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technical sessions

October 1, 2025

TS1 – Sensing (October, 1st / 11:30AM – 01:00PM)
[#13635] A Three-tiered Model for Requirements in Digital Twin Architectures: Data,Intelligence and Interaction
Valéria Farinazzo Martins, Daniel Mangabeira Correia, Ismar Frango Silveira
[#13860] Analysis of Virtual Environments for the Evaluation of LiDAR-Based Object Detection Models: A Study Using the CARLA Simulator
Daniel Ohata, Vinicius Cavalcanti, Roberto Silva Netto
[#13148] YOLOv8 Object Detection on HoloLens 2: Navigating the Accuracy–Efficiency Trade-Off
Edvar Silva, Bruno Lima, Renalvo Alves Ferreira Júnior, Bruno Georgevich Ferreira, Tiago Vieira
[#12048] Lightweight AR System for Precise Object Geolocation in Real-Time Drone Video
Bruno Eduardo de Oliveira Carvalho, Fabio Luiz Junior, Jauvane C. de Oliveira, Paulo Fernando Ferreira Rosa
[#14076] Automated Attention Guidance in Virtual Reality Videos
Paulo Vitor Santana da Silva, Lucas Lima, Rafael Goiás, Diogo Fernandes Costa Silva, Rafael Teixeira Sousa, Arlindo Rodrigues Galvão Filho
[#14071] An Immersive Olfactory VR Framework: Integrating Virtual Field Environments with Real-Time Scent Delivery via MQTT
Meryck F. B. da Silva, Pedro K. Diniz, Rodrigo M. de Carvalho, Ana C. de A. Barros, Miguel C.de A. Neto, Jonas G. da Silva Junior, Gustavo P. de Faria, Thalles H. B. da Silva, Angelo Coronado, Cleiver B. da Silva, Arlindo Rodrigues Galvão Filho, Carolina H. Andrade
TS2 – Training & Industry (October, 1st / 11:30AM – 01:00PM)
[#13913] Evaluating Simulated Augmented Reality Interfaces in a VR Role-Playing Simulator for Police De-Escalation Training
Jeronimo Grandi, Dalton Costa, Regis Kopper
[#13835] Towards an Effective VR Environment for Training Soccer Athletes
Otávio Secco, Matheus D. Negrão, Carlos Dietrich, Luciana Nedel
[#13861] Simulated Training Environment with Reinforcement Learning for Sumo Robots
João Augusto Coelho Chagas, David Oliveira Passos, Alana Agne Brandao Rocha, Crescencio Lima, Lucas Gregory Almeida, Ingrid Winkler, José Alberto Diaz Amado, Marcio Fontana Catapan
[#11918] A Web-Based XR Platform for Offshore Safety Training: Design and Evaluation
Thiago Porcino, Renato Cherullo, Thiago Azevedo, Flávia Miranda, Luiza Seixas, Victhor Kronemberger, Felipe G. de Carvalho, Alberto Raposo
[#12428] Shielded Metal Arc Welding Training Using Virtual Reality
Arthur Miranda, João Ferreira, Thales Lazarini, Alexandre De Angeli Neto, Matheus Gianordoli Novais, Marcelo Queiroz Schimidt, Rodrigo Varejão Andreão, Mario Mestria
[#13033] Augmented Reality-Assisted Manual Packing Optimization
Angie Valeria Rondon, Guillermo Camacho, David Alvarez Martinez
TS3 – Rendering & Modeling (October, 1st / 04:30PM – 06:00PM)
[#13058] Directional Light Vector Estimation From a Virtual AR Object and its 2D Shadow Mask
Aleksander Yacovenco, Luiz Maurilio Maciel, Marcelo Bernardes Vieira, Rodrigo Luis de Souza da Silva
[#13254] Visual Effects for 3D Gaussian Splatting in Extended Reality
André Corrêa Santos, Luciano Pereira Soares
[#11648] Multi-Resolution Denoising for Foveated Rendering Path Tracing
Leonardo Noia Nanci de Araujo Silva, Esteban W. Clua, Horácio Brescia Macêdo Henriques, Anselmo A. Montenegro, Thiago Porcino
[JBCS] Harnessing Foveated Rendering and AI to Tackle VR Cybersickness: A Feature-Centric Perspective
Thiago Porcino, Jauvane C. de Oliveira, Érick O. Rodrigues, Horácio Macedo, Victor Sassi, Daniela Trevisan, Esteban Clua
[#13660] Regionality marks for Facial Conformation Modeling
Arnaldo Barreto Vila Nova, Creto Augusto Vidal, Joaquim Bento Cavalcante Neto, Lílian Carneiro
[#13908] Virtual Environment Generation with Artificial Intelligence
Leonardo Rocha, Paulo Abner Mesquita
[JBCS] ENDLESS: An End-to-End Framework for Urban Synthetic Dataset Generation
Amadeo Tato Cota Neto, Willams de Lima Costa, Veronica Teichrieb, João Marcelo X. N. Teixeira
TS4 – Perception & Adaptation (October, 1st / 04:30PM – 06:00PM)
[#13171] Tactile Perception in Matched Virtual Reality: Evaluating Virtual Textures on a Real Surface
David Ohara, Gabriel P. C. Coêlho, Fatima L. S. Nunes, Joao Marcelo Teixeira
[#11703] Influence of User Profiles on Usability Perception in Virtual Reality-Based Robotic Teleoperation
Matheus Nicolás Hernandez, Nathália Cardoso de Miranda, Brenno Domingues, Doglas Negri, Diego Souza, Ismael Secco, Luís Trabasso, Roberto Simoni
[#12156] Assessing Perception and Cognition in XR Research: Trends and Directions for Future Research
Vasavi Gannina, Shelia Kennison
[#13990] Enhancing Social Presence in VR with Emotionally Expressive, Knowledge-Grounded Avatars
Elisa Oliveira, Gustavo Webster, Matheus D. Negrão, Luiza Cintra, Rafael Teixeira Sousa, Arlindo Rodrigues Galvão Filho
[#14066] AI-Driven Emotion Prediction in Olfactory VR: A Multimodal Biofeedback Approach Using Russell’s Circumplex Model
Jonas G. da Silva Junior, Meryck F. B. da Silva, Melina Mottin, Cleiver B. da Silva, Rodrigo M. de Carvalho, Pedro K. Diniz, Angelo Coronado, Arlindo Rodrigues Galvão Filho, Carolina H. Andrade
[#11714] A Strategy for Content Personalization in Virtual Reality Systems
Gabriel Melo, Alexandre Silva, Alexandre Cardoso, Edgard Lamounier, Ligia Christine Oliveira Sousa, Diogo Aparecido Cavalcante De Lima, Angel Rodrigues Ferreira
[#13584] AI-Driven Responsive GUI for XR: Context-Aware Visual Adaptation
André Corrêa Santos, Pedro Bittar Barão, Rafael Melhado Araujo Lima, Luciano Pereira Soares

