Call: Virtual Reality International Conference (April 2014; Laval, France)

Call for Papers

Virtual Reality International Conference
April 9 – 11, 2014 – Laval, France

Sponsored by ACM
Logistics Partner: Laval Virtual

Submission page


  • Regular Paper Submission: December 13, 2013 << NEW, extended deadline!
  • Authors Notification (regular papers): January 20, 2013
  • Final Regular Paper Submission and Registration: February 10, 2014

Download the template to submit a paper: Word.docx format .rtf format

All papers will be published on ACM Digital Library

Partnership with international journals IJVR, IJODIR & JVRB << NEW!


Simon Richir, Arts et Metiers ParisTech, France.


  • Area 1: Natural User Interaction (NUI)
    Co-chairs: Samir Otmane, Evry University, France – Olivier Christmann, Arts et Metiers ParisTech, France – Annette Mossel, Vienna University of Technology, Austria
    Natural user interaction in virtual/augmented reality – Natural User Interaction in Handheld AR Environments – 6DOF NUIs for VR/AR environments – Innovative human–computer interaction techniques – Innovative 3D interactions techniques – Multimodal interactions (Audio, Visual and haptic) – Tangible interaction – Intuitive interactions and interfaces – Innovative touch user interfaces – Real-Time Interaction – Systems and Software Architectures for Design NUIs – Methods and tools for Evaluation of NUIs – User experiences and Applications based on NUI
  • Area 2: Virtual, Augmented and Robotic Humans (VARH)
    Co-chairs: Domitile Lourdeaux, Heudiasyc UMR7253, UTC – Pierre Chevaillier, ENIB, France – Colin Schmidt, Arts et Metiers ParisTech, France

    Full body and facial animation, behavioural simulation – Users interactions with VARH – User controlled and autonomous virtual or robotic humans – Cognitive and biomechanical models for VARH – Virtual Humans Embodiment and non-verbal interactions – Computational affective models for VARH – Social and situated cognition for VARH – Robotic appendages and prosthetics – Artificial beings: dialogical and referential capabilities – The virtual being in the real world – Mergers between man and machine
    Cognitive impairment and augmentation – VARH in collaborative virtual environments – VARH in smart environments – Applications of VARH in arts, for education/training or entertainment – Social acceptabilities constraints, legal and ethical issues
  • Area 3: Digital Heritage (DH)
    Co-chairs: Livio De Luca, CNRS (National Center for Scientific Research) – UMR MAP, Marseille, France

    Virtual Reconstruction Issues – Realism and Interpretation in DH – Born digital content issues – Historic Document Analysis – Remote Sensing Analysis (incl. aerial image processing) – 3D modelling (CAD-based and reality-based) – Building Information Modelling (BIM) – 3D, multimedia and GIS repositories, platforms, & info systems – Digital Curation – Emerging technologies – Real + virtual worlds (mixed/augmented reality) – Innovative interaction systems – Storytelling and design of heritage communications – Usability, effectiveness and interface design – Visual simulation of materials – Emerging visualization technologies – 3D scanning & digitization (laser, structured light, motion capture, etc.) – Low-cost & gaming 3D input – Virtual archaeology – Virtual museums – Virtual Exhibitions – Multimedia valorisation – Serious Games for heritage
  • Area 4: Augmented Experience within Real-Time Tele-Immersive Environments (AE)
    Co-chairs: Marc Pallot, Nottingham University Business School, UK and Collaborative Engineering, Italy

    Real-Time Activity data capture through connected sensors – Real-Time data processing and rendering in 3D Environment – Real-Time 3D Body Reconstruction and 3D rendering – Real-Time rendering of Physiological responses – 3D Tele-Immersive Augmented Reality (e.g. AR glasses and other mobile or tablet app) – 3D Tele-Immersive Augmented Virtuality (e.g. Mobile app, Simulators, inertial sensors) – 3D Tele-Immersive Mixed Reality (AR+AV) – Real-Time Environment Reconstruction and Rendering – Real-Time Gesture Reconstruction for skeletons and other avatars – Real-Time Capturing, compression and Rendering – Real-Time Audio Reconstruction (GPS and Sound Spatialisation Rendering) – Real-time applications using active/passive sensors – Tele-immersive applications exploiting cultural content
  • Area 5: Interactive Art for Active Audience  (IAAA)
    Co-chairs: Alain Lioret, Paris 8 University, France

    Interactive Art – Interactive Cinema – Interactive Theatre – Augmented Reality and Art – Virtual Reality and Art – Software Art with AR/VR – Generative Art with AR/VR – Artificial Life Art with AR/VR – Game Art with AR/VR – Enaction
  • Area 6: New uses of VR, AR, MR (NU)
    Co-chairs: Patrick Corsi, Arts et Metiers ParisTech, France – Akihiko Shirai, KAIT, Japan

    VR AR MR innovative uses in all areas of application (Industry, Simulation, Training, Health, Trade…) – Relationships between uses, users, design – Services and design practices – The generative goods – Generative property uses – Compatibility of uses – Foundations of use interactions – Collective & Collaborative uses – Associated uses – Uses and properties – Modelling of the user – The role of the user, the client – Axiomatic uses – Design rationale users – Diversion of use by users – control diversion – Skills of users – Spaces and generative platforms use – Use value – Theory of the user – Uses and business models – The economic potential uses


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