EuroVR 2020: EuroVR 2020 Application and Exhibition&Demo Track

Страна: Испания

Город: Valencia

Тезисы до: 07.08.2020

Даты: 25.11.20 — 27.11.20

Область наук: Технические;

Е-мейл Оргкомитета: i3b-eurovr2020 AT

Организаторы: UPV& LabLENI


EuroVR 2020 will bring together people from research, industry, and commerce. Its attendees include technology developers, suppliers, and all those interested in Virtual Reality (VR), Mixed Reality (MR), including Augmented Virtuality (AV) and Augmented Reality (AR), and more generally 3D user interfaces, to exchange knowledge and share experiences, new results and applications, enjoy live demonstrations of current and emerging technologies, and form collaborations for future work.

TOPICS OF INTEREST include, but are not limited to:

Human factors issues

  • User studies on all issues related to VR or AR/AV/MR
  • Presence, realism, validity and fidelity
  • 3D user interfaces and/or 3D interaction metaphors
  • Self-representation and embodiment, avatars, virtual humans
  • Cybersickness and side effects
  • Cost effectiveness and cost efficiency
  • Ethical procedures and guidelines


  • Virtual reality system architecture
  • Collaborative and distributed VR or AV/AR/MR
  • Augmented reality and mobile devices
  • Augmented virtuality and tangible interfaces
  • Mixed Reality
  • Tracking and motion technologies
  • Advances in display technologies
  • Image-based 3D modeling and rendering
  • Realistic rendering of dynamic or complex scenes
  • 3D audio rendering and related technologies
  • Haptics and force-feedback, algorithms, systems, and devices
  • Real-time modeling & simulation
  • Multimodal interaction in immersive environments
  • Immersive collaboration: technologies, use cases, management
  • Immersive analytics: interactions, models, architectures
  • Artificial Intelligence for VR or AV/AR/MR
  • Virtual humans for VR or AV/AR/MR


  • Industrial applications
  • Aerospace and Transport
  • Construction and Architecture
  • Manufacturing and Engineering
  • Consumer neuroscience
  • Organizational neuroscience
  • Medical and Rehabilitation
  • Product and Process design
  • Robotics
  • Training and Education
  • Cultural heritage and other applications for culture
  • Serious Gaming and Edutainment

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