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Workshops


Last updated: 2026-06-29 03:00PM CET


Overview

This page contains information about the call for workshop papers for ISMAR 2026 for all accepted workshops. Each workshop has its own submission deadline and requirements, so please refer to the specific workshop pages for details.

Workshops

AdaptiveXR’26 : The 1st International Workshop on the Grand Challenges in Adaptive Extended Reality

Main Contact Person: Anca Salagean

> Workshop Website

Abstract

Adaptive extended reality (AXR) promises a major leap in immersive technologies by dynamically tailoring experiences to users’ contexts, abilities and needs in real time, maximizing effectiveness and engagement. However, significant challenges remain, including (1) contextual intelligence (leveraging user sensing and AI to understand user states and contexts), (2) real-time adaptation (generating multimodal content), (3) scalable personalization (addressing diverse preferences, abilities and accessibility needs), (4) ethical considerations (ensuring transparency and privacy). Tackling these grand challenges requires expertise from across multiple disciplines, spanning XR hardware, user sensing and physiology, AI, adaptive physical artefacts, accessibility and ethics. This workshop will build a shared taxonomy for AXR, identify key technical, psychosocial and ethical challenges and define actionable roadmaps for academia and industry. We aim to move beyond isolated projects toward a coordinated vision that establishes AXR as a cross-disciplinary field shaping the next generation of immersive technologies.


AHIMR’26: The 1st International Workshop on AI-Mediated Heads-Up Interaction in Wearable Mixed Reality

Main Contact Person: Zhao Shengdong

> Workshop Website

Abstract

Wearable mixed reality’s central design challenge has shifted from what to display to AI-mediated delivery: how should an agent decide what to surface, in what form, and when, under divided attention? As mass-market smartglasses and headsets emerge, real-time, context-sensitive mediation is feasible, yet shared design and evaluation frameworks are missing. This workshop addresses AI-mediated MR interaction, where an AI agent retrieves, transforms, and times information—treating human attention as a finite resource to steward, grounded in resource-rationality. This marks a shift to Heads-Up Computing: the system adapts to the user’s state rather than the user adapting to the device. We organize contributions around three clusters: (1) Sensing & Modelling (real-time attention, cognitive load, activity, and intention inference from wearables); (2) Transformation & Delivery (adaptive interruptions, multimodal output selection, timing optimization); and (3) Trust, Agency & Ethics (user control, social acceptability, privacy, proactive vs. reactive behaviour, evaluation methodologies). The workshop aims to build community, surface design patterns, and define a research agenda for AI-mediated MR systems that serve human attention.


Alt’ISMAR: Alternative ISMAR

Main Contact Person: Daniel Zielasko

> Workshop Website

Abstract

Alt’ISMAR is a workshop for XR research that does not fit neatly into standard conference tracks. We invite alternative, unconventional, critical, speculative, controversial, previously rejected, or difficult-to-evaluate contributions from across the AR, VR, and MR community. The workshop provides a constructive venue for work that may challenge dominant assumptions, use unusual methods, report negative or ambiguous results, revisit rejected submissions, or raise questions that are important for the field but hard to place in conventional review formats. We are interested in strong ideas, thoughtful provocations, and contributions that can stimulate discussion, even if they do not follow the typical structure of a full research paper. Accepted contributions will be presented and discussed at the workshop. In addition, the workshop will reflect on the review process itself, including how human and AI-assisted reviewing can support more constructive, transparent, and inclusive evaluation practices.


BehavXR’26: XR for Behavioral Health: Body Signals, Behavior Change, and Responsible Design

Main Contact Person: Shu Wei

> Workshop Website

Abstract

Extended reality (XR) is transforming behavioral health, yet the behavioral scientists, XR researchers, and clinicians driving this work rarely share a venue. BehavXR’26 is the first ISMAR workshop to bridge these fields. The program centers on three themes: physiological sensing and health informatics; behavioral change via game tech (such as avatar interventions and embodied skills); and responsible co-design with clinical and vulnerable populations. Together, participants will develop a community-driven Minimum Reporting Checklist for XR behavioral health research. We invite submissions from researchers, clinicians, and designers across the design-to-translation pipeline to present their insights and help shape these shared standards.


