AIM-XR is a workshop about the craft behind the experience: the tools, pipelines, and creative decisions that turn an idea into something an audience can step inside. As Virtual Production, real time rendering, and generative methods reshape how films, games, and animation get made, the people doing the making, artists, developers, researchers, need a place to compare notes, show their work, and push the field forward together.
We bring research and practice into the same room. A technical track for the methods, pipelines, and systems that make creation possible. A festival track where you don't just hear about the work: you experience it.
Multiple application domains are considered, including but not limited to cinematic VR, industry, games, entertainment, healthcare, cultural heritage, education, etc. Moreover, VR-related technologies spanning the entire “virtuality continuum” can be considered. A non-exhaustive list of workshop topics is provided below.
Authoring tools and production pipelines
Authoring tools and interfaces for non-programmers, including in-XR (immersive) authoring.
Scenario and experience authoring for training, education, and serious games.
Virtual production, real-time and in-engine production, and previsualization in XR.
Collaborative, distributed, and low-cost production workflows.
From capture to media assets
Turning reconstructions (photogrammetry, neural fields, Gaussian splats) into editable, animatable, and interactive assets.
Scene editing, adaptation, and cleanup for immersive experiences.
Neural and implicit shape representations for media creation.
Performance and motion capture for media production.
Animation, characters, and real-time graphics
Character modeling, rigging, facial and body animation.
Performance-driven, physics-based, and procedural animation.
Sketch-, gesture-, and multimodal interfaces for animation, and animation editing in immersive environments.
Procedural modeling of environments, objects, and characters.
Stylized and physically based real-time rendering, virtual cinematography, and real-time visual effects.
Designing the experience: narrative, games, and sound
Cinematic VR, 360° and volumetric video production, and narrative design for spatial media.
Directing attention and viewpoint as a design problem.
Game design, serious games, and gamification as media-creation problems.
Spatial audio, sound design, and multisensory or haptic effects as part of the media.
Evaluation
Evaluating creator workflows: effort, control, learning curve, and production efficiency.
Evaluating the resulting experiences: engagement, comprehension, and technical and creative quality.
Reproducibility and documentation of production pipelines.
October 13, 2026: Workshop has been accepted
September 28, 2026: Workshop proposal submitted
Technical Track (to be included in the IEEE proceedings):
Submission deadline: December 23, 2026
Notification: January 5, 2027
Camera-ready: January 12, 2027
Festival Track (including artifacts accompanying technical papers):
Submission deadline: January 21, 2027
Notification: January 29, 2027
Final materials: February 5, 2027
Workshop date: February 27-28, 2027
AIM-XR will be co-located with the IEEE Conference on Virtual Reality and 3D User Interfaces.
The workshops will be held on TBD.
Room: TBD
Federico De Lorenzis
Department of Control and Computer Engineering (DAUIN), Politecnico di Torino, Turin, Italy
(Co-Proposer)
Alberto Cannavò
VR@POLITO, Department of Control and Computer Engineering (DAUIN), Politecnico di Torino, Turin, Italy
(Co-Proposer)
Bill Kapralos
Game Development and Interactive Media program and maxSIMhealth Lab, Ontario Tech University, Oshawa, Canada
Sofia Seinfeld
Department of Psychology and Educational Sciences, Universitat Oberta de Catalunya, Barcelona, Spain
Congyi Zang
University of Texas at Dallas, USA
TBD
If you have any questions or remarks regarding the AIM-XR workshop, feel free to contact us via email at aimxr.workshop@gmail.com