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IEEE VR Publicity <[log in to unmask]>
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IEEE VR Publicity <[log in to unmask]>
Wed, 18 Dec 2019 07:57:26 -0800
text/plain (111 lines)
TLDR: A workshop on hosting virtual conferences as a means to reduce carbon
impact of academic conferences. We are interested in a range of topics from
technical platforms through social impact to discussion of the future of
IEEE VR itself. You are also invited to present and participate remotely
from a social VR platform on the day.


Call for Papers Virtual Conference Workshop (VR in VR) at IEEE VR 2020

In recent years, academic and non-academic communities are taking the
climate impact of flying more seriously, from the anti-flying movement
known as "flight shame" - or flygskam in Swedish, where the movement began
- to the "flying less" movement in academia (
Travel for academic conferences has an impact on the environment and also
prevents access for certain groups.

The VR community is well placed to take a lead in developing alternatives
to the face to the conference because our community has a long history of
implementing and evaluating key pieces of collaborative technology that
might facilitate new types of online meeting. It is perhaps time to 'eat
our own dogfood' and start to plan a substantive future for the IEEE VR
Conference that is online.

With VR technology we can reduce flying by supporting virtual conferencing,
from pure virtual conferences to remote attendance at physical conferences
to providing the glue that supports multi-site events.  Beyond climate
impact, remote and distributed conferences offer the potential for many
more people to get the benefits of attending academic conferences they
would not otherwise have access to, due to personal, financial or political

Important Dates

January 15th, 2019: Proposals due
January 25th, 2019: Notification of results
February 7th, 2020: Camera-ready submission for inclusion in the Conference
March 22nd: Workshop


We are calling for short and full papers exploring topics related to
hosting, attending, and supporting conferences in virtual worlds as well as
the social and cultural issues that revolve around the conference itself
and how we want it to evolve in the future. We use the terms virtual worlds
so as not to limit this workshop to immersive, head-worn-display-based VR
and AR. Desktop and phone-based interfaces to 3D worlds, immersive VR, and
AR are all appropriate technologies for discussion, especially when we
consider how to support access by less affluent participants.  Beyond just
the technology, we encourage a diverse range of interdisciplinary
approaches and perspectives. Works in progress and position papers are also

We invite individuals, teams, and organizations to submit on the following

- The benefits and challenges of attending conferences in person and/or
- Experiences with and evaluations of current social VR platforms.
- Interaction between presenters and audiences.
- Interaction between audience members in virtual spaces.
- Mixed local / remote system design, especially interactions between
physical and virtual venues.
- Proposals of how to support multi-site events.
- Hybrid formats with participation in both physical locations and VR.
- Managing massive communities in shared conference spaces.
- Design of effective social AR and VR spaces and formats.
- The design, process, and production of compelling presentations and
performances in social VR.
- Developing and designing effective spaces for conferences.
- Integrating live video and other media into VR conferences and
- Solutions to challenges related to timezones, languages, and regional
- New ways to think about conferences beyond once-per-year events.
- Radical ideas about the future of academic publishing and the role of the
conference and journal papers.

Further details, including proposals for panels and detail of the potential
to remotely participate at:

 - Blair MacIntyre
 - Anthony Steed
 - Rob Lindeman

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