IEEE VR
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IEEE VR is the short name of the IEEE Conference on Virtual Reality and 3D User Interfaces, an annual academic conference on virtual reality, augmented reality, mixed reality and 3D user interfaces. It is sponsored by the IEEE Computer Society and the IEEE Visualization and Graphics Technical Committee (VGTC).[1][2] The conference traces its history to the Virtual Reality Annual International Symposium (VRAIS), first held in Seattle in September 1993, and took the name IEEE Virtual Reality in 1999.[3][4] In 2018 it merged with the IEEE Symposium on 3D User Interfaces (3DUI), which gave the conference its current full name.[5]
Top-ranked papers accepted at IEEE VR are published in a special issue of the journal IEEE Transactions on Visualization and Computer Graphics (TVCG), an arrangement that began with the 2012 conference; other accepted papers appear in the conference proceedings in the IEEE Xplore digital library.[6][7] The 2026 edition, held in Daegu, South Korea, was the 33rd conference in the series. The 2027 conference is scheduled for Melbourne, Australia, from 27 February to 3 March 2027.[8][9]
History
VRAIS (1993-1998)
The first Virtual Reality Annual International Symposium took place in Seattle, Washington, from 18 to 22 September 1993.[10] The organizers' list of past conferences also includes IEEE Research Frontiers in Virtual Reality, a 1993 meeting in San Jose, California.[4] IEEE's proceedings record dates that meeting to 25-26 October 1993.[11] The list has no 1994 entry. VRAIS then met in Research Triangle Park, North Carolina (1995), Santa Clara, California (1996), Albuquerque, New Mexico (1997) and Atlanta, Georgia (1998).[4]
IEEE Virtual Reality (1999-2017)
From 1999, in Houston, the meeting was called IEEE Virtual Reality.[4][12] It first left the United States in 2001 for Yokohama, Japan, and later went to Bonn (2005), Singapore (2011) and Arles, France (2015).[4] By the mid-2000s the organizers described its scope as virtual environments, augmented reality and 3D user interfaces.[13]
The IEEE Symposium on 3D User Interfaces started as a workshop at IEEE VR in 2004.[5] IEEE VR 2006 in Alexandria, Virginia, was held in conjunction with the 1st IEEE Symposium on 3D User Interfaces and the 14th Symposium on Haptic Interfaces for Virtual Environment and Teleoperator Systems.[14] 3DUI then usually ran as a two-day symposium in the same city at the start of the IEEE VR week. In 2007, for example, 3DUI met in Charlotte, North Carolina, on 10-11 March, and IEEE VR ran there from 10 to 14 March.[15][16] The 2008 conference in Reno, Nevada, was co-located with both 3DUI 2008 and Haptics 2008.[13]
For the 2012 conference in Orange County, California, all long papers were published as a special edition of IEEE Transactions on Visualization and Computer Graphics. This required a more involved two-phase review process.[6] The April 2012 issue of the journal (volume 18, number 4) includes a message from the paper chairs and guest editors, Sabine Coquillart, Steven Feiner and Kiyoshi Kiyokawa.[17] The 2012 edition was again co-located with the 3DUI symposium (4-5 March), and the ACM SIGGRAPH Symposium on Interactive 3D Graphics (I3D) followed at the same venue on 9-11 March.[6] At that conference the Mixed Reality Lab of the University of Southern California's Institute for Creative Technologies won the Best Demo Award. The demo introduced FOV2GO, a fold-out 3D viewer for creating virtual reality experiences with smartphones, together with gesture work using the lab's FAAST toolkit.[18]
IEEE Conference on Virtual Reality and 3D User Interfaces (2018 onward)
In 2018 the organizers merged IEEE VR and 3DUI into a single IEEE Conference on Virtual Reality and 3D User Interfaces, keeping the short name IEEE VR. They cited growing worldwide interest and the overlap between the two fields, and there was no separate 3DUI event that year. The 2018 conference also renamed its submission types: "VR Papers" became "VR Journal Papers", published in the TVCG special issue, and "VR Notes" became "VR Conference Papers", published in the proceedings.[5] That 25th conference was held at the Stadthalle Reutlingen in Reutlingen, Germany, from 18 to 22 March 2018.[19]
