24.3.2019 in Osaka, Japan
Osaka International Convention Center

held in conjunction with IEEE Virtual Reality 2019

Keynote by Hannes Rall (Nanyang Technological University Singapore)

Everything must change? Challenges for animated storytelling in VR

VR enables the viewer to freely choose the point of the view: Instead of being bound to a predefined screen format, he/she “becomes” the camera. This poses a huge challenge for communicating a narrative, because essential storytelling tools like framing and editing are not available to the filmmaker anymore, or must be radically rethought. On the basis of his current animation project ShakesVRare (a collaboration with the Shakespeare Institute in Stratford-upon-Avon), Hannes Rall explains the reasons and challenges for creating a linear narrative in VR and demonstrates possible solutions.


Animation is a very broad and heterogeneous media form. Often associated with cinema and television, animated images have entered many areas of life, in particular games, installations, or data visualizations, taking on operative, communicative, epistemic, and didactic tasks, among other things. In this context, Suzanne Buchan (2013) speaks of pervasive animation, a media-world in which animated images are omnipresent. Also in the newest and most innovative field of motion picture production, augmented and virtual and reality, animation is an integral part of artistic, scientific and economical applications in animated forms as well as mixed with live-recorded footage.

The overall goal of the workshop is to identify the chances and challenges of animated content in AVR environments. It focuses on application-oriented contexts, such as industry, education, health or architecture, creating direct benefits for end users and/or customers, but is also open to creative and artistic approaches/use cases.

The workshops aims to create an open environment. It connects specialists from various digital humanities research areas, such as animation, games and media studies with experts from both vision oriented computer science areas such as computer graphics or information visualization, and experts from technically-oriented computer science areas such as data integration, internet-of-things or smart automation.

By encouraging synergies of interdisciplinary approaches the workshop maps animation within the AVR context from different angles and creates new knowledge in this research field.

ANIVAE wants to account the state-of-the-art research in digital humanities with (software) design and visualization for AVR systems, to shape a common understanding, to compare systems and approaches and derive common paradigms, to develop useful and necessary methods and techniques, and to foster new ideas.

Topics of interest include (but are not limited to):

  • Animated reality vs. mixed reality content
  • Animation techniques in AVR environments
  • Hardware/Software support for animation in AVR
  • Interdisciplinary and intermedia approaches (e.g. games, film, theatre, fine arts etc.)
  • Motion and/or performance capture
  • Tools/methods/use cases for Interactive dissemination of animated AVR content
  • Use Cases and Applications of animated content in AVR environments
  • User Acceptance of animated AVR contents

Deadlines & Dates

  • Paper Submission Deadline: January 14 2019 February 4 2019
  • Notification of acceptance: February 8 2019
  • Camera-ready Deadline: February 17 2019
  • Workshop day: March 24 2019

Contribution Formats

Following the last years, contributions are planned to be included and indexed in the IEEE digital library.

  1. Research Papers (6-8 pages) Novel results in the field in the above mentioned categories related to VR/AR/MR/HCI development.
  2. Short Papers (up to 4 pages) Preliminary results or work in progress.
  3. State of the Art Reports (6-8 pages) Surveys on the main results in this field, which will allow us to understand and compare achievements and approaches in tackling issues from the VR/AR/MR/HCI communities.

Papers must be written in English and follow the IEEE Computer Society format for VR Conference Papers described at:

All papers and camera-ready versions have to be submitted electronically using the conference management tool found at the website:

Submissions will be reviewed by at least 2 PC members following a single-blind review process. Accepted papers will be given guidelines in preparing and submitting the final manuscript(s) together with the notification of acceptance.

Workshop Format

The ANIVAE workshop will be a half-day event. Accepted authors for state of the art descriptions and discussion essays will present their ideas in a panel-like format. Accepted contributions for research papers will be organized in sessions consisting of presentations and discussions.

During panels we will encourage the active participation of the audience. We expect this structure to provide a more focused discussions and a lively environment. Presenters will be asked to prepare a slide presentation of their accepted contribution. The general audience of this workshop will receive the workshop´s program with a set of questions in advance, which will guide the discussion in each topic´s panel.


Franziska Bruckner (St. Pölten University of Applied Sciences),
Thomas Moser (St. Pölten University of Applied Sciences),


Sunday, 24.3.2019

Session 1: 13:30-15:00

Thomas Moser
Introduction and AR/VR Research at UAS St. Pölten

Hannes Rall
Everything must change? Challenges for animated storytelling in VR?

Gomesh Karnchanapayap
VR Animation: The New Transformation of Storytelling

Session 2: 15:15-16:45

Chunning Guo
Hard Life with Memory: Prison as a Narrative Space in Animated Documentary and Virtual Reality

Frank Geßner
TESTeLAB & Guests: Expanded Animation Worlds (work in progress)

Kaho Yu
The Library: A Non-Intrusive Gaze Directed Virtual Reality Animation