October 2, 2025

TS5 – Education I (October, 2nd / 11:00PM – 12:30PM)
[#13772] Teacher Representations in Immersive Environments through Holograms: A Narrative Review on the Perspectives and Challenges
Sanval Ebert de Freitas Santos, Leonardo Da Cruz, Anna L. A. Durval, Pedro Tanajura Mendes, José Silva, Yasmim Thasla Ferreira, Ingrid Winkler
[#13100] NeoEduc: Enhancing Personalized Learning Through AI-Driven Virtual Teachers and Virtual Environments
José Edson, Lucas Silva Figueiredo
[#11830] Immersive Simulations with Virtual Humans in Higher Education
Joelson Barbosa Ferreira, Anderson Cardoso, Henrique Resende Specian, Felipe Cortizo E. Silva, Julia Gabriela Ferraz da Costa, Marina de Lara, Cinthia Bittencourt Spricigo
[#13680] Evaluating healthcare learning in virtual reality: a systematic review
Vitor Silva, Fatima L. S. Nunes
[JBCS] VIDA XR: Mixed Reality Tool for teaching anatomy to dental students
[#12086] Development of an innovative mixed reality methodology for teaching medical students complex pathologies
Ruan Nascimento Toledano, Cecília Giordano, ELIANE POZZEBON, Josete Mazon
TS6 – User Studies (October, 2nd / 11:00PM – 12:30PM)
[#13639] Reviewing the Role of Physiological Data in Immersive Environments: A Rapid Systematic Review
Edel da Silva Melo, Debora C. Muchaluat-Saade, Daniela Gorski Trevisan
[#13459] Assessing the usability and presence of an immersive virtual environment: opportunities and challenges of combining SUS, IPQ and Nielsen’s Heuristics
Yasmim Thasla Ferreira, Arthur Santos, Maira Matos Araujo, Lucas Lima, João Neto, Micael Santos, Ulisses Senra, Lucas Vale, Ingrid Winkler
[#13470] Beyond the Monitor: How Immersion can Transform (and Complicate) User Satisfaction
Fabiana Frata Furlan Peres, Fatima L. S. Nunes, Joao Marcelo Teixeira, Leticia Oliveira, Gustavo Camargo Domingues, José Lucas Hoppe Macedo, Claudio R. M. Mauricio
[#13856] Would you mind? Evaluating User Acceptance and Usability of a Brain-Interface System in an Industrial Scenario
Mateus Nazario Coelho, João Victor Jardim, Mateus Coelho Silva, Roberta Glass, Flávia Silvas, Saul Emanuel Delabrida
[#12338] Exploring a Safe Zone-Based Locomotion Method with Natural Movement and Adaptive Teleportation for Immersive Environments
Lucas Alviene, Matheus D. Negrão, Anderson Maciel, Rafael Piccin Torchelsen, Luciana Nedel, Carla M.D.S. Freitas
TS7 – Games (October, 2nd / 02:00PM – 03:30PM)
[#13830] Ethical Considerations in Research on Virtual Reality Games — A Systematic Literature Review
Lucas Vale, Arlete Petry
[#13313] Virtual Reality and Serious Games for Simulating Muscle Force and Joint Torque in Upper Limb Prosthesis Training: A Systematic Literature Review
Lísias Camargo, Edgard Lamounier, Alcimar Soares
[#13944] Enhancing an immersive horror game by measuring presence: a sentiment analysis
Matheus Augusto Souza dos Santos, Yasmim Thasla Ferreira, Andre Cordeiro, Regina Maria Cunha Leite, Ingrid Winkler, Luiz Machado
[#13982] From Cards to Creatures: Interactive 3D Generation using GenAI
Edward Scott Carvalho Johnson, Arthur Galdino Dangoni, Pedro Elias Engelberg Silva Borges, Diogo Fernandes Costa Silva, Arlindo Rodrigues Galvão Filho
[#13891] Impact of a Non-Playable Character on Player Experience and Performance in VR Games
Matheus Lêu, Fatima L. S. Nunes, João Marcelo Teixeira, Fabiana Frata Furlan Peres
[#14072] Assessing the Naturalness of Text-to-Speech Models for Brazilian Portuguese NPC Dialogue
Alexandre Costa Ferro Filho, Rafael Teixeira Sousa, Augusto Seben da Rosa, Leticia Mendes, Paula Leandra Loeblein Pinto, Arlindo Rodrigues Galvão Filho