The 2020 conference was due to take place in Atlanta from 22 to 26 March 2020. Because of COVID-19 it was converted into an online event on the same dates, free of charge for non-authors.[20] The IEEE Computer Society announced that attendees would meet in Mozilla Hubs, a shared virtual world reachable from a web browser on VR and non-VR devices, combined with video conferencing, streaming and chat. Its announcement quoted general chair Kyle Johnsen.[21] Kent Bye's Voices of VR write-up of an interview with Johnsen and co-chair Blair MacIntyre (Georgia Tech and Mozilla) describes the setup: talks ran on Zoom and were rebroadcast to three concurrent Twitch streams, a developmental release of Mozilla Hubs Cloud Enterprise hosted the social VR spaces, and Slack carried the backchannel. According to the write-up, the poster sessions worked particularly well in VR, but the conference found it difficult to reach a critical mass of participation in the online portion.[22] The organizers later described VR 2020 as the first major IEEE conference held entirely online and in a virtual environment.[23]
The next two conferences were planned for Lisbon (2021) and Christchurch, New Zealand (2022), and both were held virtually instead.[24][25] The 30th conference, held in 2023 at the Pudong Shangri-La Hotel in Shanghai, was organized as a hybrid event. It used a "double-time mode" that recorded the live paper sessions and replayed them 12 hours later for online participants in other time zones.[26]
The organizers reported that IEEE VR 2025 in Saint-Malo, France, brought together nearly 1,200 participants from 44 countries. Its program had more than 200 papers, 160 posters, 40 research demonstrations, 11 3DUI contest entries, 17 XR art pieces and 14 exhibits, and more than 600 publications associated with the conference are listed in the IEEE digital library. The same edition added the XR Gallery, a track for artistic work with immersive technology.[1] IEEE VR 2026 was the first edition held in Korea. According to its general chairs, the student-volunteer program received more than 300 applications for 60 places.[8]
Format and organization
The 2026 call for papers asked for work on VR, AR, MR and 3D user interfaces in four categories: methodological, technical, application and system papers. Each paper was expected to include an evaluation of its contributions, such as a user study, a benchmark or a comparison with existing systems.[27] In the 2026 and 2027 cycles, journal and conference papers shared a single deadline and a unified, double-blind review. A submission can be accepted as a TVCG paper, accepted as a conference paper for the proceedings in IEEE Xplore, or rejected; since 2026, rejected papers are no longer turned into posters automatically. Senior authors are expected to review for the conference.[27][7] For 2027, abstracts were due on 24 August 2026 and full papers on 31 August 2026. Accepted papers must be presented orally, normally in person.[7]
According to the general chairs' message, the 2026 conference week had workshops and tutorials on the first two days, then three days of parallel tracks. These covered papers, research demonstrations, posters, the 3DUI Contest, the XR Gallery, a doctoral consortium, a future faculty forum, panels and exhibitions.[8] Separate conference awards are given for best papers, posters, research demos, 3DUI contest entries, doctoral consortium work and XR Gallery pieces.[28] The IEEE VGTC presents its Virtual Reality awards at the conference. Since 2022 these have been the Lifetime Achievement, Technical Achievement and Significant New Researcher awards; the list for earlier years shows a Career award and a Technical Achievement award.[29][30]
The general chairs listed the 2026 sponsors as the IEEE VGTC, Google, HDC Labs, the Electronics and Telecommunication Research Institute (ETRI), Korea University, Kyungpook National University, NVIDIA, Complexion, Sejong University, the Korea Electronics and Technology Institute (KETI) and Springer.[8]
Notable editions or selections
Conferences
Locations follow the organizers' list of past conferences.[4] Dates are cited per row.
