Conference Information
AIxVR 2026: IEEE International Conference on Artificial Intelligence & extended and Virtual Reality and Virtual Reality
https://aivr.science.uu.nl/2026/
Submission Date:
2025-09-26
Notification Date:
Conference Date:
2026-01-26
Location:
Osaka, Japan
Years:
8
Viewed: 16940   Tracked: 9   Attend: 2

Call For Papers
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
Last updated by Dou Sun in 2025-09-13
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