October 3, 2025

TS8 – Education II (October, 3rd / 11:00AM – 12:30PM)
[#13022] A Systematic Review of Virtual Reality Applications in Engineering Education: Methodologies, Assessments, and Outcomes
Susana Schlosser Hernandez, Matheus Nicolás Hernandez, Bruna Zappelino Camillo, Fabiana Regina Rezende Padilha
[#13465] Immersive virtual environment as a learning tool for data structures and algorithms
Márcio Soussa, Gabriel Santos, Tiago Costa Gomes Vianna, Carlos Alberto Silva de Magalhães Júnior, Pedro Henrique Araújo Fonseca, Yasmim Thasla Ferreira, Sanval Ebert de Freitas Santos, Claudia Lima, Ingrid Winkler
[#11677] Learning About Geometry and Spatial Orientation in Virtual Worlds: a VR Prototype Using Voice Commands for Preschool Education
Kaique Carvalho, Thamer Horbylon Nascimento, Camila Horbylon, Marcos Alves Vieira, Joao Victor, Juliana Paula Félix, Fabrizzio Alphonsus Alves de Melo Nunes Soares
[#11886] Heuristic Evaluation of an Affordable Mobile VR Application for K–12 Programming Education
Gustavo Martins Nunes Avellar, Ellen Francine Barbosa
[#10823] Development and Validation of a Web-Based Augmented Reality Platform for Educational Applications
Ana Clara Vanzuita, Ana Fábia Coelho dos Santos, Luis Felipe Kuster, Jaqueline Mondini, Renan Guilherme Klettenberg, Adilson Vahldick, Thalia Lichtenfels da Luz
[#12162] Draught, Fish, and Presence: Teaching Semi-Arid Ecology with a CAVE
João Anisio Marinho da Nobrega, Cesar Renno-Costa, Magnólia Araújo, Alyson Matheus De Carvalho Souza
TS9 – Rehabilitation & Assistive Technologies (October, 3rd / 11:00AM – 12:30PM)
[JBCS] Benefits of Applying Augmented Reality in Cognitive Tests for Accurate and Early Diagnosis of Neurodegenerative Diseases: A Systematic Review
Luiz Gustavo Guilherme do Nascimento, Walter Franklin Marques Correia, Fabio Campos, Marnix S. van Gisbergen, Marina de Lima Neves Barros, Anthony Lins, João Marcelo X. N. Teixeira
[#13725] A Virtual Reality Application for the Rehabilitation of Children with Cerebral Palsy
Diego Mendes, Edson Coelho Rodrigues, Emanuel Bandeira Farias, Antonio Jose Melo Leite Melo Jr, Joaquim Bento Cavalcante Neto, Creto Augusto Vidal, George Allan Menezes Gomes, Ícaro Barbosa
[#13669] Automatic Spoken-to-Sign Language Translation: A Review of Key Technologies, Limitations, and Interdisciplinary Opportunities
William da Silva Ferreira, Pedro Tanajura Mendes, João Pedro Simas, Yasmim Thasla Ferreira, Márcio Soussa, Ingrid Winkler
[#13606] Designing VR for Wheelchair Players: Evaluation of an Inclusive VR Experience Using Wheelchair Redirect Movement
Victor Sassi, Thiago Porcino, Daniela Gorski Trevisan, Esteban W. Clua, Giovanna Sassi, Debora C. Muchaluat-Saade, Felipe Barreto, Pedro Mendes
[#13687] Tele-Presence-as-a-Service: Smart-Glasses Streaming for Older Adults with Reduced Mobility