| Year | Name | Location | Dates | Notes |
|---|---|---|---|---|
| 1993 | Virtual Reality Annual International Symposium | Seattle, Washington, US | 18-22 September 1993[10] | First VRAIS |
| 1993 | IEEE Research Frontiers in Virtual Reality | San Jose, California, US | 25-26 October 1993[11] | Listed by the organizers among past conferences |
| 1995 | Virtual Reality Annual International Symposium | Research Triangle Park, North Carolina, US | 11-15 March 1995[31] | |
| 1996 | Virtual Reality Annual International Symposium | Santa Clara, California, US | 30 March - 3 April 1996[32] | |
| 1997 | Virtual Reality Annual International Symposium | Albuquerque, New Mexico, US | 1-5 March 1997[33] | |
| 1998 | Virtual Reality Annual International Symposium | Atlanta, Georgia, US | 14-18 March 1998[34] | Last edition under the VRAIS name |
| 1999 | IEEE Virtual Reality | Houston, Texas, US | 13-17 March 1999[12] | First edition as IEEE Virtual Reality |
| 2000 | IEEE Virtual Reality | New Brunswick, New Jersey, US | 18-22 March 2000[35] | |
| 2001 | IEEE Virtual Reality | Yokohama, Japan | 13-17 March 2001[36] | First edition outside the US |
| 2002 | IEEE Virtual Reality | Orlando, Florida, US | 24-28 March 2002[37] | |
| 2003 | IEEE Virtual Reality | Los Angeles, California, US | 22-26 March 2003[38] | |
| 2004 | IEEE Virtual Reality | Chicago, Illinois, US | 27-31 March 2004[39] | 3DUI begins as a workshop at IEEE VR[5] |
| 2005 | IEEE Virtual Reality | Bonn, Germany | First edition in Europe | |
| 2006 | IEEE Virtual Reality | Alexandria, Virginia, US | 25-29 March 2006[14] | With the 1st IEEE Symposium on 3D User Interfaces |
| 2007 | IEEE Virtual Reality | Charlotte, North Carolina, US | 10-14 March 2007[16] | 3DUI symposium held 10-11 March in Charlotte[15] |
| 2008 | IEEE Virtual Reality | Reno, Nevada, US | 8-12 March 2008[40] | Co-located with 3DUI 2008 and Haptics 2008[13] |
| 2009 | IEEE Virtual Reality | Lafayette, Louisiana, US | 14-18 March 2009[41] | |
| 2010 | IEEE Virtual Reality | Waltham, Massachusetts, US | 20-24 March 2010[42] | |
| 2011 | IEEE Virtual Reality | Singapore | 19-23 March 2011[43] | |
| 2012 | IEEE Virtual Reality | Orange County, California, US | 4-8 March 2012[6] | Long papers published as a TVCG special edition for the first time; co-located with 3DUI (4-5 March); FOV2GO wins Best Demo[18] |
| 2013 | IEEE Virtual Reality | Orlando, Florida, US | 18-20 March 2013 (main conference)[44] | 3DUI symposium, workshops and tutorials on 16-17 March[45] |
| 2014 | IEEE Virtual Reality | Minneapolis, Minnesota, US | 29 March - 2 April 2014[3] | |
| 2015 | IEEE Virtual Reality | Arles, Camargue-Provence, France | 23-27 March 2015[46] | |
| 2016 | IEEE Virtual Reality | Greenville, South Carolina, US | 19-23 March 2016[47] | |
| 2017 | IEEE Virtual Reality | Los Angeles, California, US | 18-22 March 2017[48] | Last year with a separate 3DUI symposium (18-19 March)[49][5] |
| 2018 | IEEE VR (25th) | Reutlingen, Germany | 18-22 March 2018[19] | First edition after the merger with 3DUI |
| 2019 | IEEE VR (26th) | Osaka, Japan | 23-27 March 2019[50] | Osaka International Convention Center |
