AIVR 2020)

3rd International Conference on

Artificial Intelligence & Virtual Reality

December 14-18, 2020 (virtual/online event)
History Important dates

Keynote speakers (in alphabethical order)

[Mark Billinghurst, ] Mark Billinghurst, University of South Australia, Adelaide, Australia, and University of Auckland, New Zealand
Bio: Mark Billinghurst is Professor at the University of South Australia in Adelaide, Australia, and also at the University of Auckland in New Zealand, directing the Empathic Computing Laboratory. He earned a PhD in 2002 from the University of Washington and researches how virtual and real worlds can be merged, publishing over 550 papers on Augmented Reality, remote collaboration, Empathic Computing, and related topics. In 2013 he was elected as a Fellow of the Royal Society of New Zealand, and in 2019 was given the ISMAR Career Impact Award in recognition for lifetime contribution to AR research and commercialization.
[Andrew Glassner, University of South Australia] Andrew Glassner, Weta Digital
Bio: Andrew Glassner is a Senior Research Scientist at Weta Digital, where he uses deep learning to help artists produce visual effects for movies and television.
Glassner served as Papers Chair of the SIGGRAPH '94 Papers Committee, Founding Editor of the Journal of Computer Graphics Tools, and Editor-in-Chief of ACM Transactions on Graphics. A popular speaker, Glassner has delivered invited addresses to groups around the world on topics such as computer graphics, the technical and social aspects of deep learning, story structure, and narrative.
Andrew is a well-known writer of numerous technical papers and books. His book "3D Computer Graphics: A Handbook for Artists and Designers" taught a generation of artists, and his online 2D graphics class taught a new generation graphic designers and artists. Glassner created and edited the "Graphics Gems" series, edited the classic book "An Introduction to Ray Tracing," and wrote the two-volume text "Principles of Digital Image Synthesis." His most recent technical book is "Deep Learning: A Visual Approach" from No Starch Press.
Glassner has written and directed live-action and animated films, and was creator-writer-director of an online multiplayer murder-mystery game for The Microsoft Network. He has written novels and screenplays, and is developing a serialized story for podcast. He has carried out research at labs such as the NYIT Computer Graphics Lab, Xerox PARC, Microsoft Research, and Weta Digital.
Andrew holds a PhD in Computer Science from The University of North Carolina at Chapel Hill. He is a Voting Member of the Academy of Television Arts and Sciences. In his spare time, Andrew paints, composes music, plays jazz piano, writes novels, and takes dog-friendly hikes.
[Victoria Interrante, University of Minnesota] Victoria Interrante, University of Minnesota, USA
Bio: Victoria Interrante is a full professor in the Department of Computer Science and Engineering at the University of Minnesota, where she is also currently serving as the director of the university-wide Center for Cognitive Sciences. Dr. Interrante's research interests encompass all aspects of the design, implementation, and evaluation of virtual reality applications for social good. In addition to her long-standing efforts related to spatial perception and presence, other recent projects have focused on: cybersickness mitigation, developing VR applications to understand and address implicit and explicit bias, and the development and use of VR technology in support of psychiatric, cardiac, dosimetric and other medical applications. She is a recipient of the 2020 IEEE VGTC Virtual Reality Career Award for her lifelong contributions to the fields of virtual reality and visualization.
[Jacki Morie, All These Worlds] Jacki Morie, All These Worlds, LLC
Bio: Dr. Jacquelyn Ford Morie is widely known for using technology such as Virtual Reality (VR) to deliver meaningful experiences that enrich people's lives. Starting in 1990, she developed multi-sensory techniques for VR that predictably elicit emotional responses from participants, for example inventing a scent collar that can deliver aromas to a participant within an immersive experience. She is also active in social VR spaces and through her company All These Worlds, LLC, has been bringing her techniques to these worlds for Mindfulness applications, storytelling and stress relief. Along with SIFT (Smart Information Flow Technologies), she created a virtual world ecosystem called ANSIBLE for NASA that was designed to provide psychological benefits for future astronauts destined to undertake extremely long isolated missions to Mars. Dr. Morie's other research interests include how avatars, identity and play in immersive spaces can positively affect our human nature.
[Philipp Slusallek, DFKI] Philipp Slusallek, German Research Center for Artificial Intelligence (DFKI) and Saarland University, Germany
Bio: Philipp Slusallek is Scientific Director and member of the executive board at the German Research Center for Artificial Intelligence (DFKI), where he heads the research area on Agents and Simulated Reality. At Saarland University he has been a professor for Computer Graphics since 1999, a principle investigator at the German Excellence-Cluster on "Multimodal Computing and Interaction" since 2007, and was Director for Research at the Intel Visual Computing Institute 2009-2017. Before coming to Saarland University, he was a Visiting Assistant Professor at Stanford University. He is associate editor of Computer Graphics Forum, a fellow of Eurographics, a member of acatech (German National Academy of Science and Engineering), and a member of the European High-Level Expert Group on Artificial Intelligence. In addition, Prof. Slusallek co-founded the European initiative CLAIRE (Confederation of Laboratories for Artificial Intelligence Research in Europe) in 2018.
He originally studied physics in Frankfurt and Tuebingen (Diploma/M.Sc.) and got his PhD in Computer Science from Erlangen University. His research covers a wide range of topics including artificial intelligence, simulated/digital reality, real-time realistic graphics, highperformance computing, motion synthesis, novel programming models for CPU/GPU/FPGA, computational science, and others.


IEEE Computer Society

In cooperation

Eurographics Association