SS6: Immersive Experiences 

Motivation and objectives 

People's methods of interacting with one another, working together, and communicating with one another are all undergoing radical shifts as a result of the rapid development of Virtual Reality (VR) and Augmented Reality (AR) solutions during the last several years. Extended Reality, often known as XR, is the merging of actual and virtual worlds, together with people and other systems, across the virtuality-reality continuum, into a single cohesive solution. This includes bringing all relevant technologies together. The expansion of the XR sector has led to an increase in the amount of research conducted on the topic. 

Due to the novel user interactivity , system designers encounter new challenges, which have an influence on the user models used to explain these systems. There has not been a great deal of research on the impact interaction has on how users perceive quality or the consequences of novelty effects. In addition, new issues about the quality of life have evolved, and problems such as cybersickness must be avoided. 

As a result, the objective of this special session will be to discuss state-of-the-art research on quality and user experience in immersive technology. This will cover a wide range of topics, including use cases such as gaming and entertainment as well as serious gaming in learning, sports, health, therapy, and psychology; various types of interactivity, ranging from 360-degree videos to multimodal interactive XR systems; various immersive analytics, design, and visualization; and various methods and assessments of user experience (UX) and quality of experience (QoE). 

Topics of interest

Topics include, but are not limited to: 

Organizers