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Last updated: 2025-09-26 5:53AM GMT

October 9 2025

TimeSessionLocation
10:30 – 11:30 3D Display 1 Room 201 (Grand Ballroom 1)
10:30 – 11:30 Agents Design Room 202 (Grand Ballroom 2)
10:30 – 11:30 Machine Learning and Graphics Room 204
10:30 – 11:30 Haptics 1 Room 301 (Conference Hall)
12:00 – 13:00 Locomotion & 3DUI Room 201 (Grand Ballroom 1)
12:00 – 13:00 Tracking Room 202 (Grand Ballroom 2)
12:00 – 13:00 Social Behavior & Presence Room 204
12:00 – 13:00 Diversity & Therapy Room 205
12:00 – 13:00 Collaboration Room 301 (Conference Hall)
14:30 – 15:30 Education & Learning Room 201 (Grand Ballroom 1)
14:30 – 15:30 Training in Health and Sports Room 202 (Grand Ballroom 2)
14:30 – 15:30 Multisensory Room 205
14:30 – 15:30 3D Display & Rendering Room 301 (Conference Hall)
16:00 – 17:00 Hands Room 201 (Grand Ballroom 1)
16:00 – 17:00 3DUI: Gaze Room 202 (Grand Ballroom 2)
16:00 – 17:00 Locomotion Room 204
16:00 – 17:00 Cybersickness 1 Room 205
16:00 – 17:00 Avatars & Tracking, Animation Room 301 (Conference Hall)
17:30 – 18:30 Bodies & presence Room 201 (Grand Ballroom 1)
17:30 – 18:30 Perception Room 202 (Grand Ballroom 2)
17:30 – 18:30 In the Wild Room 204
17:30 – 18:30 Document Search Room 205
17:30 – 18:30 Perception & Interaction with Hands and Cues Room 301 (Conference Hall)

October 10 2025

TimeSessionLocation
10:30 – 11:30 3DUI Selection & Pointing Room 201 (Grand Ballroom 1)
10:30 – 11:30 Agents and AI Room 202 (Grand Ballroom 2)
10:30 – 11:30 Humans & Collaboration Room 204
10:30 – 11:30 Privacy & Attacks Room 205
10:30 – 11:30 Robots Room 301 (Conference Hall)
12:00 – 13:00 3DUI: Gaze 2 Room 201 (Grand Ballroom 1)
12:00 – 13:00 Perception 2 Room 202 (Grand Ballroom 2)
12:00 – 13:00 Art & Museum Room 204
12:00 – 13:00 Emotions Room 205
12:00 – 13:00 Machine Learning for 3D reconstruction/rendering Room 301 (Conference Hall)
14:30 – 15:30 Gaze, Eye Tracking & Guidance Room 201 (Grand Ballroom 1)
14:30 – 15:30 3DUI 3 Room 202 (Grand Ballroom 2)
14:30 – 15:30 Avatar 2: Capabilities Room 204
14:30 – 15:30 Haptics & Collaboration Room 205
14:30 – 15:30 Depth Room 301 (Conference Hall)

October 11 2025

TimeSessionLocation
09:00 – 10:00 Multimodality Room 201 (Grand Ballroom 1)
09:00 – 10:00 Locomotion & teleportation Room 202 (Grand Ballroom 2)
09:00 – 10:00 Agents Personalization Room 204
09:00 – 10:00 Training for/against natural phenomena Room 205
09:00 – 10:00 Guiding Room 301 (Conference Hall)
10:30 – 11:30 Touch & Display Room 201 (Grand Ballroom 1)
10:30 – 11:30 Locomotion, redirection, & object manipulation Room 202 (Grand Ballroom 2)
10:30 – 11:30 Audio Room 204
10:30 – 11:30 Authentification Room 205
10:30 – 11:30 Multimodal systems Room 301 (Conference Hall)
12:00 – 13:00 Eye & Perception Room 201 (Grand Ballroom 1)
12:00 – 13:00 Mobile XR Room 202 (Grand Ballroom 2)
12:00 – 13:00 Well-being Room 204
12:00 – 13:00 Cybersickness Reduction Room 205
12:00 – 13:00 Machine Learning and Human Animation Room 301 (Conference Hall)
14:30 – 15:30 Visual Cues & Perception Room 201 (Grand Ballroom 1)
14:30 – 15:30 Machine learning/rendering for objects and hands Room 202 (Grand Ballroom 2)
14:30 – 15:30 Haptics 2 Room 204