DDXR: International Workshop on Deceptive Design in Extended Reality

Main Contact Person: Pascal Knierim

> Workshop Website

Abstract

Deceptive designs are widespread in web, mobile, e-commerce, and social media interfaces. Extended Reality introduces new risks because it can alter perception, manipulate physical movement, and shape user choices while relying on rich sensing data from users and their environments.

This workshop invites researchers, practitioners, designers, policy experts, and industry stakeholders to examine how deceptive design manifests in XR and to identify, evaluate, prevent, and mitigate such harms. DDXR addresses the critical challenge of how generative AI may accelerate deceptive XR design by reproducing manipulative patterns, generating persuasive content, and tailoring deceptive experiences to individual users, contexts, preferences, vulnerabilities, and physical surroundings.

The workshop will combine short lightning talks, paper and demo presentations, and an interactive design session. We will bring together experts to build a shared research agenda for responsible XR before deceptive design patterns become normalized in XR ecosystems.


GEMINI: 5th Workshop on Gaze and Eye Movement in Interaction in XR

Main Contact Person: Hock Siang Lee

> Workshop Website

Abstract

Where we look reflects our information needs and guides our movements and actions in the world. As gaze is so central to our interactions, it has been studied for human-computer interaction (HCI) for as long as we have had modern computer interfaces. The workshop aims to reflect on the research agenda for gaze-based interaction in extended reality (XR). This is especially important due to the growing integration of eye-tracking technology in modern headsets, which presents significant research opportunities. Researchers and practitioners are invited to contribute and discuss their original research, opinions, and work-in-progress that explore the intricacies of gaze in XR. This workshop intends to bring together researchers and practitioners from different domains to discuss gaze-based research, such as 3D user interfaces, applications, and gaze analysis in XR, and to reflect on the current state and future directions of gaze-based interaction in shaping the future of XR.


Hype-XR: 1st Workshop on Hyperrealism in XR in the Era of Radiance Fields

Main Contact Person: Shohei Mori

> Workshop Website

Abstract

Recent advances in radiance-field rendering — 3D Gaussian Splatting (3DGS) [1] and Neural Radiance Fields (NeRF) [2] — together with generative 3D world models (e.g. World Labs Marble), have made photorealistic captured and synthesized 3D content broadly accessible. As photorealism becomes a commodity rather than a technical milestone, the XR community faces a new question: which aspects of realism actually matter for human experience? [3]

The 1st Workshop on Hyperrealism in XR (Hype-XR) focuses on this shift from asset-level realism to perception-level realism. Unlike VR, mixed and augmented reality (MR/AR) places virtual content directly alongside the physical world, making coherence with the real scene — not just per-pixel fidelity — the central challenge. We ask: when, how, for what purpose, and why should we bring photorealistic assets into MR/AR, and how should we evaluate the result? And what ethical concerns arise as the line between virtual and physical realities blurs?

References

[1] B. Kerbl, et al., “3D Gaussian Splatting for Real-time Radiance Field Rendering,” ACM TOG, 42:1–14, 2023. [2] B. Mildenhall, et al., “NeRF: Representing Scenes as Neural Radiance Fields for View Synthesis,” Proc. ECCV, 2020. [3] K. Li, et al., “Radiance fields in XR: A Survey on How Radiance Fields are Envisioned and Addressed for XR Research,” IEEE TVCG, 2025.


IWDR 2026: 3rd International Workshop on Diminished Reality

Main Contact Person: Shohei Mori

> Workshop Website

Abstract

The International Workshop on Diminished Reality (IWDR) was previously held at ISMAR 2015 and 2016. At that time, progress in DR research was constrained by several technical challenges that were difficult to overcome before the deep learning era. As a result, the workshop series was discontinued.

However, the landscape has changed dramatically. Recent advances in visual computing, neural rendering, and multimodal perception have made practical DR applications far more feasible than a decade ago [1, 2]. These developments have also enabled deeper investigation into perceptual and cognitive aspects of DR systems [3]. With these shifts, the technical boundaries of DR have expanded substantially, creating a timely opportunity to revive IWDR and foster a new generation of DR research.


