
IDEATExR Workshop
IEEEVR is hosting their second rendition of the Workshop on Inclusion, Diversity, Equity, Accessibility, Transparency, and Ethics in XR (IDEATExR) at IEEEVR ’25 in Saint-Malo, France! To be held on Saturday, 8 March 2025.
The schedule is below, with background on what IDEATExR’s goals and why the workshop is timely following. You can download a pdf version of the schedule here.
Time | Event |
---|---|
14:00 – 14:05 | Welcome & Opening Remarks |
14:05 – 15:00 | Keynote Speaker – Dr. Marc Latoschik (Wurzburg University) |
From A(vatars) to Z(ero) Latency: Determinants of a Metaverse | |
15:00 – 15:45 | Discussion Session: Avatars – Diversity and Accessibility in the Metaverse |
15:45 – 16:15 | Coffee Break |
16:15 – 17:10 | PAPER SESSION |
1. So yu waan tu lern Limon Kryol? Considerations of Virtual Reality for Endangered Language Preservation and Learning – Graciela Camacho-Fidalgo, Texas A&M University | |
2. Transformative Technologies for Rehabilitation Leveraging Immersive and AI-Driven Solutions to Reduce Recidivism and Promote Decent Work – Elisa A. M. Oliveira, Federal University of Goias | |
3. DREAM MR: Distraction Regulation for Effective Attention Management using Mixed Reality – Katherine Bezanson, Texas A&M University | |
4. Towards Understanding Harassment in Social Virtual Reality: A Study Design on the Impact of Avatar Self-Similarity – Jonathan Tschanter, University of Wurzburg | |
5. Lightning Talk – Sight to Sound: Adding Sonification in the XR Space – Kimberly Arcand, Harvard University | |
17:10 – 17:55 | Discussion Session II: Accessibility and Transparency in Mixed Reality |
17:55 – 18:00 | Closing Remarks |
Due to the important, evolving, and shifting nature of inclusion, diversity, equity, accessibility, transparency, and ethics in XR, this workshop has five main goals:
- To provide a vehicle through which to understand better the pulse of the community surrounding these issues of inclusion, diversity, equity, accessibility, transparency, and ethics in XR,
- To shine a spotlight on these issues for community members who perhaps haven’t given them much consideration,
- To celebrate those that are engaging in research either true to the spirit of inclusion, diversity, equity, accessibility, transparency, and ethics in XR, or those engaging in research about these topics specifically,
- To help researchers better understand how to ensure their work are more inclusive, diverse, equitable, accessible, transparent, and ethical,
- And to bring together disparate perspectives and research foci together under a shared goal to be inclusive, diverse, equitable, accessible, transparent, and ethical in XR. This goal can be shared by software, hardware, and human-focused researchers.
The potential benefits of XR should be for all, regardless of their cultural background, gender identity, race, neurodiversity, ethnicity, economical status, age, etc. However, our community is still facing challenges preventing everyone from being involved in xR.
Most research within this space relies on the M-WEIRD population and researchers (Male, White, Educated, Industrialized, Rich, and Democratic), effectively missing 95% of the world’s population [1], thus hindering generalizability of findings and diversity of ideas. In fact, approximately 95% of the global population is excluded from VR research and only 15% of first-paper authors at ISMAR and IEEEVR are women [2]. Moreover, the ethics informing XR research have been identified as one of the grand challenges facing human-computer interaction research today, with the replication crisis featuring transparency as a critical step for remediation. These factors make formal discussions surrounding inclusion, diversity, equity, accessibility, transparency, and ethics in XR not only timely – but necessary. And we want you to be a part of them.
Premier venues for AR/VR (or XR) research do not have a clear code of ethics including issues surrounding diversity that could help provide greater DEI initiative consistency between conferences and guidance to researchers. It’s important to note that these concerns are also relevant to technical work not involving human participants as they also play a role in research teams, ideas, proposed solutions, conduct, etc.
Participants in this workshop will have the opportunity to provide their insights on what is working for our community, as well as what isn’t – effectively helping to shape the future of IEEEVR and ISMAR.
Keynote Speaker – Dr. Marc Latoschik
From A(vatars) to Z(ero) Latency: Determinants of a Metaverse
This talk will provide an overview of the current research conducted by the HCI group at the University of Würzburg, Germany. We will highlight advances in virtual embodiment research, with a particular focus on the implications of photorealistic avatars reconstructed from real users in 3D. The talk presents a number of interesting use cases of the combination of XR and AI, including social VR for learning purposes, VR therapy for various types of injuries and disorders, from knee surgery to obesity, as well as VR systems for training public speaking and classroom management. During the talk, we will also present a range of recent work on theories of XR and noteworthy findings on the risks and downsides of VR, from the effects of latency fluctuations to the impairment of decision-making in VR gambling and novel approaches to protecting privacy in social XR environments through biometric user identification using deep learning.
The IDEATExR Organizers
Lee Lisle, Ph.D., Virginia Tech, llisle@vt.edu
Cassidy R. Nelson, Ph.D., Ohio University, cassidynelson@vt.edu
Matt Gotsacker, University of Central Florida, mattg@ucf.edu
G. Nikki Ramirez-Saffy, Virginia Tech, gnramirezsaffy@vt.edu
Zubin Choudhary, University of Central Florida, Zubin.Choudhary@ucf.edu
CITATIONS
T. C. Peck, K. A. McMullen, J. Quarles, K. Johnsen, C. Sandor, and M. Billinghurst, “DiVRsify: Break the Cycle and Develop VR for Everyone,” IEEE Comput. Graph. Appl., vol. 41, no. 6, pp. 133–142, 2021, doi: 10.1109/MCG.2021.3113455.
T. C. Peck, L. E. Sockol, and S. M. Hancock, “Mind the Gap: The Underrepresentation of Female Participants and Authors in Virtual Reality Research,” IEEE Trans. Vis. Comput. Graph., vol. 26, no. 5, pp. 1945–1954, 2020, doi: 10.1109/TVCG.2020.2973498.