| 2020 | IEEE VR | Atlanta, Georgia, US (held online) | 22-26 March 2020[20] | Moved online because of COVID-19 |
| 2021 | IEEE VR | Lisbon, Portugal (held virtually) | 27 March - 2 April 2021[51] | Virtual conference;[24] the proceedings record 27 March - 1 April[52] |
| 2022 | IEEE VR | Christchurch, New Zealand (held virtually) | 12-16 March 2022[25] | Moved online because of COVID-19 |
| 2023 | IEEE VR (30th) | Shanghai, China | 25-29 March 2023[26] | Hybrid event with "double-time mode" replays |
| 2024 | IEEE VR (31st) | Orlando, Florida, US | 16-21 March 2024[23] | Held at the Disney Contemporary Resort |
| 2025 | IEEE VR (32nd) | Saint-Malo, France | 8-12 March 2025[53] | Palais du Grand Large;[54] XR Gallery introduced[1] |
| 2026 | IEEE VR (33rd) | Daegu, South Korea | 21-25 March 2026[55] | EXCO; first edition in Korea[8] |
| 2027 | IEEE VR | Melbourne, Australia | 27 February - 3 March 2027[9] | Scheduled |
IEEE VGTC Virtual Reality awards
The IEEE VGTC lists the following recipients of its Virtual Reality awards, which are presented at the annual conference. No 2011 recipients appear on the list.[29][30]
| Year | Career / Lifetime Achievement | Technical Achievement | Significant New Researcher |
|---|---|---|---|
| 2005 | Mel Slater | Mark Bolas | |
| 2006 | Larry F. Hodges | Kay Stanney | |
| 2007 | Susumu Tachi | Carolina Cruz-Neira, Thomas A. DeFanti, Daniel J. Sandin | |
| 2008 | Bowen Loftin | Bernd Fröhlich | |
| 2009 | Jaron Lanier | Hirokazu Kato | |
| 2010 | Frederick P. Brooks, Jr. | Ming C. Lin | |
| 2012 | Lawrence J. Rosenblum | Dieter Schmalstieg | |
| 2013 | Henry Fuchs | Mark Billinghurst | |
| 2014 | Steven K. Feiner | Doug Bowman | |
| 2015 | Michitaka Hirose | Brendan Iribe, Michael Antonov and Palmer Luckey | |
| 2016 | Thomas A. Furness III | Anthony Steed | |
| 2017 | Grigore Burdea | Michael Zyda | |
| 2018 | Mark Bolas | Gregory F. Welch | |
| 2019 | Mark Billinghurst | Anatole Lécuyer | |
| 2020 | Victoria Interrante | Jeremy Bailenson | |
| 2021 | Mary C. Whitton | David P. Luebke | |
| 2022 | Gudrun Klinker | Kiyoshi Kiyokawa | Mar Gonzalez-Franco |
| 2023 | Albert "Skip" Rizzo | Frank Steinicke | Yifan "Evan" Peng |
| 2024 | Hiroo Iwata | Gordon Wetzstein | Ana Serrano |
| 2025 | Paul Milgram | Ronald Azuma | Pedro Lopes |
| 2026 | Carolina Cruz-Neira | Stefania Serafin | Kangsoo Kim |
2026 Best Paper awards
IEEE VR 2026 gave Best Paper awards to five papers: "How Much Is Too Much? Comfort Envelopes for Distortions in Virtual Reality Interaction"; "Shadowless Projection Mapping for Tabletop Workspaces with Synthetic Aperture Projector"; "Dynamic Worlds, Dynamic Humans: Generating Virtual Human-Scene Interaction Motion in Dynamic Scenes"; "A Large-Scale Quantitative Analysis of Avatars in VR and AR"; and "Setup-Independent Full Projector Compensation". The Best XR Gallery Award went to Târoot by Alma Oskouei, Ronan Gaugne and Valérie Gouranton. A team including Doug Bowman won the Best 3DUI Contest Award with "From Slides to Space: Interactive Scale Navigation for XR Presentations".[28]
See also
References
- ↑ 1.0 1.1 1.2 "IEEE VR 2025". IEEE VR 2025. IEEE Computer Society and VGTC. https://ieeevr.org/2025/. Retrieved 2026-10-06.
