Workshop at IEEE VR 2023
In conjunction with IEEE VR 2023: the 30th IEEE Conference on Virtual Reality and 3D User Interfaces
Cross-reality (CR) systems offer different levels of virtuality/physicality to users and enable them to move back and forth between the reality-virtuality continuums in a seamless way. Immersive augmented and virtual reality (AR/VR) head-mounted displays (HMDs) have become the main tools that enable cross-reality interaction.
Immersive analytics has become a significant research field with applications in natural sciences in contexts that require users’ understanding, exploration, and communication about high dimensional data. However, working with high-dimensional data is challenging due to complex data structures and its dimensionality. Cross-reality provides users with the possibility of switching visual representations between systems using different degrees of virtuality and allows users to interact with data across multiple technologies (such as AR/VR).
Cross-reality systems have the following four main characteristics: (1) enable multiple realities (virtual, reality); (2) smooth transition between realities; (3) multiple interaction techniques (touch, gesture); (4) collaboration between users using systems with multiple realities. However, research on cross-reality systems is still preliminary, and many questions remain to be explored. For instance, to design a cross-reality system, we may need to know users’ tasks, requirements, and their mental model (what is expected to show in different realities, and in which form).
The goal of the workshop is to provide an opportunity for researchers from VR/MR/AR, HCI, and Visualization fields to submit their original ideas, work-in-progress contribution, and position papers on the design of interactive techniques and systems for effective cross-reality visualization, interaction, and collaboration. The submissions should provide a clear focus on cross-reality technologies that enable effective interaction for single or multiple users in data analytics and visual exploration tasks. We are interested in the design space and considerations for such technologies, their implementation, and user evaluations with them.
The workshop solicits submissions of unpublished works on topics including (but not limited to) the following applications and emerging topics in cross-reality visualization, interaction, and collaboration, such as:
Papers submission: January 15, 2023
Notification of acceptance: January 20, 2023
Camera-ready papers due: February 3, 2023
Workshop date: March 25, 2023
Each deadline expires at 23:59:59 UTC-12 (AoE)
Authors are invited to submit research or work-in-progress papers:
• Research paper: 4-6 pages + references
• Work-in-progress paper: 2-3 pages + references
Paper quality versus length will be assessed according to a contribution-per-page judgment. All submissions will be accepted or rejected as workshop papers.
Papers should be written in English and submitted in PDF format. All IEEE VR Conference Paper submissions should follow the IEEE VR formatting guidelines. LaTeX and Word templates can be found at: https://tc.computer.org/vgtc/publications/conference/. Papers must be submitted through the Precision Conference System (PCS): https://new.precisionconference.com/vr, Society (VR), Conference/Journal (IEEE VR 2023), Track (IEEE VR 2023 Workshop: Mixing Realities: Cross-reality Visualization …).
All accepted papers will be archived in the IEEE Xplore digital library. IEEE VR Workshops proceedings will be published electronically through the IEEE Digital Library, depending on the on-time submission of the proceedings by the workshop organizers before the mandatory IEEE deadline of Saturday, January 29, 2023.
We are discussing with some journals to host a special issue related to the workshop’s theme. Selected and revised papers will be recommended for the special issue and reviewed under a fast review process.
Please forward your inquiries to:
HaiNing.Liang@xjtlu.edu.cn
Lingyun.Yu@xjtlu.edu.cn
f.liarokapis@cyens.org.cy
Dr. Hai-Ning Liang is Professor of Computing at Xi’an Jiaotong-Liverpool University (XJTLU) at the Department of Computing. He is serving as Head of Department. He is also the deputy director of the Suzhou Key Lab for Virtual Reality Technologies and also the XJTLU Virtual Engineering Center.
Dr. Liang completed his PhD in computer science from Western University. His PhD studies were supported by a Postgraduate Research Scholarship by the Natural Sciences and Engineering Research Council of Canada. He is an award winning academic and researcher. Some of his awards include the 2015 Backbone Scientific and Education Talent, the 2014-2015 XJTLU Outstanding Teacher Prize and the 2012-2013 XJTLU Most Innovative Teaching Practices Prize, Best Paper Award at IEEE VR'20 (nomination).
Dr. Liang's main research interests fall in the broad area of human-computer interaction, with a focus on virtual/augmented, visualization, and gaming technologies.
Dr. Hai-Ning Liang is Professor of Computing at Xi’an Jiaotong-Liverpool University (XJTLU) at the Department of Computing. He is serving as Head of Department. He is also the deputy director of the Suzhou Key Lab for Virtual Reality Technologies and also the XJTLU Virtual Engineering Center.
