ÂÜÀòÉç¹ÙÍø

Revisit: ARVR 2019

Introduction

Augmented and Virtual Reality Conference, Munich, 12-14 Jun 2019; Deadline now 15 Feb

International AR VR Conference 2019 (June 12-14 in Munich, Germany)

We have received multiple requests to extend the deadline. We are happy to announce that the new submission deadline is Feb 15, 2019.

Key Facts:

  • New submission deadline: Feb 15th, 2019
  • Main conference: June 13 & 14
  • Special issue: Journal of Business Research
  • Conference Proceedings book (optional; Springer)
  • Industry tracks, case studies and large showcase area to try latest AR & VR technologies
  • Interdisciplinary submissions are welcome!
  • Keynote speeches by leading companies, incl. Microsoft
  • Social Events with a professional flight simulator and Bavarian beer tasting
  • More than 300 guests at the 2018 conference in Manchester (UK)
  • Location: Universität der Bundeswehr München, Germany

Submission formats:

  • Extended abstract (< 3000 words) or full paper (approx.. length of a journal paper); no specific style guidelines
  • Abstracts and full papers can qualify for publication consideration in the special issue
  • Upload via EasyChair:

Pre-Conference (June 12th)

  • Academic Workshops on “How to publish XR research”, “structural equation modelling” etc with Professor Barry Babin, former AE at JBR and co-author of the book “Multivariate data analysis”
  • Industry / applied workshops: How AR & VR can create value
  • Transfer Workshops (Hackaton etc)

Conference Website:

Review of prior conferences:

Topics of particular relevance for the conference include (but are not limited to):

  • AR & VR in Marketing and Branding:
    Studies that assess the theoretical mechanisms through which virtual or augmented branded content can leverage brands and subsequently impact consumer behavior, including inspiration, purchasing and loyalty. Included among these theoretical domains is grounded theory and its focus on the cognitive psychology of real multi-sensory experiences versus the virtually imagined.

     

  • AR, VR, and Human Theories:
    While numerous AR and VR studies have applied theories grounded in technology acceptance and other IS premises, there is a lack of research incorporating and investigating established theories in marketing, management, media, communication, management and so forth from an AR and VR perspective.

     

  • A Critical View of AR & VR:
    Studies have assessed how consumers react to threats to their own and other people’s privacy. We expect and encourage the submission of papers addressing potential AR/VR participant risks (including dizziness, health risks, etc.) to be among the primary topics.

     

  • AR & VR in Specific Functions and Industries:
    AR and VR can also be used in multiple other disciplines afar from marketing and consumer research, such as Human Resources, Manufacturing, Medical and Health Services, and so forth. In addition, some industries (e.g. Tourism) are pioneering in the advancement of AR and VR.

     

  • AR, VR, and Business Models:
    AR and VR provide multiple opportunities to disrupt existing and to build new business models. For example, in combination with other technologies (e.g. 3D printing), specific functions or disciplines might not be effective anymore.

     

  • AR, VR, and Society:
    In 2016, millions of people worldwide played Pokémon Go. This was one of the first times where many people combined a digital game with being physically active outdoor. However, this also lead to controversies about the positive (physical activity, socializing) and negative (privacy, distraction) for consumers and societies as a whole. Also, as we know, the phenomenon was very short-lived. What factors might make AR and VR products go beyond the fad to instead truly offer value.

     

  • AR, VR, and Use Cases:
    Where and how can AR and VR be used? Share academic or practical use cases with the international AR and VR community.

…plus any other topic relevant to the different disciplines!