2021 5th International Conference on Artificial Intelligence and Virtual Reality (AIVR 2021)

Conference / Summit (onsite)
Artificial Intelligence (AI) & Machine Learning (ML) Virtual & Augmented Reality

Address: Kumamoto, Kumamoto, Japan
Date: 23 to 25 Jul '21

Visit Event Website


Publication:
All accepted papers after proper registration and presentation will be published in International Conference Proceedings Series by ACM (ISBN: 978-1-4503-8414-8), which will be indexed by Ei Compendex and Scopus and submitted to be reviewed by Thomson Reuters Conference Proceedings Citation Index (ISI Web of Science).



Conference Schedule: 

July 23, 2021 | 10:00 am - 17:00 pm: Conference Sign in, Materials Collection, and Welcome Reception 

July 24, 2021 | 08:30 am - 17:30 pm: Opening Remarks & Keynote Speeches & Authors' Presentations in Parallel Sessions 

July 25, 2021 | 09:00 am - 17:00 pm: One Day Tour 


Contact: 

Bailey Zhou / Ms. (Conference Secretary) 

Email: aivr@iact.net 

Wechat/Phone:+86-18081079313

AIVR2021 will bring together researchers and scientists, both industrial and academic, developing novel Artificial Intelligence and Virtual Reality outcome. Research in Virtual Reality (VR) is concerned with computing technologies that allow humans to see, hear, talk, think, learn, and solve problems in virtual and augmented environments. Research in Artificial Intelligence (AI) addresses technologies that allow computing machines to mimic these same human abilities. Although these two fields evolved separately, they share an interest in human senses, skills, and knowledge production. Thus, bringing them together will enable us to create more natural and realistic virtual worlds and develop better, more effective applications. Ultimately, this will lead to a future in which humans and humans, humans and machines, and machines and machines are interacting naturally in virtual worlds, with use cases and benefits we are only just beginning to imagine.

2021 5th International Conference on Artificial Intelligence and Virtual Reality(AIVR2021) will be held in Kumamoto, Japan during July 23-25, 2021.

Prospective authors are invited to submit technical papers of their previously unpublished work.

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
  • Visualization, optimized and realistic rendering
  • Geometric modelling and design in immersive settings
  • Animations, crowd-simulation, character modelling
  • Customization and personalization (e.g., for training)

Cognitive aspects, perception, user behaviour

  • Semantic and cognitive aspects of virtual reality
  • Depth perception, multimodal perception
  • 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

  • Search, planning, reasoning
  • Knowledge representation
  • Natural language processing
  • Robotics and perception
  • Multi-agent systems
  • Statistical learning, deep learning

Interactions / interactive and responsive environments

  • Multimodal interaction and experiences in VR/AR
  • Machine learning for multimodal interaction
  • 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 visualization) and domains (e.g., scientific visualization)
  • 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)

AIVR2021 will bring together researchers and scientists, both industrial and academic, developing novel Artificial Intelligence and Virtual Reality outcome. Research in Virtual Reality (VR) is concerned with computing technologies that allow humans to see, hear, talk, think, learn, and solve problems in virtual and augmented environments. Research in Artificial Intelligence (AI) addresses technologies that allow computing machines to mimic these same human abilities. Although these two fields evolved separately, they share an interest in human senses, skills, and knowledge production. Thus, bringing them together will enable us to create more natural and realistic virtual worlds and develop better, more effective applications. Ultimately, this will lead to a future in which humans and humans, humans and machines, and machines and machines are interacting naturally in virtual worlds, with use cases and benefits we are only just beginning to imagine.

2021 5th International Conference on Artificial Intelligence and Virtual Reality(AIVR2021) will be held in Kumamoto, Japan during July 23-25, 2021.

Prospective authors are invited to submit technical papers of their previously unpublished work.

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
  • Visualization, optimized and realistic rendering
  • Geometric modelling and design in immersive settings
  • Animations, crowd-simulation, character modelling
  • Customization and personalization (e.g., for training)

Cognitive aspects, perception, user behaviour

  • Semantic and cognitive aspects of virtual reality
  • Depth perception, multimodal perception
  • 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

  • Search, planning, reasoning
  • Knowledge representation
  • Natural language processing
  • Robotics and perception
  • Multi-agent systems
  • Statistical learning, deep learning

Interactions / interactive and responsive environments

  • Multimodal interaction and experiences in VR/AR
  • Machine learning for multimodal interaction
  • 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 visualization) and domains (e.g., scientific visualization)
  • 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)

Akihiko Sugiyama

IEEE Fellow

Erchin Serpedin

IEEE Fellow

IConf

Media Partner

Venue

Kumamoto

Organizer

International Academy of Computing Technology

Venue

Kumamoto

Organizer

International Academy of Computing Technology

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