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<DIV><BR></DIV><B>VRIC'2009<BR>CALL FOR PAPERS<BR>11th Virtual Reality
International Conference</B><BR><BR>April 22-24, 2009, Laval, France<BR>"Les
Rendez-vous de la Convergence"<BR><B><A
href="http://www.laval-virtual.org">www.laval-virtual.org</A> </B><BR><BR>The
most renowned international specialists and the principal users of Virtual
Reality technology share the very latest techniques from their fields of
expertise. VRIC'09 - Virtual Reality International Conference - will be held
during the 11th edition of Laval Virtual, first European event devoted to
Virtual Reality, Realtime 3D and Interactive Techniques.<BR>Spread the word and
submit your full papers for January 19, 2009 !<BR>Prof. Simon RICHIR, VRIC
Conference Chair<BR><BR><B>Program & Themes: </B><BR><BR>> April 22, 9-12
AM / 2-5 PM (Conference Hall – Laval Grand Theatre)<BR><B>• Digital Factory
& the DiFac project<BR>• Digital Art <BR>• Sport & Vitual
Reality</B><BR><BR>> April 23, 9-12 AM / 2-5 PM (Conference Hall – Laval
Grand Theatre)<BR><B>• Virtual Humans in Psychological Science and Therapy: How,
When and Why?<BR>• Mixed and Augmented Reality<BR>• The Philosophy of Identity
in the Virtual</B><BR><BR>> April 24, 9-12 AM / 2-5 PM (Exhibition Hall –
Salle Polyvalente)<BR><B>• Laval Virtual, Professional Exhibition &
Demonstration Forum - April 22-24 <BR>• Laval Virtual Awards Ceremony & Best
Paper Award – 12.30 PM (Exhibition Hall)</B><BR><BR>Location: <BR>• Conference
Hall - VRIC'09: Théâtre de Laval - 32 rue de la Paix, Laval, France<BR>•
Exhibition Hall - Laval Virtual: Salle Polyvalente - Place de Hercé, Laval,
France<BR><BR><B>Submission of full
papers
January 19, 2009</B><BR>Notification of acceptation: February, 27th / Final
paper: March, 16th<BR>Submission website: <A
href="http://www.laval-virtual.org/openconf/openconf.php">http://www.laval-virtual.org/openconf/openconf.php</A><BR><BR>Submissions
can be done for oral (30 min) and poster presentations.<BR>Double blind review.
Best paper awards (AFRV best paper, best student paper, best poster).<BR>Some
conference selected papers will be published in a special issue of the
<BR>Journal of Virtual Reality and Broadcasting <A
href="http://www.jvrb.org/">http://www.jvrb.org/</A> <BR><BR>Organised
by: LAVAL VIRTUAL <BR>in collaboration
with: IEEE France - ACM Siggraph
- AFRV <BR><BR>More information is available on the conference website <A
href="http://www.laval-virtual.org">www.laval-virtual.org</A>
<BR><BR><BR><BR><B>The 6 Symposiums & Keywords: </B><BR><BR>VRIC'09 -
Virtual Reality International Conference - will be held during the 11th edition
of Laval Virtual,<BR>first European event devoted to Virtual Reality, Realtime
3D and Interactive Techniques.<BR><BR>>>> Submission of full
papers : January 19, 2009 <<<<BR><A
href="http://www.laval-virtual.org/openconf/openconf.php">http://www.laval-virtual.org/openconf/openconf.php</A><BR><BR>6
full day thematic symposiums are proposed this year:<BR><BR><B>Digital Factory
& the DiFac project – S1 - April 22, 9-12 AM / 2-5 PM<BR>Symposium
chairs: Domitile Lourdeaux & Botond Kádár</B><BR><BR>A digital factory is a
persistent community where a rich virtualized environment, representing a
variety of factory activities, will facilitate the sharing of factory resources,
manufacturing information and knowledge and help with the simulation of
collaborative design, planning, production<BR>and management among different
participants and departments.<BR>The DiFac project aims at the development of an
innovative Collaborative Manufacturing Environment (CME) for next generation
digital manufacturing. The DiFac CME will be used as a framework to support
group work in an immersive and interactive way, for concurrent
product<BR>design, prototyping and manufacturing, as well as worker training. It
will provide support for data analysis, visualization, advanced interaction and
presence within the virtual environment, ergonomics analysis, and collaborative
decision-making…<BR><BR>Keywords: digital factory, manufacturing, Collaborative
Manufacturing Environment, ergonomics analysis <BR><BR><B>Digital Art – S2 -
April 22, 9-12 AM / 2-5 PM<BR>Symposium chair: Alain Lioret</B><BR><BR>Virtual
Reality is an important part of industrial growth and a major technological
issue for present time as well as future. However, another major area is closely
involved as well : the world of ART.<BR>The use of various and numerous real
time technologies allows the emergence of new types of artistic works, invading
for instance painting, sculpture, architecture, dance, music, theatre, cinema...
