Workshop at IEEE VR 2027

EMBODY

1st Interdisciplinary Workshop on the Experience and Phenomena of Embodiment
IEEE VR 2027, Melbourne, Australia February 27 or 28 (TBC) Half-day workshop

Drag to turn the avatar. Select a number to see the themes of the workshop.

Submission deadline
15 December 2026
Notification
12 January 2027
Camera-ready
27 January 2027
Workshop
IEEE VR 2027, Melbourne

Call for Position Papers

Avatar embodiment in VR refers to the experience of inhabiting a virtual body. This experience has bodily, emotional, cognitive, motivational, and cultural dimensions, but it is studied differently across experimental psychology, neuroscience, sensorimotor science, theatre and performance studies, HCI, and interaction design. Each field uses different constructs, different methods, and different explanatory frameworks. The experience itself is not well described or standardised between or within these disciplines.

This workshop brings researchers from these traditions together to describe the experience, compare the mechanisms each tradition proposes, and consider whether existing constructs adequately capture it or whether new ways of describing and studying it are needed.

Themes

The workshop discussion is organised around three themes, each assigned to one group of attendees.

Theme 1: Experience

What the experience of avatar embodiment consists of, and whether existing constructs capture it. Ownership, agency, and self-location in psychology; body schema and body image in neuroscience; enacted presence in performance studies; player identification and perceived control in games and interaction design. This group describes the experience as their participants or themselves have encountered it, then compares whether constructs from each field map onto those descriptions.

Theme 2: Cues

The cues that produce and change avatar embodiment. Visuomotor synchrony, visual appearance, morphology, narrative and social context, emotional development, spatial awareness, kinesthetic attention. This group maps which bodily, emotional, motivational, and social avatar cues each tradition has investigated, identifying similar themes across disciplines.

Theme 3: Measurement

How each field measures and studies embodiment, and whether those methods produce comparable findings. Self-report and physiological proxies in psychology; qualitative, autoethnographic, and movement-analysis accounts in performance traditions; first-person methods from phenomenological psychology. This group maps the methods' strengths and weaknesses, and looks for where a shared or mixed-method approach would enhance comparability.

Topics of Interest

We welcome submissions on, but not limited to, the following:

Submission Guidelines

We invite short position papers of two to four pages in length, including references, in the IEEE VGTC format. Papers should report a finding, a method, or an account of avatar embodiment from the author's tradition, or a critique of how embodiment is currently studied.

We especially invite contributions from fields that do not usually publish at IEEE VR, such as performance studies, cognitive neuroscience, phenomenological psychology, and movement science, although this is not an exhaustive list.

Submission link to be announced.

Detailed submission and review guidelines will be posted here once the submission system is ready.

At least one author of each accepted paper must attend the workshop and register for at least one day of the IEEE VR 2027 conference. Accepted position papers will be published in the IEEE Digital Library. Participants are invited to extend their papers for a special issue in the Empathic Computing Journal.

Workshop Format

The core activity is a guided group discussion using the Disney Method, run in three parallel groups (one per theme). Each group works through three stages: in the dreamer stage, participants generate accounts drawing on their own traditions without feasibility constraints; in the realist stage, participants examine how each account could be tested with current methods; in the critic stage, participants identify where accounts conflict and whether those conflicts reflect disagreements about mechanisms or differences in definition and measurement.

Preliminary Programme

Organisers

Dr. Emma Jane Pretty
Tampere University, Finland
Dr. Renan Guarese
MIEC, Maynooth University, Ireland
Dr. Allison Jing
RMIT University, Melbourne, Australia
Ms. Marie Luisa Fiedler
University of Würzburg, Germany
Mr. Christian Merz
University of Würzburg, Germany
Dr. Jinghuai Lin
Research Institute of Tsinghua, China
Prof. Fabio Zambetta
RMIT University, Melbourne, Australia
Prof. Mark Billinghurst
Adelaide University / University of Auckland
Prof. Juho Hamari
Tampere University, Finland
Organised by
Tampere University Maynooth University RMIT University University of Würzburg Tsinghua University Adelaide University University of Auckland Research Centre of Gameful Realities