Conferences related to Virtual Reality

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2019 14th ACM/IEEE International Conference on Human-Robot Interaction (HRI)

HRI is a highly selective annual conference that showcases the very best research and thinking in human-robot interaction. HRI is inherently interdisciplinary and multidisciplinary, reflecting work from researchers in robotics, psychology, cognitive science, HCI, human factors, artificial intelligence, organizational behavior, anthropology, and many other fields.

  • 2018 13th ACM/IEEE International Conference on Human-Robot Interaction (HRI)

    HRI is a highly selective annual conference that showcases the very best research and thinking in human-robot interaction. HRI is inherently interdisciplinary and multidisciplinary, reflecting work from researchersin robotics, psychology, cognitive science, HCI, human factors, artificial intelligence, organizational behavior,anthropology, and many other fields.

  • 2017 12th ACM/IEEE International Conference on Human-Robot Interaction (HRI)

    The conference serves as the primary annual meeting for researchers in the field of human-robot interaction. The event will include a main papers track and additional sessions for posters, demos, and exhibits. Additionally, the conference program will include a full day of workshops and tutorials running in parallel.

  • 2016 11th ACM/IEEE International Conference on Human-Robot Interaction (HRI)

    This conference focuses on the interaction between humans and robots.

  • 2015 10th ACM/IEEE International Conference on Human-Robot Interaction (HRI)

    HRI is a single -track, highly selective annual conference that showcases the very bestresearch and thinking in human -robot interaction. HRI is inherently interdisciplinary and multidisciplinary,reflecting work from researchers in robotics, psychology, cognitive science, HCI, human factors, artificialintelligence, organizational behavior, anthropology, and many other fields.

  • 2014 9th ACM/IEEE International Conference on Human-Robot Interaction (HRI)

    HRI is a highly selective annual conference that showcases the very best research and thinking in human -robot interaction. HRI is inherently interdisciplinary and multidisciplinary, reflecting work from researchers in robotics, psychology, cognitive science, HCI, human factors, artificial intelligence, organizational behavior, anthropology, and many other fields.

  • 2013 8th ACM/IEEE International Conference on Human-Robot Interaction (HRI)

    HRI is a single -track, highly selective annual conference that showcases the very best research and thinking in human-robot interaction. HRI is inherently interdisciplinary and multidisciplinary, reflecting work from researchers in robotics, psychology, cognitive science, HCI, human factors, artificial intelligence, organizational behavior, anthropology, and many other fields.

  • 2012 7th ACM/IEEE International Conference on Human-Robot Interaction (HRI)

    HRI is a single-track, highly selective annual conference that showcases the very best research and thinking in human-robot interaction. HRI is inherently interdisciplinary and multidisciplinary, reflecting work from researchers in robotics, psychology, cognitive science, HCI, human factors, artificial intelligence, organizational behavior, anthropology, and many other fields.

  • 2011 6th ACM/IEEE International Conference on Human-Robot Interaction (HRI)

    Robot companions Lifelike robots Assistive (health & personal care) robotics Remote robots Mixed initiative interaction Multi-modal interaction Long-term interaction with robots Awareness and monitoring of humans Task allocation and coordination Autonomy and trust Robot-team learning User studies of HRI Experiments on HRI collaboration Ethnography and field studies HRI software architectures HRI foundations Metrics for teamwork HRI group dynamics.

  • 2010 5th ACM/IEEE International Conference on Human-Robot Interaction (HRI)

    TOPICS: Robot companions, Lifelike robots, Assistive (health & personal care) robotics, Remote robots, Mixed initiative interaction, Multi-modal interaction, Long-term interaction with robots, Awareness and monitoring of humans, Task allocation and coordination, Autonomy and trust, Robot-team learning, User studies of HRI, Experiments on HRI collaboration, Ethnography and field studies, HRI software architectures

  • 2009 4th ACM/IEEE International Conference on Human-Robot Interaction (HRI)

