Lizbeth Goodman met with Ross Smith (Global Program Manager, Skype for Good, Microsoft USA), Mark Applin of Signly, and worked with ideas developed in collaboration with Volume AI and the team at Lloyds. Watch this space for novel solutions and cognitive services building on the success of the Signly app!
Thanks to Zi Siang See and Donovan Jones, Haireena Ooi and Shanna Fealy and Michael Cuneo! Onwards in collaboration with Renew Newcastle and their SMARTcities programme for regeneration using XR technology and social innovation.
VR First announced that 20 finalists have been selected for the Breakthrough Auggie Awards. Organized and presented by AWE, IEEE and VR First at AWE EU 2018, the Breakthrough Auggie Awards honor academic-industry collaborations using AR, VR and MR (XR) that showcase innovation with the greatest potential to spark mass adoption and industrial use of these immersive technologies.
NEW: Breakthrough Auggie Awards
VR First, IEEE and AWE added the new Breakthrough Auggie Awards to AWE’s long-established “Best of Show” Auggie Awards program
Most Innovative Breakthrough: Honouring a collaborative project which has introduced a new, novel and unique approach not seen before
Most Impactful Breakthrough: Honouring a collaborative project which demonstrates a use case which has the potential to dramatically impact the industry
Women XR Laureate: Honouring a female researcher or project manager leading an industry-academia collaborative project
These three fresh award categories spotlight the most promising XR projects at the intersection of academia and industry. In its first year, the new Breakthrough Auggies program has seen more than 100 top-ranking brands, by the world’s universities, research institutes and individuals spanning 32 countries submit projects for consideration.
The list of finalists and their projects considered for a Breakthrough Auggie Award can be viewed below (in no particular order):
Newsflash: SMARTlab Oz opened at the Old Railway Station in Newcastle Australia, in collaboration with Renew Newcastle and a team of interdisciplinary artists and technologists with a vision to make real social and cultural impact in the city and surroundings. SMARTlab colleagues Zi Siang See, Dr Donovan Jones, Haireena Ooi and Shanna Fealey demonstrated a range of VR/AR projects with the community. Onwards SMARTlab Oz. . .
Professor Lizbeth Goodman chaired the Inclusion panel at the Grace Hopper conference in Houston, with speakers Dr Rouyi Zhou (Director of Accessibility IBM), Dr Sara Basson (Accessibility Evangelist Google), Dr Jutta Treviranus (Director IDRC, Canada & recent SMARTlab PhD graduate), and Dr Cathy Bodine (Director Assistive Tech Partnerships, University of Denver). Their panel was cited in the top three of the 20,000 person event celebrating women’s leadership in Technology!
In the cold winter days of 2003, James Brosnan (an artist and journalist with cerebral palsy working in Dublin) contacted Lizbeth Goodman with a poem. The subsequent exchange of words kept hope burning through a winter marked by much loss and sorrow. The correspondence led to the idea for a collaborative project to integrate poetry and multiple voices into a film and a game about the need for movement and the importance of stillness.
James and Lizbeth wrote this story. We took up the Arthurian legends and made them relevant to our own situations as artists and writers in Ireland and England, both negotiating the major life themes of home, family, loss, life and the movements between. We played King Arthur and Queen Guenevere respectively, and have recruited dancers, singers and interface designers to work with us on co-creation of an interactive film to be played in the round, in the Omniglobe system. Each character is assigned one of the major elements: FIRE for Arthur, AIR for Guenevere, EARTH for Lancelot and WATER for the Lady of Shalott.
Irish composer and musician Denis Roche has written a new interactive score for the piece, also designed to be played in the round, in the globe system.
Dr Marc Price of BBC R&D has customised his Virtual TV Lounge game engine and platform to feature this work in game format.
Brian Duffy of the Anthropos robotics group at Media Lab Europe in Dublin has been working on a customisation of his bespoke Haptic Chair, to become James’s throne and major interface with the film. The chair responds to body movement (voluntary or involuntary) and so was anticipated to have a major impact for artists and citizens with all manner of physical needs.
The film/game was shown at the Siggraph Art Gallery in Los Angeles, CA 8-12 August 2004.The film/game was shown at the Siggraph Art Gallery in Los Angeles, CA 8-12 August 2004.
A Lifedance and Game in Four Movements – commissioned by the Siggraph Art Gallery Los Angeles and AIR Gallery New York for the the Omniglobe. Full credits and story details are available on the link below:
The $10M ANA Avatar XPRIZE is a four-year global competition focused on the development of a robotic Avatar System that will enable anyone to see, hear, touch and interact with physical environments and people in real-time at a distant location in a manner that feels as if they are truly there. An Avatar System is defined as a physical Robotic Avatar operated by a person (Operator) and interacting with an environment or a person at a distance (Recipient).
The ANA Avatar XPRIZE seeks to incentivize innovators around the world to imagine a future with avatars and integrate several emerging and exponential technologies to create a useful and functional physical robotic Avatar System. Current investment and research tend to focus on the development and incremental improvements of individual component technologies, rather than bringing together synergistic technologies to support transformational leaps. A successful solution to this challenge will enable humankind to take the next step in transcending the limits of physical transportation, leading to a more connected world.
The winning team will develop and demonstrate a robotic Avatar System that allows a human’s senses, actions and presence to be transported to a distant location in realtime. Such a system will enable humans to connect to others, or to accomplish a need at a remote location, via a physical form.
This Avatar System will enable the person using it to actually feel that they are present at the distant location. This sense of presence in a physical embodied Avatar form is a key criteria by which the overall success of the winning Avatar System will be evaluated.
This workshop will introduce the ANA Avatar XPRIZE in more detail, the goals, expectations and timelines for the four-year effort. We will also take some time to ideate some examples of a future where robotic Avatars are an integral part of everyday life.