4th Workshop on Animation in Virtual and Augmented Environments

28.3.2021 in Lisbon, Portugal

held in conjunction with IEEE Virtual Reality 2021


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 one of the most innovative fields 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.

Connecting 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), the ANIVAE workshop aims to create an open and exciting environment. 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 24 2021
  • Notification of acceptance: January 31 2021
  • Camera-ready Deadline: February 7 2021
  • Workshop day: March 28 2021

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 EasyChair:

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.


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

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

Jürgen Hagler (University of Applied Sciences Upper Austria),

Pedro Serrazina (Universidade Lusófona de Lisboa),


Sunday, March 28th 2021 (all times UTC+1)

  • 09:00 – 09:05: Introduction (Thomas Moser)
  • 09:05 – 09:30: All AR-Board: Seamless AR Marker Integration into Board Games (Jeremiah Diephuis, Georgi Kostov and Gabriel Mittermair)
  • 09:30 – 09:55: A pipeline for facial animations on low budget VR productions (Huoston Rodrigues)
  • 09:55 – 10:20: Interactive Narrative Facial Expression Animation Generation by Intuitive Curve Drawing (Zhang Yanxiang and Yan Ling)
  • 10:20 – 10:30: Effects of Virtual Instructor’s Facial Expressions in a 3D Game on Japanese Language Learning (Dixuan Cui, David Whittinghill, Atsushi Fukada, Christos Mousas and Nicoletta Adamo) [VIDEO]

Watch the recorded video stream: HERE