ISPR Presence News

Category Archives: Calls

Calls for submissions to, and/or particpation in, conferences, journals, edited books, research projects and other endeavors related to presence

Call: EuroVR 2017


14th annual EuroVR conference
12-14 December, 2017
Laval, France

Submission deadlines:
Scientific/Technical papers (long & short): September 29, 2017
Industrial abstracts, Poster & Demo (long abstract): October 13, 2017

After Bremen (2014), Lecco (2015) and Athens (2016), we are pleased to announce EuroVR 2017, the annual conference of a series started thanks to the INTUITION Network of Excellence in Virtual and Augmented Reality supported by the European Commission from 2004 to 2008, then imbedded within the Joint Virtual Reality Conferences (JVRC) from 2009 to 2013.

As in previous years, EuroVR 2017 will bring together people from industry, commerce, and research including technology developers, suppliers and all those interested in virtual reality, augmented or mixed reality (VR, AR, MR) and 3D user interfaces, to exchange knowledge and share experiences of new results and applications, enjoy live demonstrations of current and emerging technologies, and form collaborations for future work.


  • Scientific/Technical Track (14-20 page long papers or 8-10 page short papers, both in one column Springer format): original, unpublished papers documenting new research contributions, practice and experience, or novel applications in VR/AR/MR.
  • Industrial Track (1 page abstract): best practices, industrial use cases of VR/AR/MR, project results and demonstrations of VR/AR/MR applications in industry, and/or actual or potential transfers of academic results.
  • Poster Track (2 page abstract): recently completed work, work in progress, or publicly presentable ideas for unimplemented and/or unusual systems or applications.
  • Demonstration Track (2 pages abstract): live demonstrations of past and on-going projects. Technology developers and suppliers, exhibitors, digital artists and members of the VR/AR/MR industrial communities are all invited to exhibit and demonstrate the latest technologies and applications.

Authors of accepted scientific/technical papers and industrial track submissions will be expected to attend the conference and make a 15-25 minute oral presentation. The authors of accepted posters and demonstrations will have to make a brief oral presentation on their work in addition to the poster or demo presentations.

SUBMISSION GUIDELINES Read more on Call: EuroVR 2017…

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Call: ‘Body Movements’ special issue of student journal Press Start

Call for Papers: ‘Body Movements’ Special Issue

Submission deadline: 31 October 2017

Press Start is pleased to announce an upcoming special issue of the journal, and to invite submissions relating to the theme of ‘Body Movements’.

With the theme of ‘Body Movements’ we invite a broad range of topics within the field of digital and analogue game studies. Authors are invited to present empirical and theoretical research in which they reflect on the body in games and play. Research topics could include, but are not limited to:

  • The virtual body in relation to the material body
  • Digital and board-game interfaces (controllers, motion sensing, physical play, etc.)
  • Political movements and political bodies
  • Social and community bodies
  • Inertia and movements of gaming bodies
  • Bowel movements, body horror and gore
  • Immersed bodies, virtual reality headsets and motion sickness
  • Feminine, trans- and other bodies in games
  • The body in game culture
  • Athletic bodies in esports/ Bodies in esports
  • Player and community agency

Read more on Call: ‘Body Movements’ special issue of student journal Press Start…

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Call: Frameless Labs Festival Fall 2017 at Light and Sound Interactive 2017

Now Accepting Submissions

Frameless Labs Festival Fall 2017
At Light and Sound Interactive 2017
September 12-14, 2017
Floreano Riverside Convention Center and Hyatt Regency
Rochester, NY

Submission closing date: July 20th

Submissions of 360 Film/VR/AR/Digital performance projects are now being accepted for the inaugural Frameless Labs festival at Light and Sound Interactive being held in Rochester, NY September 12-14, 2017.

Light and Sound Interactive is a unique conference and expo focused on light and sound-based technologies and their applications in emerging fields such as virtual and augmented reality, games, cinema, and music. The conference is interactive, featuring talks by leading experts, panel sessions, workshops, and product demonstrations.

The focus of the Frameless Labs Festival is to showcase emerging frameless media and their ability to open windows to limitless applications for storytelling.  Held alongside the Light and Sound Interactive conference, accepted creators will be able to show their work before industry and public audiences.

