5th IEEE VR Internal Workshop on Animation in Virtual and Augmented Environments

12.3.2022 in Christchurch, New Zealand

held in conjunction with IEEE Virtual Reality 2022


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
  • Media Art & Virtual/Augmented Reality
  • Generative art in AR/VR
  • Animated hybrid documentaries in AR/VR
  • AR/VR Narrative games and films
  • AR/VR Data Visualizations
  • Interactivity and immersive play in Extended Reality(XR)
  • Teaching and learning animation in VR
  • New forms of algorithmic storytelling in VR
  • Tactility and physicality of AR/VR
  • Digital materiality in AR/VR
  • Sound art and design in VR

Deadlines & Dates

  • Paper Submission Deadline: January 9 2022
  • Notification of acceptance: January 20 2022
  • Camera-ready Deadline: January 27 2022
  • Workshop day: March 12 2022

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 PCS: (select Society: VR, Conference/Journal: IEEE VR 2022; Track: ANIVAE)

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),

Vladimir Todorovic (University of Western Australia),


Sunday, 13.3.2022 8:00-11:00 NZT (GMT+13)

Session 1: Chair Jürgen Hagler
– introduction 8:00 – 8:10
– Towards AR for Large-Scale Robotics 8:10-8:30 (presented by Johannes Braumann)
– Digital Puppetry: Utilizing Extended Reality Technologies for Animations 8:30-8:50 (prerecorded video by Milad Tousi)
– View-Adaptive Asymmetric Image Detail Enhancement for 360-degree Stereoscopic VR Content 8:50-9:10 (prerecorded video by Mike Wong)
– Behind the Curtains: Comparing Mozilla Hubs with Microsoft Teams in a Guided Virtual Theatre Experience 9:10-9:30 (prerecorded video by Nils Gallist)

break of 20 mins 9:30-9:50

Session 2: Chair Vladimir Todorovic
– introduction 9:50-10:00
– Virtual Veracity: Animated Documentaries and Mixed Realities 10:00-10:20 (presented by Nea Ehrlich)
– A Cardboard-Based Virtual Reality Study on Self-Avatar Appearance and Breathing 10:20-10:40 (prerecorded video by Dixuan Cui)
– Pericles VR: Insights into visual development and gamification of a lesser known Shakespeare play 10:40-11:00 (presented by Hannes Rall)