- ↑ "IEEE Virtual Reality". IEEE Visualization and Graphics Technical Community. IEEE Computer Society. https://tc.computer.org/vgtc/conferences/currently-sponsored-events/vr/. Retrieved 2026-10-06.
- ↑ 3.0 3.1 "IEEE Virtual Reality 2014". IEEE VR 2014. https://ieeevr.org/2014/. Retrieved 2026-10-06.
- ↑ 4.0 4.1 4.2 4.3 4.4 4.5 "Past Conferences". IEEE VR 2027. https://ieeevr.org/2027/past-conferences/. Retrieved 2026-10-06.
- ↑ 5.0 5.1 5.2 5.3 5.4 "Call for VR Journal Papers and VR Conference Papers". IEEE VR 2018. https://ieeevr.org/2018/contribute/papers. Retrieved 2026-10-06.
- ↑ 6.0 6.1 6.2 6.3 "IEEE Virtual Reality 2012". IEEE VR 2012 (archived copy). IEEE Computer Society. https://web.archive.org/web/20151226171039/http://conferences.computer.org/vr/2012/. Retrieved 2026-10-06.
- ↑ 7.0 7.1 7.2 "Call for Papers". IEEE VR 2027. https://ieeevr.org/2027/contribute/papers/. Retrieved 2026-10-06.
- ↑ 8.0 8.1 8.2 8.3 8.4 JungHyun Han, Soon Ki Jung, Gerard J. Kim. "IEEE VR 2026 General Chairs Message". IEEE VR 2026. https://ieeevr.org/2026/. Retrieved 2026-10-06.
- ↑ 9.0 9.1 "IEEE VR 2027". IEEE VR 2027. https://ieeevr.org/2027/. Retrieved 2026-10-06.
- ↑ 10.0 10.1 "Proceedings of IEEE Virtual Reality Annual International Symposium". Crossref metadata. IEEE. https://api.crossref.org/works/10.1109/vrais.1993.380807. Retrieved 2026-10-06.
- ↑ 11.0 11.1 "Proceedings of 1993 IEEE Research Properties in Virtual Reality Symposium". Crossref metadata. IEEE. https://api.crossref.org/works/10.1109/vrais.1993. Retrieved 2026-10-06.
- ↑ 12.0 12.1 "Proceedings IEEE Virtual Reality (Cat. No. 99CB36316)". Crossref metadata. IEEE. https://api.crossref.org/works/10.1109/vr.1999. Retrieved 2026-10-06.
- ↑ 13.0 13.1 13.2 "IEEE Virtual Reality 2007". IEEE VR 2007 (archived copy). IEEE Computer Society. https://web.archive.org/web/20151204113912/http://conferences.computer.org/vr/2007/. Retrieved 2026-10-06.
- ↑ 14.0 14.1 "IEEE Virtual Reality 2006". IEEE VR 2006 (archived copy). IEEE Computer Society. https://web.archive.org/web/20160216092543/http://conferences.computer.org/vr/2006/. Retrieved 2026-10-06.
- ↑ 15.0 15.1 "2007 IEEE Symposium on 3D User Interfaces". Crossref metadata. IEEE. https://api.crossref.org/works/10.1109/3dui12608.2007. Retrieved 2026-10-06.
- ↑ 16.0 16.1 "2007 IEEE Virtual Reality Conference". Crossref metadata. IEEE. https://api.crossref.org/works/10.1109/vr11957.2007. Retrieved 2026-10-06.
