
Virtual, Augmented and Mixed Reality
Description
The 18th International Conference on Virtual, Augmented and Mixed Reality, VAMR 2026, held as part of the 28th International Conference, HCI International 2026, took place in Montreal, QC, Canada during July 2026.
A total of 7435 individuals from academia, research institutes, industry, and government agencies from 94 countries submitted contributions to HCII 2026. Following peer review, 1463 papers and 360 posters (as short research papers) are included in the volumes of the HCII proceedings published just before the start of the conference.
Two volumes (LNCS 16717 and 16718) of the HCII 2026 proceedings are dedicated to this year's edition of the VAMR Conference focusing on topics related to:
· Virtual, Augmented and Mixed Reality (Part I): AI-Driven XR, Avatars, and Generative Content; XR for Learning, Training, and Education; and Healthcare, Wellbeing, and Bioadaptive XR Systems
· Virtual, Augmented and Mixed Reality (Part II): Multisensory Interaction and Spatial Perception in Immersive Environments; Context-Aware Interfaces and Immersive Interaction; and XR Innovations in Commerce, Industry and Cultural Heritage
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Persons
Content
.- Multisensory Interaction and Spatial Perception in Immersive Environments.
.- Supporting Movement Accuracy in VR via Directional Wrist Vibrotactile Feedback.
.- The Impact of Self-Motion Perception Conflict on Spatial Reorientation Decision-Making Performance in Virtual Reality.
.- Adaptive Cursor Design Based on the Task Characteristics of Virtual Hand Interactions in 3D Human-Computer Interfaces: An Experimental Study.
.- Augmented Reality Meets Olfaction: Designing Multisensory Interactions for Emotional Engagement and Natural Memory Reconstruction.
.- Visual-Olfactory Spatial Congruency with a Wearable Directional Olfactory Display for VR Directional Interaction.
.- A Study on the Matching of Cognitive Map Reference Frames to Task Demands in Perspective-Taking Tasks.
.- VPSModel: A Human-Machine-Environment Prototyping Platform for Wearable Devices Based on Mixed Reality.
.- Task-Driven Proxemics: Finding the Optimal Social Distance for Virtual Guides in Different Tasks.
.- Context-Aware Interfaces and Immersive Interaction.
.- Diegetic, Narrative and Semiotic Aspects of Interaction Design in Cinematic VR Reframing Interaction and Ludification Techniques in the Context of Immersive Experiences.
.- Research on AR Science Popularization Design for Children's Study Tours Based on Experiential Learning: A Case Study of Tianshui Orchard.
.- Bridging 2D and 3D Interaction: Redefining Transform Operations for Cross-Platform Workflow Between PC and VR.
.- Smart AR: A BPMN-Based Authoring Tool for Sensor-Driven Augmented Reality Workflows.
.- Semantic Anchoring in Head-Mounted Display-based Museum Augmented Reality: A Mixed-Methods Study of User Interface Placement and Experience.
.- Toward Context-Aware and Causally Coherent Undo in Physics-based Virtual Reality.
.- An Experimental Study on Information Legibility of Object-Attached Interfaces in 3D Virtual Hand Interaction.
.- Embodied Cognition-Based Evaluation of Humanoid Robot Appearance in Virtual Reality Environment.
.- XR Innovations in Commerce, Industry and Cultural Heritage.
.- VR-StageCraft: An Immersive Collaborative Creation and Visual Preview System for Stage Performance Choreography.
.- From Interaction to Purchase: A Review on How Augmented Reality Impacts User Experience in Marketing.
.- When Endangered Animals Appear Before You: AR-Based Interactive Interface Design for Youth Ecological Education.
.- An AR Layered Interactive Coloring System for Cross-Cultural Reinterpretation of Local Imagery.
.- Augmented Reality for Textile Quality Inspection.
.- Effects of Vertical Price Placement on Consumer Behaviour: A VR-Based Investigation Including Eye Tracking.
.- Simulation Research on High-Risk Equipment Operation Skill Learning Based on Hardware-in-the-Loop.