October 9 2025

10:30 - 11:30

3D Display 1 Room 201 (Grand Ballroom 1)

  • 1840 Dynamic Eyebox Steering for Improved Pinlight AR Near-eye Displays
  • 1518 GS-ProCams: Gaussian Splatting-Based Projector-Camera Systems
  • 1315 Multi-illumination-interfered Neural Holography with Expanded Eyebox

Agents Design Room 202 (Grand Ballroom 2)

  • 1084 Virtual Roomie: Immersive Layout Co-design with a Virtual Agent
  • 1775 HAT Swapping: Virtual Agents as Stand-ins for Absent Human Instructors in Virtual Training
  • 2015 Laughing Together: A Pilot Study on the Role of Virtual Agents in Emotional Contagion, Conformity, and Opinion Shaping in a Virtual Stand-Up Comedy Club
  • 1984 An Embodied AR Navigation Agent: Integrating BIM with Retrieval-Augmented Generation for Language Guidance

Machine Learning and Graphics Room 204

  • 1231 Enhanced Velocity Field Modeling for Gaussian Video Reconstruction
  • 1245 Real-Time Physically-Based Relighting and Composition of Radiance Fields with Proxy Meshes
  • 1960 Parameter-Free Neural Lens Blur Rendering for High-Fidelity Composites
  • 1334 Radiance Fields in XR: A Survey on How Radiance Fields are Envisioned and Addressed for XR Research

Haptics 1 Room 301 (Conference Hall)

  • 1320 Enhancing Pseudo-Haptics on the Hand by Viewpoint Shifts in VR
  • 1390 ThumbShift: Modulating Perceived Object Properties through Dynamic Thumb Repositioning
  • 1657 Design and Evaluation of Pseudo-Haptic Techniques for Simulating Surface Stickiness in VR
  • 1473 The Effect of Realism on Hand Redirection in Immersive Environments

12:00 - 13:00

Locomotion & 3DUI Room 201 (Grand Ballroom 1)

  • 1397 TouchWalker: Real-Time Avatar Locomotion from Touchscreen Finger Walking
  • 1207 Big Frog Vibes: Jumping Superhuman Distances Forward, Vertically and Sideways in VR Using Comfortably High Translational Gain
  • 1031 Isometric and Elastic Balance Boards for Virtual Reality Locomotion
  • 2252 Exploring Pointing and Confirmation Techniques for Teleportation Across Varying Elevations in Virtual Reality

Tracking Room 202 (Grand Ballroom 2)

  • 2107 An Evaluation of Movement Data Analysis Techniques for Virtual Reality
  • 1508 Federated VPS in dynamic environments to enable large-scale augmented reality applications
  • 1619 XR Reality Check: What Commercial Devices Deliver for Spatial Tracking

Social Behavior & Presence Room 204

  • 1319 Don’t look at me like that— How AR face recognition changes our social behaviour.
  • 1661 Dynamic Measurement of Visitor Behavioral Engagement in Informal Environments Using Head-Mounted Displays
  • 1570 Gender Congruence and Social Context in XR: Effects on Partner Preference, Warmth, Competence, and Uncanniness
  • 1774 Entering Your Space: How Agent Entrance Styles Shape Social Presence in AR

Diversity & Therapy Room 205

  • 1185 Portable Silent Room: Exploring VR Design for Anxiety and Emotion Regulation for Neurodivergent Women and Non-Binary Individuals
  • 1327 "I was truly able to express the image of myself that I have within": Exploring VR Group Therapy Approaches with the LGBTQIA+ community
  • 1678 MetaRoundWorm: A Virtual Reality Escape Room Game for Learning the Lifecycle and Immune Response to Parasitic Infections
  • 2045 ZonAware: Identifying Zoning Out and Increasing Engagement in Upper Limb Virtual Reality Rehabilitation

Collaboration Room 301 (Conference Hall)

