CALL FOR PAPERS
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. Contributions of distinguished quality will be selected for best paper awards and invited to submit extended versions for a special section in the Computers & Graphics journal (Elsevier) and International Journal of Semantic Computing.
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 modelling:
Generation of immersive environments and virtual worlds, environments for gaming, simulation, training, visualisation, optimised and realistic rendering, geometric modelling and design in immersive settings, animations, crowd-simulation, character modelling, customisation and personalisation (e.g., for training)
- Cognitive aspects, perception, user behaviour:
Semantic and cognitive aspects of virtual reality, depth perception, multimodal perception, affective computing, behaviour and activity generation, representations of self (avatars), embodiment, presence, virtual agents, conversational non-player characters (NPCs), Understanding and modelling human behaviour, 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 modelling 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 visualisation) and domains (e.g., scientific visualisation), 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
Submission Tracks
Full and short paper track
This track constitutes the conference's core and presents new and innovative research in AI and VR/AR. Submissions
must be anonymous and will be thoroughly reviewed by at least three members of the international program committee. Authors must register (one full author registration per accepted paper) and present their work at the conference or remotely. Accepted papers are generally represented as oral presentations or posters and published in the proceedings in IEEE Xplore.
- Max. page count for full papers: 8 pages (excluding references)
- Max. page count for short papers: 4 pages (excluding references)
- Deadline: Sep 26, 2025, AoE
Work in progress paper track
Work in progress papers provide the opportunity to present latest results, including preliminary ones and initial ideas, 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. Submissions
must be anonymous and will be thoroughly reviewed by at least two members of the international program committee. Authors must register (one full author registration per accepted paper) and present their work at the conference or remotely. Accepted work in progress papers are generally represented as posters and published in the proceedings in IEEE Xplore.
- Max. page count for work in progress papers: 4 pages (excluding references)
- Deadline: Oct 31, 2025
Demo and video paper track
Demo papers describe a concrete system, prototype, or proof of concept and allow for interactive presentation at the conference. Video presentations are acceptable for remote presentations or if setting up the equipment at the venue is not possible. Submissions
do not need to be anonymous and will be thoroughly reviewed by at least two members of the international program committee. Authors must register (one full author registration per accepted paper) and present their work at the conference or remotely. Accepted demo papers are published in the proceedings in IEEE Xplore.
- Max. page count for demo or video papers: 4 pages (excluding references)
- Deadline: Oct 31, 2025