- ↑ S. Coquillart, S. Feiner, K. Kiyokawa (2012-04). "Message from the Paper Chairs and Guest Editors". IEEE Transactions on Visualization and Computer Graphics, vol. 18, no. 4. https://api.crossref.org/works/10.1109/tvcg.2012.51. Retrieved 2026-10-06.
- ↑ 18.0 18.1 "ICT's Mixed Reality Lab Wins Awards at 2012 IEEE VR Conference". USC Institute for Creative Technologies. 2012-03-15. https://ict.usc.edu/news/icts-mixed-reality-lab-wins-awards-at-2012-ieee-vr-conference/. Retrieved 2026-10-06.
- ↑ 19.0 19.1 "IEEE VR 2018". IEEE VR 2018. https://ieeevr.org/2018/. Retrieved 2026-10-06.
- ↑ 20.0 20.1 "IEEEVR 2020". IEEE VR 2020. https://ieeevr.org/2020/. Retrieved 2026-10-06.
- ↑ "IEEE VR Announces All-Virtual Venue Change Due to COVID-19 Concerns". IEEE Computer Society. 2020-03-16. https://www.computer.org/press-room/2020-news/ieee-vr-announces-all-virtual-venue-change-due-to-covid-19-concerns. Retrieved 2026-10-06.
- ↑ Kent Bye (2020-05-09). "#912: Virtual Conference Lessons Learned from IEEE VR 2020 + Experiential Design Tradeoffs". Voices of VR. https://voicesofvr.com/912-virtual-conference-lessons-learned-from-ieee-vr-2020/. Retrieved 2026-10-06.
- ↑ 23.0 23.1 "IEEE VR 2024". IEEE VR 2024. https://ieeevr.org/2024/. Retrieved 2026-10-06.
- ↑ 24.0 24.1 "IEEE VR 2021". IEEE VR 2021. https://ieeevr.org/2021/. Retrieved 2026-10-06.
- ↑ 25.0 25.1 "IEEE VR 2022". IEEE VR 2022. https://ieeevr.org/2022/. Retrieved 2026-10-06.
- ↑ 26.0 26.1 "IEEE VR 2023". IEEE VR 2023. https://ieeevr.org/2023/. Retrieved 2026-10-06.
- ↑ 27.0 27.1 "Call for Papers". IEEE VR 2026. https://ieeevr.org/2026/contribute/papers/. Retrieved 2026-10-06.
- ↑ 28.0 28.1 "Conference Awards". IEEE VR 2026. https://ieeevr.org/2026/awards/conference-awards/. Retrieved 2026-10-06.
- ↑ 29.0 29.1 "Virtual Reality Technical Awards". IEEE Visualization and Graphics Technical Community. IEEE Computer Society. https://tc.computer.org/vgtc/awards/virtual-augmented-reality-technical-awards/. Retrieved 2026-10-06.
- ↑ 30.0 30.1 "IEEE VGTC Awards". IEEE Visualization and Graphics Technical Community. IEEE Computer Society. https://tc.computer.org/vgtc/awards/. Retrieved 2026-10-06.
- ↑ "Proceedings Virtual Reality Annual International Symposium '95". Crossref metadata. IEEE. https://api.crossref.org/works/10.1109/vrais.1995. Retrieved 2026-10-06.
- ↑ "Proceedings of the IEEE 1996 Virtual Reality Annual International Symposium". Crossref metadata. IEEE. https://api.crossref.org/works/10.1109/vrais.1996. Retrieved 2026-10-06.
- ↑ "Proceedings of IEEE 1997 Annual International Symposium on Virtual Reality". Crossref metadata. IEEE. https://api.crossref.org/works/10.1109/vrais.1997. Retrieved 2026-10-06.
