VAMR: 14TH INTERNATIONAL CONFERENCE ON VIRTUAL, AUGMENTED AND MIXED REALITY

With the recent emergence of a new generation of displays, smart devices and wearables, the field of Virtual, Augmented and Mixed Reality (VAMR) is rapidly expanding, transforming and moving towards the mainstream market. At the same time, VAMR applications in a variety of domains are also reaching maturity and practical usage. From the point of view of the user experience, VAMR promises possibilities to reduce interaction efforts and cognitive load, while also offering contextualized information, by combining different sources and reducing attention shifts, and opening the 3D space. Such scenarios offer exciting challenges associated with underlying and supporting technologies, interaction and navigation in virtual and augmented environments, as well as design and development.

The 14th International Conference on Virtual, Augmented and Mixed Reality, an affiliated conference of the HCI International Conference, provides a forum for researchers and practitioners to disseminate and exchange scientific and technical information on VAMR-related topics in various applications. The presentations cover a wide range of topics, centered on themes related to interaction techniques, development issues, underlying technologies, and user experience and performance. With recent advances in robotics and artificial intelligence-based systems, topics of interest have expanded to include VAMR-based techniques for human-robot interaction and human interaction with intelligent systems.

Call for participation leaflet (155KB)

The related topics include, but are not limited to:

  • Applications
    • Consumer products and experience
    • Education and training
    • Entertainment
    • Gaming
    • History and culture
    • Human-robot interaction and remote systems
    • Industrial
    • Medical and healthcare
    • Military
    • Rehabilitation
    • Social computing
    • Virtual worlds and long-term persistent environments
  • Interaction and navigation in VAMR
    • Avatar instantiation
    • Human factors
    • Immersion
    • Locomotion
    • Orientation and navigation
    • Teleoperation, puppeteering, and autonomy
  • Issues in development and use of VAMR
    • Artificial intelligence/machine learning techniques
    • Distributed environments
    • Embodiment
    • Fidelity
    • Occlusion
    • Performance measurement
    • Platform requirements
    • Presence in VAMR (Criteria and measurement; Design issues)
    • Sensory and perception
    • Simulator sickness
    • Situational awareness
  • Underlying & supporting technologies
    • Alternative computing environments (Wearable; Pervasive computing)
    • CAVE and multi-participant environments (Head mounted displays; Field of view; Resolution; Rendering speed; Parallax and perspective)
    • Mobile systems
    • Multimodal interfaces
    • Sensory substitution
    • Telepresence systems
    • Tracking technologies
    • Visualization and image rendering
  • Program Chair

    JESSIE Y.C. CHEN

    U.S. Army Research Laboratory, USA

  • Program Chair

    GINO FRAGOMENI

    U.S. Army Combat Capabilities Development Command Soldier Center, USA

  • Board Members

  • Shih-Yi Chien
    National Chengchi University, Taiwan*, China
  • Fotis Liarokapis
    Cyprus Research Centre on Interactive Media, Smart Systems and Emerging Technologies (RISE), Cyprus
  • Jose San Martin
    Universidad Rey Juan Carlos, Spain
  • Andreas Schreiber
    German Aerospace Center (DLR), Germany
  • Simon Su
    DEVCOM Army Research Laboratory, United States
  • Denny Yu
    Purdue University, United States
  • more members will be added soon
* Consistent with the 'one-China policy' of the United Nations Organization and the United States (maintaining unofficial relations with Taiwan after 1979).