MARMH’26: 7th International Workshop on Mixed/Augmented Reality for Mental Health

Main Contact Person: Nilufar Baghaei

> Download CfP

Abstract

Mental health conditions pose a major challenge to healthcare providers and society at large. The World Health Organization predicts that by the year 2030, mental health conditions will be the leading disease burden globally. Mental health services are struggling to meet the needs of users and arguably fail to reach large proportions of those in need. Early intervention, support and education can have significant positive impact on a person’s prognosis.

Augmented, Virtual and/or Mixed Reality environments can create new effective models in the wider context of prevention and support for individuals affected by mental health disorders such as depression, anxiety, eating disorders, mood disorders, psychotic disorders, addictive behaviours and substance abuse disorders.

Following our successful ISMAR 2019 (China), ISMAR 2021 (Italy), ISMAR 2022 (Singapore), ISMAR 2023 (Australia), ISMAR 2024 (USA) and ISMAR 2025 (Korea) workshops on the same topic as well as a special issues we recently organised at Virtual Reality journal, the goal of this workshop is to provide an opportunity for Extended Reality researchers and Health researchers and practitioners to submit their original ideas, work-in-progress contribution, and position papers on the design and/or evaluation of new mental health technologies. We are interested in theoretically, empirically, and/or methodologically oriented contributions focused on supporting mental health delivered through novel designs and evaluations of on AR/VR/MR systems. In addition to potential benefits, we would also like to receive contributions on potential risks of using such technologies for addressing mental health issues.


MedicalXR 2026: 3rd International Workshop on Medical Extended Reality

Main Contact Person: Danny Schott

> Workshop Website

Abstract

Extended Reality (XR) technologies are rapidly transforming medicine and healthcare by enabling immersive, interactive, and data-driven approaches to clinical practice, education, and patient care. Applications span surgical planning, intraoperative guidance, rehabilitation, clinical training, and remote healthcare systems. Despite this progress, research in Medical XR remains distributed across technical, clinical, and human-centered communities.

The 3rd International Workshop on Medical Extended Reality (MedicalXR 2026) builds on the momentum of the XR-MED and XR Health workshop series and provides a dedicated forum for researchers, clinicians, healthcare professionals, and industry practitioners working at the intersection of XR and medicine. The workshop brings together perspectives on clinical XR applications, medical training and simulation, surgical and intraoperative systems, and healthcare-focused evaluation.

MedicalXR 2026 welcomes contributions addressing XR systems for clinical applications and interventions, XR technologies for medical training and simulation, and XR technologies for surgical and intraoperative environments. The workshop also highlights emerging topics such as AI-assisted medical XR systems, multimodal interaction, clinical validation, human factors, usability, safety, and regulatory considerations.


NeuroXR’26: 2nd International Workshop on Neurophysiological Signals, Affective Computing, and Cognition in Extended Reality

Main Contact Person: Jean Botev

> Workshop Website

Abstract

NeuroXR: Neurophysiological Signals, Affective Computing, and Cognition in Extended Reality explores the intersection of XR, neurotechnology, affective computing, cognitive science, neuroengineering, and human-computer interaction. The workshop focuses on how immersive systems can sense, interpret, and respond to users’ cognitive, affective, perceptual, behavioral, and neurophysiological states. Key themes include neurophysiological and behavioral sensing in XR, real-time user-state inference, closed-loop and adaptive XR systems, neurofeedback and biofeedback, sensory augmentation and neuroprostheses, and the ethical challenges raised by sensitive neurophysiological and behavioral data.

This hybrid workshop invites researchers and practitioners to present current research through paper presentations, discussion sessions, a keynote, expert panels, remote and in-person networking, and potential industry demonstrations. The workshop will provide a forum for discussing emerging methods, applications, and open challenges in NeuroXR, while fostering collaboration across XR, neuroscience, affective computing, rehabilitation, assistive technology, and industry communities.