- ↑ "Proceedings. IEEE 1998 Virtual Reality Annual International Symposium (Cat. No.98CB36180)". Crossref metadata. IEEE. https://api.crossref.org/works/10.1109/vrais.1998. Retrieved 2026-10-06.
- ↑ "Proceedings IEEE Virtual Reality 2000 (Cat. No.00CB37048)". Crossref metadata. IEEE. https://api.crossref.org/works/10.1109/vr.2000. Retrieved 2026-10-06.
- ↑ "Proceedings IEEE Virtual Reality 2001". Crossref metadata. IEEE. https://api.crossref.org/works/10.1109/vr.2001. Retrieved 2026-10-06.
- ↑ "Proceedings IEEE Virtual Reality 2002". Crossref metadata. IEEE. https://api.crossref.org/works/10.1109/vr.2002. Retrieved 2026-10-06.
- ↑ "IEEE Virtual Reality, 2003. Proceedings.". Crossref metadata. IEEE. https://api.crossref.org/works/10.1109/vr.2003. Retrieved 2026-10-06.
- ↑ "IEEE Virtual Reality 2004". Crossref metadata. IEEE. https://api.crossref.org/works/10.1109/vr.2004. Retrieved 2026-10-06.
- ↑ "2008 IEEE Virtual Reality Conference". Crossref metadata. IEEE. https://api.crossref.org/works/10.1109/vr12953.2008. Retrieved 2026-10-06.
- ↑ "2009 IEEE Virtual Reality Conference". Crossref metadata. IEEE. https://api.crossref.org/works/10.1109/vr15229.2009. Retrieved 2026-10-06.
- ↑ "2010 IEEE Virtual Reality Conference (VR)". Crossref metadata. IEEE. https://api.crossref.org/works/10.1109/vr15122.2010. Retrieved 2026-10-06.
- ↑ "2011 IEEE Virtual Reality Conference". Crossref metadata. IEEE. https://api.crossref.org/works/10.1109/vr17828.2011. Retrieved 2026-10-06.
- ↑ "2013 IEEE Virtual Reality (VR)". Crossref metadata. IEEE. https://api.crossref.org/works/10.1109/vr20756.2013. Retrieved 2026-10-06.
- ↑ "Program At-A-Glance". IEEE VR 2013. https://ieeevr.org/2013/ataglance.htm. Retrieved 2026-10-06.
- ↑ "2015 IEEE Virtual Reality (VR)". Crossref metadata. IEEE. https://api.crossref.org/works/10.1109/vr35148.2015. Retrieved 2026-10-06.
- ↑ "IEEE Virtual Reality 2016". IEEE VR 2016. https://ieeevr.org/2016/. Retrieved 2026-10-06.
- ↑ "IEEE Virtual Reality 2017". IEEE VR 2017. https://ieeevr.org/2017/. Retrieved 2026-10-06.
- ↑ "2017 IEEE Symposium on 3D User Interfaces (3DUI)". Crossref metadata. IEEE. https://api.crossref.org/works/10.1109/3dui41290.2017. Retrieved 2026-10-06.
- ↑ "IEEE VR 2019". IEEE VR 2019. https://ieeevr.org/2019/. Retrieved 2026-10-06.
- ↑ "Program Overview". IEEE VR 2021. https://ieeevr.org/2021/program/overview/. Retrieved 2026-10-06.
- ↑ "2021 IEEE Virtual Reality and 3D User Interfaces (VR)". Crossref metadata. IEEE. https://api.crossref.org/works/10.1109/vr50410.2021. Retrieved 2026-10-06.
- ↑ "Registration". IEEE VR 2025. https://ieeevr.org/2025/attend/registration/. Retrieved 2026-10-06.
- ↑ "Venue". IEEE VR 2025. https://ieeevr.org/2025/attend/venue/. Retrieved 2026-10-06.
- ↑ "Registration". IEEE VR 2026. https://ieeevr.org/2026/attend/registration/. Retrieved 2026-10-06.