  • 1955 Bichronous Collaboration: Across Time and Space Workflow for Physical Tasks Using Spatiotemporal Cues
  • 1233 VR Onboarding Procedures for Multiple Collocated Users: See-Through Tutorials and Group Transitions
  • 1511 Shared, Replicated, or Separated? A Comparative Study of Virtual Workspace Configurations for Collaborative Hands-On Learning
  • 1708 PACT: Modeling Coordination Dynamics in Scale-Asymmetric Virtual Reality Collaboration

14:30 - 15:30

Education & Learning Room 201 (Grand Ballroom 1)

  • 1694 Enhancing Learning and Knowledge Retention of Abstract Physics Concepts with Virtual Reality
  • 1108 LiteAT: A Data-Lightweight and User-Adaptive VR Telepresence System for Remote Education
  • CGA "Understanding Collaborative Learning of Molecular Structures in AR
  • 2190 Xstudio - A Collaborative Metaverse-Based Tool for Automotive Design and Engineering

Training in Health and Sports Room 202 (Grand Ballroom 2)

  • 1616 The Effect of Haptic Feedback in an Immersive Microsurgery Simulator on VR Training and Skill Transfer
  • 1240 Cross-Reality for Autonomous Mobility in Autistic Individuals: Evaluating At-Home VR Training and In-Situ AR Support in a Field Study
  • 2058 P-MARS: Design of a VR-Based Rehabilitation System for Children with Autism and Its Longitudinal Tracking Evaluation
  • 1755 VRTennis: Forehand Training in Virtual Reality with Rule-Based Motion Analysis and Multimodal Feedback

Multisensory Room 205

  • 1664 Visual and Auditory Feedback of Vibration, and Particle Effects for Enhancing Pseudo-Haptic Button Interaction in VR
  • 1999 Visuo-Tactile Feedback with Hand Outline Styles for Modulating Affective Roughness Perception
  • 1306 Audiovisual Disparities in VR: Impact on Spatial Perception
  • 1759 When Senses Collide: Investigating Modality Congruence and Interference Between Task and Notification in Augmented Reality

3D Display & Rendering Room 301 (Conference Hall)

  • 1877 Virtual Pass-through: Evaluating 3D Gaussian Splatting as an Alternative to Conventional Video Pass-through in Static Environments
  • 1493 X-Mask: Improving Soft-Edge Occlusion in Optical See-Through Displays with Cross-Shaped Pinholes
  • 1976 Enhanced Adaptive Subdivision for Dynamic Mesh Compression to Improve Visual Quality in VR/AR Rendering
  • 1519 IntelliCap: Intelligent Guidance for Consistent View Sampling

16:00 - 17:00

Hands Room 201 (Grand Ballroom 1)

  • 1902 HeadZoom: Hands-Free Zooming and Panning for 2D Image Navigation Using Head Motion
  • 1942 Designing Hand and Forearm Gestures to Control Virtual Forearm for User-Initiated Forearm Deformation
  • 1130 Comparing Hand and Controller Avatars with Hand Tracking and Controller-Based Interaction
  • 2242 AuxiScope: Handheld Augmented Reality Tablet as an Auxiliary Display for Large-Scale Display Systems

3DUI: Gaze Room 202 (Grand Ballroom 2)

  • 1255 HeadDepth: Gaze Raycasting with Head Pitch for Depth Control
  • 1313 A Study of Multimodal Pen + Gaze Interaction Techniques for Shape Point Translation in Extended Reality
  • CG&A "Design Principles and Challenges for Gaze + Pinch Interaction in XR”
  • 1497 Facilitating the Exploration of Linearly Aligned Objects in Controller-Free 3D Environment with Gaze and Microgestures

Locomotion Room 204

  • 1226 MyGO: Virtual Reality Locomotion Prediction using Multitask Learning
  • 2038 Effects of Peripheral Optic Flow Location and Speed on Unintended Positional Drift during Walk-In-Place in VR
  • 1361 Exploring Plausible Preference of Body-centric Locomotion with Reinforcement Learning in Virtual Reality
  • 1929 Investigating the Effect of Visual Cue Density on Situational Awareness during Immersive Navigation