Alexandre Gomes de Siqueira, Fabiana Frata Furlan Peres, Claudio R. M. Mauricio, Fatima L. S. Nunes, Joao Marcelo Teixeira
[#13690] INCLUDERE: An Immersive Experience that Transforms Perceptions of Inclusion
Tati Peres, Fabiana Frata Furlan Peres, Fatima L. S. Nunes, Joao Marcelo Teixeira
TS10 – Cultural Heritage & Storytelling (October, 3rd / 02:00PM – 03:30PM)
[JBCS] User Experience Evaluation in Virtual Museum Tours: A Systematic Review
Calíope Corrêa de Araújo, Fátima de Lourdes dos Santos Nunes, Joao Marcelo Teixeira
[#13736] A Case Study of XR-Based Virtual Museum for Paleontology Outreach in the Brazilian Amazon
Letícia da Silva, Victor A. Vieira, Carlos Dapolito
[#14077] Text-Guided 3D Object Extraction from 360° Tours: A Single-Image Pipeline for Museum Asset Generation
Rone Cesar Brandão Filho, Murilo de Oliveira Guimarães, Arthur Galdino Dangoni, arthur sousa, Rafael Teixeira Sousa, Arlindo Rodrigues Galvão Filho
[#14031] Conversational Historical Avatars in Virtual Reality Powered by Local Large Language Models
Gabriel Vasconcelos, Maria Eduarda Mota, Glenda Malta De Almeida, Germano Vasconcelos, Cleber Zanchettin, Francisco M. Simões
[#13865] Accessible AR Framework for Interactive Narratives with Guided Phases
Paulo Lasalvia, Geraldo Cruz Júnior, Francisco M. Simões, Robson Fidalgo
TS11 – Health (October, 3rd / 02:00PM – 03:30PM)
[#13604] Recommendations for the use of virtual reality-oriented telemedicine: a systematic review
Helen Cristina Nogueira Motta, Lucas Almeida, Camila Araújo Tempesta, Fernanda Batista da Fonseca, Maria Lúcia Leite Ribeiro Okimoto, Marcio Fontana Catapan
[#13619] Integrating virtual reality and electroencephalography: applications,opportunities and challenges from a patents review
Bianca Mendes, Yasmim Thasla Ferreira, Viviane Almeida, Camila Lopes, Victoria Silva, Sofia Lima, Lucas Gregory Almeida, Márcio Catapan, Daniel Almeida Filho, Ingrid Winkler
[#12348] Debriefing Tool for Immersive Analytics in Medical Training Simulations
Leonardo Guths, Matheus D. Negrão, Carla M.D.S. Freitas, Anderson Maciel, Rafael Piccin Torchelsen, Luciana Nedel
[#13748] LLM vs. Human Driven Conversation: A User Study in Virtual Reality Medical Simulation
Wesley Ferreira, Matheus D. Negrão, Anderson Maciel, Rafael Piccin Torchelsen, Luciana Nedel
[#13135] Immersive Positive Psychological Interventions: a qualitative measuring in a controlled VR trial
Marina Holanda Kunst, Eliane Holanda Silva, Joao Marcelo Teixeira, Fabiana Frata Furlan Peres, Fátima de Lourdes Santos Nunes Marques
[#13923] VR sickness analysis of long-term exposure to immersive Virtual Reality environments
Matheus Montanha Paulon, Jean F. P. Cheiran, Pedro Guilherme da Silva Araújo, Gabriel Souza Rodrigues de Amorim
 
