Call for Papers, Abstracts, Demos and Posters


27th-30th November 2017-  Bangkok, Thailand


The workshop intends to attract a broad range of contributions to develop this scholarly field during a full day venue.

We invite scholars and practitioners to discuss synergies between virtual and augmented reality (VR & AR) and artificial intelligence (AI) and machine learning (ML). The aim is to gather a cross-disciplinary team of experts with a background in computer science, Human-Computer Interaction (HCI), psychology/cognitive sciences, culture/communication studies, design and art to develop this fascinating intersection. The aspects to discuss range from user-experience, technologies applications, methods, cultural implications, communication theories, to artistic approaches.

Workshop Highlights:

– Workshop proceedings published in a Scopus indexed series

– Best papers are published as part of an edited book or journal special issue with high level publisher

– Submission deadline: 15 August, 2017


While AI’s main aim is to replicate human intelligence, AR and VR focuses its research efforts on the creation of artificial worlds either in complete virtual world, or as part of our physical environment. Many examples that bridge the two fields have emerged recently, e.g. intelligence in digital games, utilization of computer graphics hardware for deep learning and AI, emotional and affective interaction, etc. Thus, while AI and VR/AR went rather distinct research pathways, we attempt to bring them together, and discuss different aspects at the intersection of machine intelligence and human interaction in a mixed reality. We raise the question: what happens when artificial worlds start to think, and we humans interact with it? We would like to follow up the philosophical discussions around issues such as what happens when things start to think, and Alan Turing’s works. In this workshop, we would like to raise a question: what would happen when artificial worlds start to think, and how  we humans can interact and communicate with AI through e.g. affective interfaces?

As our emphasis is on creating the synergy between VR/AR and AI/ML, we are not limited to particular areas; instead, the following exemplary topics might help to gather ideas for a possible contribution: affective and emotional computation, communication with AI, digital game analytics, utilization of computer graphics hardware for deep learning, personalization and recommender systems, UX with agents and physical robots, cultural robotics, or AI in information visualization.




* Artificial Intelligence and machine learning in VR/AR

* Emotions and AI in VR, AR, and smart objects

* Human-Computer-Interaction with AI in virtual worlds

* Digital games and artificial intelligence

* How do humans communicate with AI

* Emotion enriched human-AI collaboration

* AI in digital games and other application areas

* User-Experience and interaction with AI

* Intelligent interaction with robots and physical objects

* Visualisation of cultural data

* Affective human-virtual world interaction

* Design of emotionally intelligent AI

* Recommender systems and personalisation in VR, AR

* Information visualisation and AI and ML

* Communication theory and cognitive science

* Affective ambient intelligence in mixed realities

* UX with AI agents or physical robots

* AI based emotion mediated communication in VR/AR

* Tools for authoring emotional intelligence in VR/AR

* Multimodal affective interfaces in VR/AR

* Human-human emotional communication in VR/AR

* Cultural robotics

The workshop proceedings will be published in a Scopus indexed proceedings series with an ISBN number as part of the Semantic Ambient Media Experience (SAME) workshop series. The very best contributions will be published in an edited book from a highly reputable publisher which has been pre-arranged. Please note that only selected high quality contributions will be published as part of the edited book. However, during the workshop a common journal article co-authored between all workshop participants will be published as an introduction chapter.




15/08/2017: Deadline for workshop papers

21/08/2017: Notification of accepted workshop papers

31/08/2017: Camera ready workshop papers

29/09/2017: Registration for the Workshop

27/11/2017: Workshop Day




The workshop program stretches over a full-day, and will contain a combination of invited keynote presentations, oral presentations, posters, and demonstrations. We are calling for paper submissions of extended abstracts between 2-5 pages long, following the submission format of SIGGRAPH Asia’s style template. Please choose one of the three submission categories:

* Abstract: 1-2 pages long

* Short paper, demo, or poster: 2-4 pages long

* Long paper: 4-6 pages long

Please download the paper template from: https://sa2017.siggraph.org/submitters/submission-information?faqitem=accordion301

The copyright form can be downloaded from: http://www.visemex.ambientmediaassociation.org/wp-content/uploads/2016/09/CopyrightForm.pdf

Your submission should include: scanned signed copyright form + original contribution in word or latex + pdf of the paper

Please do NOT include the ACM copyright strip (first page, bottom left) into your submission

Add ALL your files (copyright form, word document/latex files, scanned copyright form) into ONE zip file.

Upload the zip file to the workshop submission system on: http://www.ambientmediaassociation.org/Submissions/2017AIVR/openconf.php




We strongly recommend the ideas and topics from the following papers prior your submission or as part of a paper submission in its discussion section:

* Lugmayr, A. et al., 2017. Cognitive Big Data. Survey and Review on Big Data Research and its Implications: What is Really “New”? Cognitive Big Data! Journal of Knowledge Management (JMM), 21(1). Available at: http://www.emeraldgrouppublishing.com/products/journals/call_for_papers.htm?id=5855k, Journal of Knowledge Management/Emerald.

* Sun, M., Zhao, Z., and Ma, X. (2017). Sensing and Handling Engagement Dynamics in Human-Robot Interaction Involving Peripheral Computing Devices. In Proc. CHI2017 (to appear).

* Zhu, F., Fang, K., and Ma, X. (2017). Exploring the Effects of Strategy and Arousal of Cueing in Computer-Human Persuasion. In Proc. CHI2017 EA (to appear).

* Yang, Y., Ma, X., and Fung, P. (2017). Perceived Emotional Intelligence in Virtual Agents. In Proc. CHI2017 EA (to appear).

* Ma, X. (2016). Developing Design Guidelines for a Visual Vocabulary of Electronic Medical Information to Improve Health Literacy. Interacting with Computers.

* Zhu, K., Ma, X., Chen, H., and Liang, M. (2016). Tripartite Effects: Exploring Users’ Mental Model of Mobile Gestures under the Influence of Operation, Handheld Posture, and Interaction Space. International Journal of Human-Computer Interaction.

* A. Lugmayr, E. Serral, A. Scherp, B. Pogorelc, and M. Mustaquim, “Ambient media today and tomorrow,” Multimedia Tools and Applications, vol. 71, 2014, pp. 7–37 Available: http://dx.doi.org/10.1007/s11042-012-1346-z.

* ZHU Kening, ZHU Rongbo, H SAMANI, BB JALAEIAN, PaperIO: a 3D interface towards the internet of embedded paper-craft, IEICE Transactions on Information and Systems, 2014




Artur Lugmayr

Associate Professor

School of Media, Culture and Creative Arts

Curtin University, Australia


Kening Zhu

Assistant Professor

School of Creative Media, City University of Hong Kong


Xiaojuan Ma

Assistant Professor

Hong Kong University of Science and Technology (HKUST)




In case of questions, please don’t hesitate to contact: artur.lugmayr@artur-lugmayr.com

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