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"ACM SIGCHI General Interest Announcements (Mailing List)" <[log in to unmask]>
Evan Suma Rosenberg <[log in to unmask]>
Wed, 19 Feb 2020 15:12:05 -0600
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Evan Suma Rosenberg <[log in to unmask]>
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[apologies for any cross-postings]

UBISS 2020 - 11th International UBI Summer School 2020
Oulu, Finland, June 8-13, 2020
Hosted by Center for Ubiquitous Computing at University of Oulu
Application deadline: March 9, 2020
Credits: 5 ECTS (University of Oulu course code 521154S)
Registration fee: 300 EUR
Accommodation: 35 EUR/day (per person in twin bed room in luxurious villa
with sauna)

UBISS 2020 invites researchers, students, and industry and public sector
professionals to gain theoretical insights and personal hands on experience
on selected topics under the tutelage of distinguished experts. UBISS 2020
builds on the legacy of the previous ten successful UBI Summer Schools in
Oulu in 2010-2019.

UBISS 2020 comprises of four parallel 6-day "hands on" workshops (intensive
courses worth 5 ECTS) including:

Professor Victoria Interrante, University of Minnesota, USA
Assistant Professor Evan Suma Rosenberg, University of Minnesota, USA

As it matures, virtual, augmented, and mixed reality technology (VR) has
increasing potential to enable fundamental and transformative advances in a
broad range of societally beneficial areas. Sometimes called "the ultimate
empathy machine" for its ability to enable compelling first-person
experiences, VR is already being actively used many fields, such as:
journalism (to bring stories to life), museums (to promote active
engagement with cultural and historical content), medicine (e.g. surgical
planning, pain management, physical rehabilitation, and more),
psychotherapy, architectural and interior design, K-12 education, job
training (including implicit bias mitigation), and much more. The global
virtual reality market was valued at US $3.13 billion in 2019, primarily
driven by the video game industry, but continued rapid growth is expected
as the market diversifies. Nonetheless, VR is still an emerging medium, and
the creation of compelling and useful applications requires knowledge and
skills that are fundamentally different from traditional computing.

This workshop will provide an overview of the theoretical foundations,
hardware/software technologies, and interaction techniques necessary to
begin creating optimally effective virtual reality experiences. Structured
as a mixture of theory and practice, the workshop will also provide
students with the opportunity to gain practical experience by implementing
3D user interfaces and developing a prototype VR application motivated by a
social good problem.

Major learning objectives include:
Understanding virtual reality technologies, including displays, motion
tracking, and input devices, and software frameworks such as the Unity game
Gaining familiarity with both current and future applications of virtual
reality, especially those that address societal challenges and contribute
to social good,
Learning about the design and implementation of 3D interaction techniques,
including navigation, selection, manipulation, and system control,
Thinking critically about what makes a virtual reality experience effective
and compelling (and conversely, what doesn't),
Gaining practical experience in developing a virtual reality application
that applies 3D user interface best practices.

In this workshop, we will be using the Unity game engine and C# programming
language. Prior experience with these specific tools is not expected.
However, students should have solid programming skills in at least one
modern programming language (e.g., Java, C++, Python, etc.) and be
comfortable with consulting documentation to look up unfamiliar syntax.
Basic knowledge of computer graphics is also beneficial, but not required.


Victoria Interrante is a Full Professor in the Department of Computer
Science and Engineering at the University of Minnesota and Director of the
University-wide Center for Cognitive Sciences. Professor Interrante has a
20-year history of involvement in VR research, focusing primarily on
efforts related to the application of insights from visual perception and
cognition. She is currently serving on the steering committee of the
international IEEE VR conference and as co-editor-in-chief of the ACM
Transactions on Applied Perception.

Evan Suma Rosenberg is an Assistant Professor in the Department of Computer
Science and Engineering at the University of Minnesota. Previously, he was
the Associate Director of the MxR Lab at the Institute for Creative
Technologies and a Research Assistant Professor in the Department of
Computer Science at the University of Southern California. His research
interests are situated at the intersection of virtual/augmented reality and
HCI, encompassing immersive technologies, 3D user interfaces, and spatial
interaction techniques. He received his Ph.D. from the Department of
Computer Science at the University of North Carolina at Charlotte in 2010.
Dr. Suma Rosenberg's research has been recognized with multiple best paper
awards and has been funded by the National Science Foundation, U.S. Army
Research Lab, Office of Naval Research, and the Defense Advanced Research
Projects Agency. Over the past decade, he has also directed the development
of multiple publicly released free software projects and contributed to an
open-source technology initiative that has had a major disruptive impact on
the VR industry. Dr. Suma Rosenberg has served as General Chair and Program
Chair for IEEE VR, the leading academic conference in the virtual reality
field, and currently chairs the steering committee for ACM SUI. His team
received first place at the 2015 SIGGRAPH AR/VR Contest, and he received a
Google VR Research Award in 2017.

For a preview of upcoming fun at the summer school, please check out:
UBISS Trailer:
UBISS 2019 The Film:

Further information and the online application form are available at:

*Evan Suma Rosenberg, Ph.D. *(*he/him/his)*
Assistant Professor
Department of Computer Science & Engineering
University of Minnesota

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