[alife] Fwd: CALL FOR PAPERS VRIC 2014 – Laval Virtual

Alain Lioret alainlioret at gmail.com
Mon Sep 2 07:37:29 PDT 2013


*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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