活动简介

Research in Virtual Reality (VR) is concerned with computing technologies that allow humans to see, hear, talk, think, learn, and solve problems in virtual and augmented environments. Research in Artificial Intelligence (AI) addresses technologies that allow computing machines to mimic these same human abilities. Although these two fields evolved separately, they share an interest in human senses, skills, and knowledge production. Thus, bringing them together will enable us to create more natural and realistic virtual worlds and develop better, more effective applications. Ultimately, this will lead to a future in which humans and humans, humans and machines, and machines and machines are interacting naturally in virtual worlds, with use cases and benefits we are only just beginning to imagine.

IEEE International Conference on Artificial Intelligence and Virtual Reality (AIVR) is a unique event, addressing researchers and industries from all areas of AI as well as Virtual, Augmented, and Mixed Reality. It provides an international forum for the exchange between those fields, to present advances in the state of the art, identify emerging research topics, and together define the future of these exciting research domains. We invite researchers from Virtual, as well as Augmented Reality (AR) and Mixed Reality (MR) to participate and submit their work to the program. Likewise, any work on AI that has a relation to any of these fields or potential for the usage in any of them is welcome.

Sponsor Type:1; 9

组委会

Honary Chair

Jeffrey J.P. Tsai, Asia University, Taiwan

General Co-Chairs

Jean-Claude Latombe, Stanford University, USA
Anita Hu, National Tsinghua University, Taiwan
Wolfgang Huerst Universiteit Utrecht, The Netherlands
Phillip Sheu, University of California, Irvine, USA

Program Co-Chairs

Liwei Chan, National Yang Ming Chiao Tung University, Taiwan
Sylvia Xueni Pan, Goldsmiths, University of London, UK
Maki Sugimoto, Keio University, Japan
Yajie Zhao, USC-ICT, USA

Poster and Work-in-progress Co-Chairs

Ping-Hsuan Han, National Taipei University of Technology, Taiwan
Hai-Ning Lian, Xi’an Jiaotong-Liverpool University, China
Jonathan Ventura, California Polytechnic State University, USA

Demo and Video Co-Chairs

Neng-Hao Yu, National Taiwan University of Science and Technology, Taiwan
Zerrin Yumak, Utrecht University, Netherlands

Industry Co-Chairs

Shih-Han Chan, Delta Electronics, Inc., Taiwan
Mar Gonzalez-Franco, Microsoft, USA
Jianquan Liu, NEC, Japan

Publicity Co-Chairs

Robin Bing-Yu Chen, National Taiwan University, Taiwan
Ellen Yi-Luen Do, University of Colorado Boulder, USA
Tsai-Yen Li, National Chengchi University, Taiwan
Michael Neff, UC Davis, USA

Finance Chair

Rong-Ming Chen, National Tainan University, Taiwan

Publication Co-Chairs

Tse-Yu Pan, National Tsing Hua University, Taiwan
Wan-Lun Tsai, National Cheng Kung University, Taiwan

Local Arrangement Chair

Tony Liao, Asia University, Taiwan

Registration Chair

W.T. Chang, Asia University, Taiwan

征稿信息

重要日期

2021-07-05
初稿截稿日期

征稿范围

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
> Visualization, optimized and realistic rendering
> Geometric modelling and design in immersive settings
> Animations, crowd-simulation, character modelling
> Customization and personalization (e.g., for training)

Cognitive aspects, perception, user behaviour

> Semantic and cognitive aspects of virtual reality
> Depth perception, multimodal perception
> 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

Interactions / interactive and responsive environments

> Multimodal interaction and experiences in VR/AR
> Machine learning for multimodal interaction
> 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 visualization) and domains
> 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

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重要日期
  • 会议日期

    11月15日

    2021

    11月17日

    2021

  • 07月05日 2021

    初稿截稿日期

  • 11月17日 2021

    注册截止日期

主办单位
Asia University, Taiwan IEEE Computer Society
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