Conference Information

VR 2027: IEEE Conference on Virtual Reality and 3D User Interfaces

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Submission Date:
2026-08-24
Notification Date:
2027-01-07
Conference Date:
2027-02-27
Location:
Melbourne, Australia
Years:
CCF: A   ICORE: A*   QUALIS: A2   Viewed: 82229   Tracked: 45   Attend: 8

Conference Partner Index (CP-I)

93.2 / 100
Ranked #24 of 5,680 conferences · Top 1%

#2 of 154 in Human-Computer Interaction

Academic recognition (35%)
100
Submission selectivity (20%)
90
Editions held (20%)
96
Community attention (10%)
60
Public record completeness (15%)
100

Inputs used: Listed as CCF A, QUALIS A2 · Acceptance rate: 20% (mean of 5 editions on file) · Editions on record: 34 · Researchers following it here: 45 · Researchers who opened this page in the past 24 months: 21

Confidence 100% - 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 2026-09-11

Call For Papers

VR 2027 (IEEE Conference on Virtual Reality and 3D User Interfaces) is a CCF A / ICORE A* / QUALIS A2 conference held in Melbourne, Australia on 2027-02-27. The paper submission deadline is 2026-08-24. Acceptance notifications are sent on 2027-01-07.

Topics IEEE VR 2027 seeks contributions in VR/AR/MR and 3DUI including, but not limited to, the following topics: 360° video 3D and volumetric display and projection technology 3D authoring 3D user interfaces Accessibility of immersive interfaces Audio interfaces and rendering Collaborative interactions Computer graphics techniques Crowd simulation Cybersickness Diversity and gender issues Embodied agents, virtual humans, and (self-)avatars Ethical issues Evaluation methods Haptic interfaces and rendering Human factors and ergonomics Immersive analytics and visualization Immersive applications and games Input devices Locomotion and navigation Mediated and diminished reality Mobile, desktop, or hybrid 3DUIs Modeling and simulation Multi-user and distributed systems Multimodal capturing and reconstruction Multimodal/cross-modal interaction and perception Multisensory interfaces and rendering Perception and cognition Presence, body ownership, and agency Redirection Software architectures, toolkits, and engineering Teleoperation and telepresence Therapy and rehabilitation Touch, tangible, and gesture interfaces Tracking and sensing User experience and usability XR technology infrastructure While no list can be exhaustive, papers should, as a rule of thumb, engage meaningfully with existing literature in VR/AR/MR/3DUI. If a submission contains few or no references to this literature (focusing entirely on, for example, computer vision or computer graphics), that submission might not be appropriate for IEEE VR and may be DESK REJECTED.
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Acceptance Ratio

Average acceptance rate: 25.5% over 17 years (1999–2015).

YearSubmittedAcceptedAccepted(%)
2015941313.8%
2014741824.3%
2013972121.6%
2012951515.8%
20111343324.6%
20101614125.5%
20091033534%
20081203730.8%
20071602616.3%
2006972828.9%
20051112926.1%
20041302620%
20031042927.9%
20021062927.4%
20011103330%
2000933133.3%
19991003333%

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