SENSE-XR: The Feeling of Virtual: XR, Haptics, and 3D Graphics

Main Contact Person: Ilaria Amaro

> Workshop Website

Abstract

SENSE-XR returns for its second edition, building on a successful inaugural workshop held at CHItaly 2025 (Salerno, Italy). The workshop investigates how multisensory interfaces, with particular emphasis on haptic feedback and embodied human experience, are reshaping the design, evaluation, and deployment of Extended Reality (XR) systems across entertainment, education, industrial training, and healthcare. As XR hardware approaches mainstream adoption (global headset shipments surpassed 10 million units in 2024 for the first time) the research frontier has decisively shifted from rendering fidelity toward the perceptual quality and coherence of immersive, multisensory experience. Haptic actuation technologies, pseudo-haptic rendering, spatial audio, and adaptive interaction paradigms are now central to achieving presence, agency, and social co-presence in virtual and mixed environments. Yet the mechanisms by which these sensory modalities combine, reinforce, and occasionally conflict with one another remain among the most compelling open problems in the field. SENSE-XR’26 brings this research agenda to the ISMAR community, fostering a uniquely productive dialogue between the haptics and VR research traditions and the AR/MR perspectives that define ISMAR: sensor fusion, optical see-through displays, world-locked rendering, and real-world anchoring of multisensory feedback. This cross-pollination is not merely additive: grounding haptic and multisensory research within AR/MR contexts introduces qualitatively new challenges, including physical-virtual consistency of tactile cues, passthrough latency constraints on feedback timing, and the design of interaction paradigms that function coherently across the virtuality continuum. Two complementary factors make this edition particularly timely. First, haptic and multisensory interaction represent one of the fastest-growing research sub-fields within the broader XR community, yet they remain systematically underrepresented at AR/MR-focused venues; SENSE-XR addresses this gap directly and deliberately. Second, the CHItaly 2025 edition demonstrated robust cross-sector engagement: invited speakers from wearable haptic hardware (WEART), professional 3D content production pipelines, and AI-driven XR application platforms confirmed that the workshop bridges academic inquiry and industrial practice in ways that resonate well beyond a single disciplinary community. This industry interest reflects the growing commercial urgency around perceptual quality, user comfort, and accessibility in next-generation XR products.

Topics of interest include, but are not limited to:

• Haptic actuation technologies and tactile feedback rendering in XR • Pseudo-haptic and cross-modal perceptual interaction techniques • Multisensory integration and sensory substitution in immersive environments • User experience, usability, and presence evaluation in XR • Multimodal and sensor-based interaction design • Gamification and game-design principles applied to XR systems • Immersive storytelling, narrative design, and cinematic XR • Digital twins and XR-based training systems for Industry 5.0 • Inclusive, accessible, and universal design for XR • Ethical, social, and psychological considerations in immersive media • AR/MR-specific interaction paradigms: spatial anchoring, optical see-through, sensor fusion • User-centric evaluation methodologies and study design for XR research


SIVE: 9th Sonic Interactions in Virtual Environments (SIVE) Workshop

Main Contact Person: Tifanie Bouchara

> Workshop Website

Abstract

Sonic interaction design is defined as the study and exploitation of sound as one of the principal channels conveying information, meaning, and aesthetic/emotional qualities in interactive contexts. This field lies at the intersection of interaction design, and sound and music computing. In the virtual/augmented/mixed reality communities (XR hereafter), the focus on research in topics related to auditory feedback has been rather limited when compared, for example, to the focus placed on visual feedback or even on haptic feedback. The SIVE 2026 is the 9th of this series of workshops. This workshop’s main goal is to increase awareness among the virtual reality community of the importance of sonic elements when designing for XR. We will also discuss how research in other related fields such as film sound theory, product sound design, sound and music computing, game sound design, and accessibility, can inform designers of XR environments. Moreover, the workshop will feature state-of-the-art research on the field of sound for XR environments. Three categories of short papers contributions will be considered for oral presentations, demos and posters.


TeacXR’26 : The 1st International Workshop on Teaching XR

Main Contact Person: Anthony Scavarelli

> Workshop Website

Abstract

As the need for XR (VR/AR/MR) development grows, the “skills gap” between technical proficiency and inclusive human-centred design has become a critical bottleneck. Unlike traditional 2D interfaces, XR development requires students to master complex 3D interactions, spatial navigation across parallel realities, and multisensory input/output.

