Información de la conferencia

VRST 2026: ACM Symposium on Virtual Reality Software and Technology

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Día de Entrega:
2026-06-08 Cerrado
Fecha de Notificación:
Fecha de conferencia:
2026-11-16
Ubicación:
Sendai, Japan
Ediciones:
32
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CCF: C   ICORE: B   QUALIS: B1   Vistas: 83442   Seguidores: 27   Asistentes: 3
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Índice Conference Partner (CP-I)

78,8 / 100
Puesto n.º 218 de 5.696 congresos · 4% superior

N.º 8 de 155 en Interacción persona-computador N.º 32 de 247 en Ingeniería de software

Reconocimiento académico (35%)
78
Selectividad en la revisión (20%)
74
Ediciones celebradas (20%)
94
Atención de la comunidad (10%)
58
Integridad del registro público (15%)
80

Datos utilizados: Categorías: CCF C, ICORE B, QUALIS B1 · Tasa de aceptación: 33.2% (media de 5 ediciones registradas) · Ediciones documentadas: 32 · Investigadores que lo siguen aquí: 27 · Investigadores que abrieron esta página en los últimos 24 meses: 31

Falta en el registro público: Ediciones anteriores (+3,0)
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Confianza 100 %: la parte de la puntuación respaldada por datos observados y no por la línea base neutra. Cómo se calcula esta puntuación · Ver la clasificación · Versión del algoritmo 1.1 · Calculado el 2026-10-13

Solicitud de Artículos

VRST 2026 (ACM Symposium on Virtual Reality Software and Technology) is a CCF C / ICORE B / QUALIS B1 conference held in Sendai, Japan on 2026-11-16. The paper submission deadline is 2026-06-08.

Topics VRST 2025 welcomes paper submissions relating (but not limited) to the following XR areas: Display technology and interaction devices Low-latency and high-performance software and applications Multi-user and distributed XR XR software environments and authoring systems Interaction techniques Tracking and sensing Multimodal XR including haptics, smell, taste, and brain-computer interfaces Audio & music processing, sound synthesis, and sonification XR-related computer vision, computer graphics, and rendering techniques Immersive analytics Diversity and Inclusion in XR XR-related modeling and simulation techniques Avatars and virtual humans, virtual embodiment, and body-ownership illusions Teleoperation and telepresence Performance testing, user experience, and empirical studies Locomotion and navigation Perception, presence, and cognition XR applications, e.g. training, medical, fabrication Multi-disciplinary research projects involving innovative use of XR
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Tasa de aceptación

Tasa de aceptación media: 33.9% en 9 años (1997–2012).

AñoEnviadosAceptadosAceptados(%)
2012882528.4%
20101033332%
20091003939%
20081223730.3%
2005552036.4%
2004823239%
2003812834.6%
20021052624.8%
1997763140.8%

Los Mejores Artículos

AñoLos Mejores Artículos
2025Shadow-Free Projection with Blur Mitigation on Dynamic, Deformable Surfaces
2025A Study of Performance and Interaction Patterns in Hand and Tangible Interaction in Tabletop Mixed Reality
2025See It and Hear It: Multimodal Guidance in MR-Based Neurosurgical Simulation for Skill Retention
2024Enhancing VR Sketching with a Dynamic Shape Display
2024The Guide's Apprentices: Engaging Visitors of Virtual Museums through Appropriate Agent Embodiments
2024ChronoShore: Diagetic Temporal Exploration in a Simulated Virtual Coast Environment
2024A Study on the Effectiveness of Augmented Reality Signal-Integrated Camera Monitor Systems for Safe Lane Changing
2024White Lies in Virtual Reality: Impact on Enjoyment and Fatigue
2023Stay Vigilant: The Threat of a Replication Crisis in VR Locomotion Research
2023Intuitive User Interfaces for Real-Time Magnification in Augmented Reality
2022Walk This Beam: Impact of Different Balance Assistance Strategies and Height Exposure on Performance and Physiological Arousal in VR
2021Analysis of Detection Thresholds for Hand Redirection during Mid-Air Interactions in Virtual Reality
2021Presenting Sense of Loud Vocalization Using Vibratory Stimuli to the Larynx and Auditory Stimuli
2021Flyables: Haptic Input Devices for Virtual Reality using Quadcopters
2021Catching Jellies in Immersive Virtual Reality: A Comparative Teleoperation Study of ROVs in Underwater Capture Tasks
2020Realistic Virtual Humans from Smartphone Videos
2020Towards Physically Interactive Virtual Environments: Reactive Alignment with Redirected Walking
2020Moving Virtual Reality out of its Comfort Zone and Into the African Kalahari Desert Field: Experiences From Technological Co-Exploration With an Indigenous San Community in Namibia
2020Computing Object Selection Difficulty in VR using Run-time Contextual Analysis
2020Ray-Casting-based 3D pointing and Dragging Interface for Naked-Eye Stereoscopic Displays
2020Augmented Reality World Editor
2020HexTouch: Affective Robot Touch for Complementary Interactions to Companion Agents in Virtual Reality
2018The physical-virtual table: exploring the effects of a virtual human's physical influence on social interaction
2018Immersion and coherence in a stressful virtual environment
2016A Novel Magnetic Levitation Haptic Device for Augmentation of Tissue Stiffness Perception
2016Procedurally Generated Virtual Reality from 3D Reconstructed Physical Space
2015JackIn head: Immersive Visual Telepresence System with Omnidirectional Wearable Camera for Remote Collaboration

Revistas Relacionadas

CCFNombre CompletoFactor de ImpactoEditorISSN
Virtual Reality5.0Springer1359-4338
CKnowledge-Based Systems7.2Elsevier0950-7051
CFuture Generation Computer Systems5.9Elsevier0167-739X
CNeurocomputing6.5Elsevier0925-2312
CPattern Recognition Letters3.9Elsevier0167-8655
CIEEE Transactions on Industrial Informatics11.7IEEE1551-3203
CIEEE Internet of Things Journal8.9IEEE2327-4662
CEngineering Applications of Artificial Intelligence9.0Elsevier0952-1976
CExpert Systems with Applications7.5Elsevier0957-4174
CIEEE Transactions on Big Data5.7IEEE2332-7790

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