Dr. Liang completed his PhD in computer science from Western University. His PhD studies were supported by a Postgraduate Research Scholarship by the Natural Sciences and Engineering Research Council of Canada. He is an award winning academic and researcher. Some of his awards include the 2015 Backbone Scientific and Education Talent, the 2014-2015 XJTLU Outstanding Teacher Prize and the 2012-2013 XJTLU Most Innovative Teaching Practices Prize, Best Paper Award at IEEE VR'20 (nomination).
Dr. Liang's main research interests fall in the broad area of human-computer interaction, with a focus on virtual/augmented, visualization, and gaming technologies.
Dr. Lingyun Yu is an assistant professor in the Department of Computing (CPT) at the Xi'an Jiaotong-Liverpool University (XJTLU).
She obtained her PhD on Scientific Visualization and Interaction Techniques at the University of Groningen in 2013. After that, she worked as a Lecturer and Associate Professor in Hangzhou Dianzi University, from 2014 to 2017. She worked as a Postdoctoral Research Fellow at the University of Groningen and the University Medical Center Groningen (UMCG) from 2016 to 2019.
Her research focuses on interactive scientific visualization, human-computer interaction and visual storytelling methods, in particular, interacting with scientific visualizations using 3D interaction techniques. She is specifically interested in 3D interaction techniques and HCI techniques through which users can fluidly express their intention to data exploration and explanation.
Dr. Lingyun Yu is an assistant professor in the Department of Computing (CPT) at the Xi'an Jiaotong-Liverpool University (XJTLU).
She obtained her PhD on Scientific Visualization and Interaction Techniques at the University of Groningen in 2013. After that, she worked as a Lecturer and Associate Professor in Hangzhou Dianzi University, from 2014 to 2017. She worked as a Postdoctoral Research Fellow at the University of Groningen and the University Medical Center Groningen (UMCG) from 2016 to 2019.
Her research focuses on interactive scientific visualization, human-computer interaction and visual storytelling methods, in particular, interacting with scientific visualizations using 3D interaction techniques. She is specifically interested in 3D interaction techniques and HCI techniques through which users can fluidly express their intention to data exploration and explanation.
Dr. Liarokapis holds a BEng in ‘Computer Systems Engineering’ from the University of Sussex, an MSc in ‘Computer Graphics and Virtual Environments’ from the University of Hull, and a DPhil with title ‘Augmented Reality Interfaces-Architectures for Visualising and Interacting with Virtual Information’ from the University of Sussex.
Before moving to Cyprus, he was an Associate Professor and Director of the HCI Lab at Masaryk University, Czech Republic. Prior to this, he was employed as a Senior Lecturer by the department of Computing, Faculty of Engineering and Computing at Coventry University. He was also a research fellow at the ‘Serious Games Institute’ (SGI), Coventry University. Previously, he worked as a research fellow at City University and before that as a research officer at the University of Sussex.
Dr. Liarokapis (IEEE member) has contributed to more than 140 refereed publications with more than 5626 citations (h-index: 37 and i10-index: 88) in the broad areas of virtual and augmented reality, serious games, computer graphics and brain computer interfaces. He has organised multiple conferences and workshops and he is the co-founder of the International Conference on Virtual Worlds and Games for Serious Applications (VS-Games). He was the program-chair of IEEE CoG 2020 and IEEE CoG 2021 and the general chair of IMET 2022.
Dr. Liarokapis holds a BEng in ‘Computer Systems Engineering’ from the University of Sussex, an MSc in ‘Computer Graphics and Virtual Environments’ from the University of Hull, and a DPhil with title ‘Augmented Reality Interfaces-Architectures for Visualising and Interacting with Virtual Information’ from the University of Sussex.
Before moving to Cyprus, he was an Associate Professor and Director of the HCI Lab at Masaryk University, Czech Republic. Prior to this, he was employed as a Senior Lecturer by the department of Computing, Faculty of Engineering and Computing at Coventry University. He was also a research fellow at the ‘Serious Games Institute’ (SGI), Coventry University. Previously, he worked as a research fellow at City University and before that as a research officer at the University of Sussex.
Dr. Liarokapis (IEEE member) has contributed to more than 140 refereed publications with more than 5626 citations (h-index: 37 and i10-index: 88) in the broad areas of virtual and augmented reality, serious games, computer graphics and brain computer interfaces. He has organised multiple conferences and workshops and he is the co-founder of the International Conference on Virtual Worlds and Games for Serious Applications (VS-Games). He was the program-chair of IEEE CoG 2020 and IEEE CoG 2021 and the general chair of IMET 2022.