TeacXR ‘26 is a half-day interactive workshop dedicated to the pedagogy of spatial computing, bringing together educators, researchers, and industry leaders to share evidence-based practices for teaching the design and development of VR/AR/MR applications. We invite submissions that explore how we can train the next generation of developers to prioritize more inclusive, human-centred design while juggling the challenges of teaching a multidisciplinary skill set.


WORXR: 6th Workshop on Replication in Extended Reality

Main Contact Person: Mohammed Safayet Arefin

> Workshop Website

Abstract

The replication crisis refers to significant failures to replicate empirical findings across many fields, including economics, medicine, and psychology. In many cases, over 50% of previously reported results could not be replicated. Also, to accept a paper reporting empirical results, research fields that always require surprises are likely to be those that will not advance empirical knowledge. In addition, within the IEEE Computer Society, there has been an increasing emphasis on algorithmic replicability, with papers providing more support for reproducing algorithmic methods. These facts have shaken the foundations of these fields:

This workshop aims to bring together researchers interested in replicating empirical research and algorithmic reproducibility inside and outside the AR/VR/MR/XR community. Specifically, the workshop will introduce essential concepts and case studies and then evolve into discussing participants’ workshop papers.


WSR5’26: 5th Workshop on Seamless Reality (WSR5): AR Technologies for Seamless Perception and Cognition between Cyber and Physical Spaces

Main Contact Person: Yuta Itoh

> Workshop Website

Abstract

The 5th Workshop on Seamless Reality (WSR’26) explores the seamless integration of cyber and physical spaces in the post-AI era, centering on scenarios in which AI avatars and remote partners collaborate across both spaces, and on whether users can perceive their partners and shared objects as something they can see, touch, operate, and collaborate with. The workshop promotes research on fundamental technologies for realizing Seamless Reality, including AR display systems that enhance the realism of virtual imagery, AR representation design informed by visual cognition and psychology, and physical interaction with AR representations through haptic feedback and changes in physical space. Following four successful editions at IEEE VR 2024/2025/2026 and ISMAR 2025, WSR5’26 will be held in hybrid mode with paper presentations and an invited keynote.


XR4HRI’26: 1st ISMAR Workshop on Extended Reality for Human-Robot Interaction

Main Contact Person: Fabian Joeres

> Workshop Website

Abstract

The first Workshop on Extended Reality for Human-Robot Interaction (XR4HRI) aims to bring together researchers and practitioners from the domains of extended reality (XR) and human-robot interaction (HRI). The interaction and collaboration in human-robot teams requires the exchange of complex spatiotemporal information between teleoperated or (semi-) autonomous systems and their human counterparts. XR in its various forms is one of the most promising technologies to achieve effective and efficient communication of such information. A growing number of researchers in the XR and HRI communities are looking into this topic. Research at the intersection of XR and HRI is often conducted by researchers who primarily frequent one of the two communities, yet both areas of expertise are relevant. With this workshop, we want to contribute to fostering and strengthening the connection between the communities and, ultimately, to forming a new community that works at the intersection of the two technologies. The workshop is designed as a venue for discussing relevant findings, preliminary results, and novel (unfinished) ideas on the use of XR in HRI. We invite contributions from students, researchers, and practitioners that investigate topics such as (but not limited to): registration and tracking; visualization concepts (data, intent, communication, feedback); interaction concepts; touch, haptics, and pseudohaptics; safety and risk management; usability and user experience; and robotic virtual twins (e.g., for teleoperation or HRI simulation). The workshop is open to application-oriented ideas and solutions for various industries (e.g., industrial, medical, automotive, consumer, assistive robotics, and social applications) and various forms of robots.


XRAG’26: The 1st International Workshop on Agentic AI for Extended Reality

Main Contact Person: Lorenzo Stacchio

> Workshop Website

Abstract

XRAG’26 focuses on the emerging convergence of Agentic AI and Extended Reality, exploring XR systems in which AI agents can perceive, reason, remember, plan, assist, create, and act across physical, virtual, and mixed environments.

The workshop will bring together researchers and practitioners working on spatial computing agents, egocentric and multimodal perception, wearable AI, smart-glasses-based assistants, human-agent collaboration, AI-assisted XR authoring, memory, personalization, tool use, evaluation, safety, privacy, and ethics.

