TECHNOLOGIES
eXtended Reality
- XR systems and toolkits
- Real-time modeling and simulation
- Haptics and force feedback
- Audio and other non-visual interfaces
- Wearable devices as input interfaces for XR
- Visualization techniques
- Tangible interfaces
- Mobile XR
- Game design and development
- Collaborative virtual environment
- Multisensory interfaces and rendering
- Artificial Intelligence for XR
APPLICATIONS
- Digital Twin
- Social, physical, and life sciences
- Marketing
- Finance
- Medicine and surgery
- Therapy and rehabilitation
- Education and inclusion
- Cultural heritage
- Arts and Art therapy
- Industry
- Military sector
- Virtual store
- Spatial Augmented Reality
- Mindfulness
- Games and serious games
HUMAN FACTORS
- Virtual humans
- Artificial life
- Presence and cognition
- User behavior
- Interaction
- Perceptual issues
- Psychological issues
- User experience
- User assessment
- Pedagogical theories in XR serious games
- Verification of learning transfer
- Educational outcomes
- Usability and playability
- Cybersickness and side effects