    * Robot companions * Lifelike robots * Assistive (health & personal care) robotics * Remote robots * Mixed initiative interaction * Multi-modal interaction * Long-term interaction with robots * Awareness and monitoring of humans * Task allocation and coordination * Autonomy and trust * Robot-team learning * User studies of HRI * Experiments on HRI collaboration * Ethnography and field studies * HRI software architectures

  • 2008 3rd ACM/IEEE International Conference on Human-Robot Interaction (HRI)

    Robot companions Lifelike robots Assistive (health & personal care) robotics Remote robots Mixed initiative interaction Multi-modal interaction Long-term interaction with robots Awareness and monitoring of humans Task allocation and coordination Autonomy and trust Robot-team learning User studies of HRI Experiments on HRI collaboration Ethnography and field studies HRI software architectures HRI foundations Metrics for teamwork HRI group dynamics Individual vs. group HRI

  • 2007 2nd Annual Conference on Human-Robot Interaction (HRI)


2019 41st Annual International Conference of the IEEE Engineering in Medicine & Biology Society (EMBC)

The conference program will consist of plenary lectures, symposia, workshops andinvitedsessions of the latest significant findings and developments in all the major fields ofbiomedical engineering.Submitted papers will be peer reviewed. Accepted high quality paperswill be presented in oral and postersessions, will appear in the Conference Proceedings and willbe indexed in PubMed/MEDLINE & IEEE Xplore


2019 IEEE Applied Power Electronics Conference and Exposition (APEC)

APEC focuses on the practical and applied aspects of the power electronics business. The conference addresses issues of immediate and long term importance to practicing power electronics engineer.


2019 IEEE IAS Electrical Safety Workshop (ESW)

Accelerate application of breakthrough improvements in human factors, technology, and managing systems that reduce risk of electrical injuries Stimulate innovation in overcoming barriers Change and advance the electrical safety culture to enable sustainable improvements in prevention of electrical accidents and injuries


2019 IEEE International Geoscience and Remote Sensing Symposium (IGARSS)

International Geosicence and Remote Sensing Symposium (IGARSS) is the annual conference sponsored by the IEEE Geoscience and Remote Sensing Society (IEEE GRSS), which is also the flagship event of the society. The topics of IGARSS cover a wide variety of the research on the theory, techniques, and applications of remote sensing in geoscience, which includes: the fundamentals of the interactions electromagnetic waves with environment and target to be observed; the techniques and implementation of remote sensing for imaging and sounding; the analysis, processing and information technology of remote sensing data; the applications of remote sensing in different aspects of earth science; the missions and projects of earth observation satellites and airborne and ground based campaigns. The theme of IGARSS 2019 is “Enviroment and Disasters”, and some emphases will be given on related special topics.


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Periodicals related to Virtual Reality

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Automatic Control, IEEE Transactions on

The theory, design and application of Control Systems. It shall encompass components, and the integration of these components, as are necessary for the construction of such systems. The word `systems' as used herein shall be interpreted to include physical, biological, organizational and other entities and combinations thereof, which can be represented through a mathematical symbolism. The Field of Interest: shall ...


Biomedical Engineering, IEEE Reviews in

The IEEE Reviews in Biomedical Engineering will review the state-of-the-art and trends in the emerging field of biomedical engineering. This includes scholarly works, ranging from historic and modern development in biomedical engineering to the life sciences and medicine enabled by technologies covered by the various IEEE societies.


Biomedical Engineering, IEEE Transactions on

Broad coverage of concepts and methods of the physical and engineering sciences applied in biology and medicine, ranging from formalized mathematical theory through experimental science and technological development to practical clinical applications.


Broadcasting, IEEE Transactions on

Broadcast technology, including devices, equipment, techniques, and systems related to broadcast technology, including the production, distribution, transmission, and propagation aspects.


