all those who submit a paper to review two
or three other papers in a timely fashion.

        
SIDEBAR ARTICLES
================
If you are working in this area but don't have a full-length article,
you can submit a short "sidebar" that describes it.  These should not
be longer than 1000 words, or they can simply be a photograph with an
explanation.


PHOTOGRAPHS
===========
Photographs (for both full-length and sidebar articles) are strongly
encouraged. We have a limit on the number of color photos we can
include, but black & white or grey photos are always welcome.


WORKSHOP
========
We would like to hold a workshop for all the authors of accepted
papers and sidebars.  The goal will be to share ideas, achieve some
consensus on the characteristics of this field, and to become familiar
with each other's work so we can refer to each other's articles and
avoid replication in the final drafts.


IMPORTANT DATES
===============

Oct 15 1992:    Please indicate your intention to submit a paper by
                sending electronic mail to wellner@europarc.xerox.com
                and also your willingness/ability to attend the
                workshop if your paper is accepted.
                This message is not a requirement or a commitment, but
                will be of great help in planning the issue and
                workshop.

Dec 1 1992:     First draft submissions due.  Submit 5 hard-copies
                (5000 words, 25 references maximum) to Pierre Wellner
                at the address below.  The cover sheet must have an
                abstract of the paper, a name, address, and electronic
                mail address or telephone/fax number for contacting
                the authors.

Jan 22 1993:    Reviews due.
        
Feb 8, 1993:    Notification of acceptance.

Feb 26, 1993:   One day workshop for authors of accepted papers.  This
                workshop is tentatively scheduled to be held at Xerox
                PARC.  Try to keep this day free (mark it in your
                calendar), but if necessary, we can change the place
                and day to better suit participants.

March 15 1993:  Final versions due.

July 1993:      Issue is published in time for distribution at
                SIGGRAPH 93.


GUEST EDITORS
=============
Pierre Wellner
Rich Gold
Wendy Mackay

Pierre Wellner, Wendy Mackay
Rank Xerox EuroPARC
61 Regent Street
Cambridge CB2 1AB
United Kingdom

wellner@europarc.xerox.com
mackay@europarc.xerox.com


Rich Gold
Xerox Palo Alto Research Center
Computer Science Laboratory
3333 Coyote Hill Road
Palo Alto, California 94304
USA

richgold@PARC.Xerox.com
415-8124825
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From: ralex@tigger.cs.Colorado.EDU (Repenning Alexander)
Subject: CALL FOR PAPERS: Special Issue of Communications of the ACM on Computerized Reality and Embodied Virtuality  (the opposite of Virtual Reality)
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Date: Thu, 8 Oct 1992 22:09:03 GMT
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