TECHNOLOGIES
- XR systems and toolkits
- AI-driven XR
- AI for immersive interactions
- Real-time modeling and simulation
- Haptics and audio/non-visual interfaces
- Audio and other non-visual interfaces
- Tangibile e wearable interfaces for XR
- Visualization techniques
- Tangible interfaces
- Mobile XR
- Game design and development
- Mobile XR
- Collaborative virtual environment
- Multisensory interfaces and rendering
APPLICATIONS
- Digital Twin
- Digital human
- Medicine and surgery
- Rehabilitation
- Education and training
- Cultural heritage
- Arts and performing arts
- Industry and manufacturing
- Aerospace and transport
- Architecture
- Edutainment
- Marketing
- Spatial Augmented Reality
- Mindfulness
- Games and serious games
- Crowd simulation and urban planning
HUMAN FACTORS
- Virtual humans
- Artificial life
- Presence and cognition
- User behaviour
- Interaction
- Verification of learning transfer
- Educational outcomes
- Perceptual issues
- Psychological issues
- User performance and usability
- User assessment
- Pedagogical models in XR games
- Cybersickness and side effects










