Designing situated XR visualizations in motion
How should data be represented, spatially arranged, and anchored during physical activity? Explore layouts that remain legible as participants move and their viewpoints change.
A WORKSHOP AT IEEE VR 2027
XR Visualization and Interaction in Motion
A half-day workshop exploring how XR visualizations can support people in understanding and acting on data while participating in physical activities, such as sport, exercise, and everyday movement.
XR · Visualization · HCI · Sports science
27 or 28 February 2027Exact workshop date to be announced
Melbourne, AustraliaIn person and online participation
Half-day workshop3h + optional extended discussion at lunch
01 / THE WORKSHOP
We explore how XR technologies can empower people to access and engage with their data while in motion.
FPXR explores how bodily movement, physical exertion, and attention to the ongoing activity shape what information people need, how it should be visualized, and how they can interact with it. Relevant tasks include monitoring effort, comparing current performance with a target, and interpreting information about the surrounding environment to inform immediate decisions.
The workshop brings together researchers and practitioners in XR, visualization, HCI, and sports science. It considers interaction as an integral part of visualization and includes everyday movement and exertion beyond sport.
Examine layout, positioning, and anchoring for XR visualizations during physical activity.
Support data interaction while accommodating movement, exertion, and attention to the activity.
Assess data understanding, interaction, and effects on physical activity and safety.
02 / TOPICS OF INTEREST
The workshop focuses on three complementary themes in XR visualization and interaction during physical activity. These themes are tentative and subject to change based on the accepted submissions.
How should data be represented, spatially arranged, and anchored during physical activity? Explore layouts that remain legible as participants move and their viewpoints change.
Explore input techniques for querying, filtering, comparing, and annotating data during physical activity. Consider how to minimize interruption and distinguish intentional commands from activity-related movements.
Assess data understanding and interaction reliability alongside effects on physical activity, performance, experience, and safety. Balance experimental control with realistic movement and exertion.
XRSports & exerciseEveryday movementSportsHCI
03 / CALL FOR PARTICIPATION
We welcome original research, work in progress, design studies, and position papers on first-person XR in motion.
Identify a question relevant to at least one of our three themes: situated XR design, interaction in motion, or evaluation in motion.
We recommend 1,000–2,500 words. Authors are encouraged to use the official IEEE conference template. Longer submissions will be considered.
IEEE conference templateAnonymization and final file requirements will be announced with the submission portal.
Non-conflicted organizers will assess the submission type, relevance and potential for discussion, and presentation quality. Acceptance requires a majority in favor on all three criteria. External reviewers will be invited when a conflict cannot be resolved internally.
Authors of declined submissions will be offered an opportunity to revise and resubmit.
Accepted papers will be archived in the IEEE Digital Library. Final submission and camera-ready requirements will be announced with the submission portal. Details TBD.
04 / IMPORTANT DATES
All deadlines are 23:59 Anywhere on Earth (AoE, UTC−12).
Call for participation
Call opens
Submission deadline
23:59 Anywhere on Earth
Internal reviews completed
Organizer reviews completed
Author notification
Decisions sent to authors
Camera-ready version
23:59 Anywhere on Earth
Workshop
27 or 28 February 2027Exact day and time to be announced
05 / ACCEPTED PAPERS
Workshop contributions will be listed after author notification.
Accepted papers, author details, and available paper links will be announced here after review.
06 / THE PROGRAM
A three-hour workshop with short presentations, challenge mapping, group discussions, and plenary synthesis.
Indicative morning schedule from the workshop proposal. The workshop may move to an afternoon slot; final times and presenters will be announced.
All times shown are local to Melbourne (AEDT, UTC+11).
Meet the community, introduce the three themes, and share interests on a collaborative board.
Workshop organizersContributors introduce their work and an open challenge. Individual slots will depend on the number of accepted papers.
Presenters to be announcedConnect ideas from the presentations and select up to three focused questions for group discussion.
All participants15-minute break.
Explore a concrete activity scenario and develop research questions or possible approaches with an organizer as facilitator.
All participantsShare each group’s scenario, challenge, and proposed research directions.
Group rapporteursCompare group outcomes, agree on priorities for future research, and summarize the workshop notes.
All participantsContinue discussions and meet future collaborators over the conference lunch.
07 / THE ORGANIZERS
The University of Queensland · Inria
Australia · France
Xi’an Jiaotong-Liverpool University
China
Aarhus University
Denmark
Monash University
Australia
Dolby Laboratories
USA
Georgia Institute of Technology
USA
University of Victoria · Inria
Canada · France
The University of Queensland
Australia
08 / FAQ & CONTACT
Have a question about your work, participation, or access needs? Get in touch.
Researchers, students, designers, and practitioners across XR, visualization, HCI, and sports science. We also welcome perspectives grounded in lived experience of physical activity.
Yes. Participation is open to registered attendees of the main conference, subject to room capacity. All attendees can contribute to challenge mapping, group discussion, and the shared research agenda.
No. Wearing a headset or performing physical activity is not required. Any demonstrations will have video or storyboard alternatives, and contributions can be spoken or written.
The workshop offers in-person and online participation. Joining instructions will be announced here.
Accepted papers will be archived in the IEEE Digital Library. Final submission and camera-ready requirements will be announced with the submission portal. Details TBD.
Registration information will be provided through IEEE VR 2027. Workshop participation is subject to conference registration and room capacity.
We aim to consolidate the challenges, activity scenarios, and research opportunities into a shared summary, and identify interested contributors for a joint research-agenda publication.
XR × MOVEMENT × PEOPLE