IEEE VR - ReDigiTS Workshop 2022 : IEEE VR 2022 - Workshop on “3D Reconstruction, Digital Twinning, and Simulation for Virtual Experiences” (ReDigiTS)
Call For Papers
IEEE Conference on Virtual Reality and 3D User Interfaces
Workshop on “3D Reconstruction, Digital Twinning, and Simulation for Virtual Experiences”
March 12-13, 2022 Virtual Event
Today, Virtual Reality (VR) and related technologies are becoming fundamental for more and more application domains. Areas in which VR technologies and, in particular, immersive experiences have been successfully introduced are expanding every day, from traditional areas, such as entertainment and video games production, to novel scenarios, such as industry, healthcare, smart cities, and autonomous vehicles, to mention a few. The spread of VR is also driven by technological advancements that are making easier, and sometimes even possible, new ways of operating within virtual experiences. In particular, the availability of new hardware and software tools make the use of “3D reconstructions”, “digital twins” and “simulations” commonplace in many VR applications. As a matter of example, the possibility to leverage networks with ever higher bandwidth and lower latency makes it possible to transmit the amount of data needed for massive, real-time digital twins, whereas high-performance hardware enables the reconstruction of high-fidelity digital objects and environments, while lowering the time needed for high-demanding simulations. The aim of this workshop is to attract a collection of high-quality submissions reporting research activities targeted to the next generation of immersive experiences, reporting the latest ideas, methodologies, applications, evaluations, case studies, prototype implementations, preliminary results and demos concerning 3D reconstruction, digital twinning, and simulation in VR and related technologies.
A non-exhaustive list of workshop topics is listed below. Multiple application domains can be envisaged, like, to name a few, industry, healthcare, cultural heritage, smart cities, education, etc. Moreover, VR-related technologies spanning the entire “virtuality continuum” can be considered as in the workshop scope as well.
- Interactive simulations for immersive applications.
- Methods and tools for virtual prototyping.
- Telepresence systems for collaborative virtual tasks.
- Algorithms and methods to simulate physical phenomena.
- Physical 3D reconstructions for haptic experiences.
- Virtual tours and navigation of reconstructed environments.
- Distributed tools based on digital twinning and 3D reconstruction.
- Presence, immersion, and user experience of immersive applications based on 3D reconstruction and simulation.
- Human-machine interaction with reconstructed 3D contents and digital twins.
- Testbed, protocols, and metrics for assessing the impact of 3D reconstructions, immersive simulations, and digital twins in VR experiences.
- Technologies supporting 3D reconstruction, immersive simulation, and digital twinning.
- Comparing immersive solutions that rely on 3D reconstructions, immersive simulations, and digital twinning.
- Innovative solutions to overcome current technological limitations regarding the use of 3D reconstructions, immersive simulations, and digital twinning into immersive experiences.
Authors are invited to submit “research papers” (4-8 pages) describing mature enough contributions providing empirical results, as well as “work-in-progress, technical notes, and position papers” (2-4 pages) with early-stage concepts, preliminary results, or case studies. Page limits do not include references. Demo videos accompanying the paper to be showcased at the conference will be appreciated.
Papers must be submitted via the PCS system. Submission page will be activated shortly. Once logged in, in the submissions tab, select VR in the Society dropdown list, then IEEE VR 2022 in the next dropdown, and then the “IEEE VR 2022 Workshop: 3D Reconstruction, Digital Twinning, and Simulation for Virtual Experiences (ReDigiTS)” in the track dropdown. Finally, press the Go button to create a new submission entry. Submissions must be anonymized and in PDF format, using the VGTC template. Papers will need to be submitted using the PCS website. At least one author per paper must register for the workshop as well as one day of the IEEE VR conference. Authors of accepted papers will be expected to give a 10-minute presentation at the workshop. Proceedings will be submitted for inclusion in the IEEE Digital Library.
All papers will be reviewed by at least two domain experts. Publication in the workshop does not prohibit future (non-verbatim) publications as full or short papers or journal articles based on new developments resulting from an accepted workshop paper. Review decisions will be final. The authors of accepted papers are then expected to resubmit a revised version considering the comments made in the reviews.
Last minute paper resubmission
Papers that were rejected from IEEE VR and that fit the workshop themes can be resubmitted for special consideration at the workshop. In order to do so, please submit a revised version of the paper you submitted to IEEE VR via PCS including your meta-review as well as a summary of changes (max one A4 page) as additional content. All papers who do not fulfil these conditions will not be considered. In the summary, please describe how you addressed the points raised in the meta-review. Please note that papers have to fit within the workshop’s page limit. These papers will not be reviewed a second time, but accepted on the basis of a juried process on how well the issues raised in the previous review process were addressed.
- Submission deadline: January 10, 2022 (extended)
- Notification deadline: January 20, 2022
- Camera-ready deadline: January 27, 2022