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Workshops

The purpose of workshops is to provide a more interactive and focused platform for presenting and discussing new and emerging ideas. The format of paper presentations may include oral presentations, poster presentations, keynote lectures and panels. Depending on the number of presentations, workshops can be scheduled for 1 day or 2 days. All accepted papers will be published in a special section of the conference proceedings book, under an ISBN reference, and on digital support. All papers presented at the conference venue will be available at the SCITEPRESS Digital Library. SCITEPRESS is a member of CrossRef and every paper is given a DOI (Digital Object Identifier). The proceedings are submitted for indexation by SCOPUS, Google Scholar, DBLP, Semantic Scholar, EI and Web of Science / Conference Proceedings Citation Index.

Workshop proposals are accepted until:

November 27, 2026


If you wish to propose a new Workshop please kindly fill out and submit this Expression of Interest form.

WORKSHOPS LIST

PLVR 2027, Workshop on The Effect of Presence on Learning in Virtual Reality: Cognitive, Social, and Affective Dimensions
Chair(s): Jean-Christophe Sakdavong and Nathalie Huet

Workshop on
The Effect of Presence on
Learning in Virtual Reality: Cognitive, Social, and Affective Dimensions
 - PLVR 2027

Paper Submission: February 16, 2027
Authors Notification: March 2, 2027
Camera Ready and Registration: March 10, 2027

Co-chairs

Jean-Christophe Sakdavong
CLLE, University of Toulouse, CNRS UMR5263 / SFR AEF
France
 
Nathalie Huet
University of Toulouse, Laboratoire CLLE (UMR5263), France
France
 
Scope

This workshop explores how psychological presence in immersive virtual environments directly impacts human learning. Moving beyond technological metrics, we investigate how spatial presence, bodily-self consciousness, and social presence mediate cognitive processing and episodic memory. Drawing on embodied cognition and self-regulated learning, the workshop addresses extraneous cognitive load challenges in VR. We invite researchers to share empirical studies, theoretical frameworks (e.g., extensions of the CAMIL model, Grounded Cognition, Attention Restoration Theory), and design guidelines (like the SRL-Framework) highlighting how aesthetic, social, and interactive factors shape user experience and instructional efficacy in Extended Reality (XR).



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