Frameless Labs and MAGIC at the Rochester Institute of Technology (RIT) would like to invite a range of projects that push the limits of immersive experience through innovative use of technology, storytelling or artistic expression.

Submission closing date: July 20th
Notification of Acceptance: August 7th

Submission entry form:

If you would like to submit please read the following Official Submission Guidelines: Read more on Call: Frameless Labs Festival Fall 2017 at Light and Sound Interactive 2017…

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Call: ICRESS 2017: The International Conference on Robot Ethics and Safety Standards

Call for Papers

ICRESS 2017: The International Conference on Robot Ethics and Safety Standards
Lisbon, Portugal
20-21 October 2017

Submission of initial papers: 30 June, 2017

The International Conference on Robot Ethics and Safety Standards aims to provide a multidisciplinary forum for discussing the most pressing safety, ethical, legal and societal issues related to the distinct contexts where robotic technology applies. Following the pathway opened by the International Conference on Robot Ethics-ICRE 2015, the present conference will discuss how ethical and safety concerns can be shared by different stakeholders and translated into legal frameworks where technology contributes to a better world while respecting the fundamental humanistic values of society’s civilizational contexts.


  • Autonomy and liability
  • Ethical principles in robotics
  • Defining ethical guidelines for the design, use and operation of robots
  • Enhancement technologies: ethical issues
  • Privacy and the management of personal data
  • Ethical frameworks: Universal or region specific?
  • What does “safety” stand for in robotic systems?
  • Safety standards in robotics – scope and key definitions
  • The role of industry and society in the definition of safety standards
  • Legal frameworks: the main topics to be addressed by legislators

Prospective authors are invited to submit original papers by the 30 June 2017. The papers accepted will be presented at ICRESS 2017 conference and a selection of the best papers will be published by Springer. Read more on Call: ICRESS 2017: The International Conference on Robot Ethics and Safety Standards…

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Call: Workshop on Interaction-based Knowledge Sharing (WINKS)

Workshop on Interaction-based Knowledge Sharing (WINKS)

This workshop will take place at the 3rd Joint Ontology Workshop (JOWO) in Bolzano, Italy between 21 and 23 September 2017


Deadline for ALL submissions: Monday 17 July 2017


This first Workshop on Interaction-Based Knowledge Sharing (WINKS) collocated with the third Joint Ontology Workshops ( is fully dedicated to challenges and solutions to knowledge sharing in interaction-based environments, ranging from the Internet of Things to multi-agent systems. Gradually expanding, distributed systems heighten the need of a dynamic interactive knowledge sharing process, while at the same time an increasing heterogeneity of resources renders this process more complex. As a highly interdisciplinary workshop, discussions will center on requirements and suggestions to endow computational models with knowledge sharing capabilities in interactive scenarios.

FULL DESCRIPTION Read more on Call: Workshop on Interaction-based Knowledge Sharing (WINKS)…

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Call: ACM Symposium on Spatial User Interaction (SUI) 2017

ACM SUI 2017
ACM Symposium on Spatial User Interaction
October 16-17, 2017
Brighton, UK
Twitter: @ACM_SUI
FB: SpatialUserInteraction

Full and Short papers deadline: June 30th 2017

We have some exciting news for SUI 2017. The best full and short papers will be granted the possibility to present again at ACM Interactive Surfaces and Spaces 2017 (ISS), which will be held immediately after SUI (also in Brighton).

This year, Alex Schwartz, CEO of Owlchemy Labs, of Job Simulator fame, will give a keynote titled “Intuitive Spatial Interactions in VR”. More info at:

We invite you to participate in the ACM Symposium on Spatial User Interaction 2017 (SUI) in Brighton, UK. We seek unpublished papers documenting original research contributions, practice and experience, or novel applications, from all areas of spatial user interaction. User interface evaluations are strongly encouraged for every publication in this venue. Specific topics of interest include:

  • Spatial interaction techniques
  • Spatial user interface metaphors
  • Spatial input devices and technology
  • Interaction on spatial, stereoscopic, and 3D displays
  • Evaluation methods for spatial user interaction
  • Collaborative interaction in 3D space
  • Design and user experience (UX) for spatial user interaction
  • Applications of human spatial perception to interaction
  • Adaptive and perceptual-inspired spatial user interaction
  • Applications of spatial UIs, such as games, entertainment, CAD, education
  • Gesture-based spatial interaction
  • Tangible spatial user interaction
  • Multi-touch technologies for spatial user interaction
  • Desktop interfaces for spatial interaction
  • Multisensory and other novel forms of spatial user interaction

Read more on Call: ACM Symposium on Spatial User Interaction (SUI) 2017…

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Call: Realities360 – The Enhanced Realities Conference

Call for Participation

Realities360 – The Enhanced Realities Conference
July 26-28, 2017
San Jose, California

At Realities360 Conference, July 26 – 28 in San Jose, California, you can choose from a variety of sessions that will enable you to get up close and personal with enhanced reality technologies and gain the insight to put these technologies into your own training and development work. Peruse over 30 hands-on sessions where peers and industry leaders are sharing best practices, how-tos, case studies, and emerging trends:

Learn more about Realities360:


Here’s a taste of what you can expect to experience with augmented, virtual, and expanded realities at this limited-seating event: Read more on Call: Realities360 – The Enhanced Realities Conference…

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Call: Philosophy of Virtual and Augmented Reality Workshop

Call For Registrations

Philosophy of Virtual and Augmented Reality Workshop
University of Glasgow, 26th – 27th June 2017

The Centre for the Study of Perceptual Experience is pleased to announce the Philosophy of Virtual and Augmented Reality Workshop to be held at the University of Glasgow on Monday 26th & Tuesday 27th June.

Augmented and Virtual Reality (AR/VR) devices are rapidly becoming part of our everyday lives. This emerging technology lets users experience wholly virtual environments (like distant places, times, or even fantasy worlds) in VR, or virtual objects in the real world (Pokemon in your garden, a virtual engine in the lecture hall) in AR. This workshop will explore some of the philosophical questions that this technology raises. Talks will address questions concerning what implications AR/VR has for what we consider to be real, what this technology might mean for the trust we put in perception, and how it might disrupt our preferences and decision-making processes. A secondary goal of the workshop is to consider whether the topic of AR/VR is philosophically novel, or whether it is just a new way to engage with familiar issues.

CONFIRMED SPEAKERS Read more on Call: Philosophy of Virtual and Augmented Reality Workshop…

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Call: Chapters for “Cases on Immersive Virtual Reality Techniques”

Call for Book Chapters:
Cases on Immersive Virtual Reality Techniques
To be published by IGI Global

Proposal Submission Deadline: June 30, 2017

Currently, we’re in the early stages of editing “Cases on Immersive Virtual Reality Techniques” to be published by IGI Global ( scheduled for release in April/May 2018. In order to strengthen the overall quality of this important publication, we’re looking for possible proposals, reviewers, and the editorial advisers for this valuable reference. Hence, I would like to invite experts from both industry and academia. If this invitation is agreeable to you and does not conflict with your current professional and research interests or if you have any questions regarding this matter please let us know.

About the book

As virtual reality approaches mainstream consumer use, this has resulted in a revived intrigue in the research and innovation in the area. This vibrant development ecosystem has led to breakthroughs in sound, perception and visual-processing that have taken virtual reality to new dimensions. This book aims to meet the challenge of providing practitioners, researchers and institutions with discussions and examples on how to adopt these new methods and applications. The aim is to reach into research trends that are appearing, in order to show innovations and results that can be used to inspire and invigorate the virtual reality community. The topics covered in this book seek to cover new practices at all levels and modalities in immersive virtual reality, instigating readers to assimilate proposals that have been implemented and to replicate this knowledge in their institutions and researchers worldwide.

Objective of the book

While Virtual Reality has been around for decades it has only recently started to gain momentum due to advancements in technologies – leading to a multitude of breakthroughs in research and innovation that have had a major impact on how we view and use virtual reality. Hence, this comprehensive and timely publication provides an essential reference source, disseminating knowledge on the available literature in the field of Virtual Reality, with the objective of showing applications in this area integrated with immersive techniques and affective theories and computer resources that are being used to support Virtual Reality methods.

