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ACM VRIC 2014 CFP

posted Jul 20, 2013, 11:12 AM by Akihiko Shirai   [ updated Jul 20, 2013, 11:17 AM ]

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Virtual Reality International Conference – Laval Virtual 2014
VRIC Laval Virtual website: http://www.laval-virtual.org/

April 9 - 11, 2014
Laval, France

Sponsored by ACM
Logistics Partner: Laval Virtual

IMPORTANT DATES

Regular Paper Submission: October 15, 2013
Authors Notification (regular papers): December 20, 2013
Final Regular Paper Submission and Registration: January 10, 2014          

All papers will be published on ACM Digital Library http://dl.acm.org/ 

CONFERENCE CHAIR
Simon Richir, Arts et Metiers ParisTech, France.

CONFERENCE AREAS

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

 

>> Examples of 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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Akihiko Shirai,
Jul 20, 2013, 11:14 AM
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