Circuits and Systems for Video Technology, IEEE Transactions on

Video A/D and D/A, display technology, image analysis and processing, video signal characterization and representation, video compression techniques and signal processing, multidimensional filters and transforms, analog video signal processing, neural networks for video applications, nonlinear video signal processing, video storage and retrieval, computer vision, packet video, high-speed real-time circuits, VLSI architecture and implementation for video technology, multiprocessor systems--hardware and software-- ...


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Xplore Articles related to Virtual Reality

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Virtual Reality-Based Multi-View Visualization of Time-Dependent Simulation Data

2009 IEEE Virtual Reality Conference, 2009

The analysis of time-dependent simulation data is a demanding task, both in terms of computing power and time. Interactive analysis using multiple linked views has been shown to be one possible solution to this problem. However, there are two significant short-comings when limited to a standard desktop- based setup: first, complex spatial relationships are hard to understand using only 2D ...


Experimentation with the human body in virtual reality space: Body, bacteria, life-cycle

2017 9th International Conference on Virtual Worlds and Games for Serious Applications (VS-Games), 2017

This paper presents a work in progress, “The Body project”, concerning the development of an interactive virtual reality “artistic game” that takes place in the inner space of the human body. The human body is a particular “landscape”, intelligent not only during its natural state (alive), but also in its - after life - disintegration of components (dead). The key ...


Developing an integrated wireless system for fully immersive virtual reality environments

Eighth International Symposium on Wearable Computers, 2004

Coupling a wearable computer with a low-power wireless sensor network allows for the introduction of novel sensors into virtual environments. Wireless sensors can be placed anywhere on the user without cabling and other complications. The wearable computer gives access to large libraries of device drivers, which allows system designers to incorporate interaction devices from the world of computer gaming into ...


Eπıλoγη∗ in Crisis∗∗

2015 IEEE Virtual Reality (VR), 2015

“Eπıλoγη in Crisis” is a work in progress that has been developed by the research group of the Greek-French Master entitled "Art, virtual reality and multiuser systems of artistic expression", in a collaboration between the Athens School of Fine Arts and the University Paris8 Saint-Denis. It concerns an interactive project which is in-between a research tool and experimental game, that ...


IEE Colloquium on 'Distributed Virtual Reality' (Digest No.121)

IEE Colloquium on Distributed Virtual Reality, 1993

None


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Educational Resources on Virtual Reality

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IEEE-USA E-Books

  • Virtual Reality-Based Multi-View Visualization of Time-Dependent Simulation Data

    The analysis of time-dependent simulation data is a demanding task, both in terms of computing power and time. Interactive analysis using multiple linked views has been shown to be one possible solution to this problem. However, there are two significant short-comings when limited to a standard desktop- based setup: first, complex spatial relationships are hard to understand using only 2D projections of the data. Second, the size of today's simulation runs is too large to be handled even by powerful workstations. We describe a system for the interactive analysis of large, time-dependent data in virtual environments. Based on the techniques of multiple linked views and brushing, our approach allows the user to quickly formulate, visualize and assess hypotheses about the data. To enable an interactive exploration even in the face of multi-gigabyte data sets, we distribute the workload to a multi- processor parallel machine and a rendering client.

  • Experimentation with the human body in virtual reality space: Body, bacteria, life-cycle

    This paper presents a work in progress, “The Body project”, concerning the development of an interactive virtual reality “artistic game” that takes place in the inner space of the human body. The human body is a particular “landscape”, intelligent not only during its natural state (alive), but also in its - after life - disintegration of components (dead). The key issue of this artwork-game is an artistic simulation of the procedure of life transformation after the death of the human body, aiming to reconcile the contemporary participant of interactive works with the sense that life always continues.

  • Developing an integrated wireless system for fully immersive virtual reality environments

    Coupling a wearable computer with a low-power wireless sensor network allows for the introduction of novel sensors into virtual environments. Wireless sensors can be placed anywhere on the user without cabling and other complications. The wearable computer gives access to large libraries of device drivers, which allows system designers to incorporate interaction devices from the world of computer gaming into high-end virtual reality (VR) systems. The use of VRJuggler makes the system platform independent. This work presents a new integrated wireless communications system, for interaction devices in VR environments.

