TECHNOLOGIES

  • XR technologies
  • XR system architecture
  • XR systems and toolkits
  • Real-time modeling and simulation
  • Haptics and force feedback
  • Data visualization in XR
  • Audio and other non-visual interfaces
  • Wearable devices as input interfaces for XR
  • Visualization techniques
  • Tangible interfaces
  • Mobile XR
  • Recognition-based in AR
  • Location-based in AR
  • Game development methodologies
  • Immersive gaming
  • Game design and development
  • Artificial Intelligence for XR
  • Data mining
  • Internet of Things

APPLICATIONS

  • Digital twin
  • Medicine and surgery
  • Therapy and rehabilitation
  • Education
  • Cultural heritage
  • Arts
  • Industry
  • Military sector
  • Marketing
  • Virtual store
  • Collaborative virtual environment
  • 3D user interaction
  • Multisensory interfaces and rendering
  • Spatial Augmented Reality
  • Art therapy
  • Mindfulness
  • Games
  • Game-based learning
  • Serious games in healthcare
  • Serious games in education
  • Serious games in well-being
  • Serious games in rehabilitation
  • Serious games for people with disabilities

HUMAN FACTORS

  • Virtual humans
  • Artificial life
  • Presence and immersion in XR environments
  • User behavior in virtual environments
  • Interaction in virtual environments
  • Presence and cognition in virtual environments
  • Perceptual issues
  • Psychological issues
  • User assessment
  • Pedagogical theories in serious games
  • Verification of learning transfer
  • Educational outcomes
  • User experience
  • Usability and playability
  • Simulator validation
  • Cybersickness and side effects