 
 
 
 

workshops

October 1, 2025
Workshop of Undergraduate Works (October, 1st / 02:30PM – 04:00PM)
Bateria em Realidade Aumentada para Experiências Imersivas no Meta Quest 3 Matheus Paz, Cleber da Silveira Campos, Cesar Renno-Costa, Alyson Matheus De Carvalho Souza
cultureAI: Democratizando o Acesso a Museus com Large Language Models e Visualizações Imersivas Baseadas em Gaussian Splatting Gabriel Valentim, André Corrêa Santos, Luciano Pereira Soares, Fábio J. Ayres
Designing Brand Experiences in the Metaverse: A Systematic Review of Effects on Real-World Purchase Intention Julia Gouveia Lima, Thais Voigt Espinola, Eduardo Gabriel Queiroz Palmeira, Renan Luigi Martins Guarese, Gabriela Cristina Sardá, Tiago Catecati, Alexandre Gomes de Siqueira, Marcelo Ferreira
Enhancing Neonatal Care: A Virtual Reality Simulator for Peripherally Inserted Central Catheter (PICC) Insertion Training Bianca Miranda, Débora França, Júlia Millene, Ricardo Ney Cobucci, Alyson Matheus De Carvalho Souza
Improving Collaborative Learning and Performance in Industrial Training: An Approach to Multiplayer Virtual Reality Serious Games Arthur Miranda, João Ferreira, Thales Lazarini, Alexandre De Angeli Neto, Matheus Gianordoli Novais, Rodrigo Varejão,reão, Marcelo Queiroz Schimidt, Mario Mestria
Project Bug: um VR-serious game para o processo de controle biológico de insetos Arthur Willian Ferraz de Jesus, Diogo Godoy Brignoni, Eduardo Willian Horst, Rafael Rieder
Real-Time Volumetric Telepresence: A Point-Cloud Overlap System with Integrated Spatial Audio Vitor Moreira, Marcos Felipe dos Santos Soares, Hugo Nascimento, Laurita Ricardo de Salles
Realidade Virtual: uma ferramenta moderna para visualizar conceitos abstratos da óptica quântica Rafael Rodrigues, Fernando Mascarenhas, Rafael Lima, Anderson Correia, Yasmim Thasla Ferreira, Ingrid Winkler
UPF Campus VR: uma experiência virtual, imersiva e interativa na Universidade de Passo Fundo Eduardo Willian Horst, Brenda Slongo Taca, Diógenes Pereira Fernandes, Rafael Rieder
Utilização de Realidade Virtual para Melhoria da Percepção Cromática em Daltônicos Leina Yoshida, Fabiana Frata Furlan Peres, Claudio R. M. Mauricio
Workshop of Theses and Dissertations (October, 1st / 02:30PM – 04:00PM)
Adaptação automática de jogos sérios usando Realidade Virtual: impacto de personagens não jogáveis na experiência do usuário em fisioterapia Matheus O. Leu, Fatima L. S. Nunes
Development of a VR-enabled Serious Game to teach Astronomy and Computational Thinking to Middle School Students Deborah Arruda, Helber Silva
Gamification and virtual reality in occupational safety teaching Rayssa V. da Silva, Francisco P. M. Simões, Bianca M. Vasconcelos
Contest of Theses and Dissertations (October, 1st / 02:30PM – 04:00PM)
A Influência da Posição e Resolução de Respostas de Impulso em Áudio Espacial para Realidade Virtual: Uma Experiência Paleontológica Imersiva Gustavo Correa de Almeida, Vinicius Costa de Souza, Rodrigo Scalise Horodyski
Criação imersiva de roteiros para treinamentos de tarefas manuais Vinicius Chrisosthemos Teixeira, Márcio Sarroglia Pinho
Estratégias de design para aprimorar a experiência do visitante em tours virtuais de Museus Pernambucanos Calíope Correa de Araújo, Joao Marcelo X. N. Teixeira, Leonardo A. G. Castillo
O Estado da Arte do UX/UI em Realidade Aumentada: Uma Análise Tripartite Aline Araújo Pina, Barbara Pires e Castro
Perceived emotion recognition from nonverbal communication cues in images and videos Willams de Lima Costa, Estefania T. Martinez, Lucas S. Figueiredo, Veronica Teichrieb
TEKOHÁ: Um Ambiente Virtual para o Ensino da História das Missões Jesuíticas no Rio Grande do Sul Renato V. Martins Junior, Vinicius C. Souza, Kleinner S. F. Oliveira
Turismo Imersivo em Fazendas de Cacau: Diretrizes para a Criação e Desenvolvimento de Conteúdos em 360º Amanda O. Alves, Ingrid Winkler, Paulo Eduardo Ambrosio
Workshop of XR Experiences (October, 1st / 02:30PM – 04:00PM)
500 kV SF_6-Insulated Circuit Breaker Maintenance Simulator Gustavo Camargo Domingues, Leticia Oliveira, Thaynara Jesus, José Lucas Hoppe Macedo, Fabiana Frata Furlan Peres, Claudio R. M. Mauricio, Alan de Oliveira lee, Adriano Santos
Daz Studio to VRM pipeline: a discussion on the use of realistic VRM 3D models in upper body motion tracking Roberta Fernandes, Ismar Frango Silveira
GeoConnect: An Immersive VR Game for Learning Brazilian Geography Leticia Oliveira, Gustavo Camargo Domingues, José Lucas Hoppe Macedo, Fabiana Frata Furlan Peres, Claudio R. M. Mauricio, Ericson Hayakawa
Immersive Virtual Environment as an Educational Resource: A Learning Tool for Data Structures and Algorithms Márcio Soussa, Gabriel Santos, Tiago Costa Gomes Vianna, Carlos Alberto Silva de Magalhães Júnior, Pedro Henrique Araújo Fonseca, Yasmim Thasla Ferreira, Sanval Ebert de Freitas Santos, Claudia Lima, Ingrid Winkler
