2nd call: Short papers, demos/videos
We invite researchers, professionals, and innovators specializing in VR, AR, MR, and AI to submit their original work to our program. Submissions should focus on integrating, applying, and advancing XR/VR with AI technologies and vice versa, demonstrating novel ideas, addressing current challenges, or exploring future directions for these dynamic fields.
The conference proceedings will be published by IEEE Computer Society Press and submitted for inclusion in the IEEE Xplore Digital Library. Submissions will undergo a thorough peer review by members of the international program committee.
Important Dates:
Given several requests, we decided to extend the deadline for short papers and demo/video papers until November 2nd, 2024, 11h59pm AoE. This is the final deadline. No further extensions will be applied.
Notifications should be expected by Nov 30th.
AREAS OF INTEREST
We encourage submissions across a broad spectrum of topics, including but not limited to:
Integration of AI in XR: Assessing the current state and future potential of AI technologies within XR to create more immersive, interactive, and responsive environments.
Innovation at the Intersection of AI and XR: Opportunities for AI to enhance XR experiences, including photorealistic avatars, dynamic environments, and anticipatory user interactions.
XR for AI: Using XR to train and simulate AI, offering controlled yet realistic environments for AI learning and evolution: visualizing and interacting with complex AI models, enhancing understanding, and facilitating innovative training environments.
Technical and Human Challenges: Addressing the obstacles and human factors critical to the advancement of AI in XR, including system performance, user engagement, and intuitive interfaces.
Ethical Considerations in AI-driven XR: Exploring the implications of AI advancements in XR on privacy, agency, digital identity, and broader societal impacts.
Industry Relevance: Highlighting technologies, methodologies, applications, prototypes or experiences of clear industry relevance.
Concrete areas of interest for the technical program include but are not limited to:
Systems, including techniques, performance, and implementation: System components, virtual reality platforms, AI platforms for VR/AR, cloud-based platforms, Data generation, manipulation, analysis, and validation, Tracking, physical environment mapping, registration, Vision for VR/AR, deep learning for VR/AR, Standards and theoretical models for AI and/or VR
Content creation and modeling: Generation of immersive environments and virtual worlds, Environments for gaming, simulation, training, Visualisation, optimized and realistic rendering, Geometric modeling and design in immersive settings, Animations, crowd-simulation, character modeling, Customisation and personalization (e.g., for training)
Cognitive aspects, perception, user behavior: Semantic and cognitive aspects of virtual reality, Depth perception, multimodal perception, Behaviour and activity generation, Representations of self (avatars), embodiment, presence, Virtual agents, conversational non-player characters (NPCs), Understanding and modeling human behavior, emotions
AI technologies for VR/AR: Search, planning, reasoning, Knowledge representation, Natural language processing, Robotics and perception, Multi-agent systems, Statistical learning, Deep learning
XR for AI: Visualizing Complex AI models in XR; training AI Models through XR simulations of synthetic data; enhancing human-AI synergy with XR; XR as a testbed for AI Ethics and behavior; AI-driven content creation in XR; XR for AI-driven Robotics and Autonomous systems.
Interactions / interactive and responsive environments: Multimodal interaction and experiences in VR/AR, Machine learning for multimodal interaction, generative AI and LLMs in virtual environments, Human-virtual user/agent interaction, Human to human communication in virtual environments, collaboration and communication, Dialogue modeling and generation, conversational and natural language interfaces, speech interaction for AR/VR, Navigation and spatial orientation in VR, Interaction devices, Brain-Computer Interfaces (BCI)
Applications and use cases: Data and knowledge representation, problem-solving, Visualization concepts (including, e.g., spatial visualization, multimodality for visualization) and domains (e.g., scientific visualization), Arts, leisure, and entertainment, Gaming and game narratives, immersive storytelling and gameplay, Education, training, simulation, Business, prototyping, productivity, design and architecture, evaluation, Telepresence and collaboration, social interactions, Healthcare and therapy, Evaluation metrics and methodologies, Quality of Experience (QoE)
Ethical and societal aspects of AI and VR/AR: Sensory vulnerability, Privacy and data, Social isolation, desensitization, Overestimation of abilities, psychiatric, Unpalatable fantasies, torture/virtual criminality, Manipulation, appropriate roaming, and re-creation
Industry-focused contributions: Technologies, methodologies, applications, prototypes, and experiences of clear industry relevance
SHORT PAPERS
At IEEE AIVR, we are eager to look into the future, forster innovation, and encourage out of the box thinking. The short paper track gives people an opportunity to present their latest work related to all conference topics. Preliminary results and initial ideas are welcome as well, because we believe that true innovation comes from discussion and collaboration and thus want to encourage people to also present their early ideas to the community.
Short papers should be up to 4 pages long (excluding references) and will be reviewed thoroughly and double-blindly (i.e., remove all author information when submitting) by at least two members from the international program committee with respect to their potential and contribution. If accepted, one author must register at the full conference rate and present the work at the conference.
DEMOS & VIDEO PAPERS
Demo and video papers of up to 4 pages (excluding references) present systems or working prototypes of new research results, industry solutions, interesting concepts or visions, and valuable use cases. Submissions will be evaluated thoroughly and blindly (i.e., you do not need to remove author information) by at least two demo co-chairs or domain experts. Authors should also upload either a video illustrating their demo or a pdf document describing the demoed system. If accepted, one author must register at the full conference rated and present the work via a video or live demo at the conference.
SUBMISSION INSTRUCTIONS
Authors should submit their manuscripts in double-column IEEE format following the official IEEE Manuscript Formatting guidelines and considering the page limits of the related track as indicated above. Also, consider the IEEE policies for publications (i.e., you must own copyright to all parts, and the manuscript must be original work and not currently under review elsewhere). The conference proceedings will be submitted for publication by IEEE Computer Society Press to included in the IEEE Xplore Digital Library.
Authors should upload their papers in pdf format (ending .pdf). For short papers, uploading an accompanying video is possible (accepted formats: mov, mp4, mpg, wmv, or zip to bundle multiple shorter video clips). For demo/video papers, uploading an additional video or describing PDF is expected.