The most up-to-date information will be online:

Topics of interest include but are not limited to:

  • Affective aspects involved in digital educational games
  • 3D virtual laboratories and simulations for education
  • Methods of evaluation and assessment in digital Game-Based Learning
  • Usability for digital educational games and immersive environments
  • Affective virtual reality and interaction
  • Virtual reality in games
  • Virtual reality and cognitive impact
  • Virtual reality audio control and influences
  • Virtual reality and multimodal interaction
  • Gesture, touch and haptics
  • Healthcare, assistive technologies
  • Virtual world human communication and dynamics
  • Human-virtual user/agent interaction
  • Interaction with smart environment
  • Machine learning for multimodal interaction
  • Mobile multimodal systems
  • Virtual reality behavior generation
  • Virtual reality datasets and validation
  • Virtual reality dialogue modeling
  • Virtual reality fusion and representation
  • Virtual reality interactive applications
  • Speech behaviors in social interaction
  • System components and virtual reality platforms
  • Visual behaviors in social interaction
  • Virtual/augmented reality and multimodal interaction
  • Virtual reality games in education
  • Gamified immersive environments and virtual worlds
  • Virtual reality applied to Game-Based Learning

Read more on Call: Chapters for “Cases on Immersive Virtual Reality Techniques”…

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Call: VR, AR for Autonomous Driving and Intelligent Vehicles – Special issue of Presence

SPECIAL ISSUE of Presence: Teleoperators and Virtual Environments
Virtual and Augmented Reality for Autonomous Driving and Intelligent Vehicles

Submission deadline: October 15, 2017


It is forecasted that augmented reality (AR) and virtual reality (VR) automotive applications will increase road safety, bring intuitive activities to driving, and finally enhance driving experience. AR/VR technology may also help on the transition towards automated driving. AR head-up-displays (HUDs) may soon overlay 3D navigation instructions onto road geometry and moving obstacles like vulnerable road users (pedestrians, bikers, wheel-chair users) and other vehicles may be highlighted to calm down the driver-passenger and enhance trust in their vehicle’s automated operation as the vehicle proves its awareness of its surroundings. Virtual reality windshields may allow for dynamic reconfiguration of multi-lane roads based on demand and will, in the long term, remove road signs, traffic lights, road paintings, etc. from the streets. However, many technological challenges need to be addressed before AR/VR applications will hit the mainstream market. These include how to capture and interpret road geometry through computing intensive sensor fusion, precise vehicle positioning, compensation for vibrations, delays, and jitter, laser projection, driver monitoring via inward facing cameras and designing sophisticated algorithms to generate precise augmentation content in the viewing field of the driver, etc.


The central objective of this special issue is to provoke an active debate on potential and constraints, impact, role, and adequacy of using augmented and virtual reality technology in driving applications. We welcome papers that treat with automotive-themed topics addressing challenges such as how to improve driver-vehicle interaction or driving experience or what are technical difficulties and unresolved problems limiting a broader deployment in the near future.

Topics of interest include, but are not limited to:

  • Responsive, adaptive and evolvable behaviors in immersive virtual environments that deal with driver-vehicle interaction in the interior or vehicle-pedestrian interaction in the exterior.
  • Multiuser virtual environments.
  • Mixed reality and the experience of real and virtual environments.
  • Tools, techniques, frameworks and methodologies.
  • Case studies of application of augmented or virtual reality in the automotive domain.
  • Education in the automotive field, e.g., driver training, using AR/VR technology.
  • Evaluation and validation methodologies for the impact of AR/VR.
  • Applications/solutions that deal with cognitive overload, distraction, inattentional blindness, simulation sickness.
  • Studies reporting the benefit of AR/VR technology towards attention (span), etc.
  • Risk assessment of the use of augmented/virtual reality technology for driving and strategies to reduce its risk.
  • Social capabilities of AR/VR technology in automotive environments.
  • In- and inter-vehicle gaming applications.

SUBMISSIONS Read more on Call: VR, AR for Autonomous Driving and Intelligent Vehicles – Special issue of Presence…

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