  • Eπıλoγη∗ in Crisis∗∗

    “Eπıλoγη in Crisis” is a work in progress that has been developed by the research group of the Greek-French Master entitled "Art, virtual reality and multiuser systems of artistic expression", in a collaboration between the Athens School of Fine Arts and the University Paris8 Saint-Denis. It concerns an interactive project which is in-between a research tool and experimental game, that takes place in a virtual reality environment. It aims to immerse the player inside a system in crisis, so that he is not a mere spectator but feels that he shares responsibility for the crisis and has to act to resolve it. The actions of the player are measured and “judged” (by the game mechanism itself), thus determining the stability or instability of the system.

  • IEE Colloquium on 'Distributed Virtual Reality' (Digest No.121)

    None

  • Virtual reality escape room: The last breakout

    The simulation called VR Escape Room: The Last Breakout was developed to stimulate sense of fear by usage of sounds and mysterious elements for helping user with the phobia of dark and gloomy environment. The simulation was developed through benchmarking, texturing, modeling, and application mechanic with Unreal Engine 4. After it has been developed, the simulation was tested and evaluated to 22 users and the result proved that the simulation was entertaining, interesting, immersive, and has potential to launch on Steam for VR market.

  • AirwayVR: Learning Endotracheal Intubation in Virtual Reality

    Endotracheal intubation is a procedure in which a tube is passed through the mouth into the trachea (windpipe) to maintain an airway and provide artificial respiration. This lifesaving procedure, utilized in many clinical situations, requires complex psychomotor skills. Healthcare providers need significant training and experience to acquire skills necessary for a quick and atraumatic endotracheal intubation to prevent complications. However, medical professionals have limited training platforms and opportunities to be trained on this procedure. In this poster, we present a virtual reality-based simulation trainer for intubation training. This VR based intubation trainer provides an environment for healthcare professionals to assimilate these complex psychomotor skills while also allowing a safe place to practice swift and atraumatic intubation. User survey results are presented demonstrating that VR is a promising platform to train medical professionals effectively for this procedure.

  • Sensor Enhanced Virtual Reality Teleoperation in Dynamic Environment

    A novel teleoperation interface is introduced featuring an integrated virtual reality based simulation augmented by sensors and image processing capabilities on-board the remotely operated vehicle. The system addresses the typical limitations of video-based teleoperation caused by signal lag and limited field of view, allowing the operator to navigate in a continuous fashion. It also incorporates temporary autonomous operation of the vehicle enabling local obstacle navigation and automatic re-establishment of its teleoperated state. Finally, the system provides real time update of the virtual environment based on anomalies encountered by the vehicle. Future work is focused on incorporating dynamic moving objects in the environment

  • Scalable metadata in- and output for multi-platform data annotation applications

    Metadata in- and output are important steps within the data annotation process. However, selecting techniques that effectively facilitate these steps is non-trivial, especially for applications that have to run on multiple virtual reality platforms. Not all techniques are applicable to or available on every system, requiring to adapt workflows on a per-system basis. Here, we describe a metadata handling system based on Android's Intent system that automatically adapts workflows and thereby makes manual adaption needless.

  • flapAssist: How the integration of VR and visualization tools fosters the factory planning process

    Virtual Reality (VR) systems are of growing importance to aid decision support in the context of the digital factory, especially factory layout planning. While current solutions either focus on virtual walkthroughs or the visualization of more abstract information, a solution that provides both, does currently not exist. To close this gap, we present a holistic VR application, called Factory Layout Planning Assistant (flapAssist). It is meant to serve as a platform for planning the layout of factories, while also providing a wide range of analysis features. By being scalable from desktops to CAVEs and providing a link to a central integration platform, flapAssist integrates well in established factory planning workflows.



Standards related to Virtual Reality

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No standards are currently tagged "Virtual Reality"