Cybersickness 1 Room 205

  • 1987 Multimodal Contrastive Learning for Cybersickness Recognition Using Brain Connectivity Graph Representation
  • 1542 Probabilistic Verification of Cybersickness in Virtual Reality Through Bayesian Networks
  • 1939 Field Dependence as a Predictor of Cybersickness
  • 1730 Beyond Supervised Limits: Semi-Supervised Cybersickness Prediction from Physiological Signals with Minimal Labeled Data

Avatars & Tracking, Animation Room 301 (Conference Hall)

  • 1141 MMG: Manipulation-aware Holistic Human Motion Generation from Sparse Tracking Signals
  • 1208 Robustness of Self-Avatar Animation Beyond Sparse Tracking: Effects of Pose Estimator Discrepancies and Inaccuracies
  • 1073 Crafting Dynamic Virtual Activities with Advanced Multimodal Models
  • 1839 VRtalk: Real-time Interactive Intelligent Anime Avatars in Virtual Reality

17:30 - 18:30

Bodies & presence Room 201 (Grand Ballroom 1)

  • 2057 Merging Bodies, Dividing Conflict: Body-Swapping in Mixed Reality Increases Closeness Yet Weakens the Joint Simon Effect
  • 1477 PresenceLens: Interpreting Dynamic Presence in Virtual Reality
  • 1912 The Role of Visual Augmentation on Embodied Skill Acquisition Across Perspectives and Body Representations
  • 1617 DPIK: User Embodiment of Dual-point Tracked Avatars Using Hand IK and Face Tracking for Smartphone AR Users

Perception Room 202 (Grand Ballroom 2)

  • 1834 Investigating Dynamics of Subjective Anxiety and Behavior due to Personal Space Violations and COVID-19-related Stressors in a Social VR Simulation
  • 1892 The Awe-some Spectrum: Self-Reported Awe Varies by Eliciting Scenery and Presence in Virtual Reality, and the User's Nationality
  • 1289 Immersive Intergroup Contact: Using Virtual Reality to Enhance Empathy and Reduce Stigma Towards Schizophrenia
  • 1952 Are You Empathizing with Me? Exploring External Expressions of Empathy in Interpersonal VR Communication

In the Wild Room 204

  • TVCG Augmented Reality Productivity In-the-Wild: A Diary Study of Usage Patterns and Experiences of Working with AR Laptops in Real-World Settings
  • 1487 Long-Term Experiences From Working with Extended Reality in the Wild
  • 1060 The immersive Debriefing : Comparative evaluation of Full and Segmented Redo methods in Virtual Reality
  • 1522 The State of Replication at IEEE ISMAR and IEEE VR: A Scoping Literature Review (2010 -- 2024) and Online Survey
  • 1182 LitForager: Exploring Multimodal Literature Foraging Strategies in Immersive Sensemaking
  • 1049 Exploring Organizational Strategies in Immersive Computational Notebooks
  • 1603 DocVision: a Seamless, Cross-Device Immersive Active Reading Framework for Digital Academic Literature
  • 1333 How Do We Read Texts in VR?: The Effects of Text Segment Quantity and Social Distraction on Text Readability in Virtual Museum Contexts

Perception & Interaction with Hands and Cues Room 301 (Conference Hall)

  • 1023 Adaptive Hand Visibility for Accurate 3D User Interactions in Virtual Environments
  • 1867 The Effect of Hand Visibility in AR: Comparing Dexterity and Interaction with Virtual and Real Objects
  • 1537 An Empirical Evaluation of How Virtual Hand Visibility Affects Near-Field Size Perception and Reporting of Tangible Objects in Virtual Reality
  • 1512 MAGIC: A Method for Analyzing the Grammar of Incomplete Cues

October 10 2025

10:30 - 11:30

3DUI Selection & Pointing Room 201 (Grand Ballroom 1)

  • 1370 SliVR: A 360° VR-Hub for Fast Selections in Multiple Virtual Environments
  • TVCG Revisiting Performance Models of Distal Pointing Tasks in Virtual Reality
  • TVCG Magic-Tap: A Kinematics-Driven Virtual Hand Selection Technique in AR/VR
  • 1367 Selection at a Distance Through a Large Transparent Touch Screen

Agents and AI Room 202 (Grand Ballroom 2)