INCLUDERE: A Mobile-VR Demo for Inclusive, Empathy-Oriented Storytelling Tati Peres, Fabiana Frata Furlan Peres, Fatima L. S. Nunes, Joao Marcelo Teixeira
Physical-virtual window: a social interaction resource for use in XR environments Rafael Padilha, Marcos Felipe dos Santos Soares, Ana Júlia Lima Tolêdo, Guilherme Franco, Luciana Berretta, Alércio Rodrigues de Souza, Laurita Ricardo de Salles, Hugo A. D. do Nascimento
Uso de guias táteis como proxies hápticos em ambientes virtuais de simulação médica Antonio Carlos Vieira Araujo, Deivison S. Costa, Liliane S. Machado
VIDA Odonto: Simulador para o Treinamento de Procedimentos de Anestesia Odontológica Allan Amaral Tori, lyncon baez, Fabiana Frata Furlan Peres, Fernando Uchoa, Ricardo Nakamura, Romero Tori, Fatima L. S. Nunes
Workshop of Works in Progress (October, 1st / 02:30PM – 04:00PM)
A Gamified VR Puzzle Game for Interactive Geography Education Gustavo Camargo Domingues, Leticia Oliveira, José Lucas Hoppe Macedo, Fabiana Frata Furlan Peres, Claudio R. M. Mauricio, Ericson Hayakawa
A Multisensory AI-based Framework for Accessible Navigation of Visually Impaired Users in Virtual Environments Luiza Cintra, Elisa Ayumi Masasi de Oliveira, Gustavo Webster, Matheus Dias Negrão, Valdemar Vicente Graciano Neto, Rafael Teixeira Sousa, Sofia Costa Paiva, Arlindo Rodrigues Galvão Filho
A Proposal for a Low-Cost Educational Digital Twin with Real-Time Web Interface Maria Lago, Daniel Fernandes Gonçalves de Oliveira, Rummenige Dantas
AR Portion: Dynamic solution for visualizing food portions in nutritional tables Samuel Costa, Ana Cecilia da Costa Souza, Bianca Miranda, Alyson Matheus De Carvalho Souza
Avaliação da Usabilidade de Ecossistema de Metaverso Educacional Luan Silva, Matheus Oliveira Gomes, Pedro Borela, Filipe Fernandes
CAN you Feel it? An Immersive and Tangible Car Simulation Experience Carlos Gabriel Pereira, David Ohara, Amadeo Neto, Fatima L. S. Nunes, João Marcelo Teixeira
Designing and Evaluating a University Web-Based Metaverse: An A-Frame Implementation Angelo Coronado, Sergio Carvalho, Luciana Berretta, Hugo Nascimento, Arlindo Rodrigues Galvão Filho, Guilherme Franco
Educational Virtual Reality Games with a Decolonial Focus: An Ongoing Experience Lucas Vale, Arlete Petry
Eliciting Care for Virtual Objects: A Work-in-Progress on Pseudo-Haptic Fragility via Dynamic Visual Feedback and Direct Hand Interaction João Anisio Marinho da Nobrega, Davi Duarte de Freitas, Gabriel Lucena, Marcos Melo, Felipe Fausto, Alyson Matheus De Carvalho Souza
Handwritten Text Entry in Virtual Reality Using Gesture Recognition and Word Prediction João Victor Silva, Kaique Carvalho, Luciana Recart Cardoso, Juliana Paula Félix, Fabrizzio Alphonsus Alves de Melo Nunes Soares, Thamer Horbylon Nascimento
Hybridizing Real and Virtual Worlds: A Workflow-Based Approach Using 3D Scanners and Printers Guilherme Franco, Hugo A. D. do Nascimento, Laurita Ricardo de Salles, Arlindo Rodrigues Galvão Filho, Sergio Carvalho, Luciana de Oliveira Berretta
Immersive Environment with Virtual Reality and Eyetracking in the Public Sector: Modernization of the TCE-GO Server onboarding and Training Process Leonardo Oliveira Lima, Jaqueline Gonçalvez do Nascimento, Meryck F. B. da Silva
Janela Meta Teatral: A conexão entre o real e virtual no cenário artístico Bianca Miranda, Davi Hoffmann, Stefane de Assis Orichuela, Juliana Carvalho, Samuel Costa, Cesar Renno-Costa, Alyson M. de C. Souza
MoLang: Leveraging General-Purpose Language Models for Human Animation Emanuel Passinato, Walcy Rios, Rafael Teixeira Sousa, Arlindo Rodrigues Galvão Filho
MuseumVR: Um Framework para Imersão Contextual no Patrimônio Cultural Através de Realidade Virtual Baseada em Narrativas Davi Pinheiro, Samuel Costa, João Anisio Marinho da Nobrega, Stefane de Assis Orichuela, Cesar Renno-Costa, Alyson M. de C. Souza
Oceano Imersivo: Uma experiência em RV para Educar Estudantes sobre a Biodiversidade Marinha Brasileira e a Poluição Stefane de Assis Orichuela, Bianca Miranda, Mateus Oliveira, Yohanna Ferreira, Samuel Costa, Deborah Arruda, Cesar Renno-Costa, Alyson M. de C. Souza
Prototipação de um Dispositivo de Tela de Névoa Plana João Victor Pereira da Luz, Pedro Fernandes Alves, Armando Paulo da Silva, Eduardo Filgueiras Damasceno
Simulador para Treinamento de Primeiros Socorros em Realidade Virtual Nicolli Ortlieb, Fabiana Frata Furlan Peres, Claudio R. M. Mauricio
Towards Emotion-Aware Olfactory VR: Preliminary Results of a Multimodal Biofeedback Approach for Sense of Presence Jonas G. da Silva Junior, Meryck F. B. da Silva, Melina Mottin, Carolina H. Andrade, Arlindo Rodrigues Galvão Filho
VRPG: Suporte imersivo de baixo custo para as campanhas de RPG de mesa Stefane de Assis Orichuela, Cesar Renno-Costa, Alyson M. de C. Souza

