最終版

Call for Papers

VRCAI 2018:
ACM SIGGRAPH International Conference on VIRTUAL REALITY CONTINUUM AND ITS APPLICATIONS IN INDUSTRY (VRCAI 2018)
(co-located with Siggraph Asia 2018)
Venue:
Mita Campus, Keio University, Tokyo, Japan
Date:
2-3 December 2018
Website:
https://www2.teu.ac.jp/media/VRCAI2018/

The 16th ACM SIGGRAPH International Conference on Virtual-Reality Continuum and its Applications in Industry (VRCAI2018), on 2-3 December 2018 will take place just before SIGGRAPH Asia 2018(4-7,Dec) in Tokyo, Japan.

An exciting VRCAI 2018 awaits participants from both academia and industry all over the world, where fundamental methods, state-of-the-art technologies and innovative applications in the Virtual Reality Continuum (VRC) will be presented and discussed. Virtual Reality Continuum (VRC) emphasizes the coexistence and consistence of the virtual world and the real world. Spanning across next-generation info-communication environments like Virtual Reality (VR), Augmented Virtuality (AV), Augmented Reality (AR) and Mixed Reality (MR), VRC is key in the way we define and interact, with and within, our virtual worlds and physical worlds. To advance research in the VRC fields, VRCAI 2018 seeks to provide a forum for scientists, researchers, developers, users and industry leaders in the international VRC community to come together to share experiences, exchange ideas and spur one another in the knowledge of this fast-growing field.

VRCAI 2018 will focus on the following main themes:
VRC Fundamental and Related Technology in Computer Graphics, VRC Systems, Interactions, and Industry Applications in the VRC.
Topics of interests include (but not limited to):

FUNDAMENTALS

  • Ubiquitous VR/AR/MR
  • Intelligent VR/AR/MR
  • Distributed and Collaborative VR/AR/MR
  • Robotics and Tele-Presence
  • Aural, Haptic and Olfactory Augmentation
  • Geometrically, Physically and Image Based Modeling
  • Real-time Visual Tracking and Registration
  • 3D Modeling, Interpretation and Reconstruction
  • Multi-resolution and Multi-scale Methods
  • Level of Detail, Model Compression and Simplification
  • Real-time Rendering, Image-based Rendering, and 3D Auditory
  • Rendering and Visualization of Large-scale Models
  • Procedural, Physically-based or Data-driven Animation
  • Avatars and Virtual Community
  • Metaverse
  • Immersive Virtual Environments

INTERACTIONS AND INTERFACES

  • Collaborative and Interactive Virtual Environment/VR
  • Multimodal Interface
  • Visual Interface
  • Speech Interface
  • Haptic/Tactile Interface
  • Natural Interface
  • 3D Enabled Devices
  • Interaction Design
  • Sketch-based interfaces
  • Social and Interactive Computing and Media
  • Interactive Graphic Design
  • Interactive Sound Design
  • Human Factors and Ergonomics

SYSTEMS

  • Clustered VR
  • High Performance VRC Computing
  • Large-scale Simulation
  • Immersive and Semi-immersive Systems
  • Projection and Display Systems
  • Active and Passive Stereo Systems
  • 3D Scanner, Digital Mock-up and Reverse Engineering

APPLICATIONS

  • Aerospace
  • Architecture, Construction and Building
  • Arts
  • Education, Virtual Classroom and Learning, and Training
  • Engineering and Design
  • E-Commerce
  • Game/Entertainment
  • Geology, Geography and GIS
  • Life Science, Medicine and Healthcare
  • Manufacturing
  • Transportation and Logistics
  • Fashion, etc.

Selected papers of high-quality will be recommended for an extended version in <Computer Animation and Virtual Worlds> (John Wiley) (SCI-indexed).