  • 1789 Navigation Pixie: Implementation and Empirical Study Toward On-demand Navigation Agents in Commercial Metaverse
  • 2197 Effects of AI-Powered Embodied Avatars on Communication Quality and Social Connection in Asynchronous Virtual Meetings
  • 1991 When LLMs Recognize Your Space: Research on Experiences with Spatially Aware LLM Agents
  • 2067 The Impact of AI-Based Real-Time Gesture Generation and Immersion on the Perception of Others and Interaction Quality in Social XR

Humans & Collaboration Room 204

  • 1893 Exploring the Influence of Crowd Size across Different Tasks on User Performance, Experience and Social Presence in Shared Virtual Environments
  • 1447 Effects of Organizational and Behavioral Reactions of Virtual Crowds on Users' Visual Attention in a Stressful Virtual Reality Simulation
  • 1502 Rendering Togetherness: Embodied Social Synchronization in Multi-User VR
  • TVCG Can People's Brains Synchronize during Remote AR Collaboration?

Privacy & Attacks Room 205

  • 1376 Visceral Notices and Privacy Mechanisms for Eye Tracking in Augmented Reality
  • 1168 p-Blend: Privacy- and Utility-Preserving Blendshape Perturbation Against Re-identification Attacks in Virtual Reality
  • 1342 PrivateXR: Defending Privacy Attacks in Extended Reality Through Explainable AI-Guided Differential Privacy
  • 1223 Detecting Visual Information Manipulation Attacks in Augmented Reality: A Multimodal Semantic Reasoning Approach

Robots Room 301 (Conference Hall)

  • 1598 The AI of the Beholder: Experience of Healthcare AI Robots is Shaped by User-Centred Factors, Not Their Visual Appearance
  • 2004 ReachVox: Clutter-free Reachability Visualization for Robot Motion Planning in Virtual Reality
  • 1880 Extended Reality Check: Evaluating XR Prototyping for Human-Robot Interaction in Contact-Intensive Tasks
  • 1243 RCLL-AR: Augmented Reality Support for Understanding Autonomous Processes in the RoboCup Logistics League

12:00 - 13:00

3DUI: Gaze 2 Room 201 (Grand Ballroom 1)

  • 1608 When Is Self-Gaze Helpful? Examining Uni- vs Bi-directional Gaze Visualization in Collocated AR Tasks
  • 1117 Exploring Gaze Dynamics in VR Film Education: Gender, Avatar, and the Shift Between Male and Female Perspectives
  • 1918 Through the Expert's Eyes: Exploring Asynchronous Expert Perspectives and Gaze Visualizations in XR
  • 1345 Don't Miss Notifications: Exploring Gaze Notifications for Virtual Reality Cooking Environment

Perception 2 Room 202 (Grand Ballroom 2)

  • 1026 Zeitgebers-Based User Experience Analysis and Time Perception Modeling via Transformer in VR
  • 1271 Rhythmic Interaction influences Synchrony Perception in VR
  • 1474 Enhancing Dazzling Sensation through Pseudo-Blink and Afterimage Presentation in Virtual Reality
  • 1747 Why Slow Feels Fast and Fast Feels Slow: Evaluating and Predicting Speed Misperception

Art & Museum Room 204

  • 1591 ArtSpeak: An Interactive AR Application for Lifelike Speaking with Art Portraits
  • 1455 Emotional Art: Exploring a Novel Paradigm of artistic re-creation based on emotion capture in VR
  • 1811 Icebreaking: Building Trust and Empathy with Virtual Museum Embodied Conversational Agents via Personalized Initial Interactions

Emotions Room 205

  • 2096 Design and Evaluation of a Virtual Agent for Interpersonal Emotion Regulation in VR
  • 1025 Three Techniques for Enhancing Emotional Expression on Embodied Avatar Face in VR
  • 2049 Exploring the Effects and Neurophysiological Characteristics of VR Emotion Regulation Strategies
  • 1431 Behavioral and Symbolic Fillers as Delay Mitigation for Embodied Conversational Agents in Virtual Reality

Machine Learning for 3D reconstruction/rendering Room 301 (Conference Hall)

