Conference Information

ICVRT 2026: International Conference on Virtual Reality Technology

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Submission Date:
2026-09-20 Due in 7 days Extended
Notification Date:
2026-10-20
Conference Date:
2026-12-25
Location:
Harbin, China
Years:
Organizer:
Viewed: 16919   Tracked: 1   Attend: 0

Conference Partner Index (CP-I)

50.4 / 100
Ranked #1,489 of 5,681 conferences · Top 27%

#54 of 154 in Human-Computer Interaction

Academic recognition (35%) No data - scored at the neutral baseline of 50
Submission selectivity (20%) No data - scored at the neutral baseline of 50
Editions held (20%)
62
Community attention (10%)
22
Public record completeness (15%)
55

Inputs used: Editions on record: 9 · Researchers following it here: 1 · Researchers who opened this page in the past 24 months: 7

Missing from the public record: Historical acceptance rates (+4.5) · Best-paper records (+2.3)
Organizers can add these from this page after claiming the conference; scores are recomputed nightly. How to raise this score

Confidence 45% - the share of the score backed by observed data rather than the neutral baseline. How this score is calculated · Browse the ranking · Algorithm version 1.1 · Computed 2026-09-13

Call For Papers

ICVRT 2026 (International Conference on Virtual Reality Technology) is an academic conference held in Harbin, China on 2026-12-25. The paper submission deadline is 2026-09-20 (extended). Acceptance notifications are sent on 2026-10-20.

We invite submissions of high-quality, original research papers on topics related to virtual reality technology, including but not limited to: Track 1: Virtual Reality Applications ▪ Educational and training simulations ▪ Medical and healthcare applications ▪ Entertainment and gaming ▪ Virtual tourism and cultural heritage ▪ Collaborative virtual environments Track 2: Virtual Reality Technologies ▪ Virtual reality hardware and software ▪ Augmented reality and mixed reality ▪ Immersive technologies (e.g. haptics, sound, smell) ▪ Virtual and augmented reality content creation tools ▪ Virtual reality analytics and metrics Track 3: Human-Computer Interaction in Virtual Reality ▪ User interfaces and interaction techniques ▪ Usability and user experience in virtual reality ▪ Social and emotional aspects of virtual reality ▪ User behavior and decision-making in virtual reality ▪ Accessibility and inclusivity in virtual reality Track 4: Virtual Reality in Industry and Engineering ▪ Virtual prototyping and product design ▪ Virtual assembly and maintenance ▪ Virtual training for manufacturing and industry ▪ Virtual reality for urban planning and architecture ▪ Virtual reality for the automotive and aerospace industries Track 5: Virtual Reality and Education ▪ Virtual reality in primary and secondary education ▪ Virtual reality in higher education and research ▪ Distance learning and virtual classrooms ▪ Gamification and virtual reality in education ▪ Pedagogical approaches for virtual reality learning Track 6: Virtual Reality and Health ▪ Virtual reality for mental health treatment ▪ Virtual reality for physical therapy and rehabilitation ▪ Virtual reality for pain management ▪ Virtual reality for healthcare training ▪ Ethical and legal issues in virtual reality healthcare applications
Last updated by Dunn Carl on

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