tutorials

September 30, 2025

Tutorial 1 – Visuo-Haptic Immersion Made Easy: A Fast-Track Course on Spatial Anchors 

Mixed Reality (MR) occupies the midpoint of the Reality–Virtuality continuum, blending real and virtual elements into a unified environment, which can reach high levels of immersion by integrating spatial, visual, and haptic cues, preserving real-world awareness while convincingly embedding virtual content. A key driver of this experience is multisensory integration, where vision often dominates and shapes perceptions in other modalities, influencing tactile judgments and increasing the illusion of touch. To explore this visuo-haptic integration, this tutorial guides participants to design and implement a Meta Quest 3 application in Unity that harnesses Spatial Anchors to precisely align 3D models with physical objects. Through a combination of concise theoretical overviews and hands-on exercises—from environment scanning and anchor management to deployment—attendees will acquire practical skills to create, save, and interact with stable visuo-haptic experiences, leaving with a functional prototype and a clear development pipeline for Visuo-Haptic immersive applications 

Target audience:

Virtual, Augmented and Mixed Realities (VR, AR and MR) enthusiasts that speak english and / or portuguese, to understand the content presentations and clarify their doubts at the guided activities. To achieve a better experience in this tutorial, the number of participants should be restricted to around 20 to 25 people. We intend to bring and use 5 Meta Quest 3 devices in this short course, in a way that we believe that a device per group of 5 people is enough for them to acquire the experience targeted by the tutorial. 

The audience does not need any VR or Unity development background or previous Quest 3 usage to participate in this tutorial, as the present content aims to facilitate the application of real-virtual aligned elements, using spatial anchors, to enhance the visuo-haptic experience in MR applications, which can be useful to both beginner and advanced users.
People with severe vision impairments and motion blur sensitivity may have some discomfort level and present cybersickness symptoms. If a participant experiences any discomfort, they can leave the tutorial at any time. 

Expected outcomes:

Through this tutorial’s experience, the participants will learn how to use Unity Engine with Meta Spatial Anchors to develop an application (APP) for Meta Quest 3 that enhances the immersion in the virtual environment, applying 3D Objects located at the physical elements’ real positions, to create their own MR personalized room, respecting the furniture dimensions and scales in a verisimilar way.

The participants could use the developed APP to personalize their environments with objects at their preferences, with some usages that extend to (although not limited to) a personalized visuo-haptic appealing room with different objects, or an educational environment, recreating a historic period’s room (e.g., an ancient rome atrium). 

About the authors:

David Ohara de Souza Cardoso: B.Sc. in Design (CAC – UFPE), Mixed Reality and Design Researcher at Voxar Labs (CIn – UFPE). David works on experimental activities using Meta Spatial Anchors in Visuo-Haptic illusions, and real-virtual aligned elements in MR experience enhancement.

Robson Oliveira Pereira Junior: B.Sc. in Computer Science (CIn – UFPE). Robson works on Augmented Reality projects focused on user experience using the Meta ecosystem and OpenXR standards.

Fátima de Lourdes dos Santos Nunes Marques: Ph.D. in Computational Physics (USP), and Livre‐Docente in Graphics Processing (USP). Full Professor at the School of Arts, Sciences and Humanities, University of São Paulo (EACH‐USP) and CNPq Productivity Fellow Level 2. Fátima works on Virtual, Augmented, and Mixed Reality systems for health and education—developing immersive VR environments such as serious‐game exergames for motor rehabilitation and low‐cost, remote‐shared VR training for dental anesthesia—alongside image‐processing techniques for biomedical diagnostics.

João Marcelo Xavier Natário Teixeira: Ph.D. in Computer Science (CIn – UFPE, with PDSE at Universidad de Chile), Associate Professor and Head of the Department of Electronics and Systems at UFPE. João works at Voxar Labs (CIn – UFPE) as Senior researcher, and specializes in embedded systems, high-performance computing, and Virtual, Augmented, and Mixed Reality interaction devices, and VR/AR/MR systems designs that integrate real and virtual elements for immersive user experiences, with several papers published on previous editions of SVR.

Tutorial 2 – Rapid VR Prototyping for Academia and Industry: A Tutorial on Building Interactive Experiences with Godot and the XR Tools Framework 

It is a 3-hour tutorial focused on rapid prototyping of Virtual Reality (VR) experiences using the Godot Engine in conjunction with the Godot XR Tools framework. The tutorial aims to equip participants from academic and industrial backgrounds with a modern, efficient workflow, shifting the focus from low-level boilerplate coding to high-level VR design concepts and rapid iteration. By leveraging the pre-built functionalities of Godot XR Tools for common VR mechanics such as locomotion and interaction, participants can achieve significant results within a short timeframe. This approach not only accelerates development but also aligns with real-world practices where leveraging libraries and specialized tools is standard. 