XRAG ‘26 aims to define open challenges, design principles, evaluation criteria, and application opportunities for the next generation of controllable, transparent, reliable, and human-centered agentic XR systems.


XRAI-SCA: 2nd International Workshop on eXtended Reality and Artificial Intelligence for Serious and Critical Applications

Main Contact Person: Hyeongil Nam

> Workshop Website

Abstract

The 2nd International Workshop on eXtended Reality and Artificial Intelligence for Serious and Critical Applications (XRAI-SCA) aims to bring together interdisciplinary researchers, practitioners, and industry experts to explore the intersection of XR and AI in domains where safety, ethics, decision-making, and human performance are paramount. As XR and AI technologies rapidly evolve and are increasingly deployed in mission-critical settings—such as healthcare, defense, emergency response, and industrial operations—there is a growing need to ensure these systems are robust, explainable, and human-centered. XRAI-SCA offers a unique venue for presenting empirical research, conceptual frameworks, system design, and application case studies focused on high-stakes environments. The workshop invites diverse perspectives from AR/VR/XR, AI, human-computer interaction (HCI), cognitive science, and domain-specific fields to address pressing research questions collaboratively: ‘How can AI enhance XR-based decision support?’, ‘How do we design for user trust, cognitive load, and explainability in critical contexts?’, and ‘What evaluation strategies best capture system reliability and user performance in XR?’ The workshop will feature keynote presentation(s), research paper session(s), and a group discussion, encouraging both academic and applied contributions. By engaging the ISMAR community, XRAI-SCA fosters timely and impactful conversations that help shape the future of responsible innovation in XR and AI for serious applications.


Xrehab: The 2nd International Workshop on eXtended Reality for Rehabilitation

Main Contact Person: Bernardo Marques

> Workshop Website

Abstract

Technologies using eXtended Reality (XR) have been increasingly applied in healthcare and rehabilitation, offering innovative solutions for physical therapy, cognitive rehabilitation, motor recovery, pain management, and mental health interventions. XR can enhance rehabilitation outcomes by providing immersive, engaging, and adaptive environments that support personalized therapy and real-time feedback while reducing physical and cognitive strain through interactive and motivating experiences. This workshop, eXtended Reality for Rehabilitation (XRehab), aims to explore the current state of XR research in rehabilitation, and discuss future research directions. XRehab will serve as a platform for collaboration between XR developers, healthcare professionals, and researchers, fostering innovation in XR-based therapeutic interventions.


XRMemory: 4th International Workshop on Spatial Memory in XR

Main Contact Person: Dooyoung Kim

> Workshop Website

Abstract

XRMemory focuses on the emerging challenge of capturing, representing, and replaying spatial experiences within XR environments. While photos and videos have traditionally served as passive memory aids, advances in XR, spatial computing, and artificial intelligence now enable the creation of immersive, interactive, and reconfigurable digital memories. These memories may encompass reconstructed environments, virtual avatars, AI agents, and interactions involving both immersed and non-immersed participants. The workshop brings together researchers and practitioners from XR, AI, graphics, HCI, spatial computing, and related fields to explore the foundations of recording, reconstructing, understanding, and sharing dynamic spatial experiences, with the goal of enabling future memories that can be searched, adapted, shared, and relived across people, devices, and environments.


XR-NeuroHealth’26: The 1st International Workshop on XR for Neurocognitive Assessment, Rehabilitation and Digital Biomarkers: Methods, Applications and Evaluation Challenges

Main Contact Person: Alessandro Pagano

> Workshop Website

Abstract

Extended Reality (XR) technologies offer immersive environments for neurocognitive assessment, rehabilitation, and digital biomarker research, capturing rich behavioral and physiological data. However, shared methodological frameworks for designing tasks and translating telemetry into clinical measures are still lacking. XR-NeuroHealth’26 brings together researchers, clinicians, and data scientists to address these validation and evaluation challenges. We welcome interdisciplinary contributions combining XR, HCI, AI, and clinical research. The workshop combines an invited keynote, short paper presentations, breakout discussions, a curated panel, a roundtable, and a collaborative agenda-building session.


