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AIVR 2025 : The Second International Conference on Artificial Intelligence and Immersive Virtual Reality

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Link: https://www.iaria.org/conferences2025/AIVR25.html
 
When Apr 6, 2025 - Apr 10, 2025
Where Valencia, Spain
Submission Deadline Dec 3, 2024
Notification Due Feb 2, 2025
Final Version Due Mar 2, 2025
Categories    AI   human   education   DIGITAL
 

Call For Papers

INVITATION:

=================

Please consider to contribute to and/or forward to the appropriate groups the following opportunity to submit and publish original scientific results to:

- AIVR 2025, The Second International Conference on Artificial Intelligence and Immersive Virtual Reality

AIVR 2025 is scheduled to be April 6 - 10, 2025 in Valencia, Spain under the ComputationWorld 2025 umbrella.

The submission deadline is December 3, 2024.

Authors of selected papers will be invited to submit extended article versions to one of the IARIA Journals: https://www.iariajournals.org

All events will be held in a hybrid mode: on site, online, prerecorded videos, voiced presentation slides, pdf slides.

=================


============== AIVR 2025 | Call for Papers ===============

CALL FOR PAPERS, TUTORIALS, PANELS


AIVR 2025, The Second International Conference on Artificial Intelligence and Immersive Virtual Reality

General page: https://www.iaria.org/conferences2025/AIVR25.html

Submission page: https://www.iaria.org/conferences2025/SubmitAIVR25.html


Event schedule: April 6 - 10, 2025


Contributions:

- regular papers [in the proceedings, digital library]

- short papers (work in progress) [in the proceedings, digital library]

- ideas: two pages [in the proceedings, digital library]

- extended abstracts: two pages [in the proceedings, digital library]

- posters: two pages [in the proceedings, digital library]

- posters: slide only [slide-deck posted at www.iaria.org]

- presentations: slide only [slide-deck posted at www.iaria.org]

- demos: two pages [posted at www.iaria.org]


Submission deadline: December 3, 2024


Extended versions of selected papers will be published in IARIA Journals: https://www.iariajournals.org

Print proceedings will be available via Curran Associates, Inc.: https://www.proceedings.com/9769.html

Articles will be archived in the free access ThinkMind Digital Library: https://www.thinkmind.org


The topics suggested by the conference can be discussed in term of concepts, state of the art, research, standards, implementations, running experiments, applications, and industrial case studies. Authors are invited to submit complete unpublished papers, which are not under review in any other conference or journal in the following, but not limited to, topic areas.

All tracks are open to both research and industry contributions.
Before submission, please check and comply with the editorial rules: https://www.iaria.org/editorialrules.html


AIVR 2025 Topics (for topics and submission details: see CfP on the site)

Call for Papers: https://www.iaria.org/conferences2025/CfPAIVR25.html

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AIVR 2025 Tracks (topics and submission details: see CfP on the site)

Designing and implementing AR in immersive systems

-- VR (Virtual Reality), AR (Augmented), XR (Extended), MR (Mixed) and IVR (Immersive) Reality

-- Real and virtual environments, augmented reality usability, mobile virtual reality

-- AR/MR-based co-design, Hybrid 2D/3D user Interface, AR with intelligent tutors

-- Digital augmented physical games, AR entertainment

-- Trends in AR, Spatial AR cues

-- Display and interface adaptations for VR

-- AR universal design for education

-- Dedicated AI-support for VR-oriented software systems

-- eXtended Reality (XR) in assistive systems

-- Design for users with cognitive disabilities

-- Design of Mixed Reality (MR) systems

-- Do-creation-based design of XR technologies

-- Guidelines for designing XR apps

Human-Virtual collaboration and cohabitation

-- Collaborative Immersive Virtual Reality (IVR) analytics

-- Active and Passive Haptics, Haptic Feedback, Visual Feedback, Tangible Interaction

-- Haptic human-machine Teaming

-- Robot Teammate

-- Human trust in a Virtual Assistant

-- AR teaching materials, mobile AR tutorial systems

-- Remote collaboration in VR, Collaborative MR

-- Groupware and MR, MR remote collaboration

-- Emotion sharing and augmentation in cooperative VR and MR remote collaboration

-- Education via AI-IVR for co-design processes

-- Training for news skills via AI-IVR

-- Training non-experts for developing futuristic scenarios and narratives

-- Education via IVR

AI and VR in patient rehabilitation and care for older adults

-- Co-creation design of VR for older adults

-- Augmented VR for cognitive training in individuals with dementia

-- Applications of VR/AVR as diagnostic tools and monitoring treatment efficacy

-- Innovative VR therapies for physical rehabilitation (after injuries or strokes, etc.)

-- Cognitive rehabilitation using AI and VR (cognitive decline, aging or neurological conditions)

-- VR for pain management (chronic pain, older adults).

-- AI-driven personalized care plans (quality of life for older adults)

-- Monitoring and assessment tools (health parameters, assess progress, and adjust treatments in real-time)

-- Social interaction platforms (interactions for older adults, loneliness, community)

-- Virtual reality safety and ergonomics (VR by older adults)

-- VR projects in geriatric care settings.

-- AI and VR in geriatrics and the ethical considerations.

AI and VR for early childhood and children with special needs

-- Educational VR applications for early childhood (engaging and educational content).

-- Therapeutic uses of VR for special needs ( autism, ADHD, etc.

-- AI for customized learning pathways (individual needs, learning disabilities, etc.)

-- Design of interactive learning environments using VR for promoting learning and engagements.

-- Behavioral analysis and modification via AI: (personalized strategies in real-time)

-- Safety and privacy in children’s VR (parental controls, content monitoring)

-- Methods for social skills development through VR

-- Accessibility in VR

-- Design for all range of abilities.

-- Statistics, impact studies and regulations on early VR exposure on children.

Applications of AR and immersive environments across sectors

-- Virtual fitting rooms and Interactive fashion shows

-- Integrated real world and immersive world in gaming industry

-- Medical training and education (teaching complex surgical procedures, 3D holographic views, etc.)

-- Patient rehabilitation and therapy (virtual activities, anxiety)

-- Precision farming visualization and training and maintenance of agriculture machinery

-- AR shopping (visualize before buying) and virtual stores tours (luxury retailers)

-- Property tours and architectural/ambient pre-design in real-estate area

-- AR in car design, visualize, and testing in automotive industry

-- Immersion environments for personalized car, apparels, house interior, physical training, etc.

User in immersive shared and tracking environments

-- 360 Panoramas, 3D Reconstructed Scenes, Omnidirectional cinemographs, Virtual theaters

-- Cognitive adaptive training in VR and perception in MR

-- Authentication and shared social data in AR

-- AR entertainment and digital augmented physical games

-- AI-based neuroimaging for immersive virtual environments

-- Tools for tracking user’s movements and interactions in Immersive environments

-- Superposed immersive and real environments

Human-related analytics in immersive environments

-- Gaze modeling and interpretation,

-- Social network loneliness,

-- Gesture interaction for AR applications

-- Sharing gestures in remote collaboration, AV mirrors

-- Eye Gaze and hand gesture sharing

-- Physiological sensing in VR

-- Individualized VR for mental health

-- Generative-AI for human experience development

-- AI for human digital twins

-- Integration of XR in primary education

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Publicity Chairs

Jose Miguel Jimenez, Universitat Politecnica de Valencia, Spain

Sandra Viciano Tudela, Universitat Politecnica de Valencia, Spain

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