Target audience:

The tutorial is designed for a broad audience, including participants from both academic and industrial backgrounds who are interested in developing Virtual Reality (VR) experiences. The primary target groups are:
• Academic Researchers and Students: Individuals in computer science, human-computer interaction (HCI), and related fields who need to build VR prototypes for research, user studies, or educational tools. The tutorial offers a pathway to create functional experiments without the steep learning curves or licensing restrictions of other commercial engines.
• Industry Professionals and Indie Developers: Developers from small to medium-sized studios or independent creators seeking an efficient, open-source workflow for rapid prototyping and commercial development. The focus on the MIT-licensed Godot Engine and its tools ensures that all skills learned are directly applicable to commercial projects without legal or financial barriers.
• Beginners in VR Development: Participants with basic programming knowledge but little to no prior experience in VR. The tutorial is structured to build foundational knowledge from the ground up, starting with core engine concepts before moving to complex VR mechanics.
No prior experience with the Godot Engine is required, although a fundamental understanding of programming concepts is beneficial. 

Expected outcomes:

Understand Core Godot Concepts: Participants will gain a solid understanding of Godot’s node-and-scene architecture, the GDScript language, the physics system (including ‘RigidBody3D‘, ‘StaticBody3D‘, and ‘Area3D‘), and the signal system for event-driven programming.

Set Up a Complete VR Project: Attendees will learn to configure a Godot project for VR from scratch using the OpenXR plugin, including setting up the necessary tracking space, camera rig, and controller representations.
Implement Standard VR Locomotion and Interaction: Participants will be able to implement common VR mechanics using the Godot XR Tools framework, including teleportation, direct movement, and turning. They will also master direct-grab interactions to pick up, hold, and release objects in the virtual world.

Build Interactive VR User Interfaces (UI): Attendees will learn the standard technique for creating diegetic UIs in VR by rendering 2D Godot scenes onto 3D surfaces and interacting with them using a controller-based laser pointer.
Develop a Complete Mini-Game Loop: By the end of the session, participants will have built a small, playable “Recycling Simulator” game. This capstone project integrates all the concepts taught, reinforcing their understanding of physics, interaction, and event-driven logic in a practical context.

Apply a Rapid Prototyping Workflow: The most significant outcome is the acquisition of an efficient workflow that shifts the focus from low-level boilerplate coding to high-level interaction design and rapid iteration. This empowers them to quickly test ideas and build functional prototypes for research or commercial purposes 

About the authors

João Anisio Marinho da Nobrega: With over three years of experience developing with the Godot engine, his work spans both research projects and practical application in game jams. In 2023, he developed PICC BABY, a serious game focused on gamifying training for medical procedures, specifically the insertion of a Peripherally Inserted Central Catheter (PICC). In 2024, he was the Main Programmer for “Almas da Floresta” (Souls of the Forest), a project funded by a cultural incentive law. He is a prolific game jam participant, having competed in events such as the GMTK Game Jam, the IP Challenge from Indie Hero, and Game Jam Plus. Currently, he is pursuing a Master’s degree in Product and Process Development in Bioinformatics, specializing in Virtual Reality, where he creates VR prototypes to master the engine’s capabilities for immersive experiences.

Alyson Matheus Carvalho de Souza: is a Professor at the Digital Metropolis Institute (IMD) at the Federal University of Rio Grande do Norte (UFRN). With a passion for immersive technologies, he has accumulated 16 years of experience in the field of Virtual Reality. His academic journey includes a PhD in Bioinformatics, where his thesis focused on “Models of interactive processes in virtual reality applied to Bioinformatics,” a Master’s in Systems and Information, and a Bachelor’s in Computer Science. He has spent 11 years teaching game engine development at IMD. In addition to his academic and teaching roles, he is an experienced Godot developer, having created a few games in the engine, with the highlight of a game that achieved 1st place in an international game jam.

Gabriel Henrique Bessa: began his game development journey in 2013 and has been using the Godot engine since 2023 for university projects and game jams. In 2023, he developed “Acroáster,” a game for visually impaired players, providing him with significant experience in creating accessible applications. In 2024, he was the proponent, programmer, designer, and animator for “Esquadrão Fumaça,” a game demo funded by a cultural incentive law. His current work in 2025 is multifaceted; he serves as a game designer and artist for an upcoming published title, works as a programmer for a studio, and is also a 3D modeler for XR experiences.

Marcos Arthur da Silva Melo: began using the Godot engine in 2023 for university projects and game jam prototypes. This experience was foundational for his first commercial project, which began in 2024. As a game producer and designer, he developed a demo for ’Almas da Floresta’ (Souls of the Forest), supported financially by the local government. In 2025, his work continues on this project, alongside a new Godot game titled ’Malleus Maleficarum,’ where he serves as producer and level designer. His broader game development experience also includes a contribution to an educational game for his university in 2022.

Felipe Fausto Azevedo de Lima: Felipe’s experience with the Godot engine began in 2023, with participation in game jams and the development of academic projects. An active member of the indie game community, Felipe has competed in major events like the GMTK Game Jam and GameJamPlus.In 2024, He served as a programmer for the project “Esquadrão Fumaça,” funded through a cultural incentive law, which solidified his professional development skills. Continuing this work in 2025, He’s developing an upcoming title, “A Barraca Natalícia,” using Godot. At the same time, he currently is expanding their skills into virtual reality development, exploring the engine’s capabilities for creating immersive experiences. 
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