XR-Spro’26: XR Solutions for Smart Production

Main Contact Person: Horst Orsolits

> Workshop Website

Abstract

Industry 5.0 is set to revolutionize the manufacturing industry by transitioning research and innovation toward human-centric, sustainable, and resilient approaches. This new production paradigm benefits from extended reality (XR) technologies across every stage of the product life cycle. XR enables remote collaboration on product designs and workflows, as well as on-the-job training and coaching tailored to the work context and the expertise levels of individual workers. These systems support the design of safer factories and the optimization of production lines from a human-centered perspective, while increasing workers’ competence and efficiency through sustainable and resilient methods.

At the same time, advances in Physical AI are transforming how intelligent & automated systems perceive, reason and act in the physical world. Physical AI integrates embodied intelligence, robotics, digital twins, and real-time sensor data to create systems that can understand and adapt to dynamic industrial environments. Combined with XR, Physical AI enables interactive and explainable human-machine-AI collaboration, where workers can visualize robot intentions, monitor autonomous systems and safely coordinate with AI-driven machines and cobots. This convergence opens new opportunities for human-in-the-loop decision-making supported by real-time visualized data through XR.

This workshop “XR Solutions for Smart Production (XR-SPro)” aims to identify the current state, gaps and future directions of XR and Physical AI research in the context of smart production systems. XR-SPro will build a community that brings together researchers, designers, and practitioners from academia and industry working at the intersection of XR, embodied AI, robotics, and advanced manufacturing.

The goals of this workshop are:

-Exchange ideas and discuss opportunities and challenges across disciplines and between academia and industry.

-Promote collaborative research across XR, robotics, AI, and industrial engineering.

-Generate source material for future interdisciplinary work, including joint publications, benchmark datasets, and collaborative projects.

-Identify open research questions related to trust, explainability, safety, and usability in human-AI collaboration for smart production.


XRTransitions’26: The First International Workshop on the Multiple Dimensions of the Transitions in Collaborative eXtended Reality

Main Contact Person: Maud Marchal

> Workshop Website

Abstract

The XRTransitions ISMAR workshop aims to explore the multiple dimensions of the transitions between collaborative situations in extended reality. We will first examine whether transitions in single-user cross-reality systems apply to collaborative situations or need to be adapted for them. Then, other dimensions specific to collaborative situations will be explored, going beyond what has already been studied in single-user cross-reality systems. These include control over the transition—who initiates it, who executes it, and who stops it—as well as the awareness of other collaborators regarding transitions performed by a user.


XRWay’26: The 1st International Workshop on XR on the Way (XRWay): XR for Walking, Driving, and Everyday Mobility

Main Contact Person: Gwangbin Kim

> Workshop Website

Abstract

Extended Reality (XR) is increasingly used by people in motion, including pedestrians navigating urban environments, drivers and passengers in vehicles, and riders on public transit. Yet most XR systems are still designed and evaluated under the assumption of a seated user in a controlled indoor space. As smart glasses, head-worn displays, and in-vehicle visualization systems become widely available, this gap between how XR is designed and how it is actually used grows increasingly pressing.

The 1st International Workshop on XR on the Way (XRWay’26) brings together researchers and practitioners working at the intersection of XR and human movement, both on foot and in vehicles. Using the trade-off between sensory synchronization and de-synchronization as a shared lens, the workshop examines how XR can remain comfortable, grounded, and expressive in motion. Topics span pedestrian and in-vehicle XR, perceptual coherence and cybersickness, navigation support, safety and accessibility, and infrastructure for in-the-wild deployment.


XWORLDS’26: The 1st International Workshop on Advancing Interoperability in Virtual Worlds

Main Contact Person: Tommy Nilsson

> Workshop Website

Abstract

As Virtual Worlds evolve from isolated platforms into critical digital infrastructures, interoperability becomes increasingly important. How can we avoid fragmented ecosystems, platform lock-in, and barriers to portability? How can we build Virtual Worlds that are open, interoperable, ethical, and human-centric? In order to tackle these important challenges, this workshop aims to bring together researchers, designers, and practitioners to identify design heuristics and research priorities for the next generation of Virtual Worlds.