  • 1304 PanoFloor: reconstruction and immersive exploration of large multi-room scenes from a minimal set of registered panoramic images using denoised density maps
  • 1308 DGDiff: Immersive 3D Indoor Scene Synthesis via Dialog-Graph Conditioned Diffusion
  • 1550 Real-Time Photorealistic Style Transfer for Immersive VR Environments
  • 1962 Fast SP-GS: Reconstructing Dynamic Scenes in Minutes

14:30 - 15:30

Gaze, Eye Tracking & Guidance Room 201 (Grand Ballroom 1)

  • 1106 Exploring and Modeling the Effects of Eye-Tracking Accuracy and Precision on Gaze-Based Steering in Virtual Environments
  • 1639 Focus-Aware Task Guidance: Adaptive AR Instruction Playback via Gaze and Location Tracking
  • 1606 A Bi-Directional Deep Learning Interface for Gaze-Controlled Wheelchair Navigation: Overcoming the Midas Touch Problem
  • 1295 Will You Be Aware? Eye Tracking–Based Modeling of Situational Awareness in Augmented Reality

3DUI 3 Room 202 (Grand Ballroom 2)

  • 1195 An Open Testbed for Mixed Reality Precise Rotation Guidance: Comparative case study of Arrow, Gestalt and Magnifier Cues
  • 1532 Improving Mid-Air Sketching in Room-Scale Virtual Reality with Dynamic Color-to-Depth and Opacity Cues
  • 1174 MirrorPose: Enabling Full-body Gestures Interaction for Head-mounted Devices with a Full-length Mirror
  • 1812 AR Surgical Navigation With Surface Tracing:Comparing In-Situ Visualization with Tool-Tracking Guidance for Neurosurgical Applications

Avatar 2: Capabilities Room 204

  • 1559 Impact of Avatar-Locomotion Congruence on User Experience and Identification in Virtual Reality
  • 1599 The Honest Virtual Self? Effects of Avatar Personalization and Motor Control on Physiological Responses to Deceptive Behaviours
  • 1499 Can the Perceived Capability of Your Virtual Avatar Enhance Exercise Performance?
  • 1517 Experience Level Influences User's Criteria for Avatar Animation Realism

Haptics & Collaboration Room 205

  • 1810 Zero-Sum vs. Positive-Sum: Effects of Inter-team Competition Modes and Haptic Feedback on Team Flow in Multi-team VR
  • 2018 Investigating the Effects of Haptic Illusions in Collaborative Virtual Reality
  • 1633 Touching the Virtual Dog: Effects of Active and Passive Haptic Feedback on Social Bonding and Presence in VR Pet Interaction
  • 1013 What Makes Object Referencing Clear? Multimodal Strategies for Shared Understanding in XR Collaboration

Depth Room 301 (Conference Hall)

  • 1247 Toward a More Standardized Multi-directional Tapping Task in VR: The Effect of Target Depth
  • 1922 Influence of Object Height, Shadow and Adapting Luminance on Outdoor Depth Perception in Augmented Reality
  • 1654 Viewpoint-Tolerant Depth Perception for Shared Extended Space Experience on Wall-Sized Display
  • 1046 Improving Pointing Accuracy for 3D Target Selection in Virtual Reality through Depth Perception Biases Correction

October 11 2025

09:00 - 10:00

Multimodality Room 201 (Grand Ballroom 1)

  • 1645 EEG2Gaussian: Decoding and Visualizing Visual-Evoked EEG for VR Scenes Using 3D Gaussian Splatting
  • 1588 Cross-Subject Cognitive Load Recognition in VR Using Multimodal Fusion with EEG and Eye-Tracking
  • 1307 A Comprehensive Analysis of the Influence of Cognitive Load on Physiological Signals in Virtual Reality
  • 1338 MIRAGE: Multimodal Intention Recognition and Admittance-Guided Enhancement in VR-based Multi-object Teleoperation

Locomotion & teleportation Room 202 (Grand Ballroom 2)

  • 1133 Negotiated User-to-Group Teleportations in Social VR
  • 1874 FootPorting: Exploring Foot-Based Teleportation Techniques for Seated Users in Confined Spaces
  • 1179 The Relationship Between Time and Distance Perception in Egocentric Target-Selection-Based Teleportation
  • 1330 SafeTeleport: Potential Field-Guided Teleportation for Personal Space Protection in Social VR