even revealing new forms of Art and new artists, so far unknown.<BR>This
symposium is aimed at discovering what Virtual Reality brings up in the world of
Art, through the experience of new XXI th century artists. It will also show the
impact of Art into Virtual Reality.<BR>Crossed experiences of two worlds ... not
so different indeed...<BR><BR>Keywords: Art, Artificial Life Art, Swarm Art,
Evolutionary Art, Robotic Art, Ant Art, Peformance Art.<BR><BR><B>Sport &
Virtual Reality – S3 - April 22, 9-12 AM / 2-5 PM<BR>Symposium chairs:
Jean-Louis Vercher & Franck Multon</B><BR><BR>Understanding how humans
acquire skills to perform complex motor tasks required in Sport practice is a
multidisciplinary challenge addressing complex aspects: perception, motor
control, decision-making, cognition, social behaviours... In the context of
Sport Sciences as in others, highly controlled scientific protocols are needed.
Virtual reality (VR) technologies provide a way to standardize experimental
situations: experimenters can accurately control the simulated environment, as
opposed to real world. These technologies are now widely used by researchers
around the world. Virtual reality also provides the potential to enhance sport
and fitness training by creating realistic simulations of an environment
interacting with the sport practitioner. Relevant question are open such as: how
and how much of the knowledge gained by the scientists and the skills acquired
by the sport players trained in virtual environments transfer from the virtual
to the real world?<BR><BR>Keywords: Sport Psychology, Biomechanics, Motor
Control, Perception and Action, Training, Virtual Reality, Virtual humans,
Representation, Social interaction in sport<BR><BR><B>Virtual Humans in
Psychological Science and Therapy: How, When and Why? – S4 - April 23, 9-12 AM /
2-5 PM<BR>Symposium chairs: Evelyne Klinger & Albert Skip
Rizzo</B><BR><BR>Virtual humans are beginning to take a more active role in
psychological science and therapy. They can represent, totally or partially, the
user (avatar) or other people (humanoids) in the virtual environment. The
possibility to implement virtual humans leads to the investigation of innovative
concepts, enriching research and applications in psychological science, therapy
and rehabilitation. These concepts include: representation and role of virtual
humans; participant's viewpoint; social interactions; multiple users; technical
aspects such as realism of the environments. Using virtual humans also raises
significant challenges, like the realism of their physical appearance, their
gestures and facial expressions, their behaviors and their interaction with the
user. <BR>During the symposium, presenters from multiple disciplines will help
to clarify how, when and why we should aim to use virtual humans in
psychological science and therapy. <BR><BR><BR>Keywords: Psychological Science,
Therapy, Rehabilitation, Virtual Reality, Virtual humans, Representation, Role,
Viewpoint, Realism, Gestures, Facial expressions, Social interaction, Multiple
Users<BR><BR><B>Mixed and Augmented Reality – S5 - April 23, 9-12 AM / 2-5
PM<BR>Symposium chairs: Guillaume Moreau & Mark Billinghurst (Keynote
speaker)<BR></B><BR>Mixed Reality (MR) and Augmented Reality (AR) allow the
creation of fascinating new types of user interfaces, and are beginning to show
significant impact on industry and society. The field is highly
interdisciplinary, bringing together signal processing, computer vision,
computer graphics, user interfaces, human factors, wearable computing, mobile
computing, computer networks, displays, sensors... MR/AR concepts are applicable
to a wide range of arising applications moving from pure academic research into
industrial and potential consumer areas.<BR>Beyond this, the present trends of
new tactile interfaces on mobile phones and the ability of these new smartphones
to run AR applications is raising a new paradigm for user interfaces: simplicity
is the supreme sophistication as said Leonardo da Vinci…<BR><BR>Keywords: Mixed
Reality, Augmented Reality, computer vision, computer graphics, user interfaces,
human factors…<BR><B><BR>The Philosophy of Identity in the Virtual - April 23,
9-12 AM / 2-5 PM<BR>Symposium chairs: Colin Schmidt</B><BR><BR>Difference,
Relation and Identity are three notions that are fundamentals for the success of
Virtual Reality technologies (VR and AR). The aim of this symposium is to
conceptualise the Identity of an individual as a scientific concept whilst
acknowledging the fact that Identity cannot be studied without considering the
other two notions. The pros and cons of designing identities for or within VR
become obvious upon admitting that representing any Self will be interpreted at
some point by someone having his own values, opinions and experience in
life…<BR><BR>Keywords: Human Identity, On-line Personae, Logic of Relations, the
Self, Avatars, Distinguishing Features, Interpretation, Intentionality,
Suspended Beliefs…<BR><BR><BR>More infos and on <A
href="http://www.laval-virtual.org">www.laval-virtual.org</A><BR><BR><BR><BR><BR></BODY></HTML>