Extended Reality (XR) is the topic of conversation in recent years and beyond. XR is the umbrella term that encompasses all real-and-virtual combined environments such as virtual reality, augmented reality, and mixed reality. Over the past few years, interest in XR technologies has skyrocketed. The tremendous growth of the XR market rapidly paves the way for becoming mainstream in the next five years. There are many practical applications of XR for enhanced consumer experiences beyond implementation in entertainment, such as retail, training, education, marketing, real estate, and remote work. In the near future, the types of content which can be integrated into the virtual environment are almost unlimited with the more powerful, efficient, compact, and affordable XR technologies. XR allows continuing to provide effective experiences to the audiences especially in current situations where virtual and hybrid events are increasingly becoming part of our new norm. The objective of the workshop on progress in extended reality is to shed light on new research on how XR can be used to revolutionizing how we interact with true reality and let computers enhance the overall experience in immersive technologies.
This special session aims to bring together academic researchers, scholars, engineers, industrialists, and other professionals working towards scientific problems to address the aforementioned domains to exchange ideas on recent advances in the research and applications of extended reality (XR). It is expected that the exchanged ideas on recent research and future directions open the way for collaborative investigations towards discoveries and extensive enhancement of the cutting-edge technologies.
Topics of interest include, but are not limited to:
- 3D interaction
- Input devices
- Haptics, audio, and other non-visual interfaces
- Systems, toolkits, software frameworks, and game engines for VR/AR/MR
- Introduction to virtual, augmented, or mixed reality
- Computer graphics techniques for VR/AR/MR
- Advanced display technology
- Immersive projection technology
- Multi-user and distributed VR/AR/MR
- Serious games
- Tracking and sensing
- Modeling and simulation
- User studies and evaluation
- Immersion, presence, perception, and cognition
- Navigation and cybersickness
- Applications of VR/AR/MR
- Teleoperation and telepresence
- AI and VR/AR/MR
- Sanitation and hygiene for VR/AR/MR
- Online studies and remote data collection
Workshop Papers should be 12-20 pages in length.
All accepted and presented papers will be submitted for publishing by Springer and made available through SpringerLink Digital Library.
Proceedings will be submitted for inclusion in leading indexing services, Ei Compendex, ISI Web of Science, Scopus, CrossRef, Google Scholar, DBLP, as well as EAI’s own EU Digital Library (EUDL).
All accepted authors are eligible to submit an extended version in a fast track of:
- EAI Transactions series on Creative Technologies (Open Access)
- EAI Endorsed Transactions on Scalable Information Systems (indexed in Ei Compendex, Open Access)
Additional publication opportunities:
31 March 10 May 2021
Notification Deadline: 24 May 2021
Camera-ready Deadline: 21 June 2021
Conference: 30 July – 1 August 2021
All deadlines refer to the AoE Time Zone.
Professor Dr. Mark Billinghurst
The University of South Australia, Australia
Dr. Arindam Dey
The University of Queensland, Australia
Dr. Che Samihah binti Che Dalim
Universiti Teknologi Malaysia, Malaysia
Dr. Zi Siang See
The University of Newcastle, Australia