Agents Personalization Room 204

  • 1614 Move Like an Ammonite: Personalizing Force Feedback for Avatar Embodiment in Virtual Reality
  • 1123 What if Virtual Agents Had Scents? Users' Judgments of Virtual Agent Personality and Appeals in Encounters
  • 1682 PersoNo: Personalised Notification Urgency Classifier in Mixed Reality

Training for/against natural phenomena Room 205

  • 1580 Application of Transitional Mixed Reality Interfaces: A Co-design Study with Flood-prone Communities
  • CGA "Integrated Augmented and Virtual Reality Technologies for Realistic Fire Drill Training
  • 2166 Clean Training, Clear Skies: Virtual Reality Training for Expert Smoke Opacity Certification
  • 1936 Transforming Avalanche Rescue Training: Evaluating the Effectiveness of Virtual Reality Training in High-Stakes Environments

Guiding Room 301 (Conference Hall)

  • 1651 Exploring the Effects of Augmented Reality Guidance Position within a Body-Fixed Coordinate System on Pedestrian Navigation
  • 1858 “Do You Even Need a City Guide Anymore?” Expert Adoption of XR Technology for Guided City Tours
  • 2176 Investigating Encoding and Perspective for Augmented Reality Motion Guidance
  • 1870 ImmerJM: A 3D Design Tool for Creating User Journey Maps based on Immersive Virtual Environments

10:30 - 11:30

Touch & Display Room 201 (Grand Ballroom 1)

  • 1876 DOF-Separation for 3D Manipulation in XR: Understanding Finger-Wrist Separation to Simultaneously Translate and Rotate Objects
  • 1964 Exploring Body-Anchored Augmented Reality Interfaces Across Different Mobility and Social Contexts
  • 1416 Handows: A Palm-Based Interactive Multi-Window Management System in Virtual Reality
  • 1317 Ada: A Distributed, Power-Aware, Real-Time Scene Provider for XR

Locomotion, redirection, & object manipulation Room 202 (Grand Ballroom 2)

  • 1054 Weighted-Area Based Alignment Metric for Redirected Walking in VR
  • 1420 Have A Seat: An Enhanced Reactive Alignment of a Single Target’s Position and Angle from the User’s Perspective in VR
  • 1034 Defying Gravity: Towards Gravitoinertial Retargeting of Acceleration for Virtual Vertical Motion in In-Car VR
  • 1198 MR-CoCo: An Open Mixed Reality Testbed for Co-located Couple Product Configuration and Decision-Making – A Sailboat Case Study

Audio Room 204

  • 2027 Birds of a Feather Augment Together: Exploring Sonic Links Between Real and Virtual Worlds in Audio Augmented Reality
  • 1131 Sonify Anything: Towards Context-Aware Sonic Interactions in AR
  • 1358 EgoTrigger: Toward Audio-Driven Image Capture for Human Memory Enhancement in All-Day Energy-Efficient Smart Glasses
  • 2155 First-Person Vocal Auralisation in XR and Its Influence on Perceived Presence and Audio-Visual Quality

Authentification Room 205

  • 1466 Casual-VRAuth: A Design Framework Bridging Focused and Casual Interactions for Behavioral Authentication in Virtual Reality
  • 1366 cLock: Single-Handed Two-Factor Authentication in VR Using Wrist Rotation and Multi-Finger Tapping
  • 1378 "Everyone Knows You’re Watching P*rn": Reflecting on First-hand User Accounts on the Use and Public Perception of In-Transit Passenger XR
  • 2092 Siren Song: Acoustic Attacks on Pose Estimation in XR Headsets

Multimodal systems Room 301 (Conference Hall)

  • 1138 MRPilot: A Mixed-Reality System for Responsive Guidance of General Procedural Tasks
  • 1605 SAMR: A Spatial-Augmented Mixed Reality Method for Enhancing Vision-Language Models in 3D Scene Understanding
  • 1442 SGSG: Stroke-Guided Scene Graph Generation
  • 1641 Multimodal Classification of Distraction in VR Learning: A Foundation for Real-Time Adaptation

12:00 - 13:00

Eye & Perception Room 201 (Grand Ballroom 1)

  • 1652 When One Eye Sees Less: Uncovering Perceptual Thresholds of Asymmetric Quality Degradation in 4K XR Displays
  • 1946 Examining Eye Vergence During Perceived Depth Changes with Eye Tracking System in Optical See-Through Augmented Reality
  • 1371 WarpVision: Using Spatial Curvature to Guide Attention in Virtual Reality
  • 2173 How Accurate is the HoloLens 2? A Robotic Ground-Truth and Sensor Occlusion Evaluation

Mobile XR Room 202 (Grand Ballroom 2)

  • 1147 A Multi-Sensor Approach for Cognitive Load Assessment in Mobile Augmented Reality
  • 1175 See What I Mean? Mobile Eye-Perspective Rendering for Optical See-through Head-mounted Displays
  • 1968 EVER: Edge-Assisted Auto-Verification for Mobile MR-Aided Operation
  • TVCG Cardboard Controller: A Cost-Effective Method to Support Complex Interactions in Mobile VR

Well-being Room 204

  • 1865 VR as a ``Drop-In'' Well-being Tool for Knowledge Workers
  • 2116 Can AI Inspire Biophilic Design in Immersive Virtual Reality Workspaces to Enhance Well-being?
  • 1414 Experiencing Immersive Virtual Nature for Well-Being, Restoration, Performance, and Nature Connectedness: A Scoping Review
  • 1038 “Heart Flows with Zen”: Exploring Multi-modal Mixed Reality to Promote the Inheritance and Experience of Cultural Heritage

Cybersickness Reduction Room 205

  • TVCG Neck Goes VRrr: Reducing Rotation-Induced Virtual Reality Sickness through Neck Muscle Vibrations
  • 1613 Do Vibrotactile-Rendered Virtual Walking Sensations Reduce VR Cybersickness?
  • 1149 Unwinding Rotations Reduces VR Sickness in Nonsimulated Immersive Telepresence
  • CGA “Sitting or standing in VR: About Comfort, Conflicts, and Hazards” by

Machine Learning and Human Animation Room 301 (Conference Hall)

  • 1446 HFM-GS: half-face mapping 3DGS avatar based real-time HMD removal
  • 1672 AniDream: Generating Skeleton-Guided Anime Avatars from Text Prompts
  • TVCG HaHeAE: Learning Generalisable Joint Representations of Human Hand and Head Movements in Extended Reality
  • 1422 From Notation to Gesture: Virtual Conductor Gesture Generation in VR via Structured Score Semantics

14:30 - 15:30

Visual Cues & Perception Room 201 (Grand Ballroom 1)

  • 2091 Towards Augmented Reality Support for Swarm Monitoring: Evaluating Visual Cues to Prevent Fragmentation
  • 1905 Cross-media Color Appearance Reproduction in Optical See-Through Augmented Reality
  • 2198 The Cost of Virtuality Switching: Searching for Physical and Virtual Targets in Optical-See-Through Augmented Reality
  • 2222 Seeing What Matters: Attentional (Mis-)Alignment Between Humans and AI in VR-Simulated Prediction of Driving Accidents

Machine learning/rendering for objects and hands Room 202 (Grand Ballroom 2)

  • 1762 Dual Focus Multiscale Attention for Object Detection in Mixed Reality: Leveraging Customizable Synthetic Datasets
  • 1647 EgoBlur: Blurry Egocentric XR Dataset for Robust Fast Hand Pose Estimation
  • 1216 Scalable Object Detection in Mixed Reality using Incremental Re-training and One-shot 3D Annotation
  • 1440 GSHOI Denoiser: Denoising Gaussian Hand-Object Interaction Rendering

Haptics 2 Room 204

  • 1272 Passive Haptics Role in VR-Based Ergonomic Workplace Assessment
  • TVCG Investigating the Potential of Haptic Props for 3D Object Manipulation in Handheld AR
  • 1783 A Handheld Stiffness Display with a Programmable Spring and Electrostatic Clutches for Haptic Interaction in Virtual Reality
  • 1514 HaptiCeiling: An Encountered-type Overhead Haptic Interface in Virtual Reality