IEEE VR 2027 — IEEE Conference on Virtual Reality and 3D User Interfaces
by IEEE Computer Society and the IEEE Visualization and Graphics Technical Community (VGTC)
The flagship VR/AR/MR research conference, in Australia for the first time.
About This Event
IEEE VR 2027, the IEEE Conference on Virtual Reality and 3D User Interfaces, runs 27 February - 3 March 2027 at the Melbourne Convention and Exhibition Centre in Melbourne, Australia — the first time the conference has been held in Australia. Sponsored by IEEE, the IEEE Computer Society and the IEEE Visualization and Graphics Technical Community, it is the premier international venue for advances in virtual, augmented and mixed reality. The call for papers covers 3D user interfaces and display technologies; tracking, sensing and input devices; haptic and audio interfaces; presence, avatars and embodied agents; locomotion, navigation and redirection; accessibility and human factors; collaborative multi-user systems; therapeutic and rehabilitation applications; software architectures and toolkits; and ethical issues and diversity in VR/AR/MR. The bid was secured by the Melbourne Convention Bureau with IEEE, Monash University and La Trobe University, backed by the Victorian Government, and organisers expect more than 800 international delegates.
Key Dates & Deadlines
- Paper abstracts due (required)
- Paper submission deadline
- Initial review notification
- Revised paper submission deadline
- Final notification to authors
- Camera-ready deadline
At a Glance
- Date
- February 27 – March 3, 2027
- Location
- Melbourne Convention and Exhibition Centre (MCEC), Australia
- Format
- In-Person
- Event Type
- Conference
- Status
- Upcoming
- Expected Attendance
- 800+
- Pricing
- Paid
- Organizer
- IEEE Computer Society and the IEEE Visualization and Graphics Technical Community (VGTC)
- Added
- Aug 23, 2026
- Updated
- Aug 23, 2026
Topics & Focus Areas
Who Should Attend
- ✓VP of Emerging Technology
- ✓XR and spatial computing product leads
- ✓CTOs in healthcare, training and simulation
- ✓HCI and VR/AR researchers
- ✓Interaction and 3D interface designers
- ✓Innovation and R&D directors
Why Attend
Immersive interfaces are where spatial computing, embodied AI agents and industrial digital twins actually meet a human being, and IEEE VR is where those results are peer-reviewed rather than demoed on a trade-show floor. A VP of emerging technology, an XR product lead or a CTO running training, simulation or clinical rehabilitation programmes gets five days of work on tracking, haptics, presence, avatars, collaboration and accessibility — enough to judge which hardware and interaction claims survive contact with evidence before committing a pilot budget — plus direct access to the Monash and La Trobe research groups co-hosting it and to 800-plus delegates from the field.
Event Features
- ✓Papers track with a mandatory abstract round and a two-stage review including a revise-and-resubmit cycle
- ✓Separate workshops programme with its own call for proposals
- ✓Research sessions on 3D user interfaces, display technologies, tracking, sensing and input devices
- ✓Sessions on presence, avatars and embodied agents
- ✓Coverage of accessibility and human factors in immersive systems
- ✓Papers on ethical issues and diversity in VR/AR/MR, and on therapeutic and rehabilitation applications
What Makes This Unique
- ★First time in its history that IEEE VR has been held in Australia — the bid was won by the Melbourne Convention Bureau with IEEE, Monash University and La Trobe University, with Victorian Government support.
- ★More than 800 international delegates expected; the Melbourne Convention Bureau describes it as the world's largest and most influential gathering of virtual reality and 3D user interface experts.
- ★Two-stage review with a formal revision round — initial review notifications on 30 November 2026, revised submissions on 31 December 2026, final notifications on 7 January 2027 — rather than a single accept/reject decision.
- ★A separate workshops programme with its own call, running alongside the main papers track.
- ★Anchored in Melbourne's immersive research base, including the Microsoft Research Centre for Social Natural User Interfaces (SocialNUI), an $8 million partnership with the University of Melbourne and the Victorian Government.
Industries Represented
Pricing Details
Registration rates for IEEE VR 2027 are not published as of 23 August 2026 — the conference site currently carries the calls, the topic areas and the submission deadlines, but no fee schedule and no registration link.
Organizer
IEEE Computer Society and the IEEE Visualization and Graphics Technical Community (VGTC)
computer.org/Frequently Asked
- When is IEEE VR 2027?
- IEEE VR 2027 takes place February 27 – March 3, 2027 in Melbourne, Australia.
- Where is IEEE VR 2027 held?
- IEEE VR 2027 is held in Melbourne, Australia. The event format is in-person.
- What is the IEEE VR 2027 submission deadline?
- The next IEEE VR 2027 deadline is paper abstracts due (required) on Aug 24, 2026. Remaining dates: Paper submission deadline — Aug 31, 2026; Initial review notification — Nov 30, 2026; Revised paper submission deadline — Dec 31, 2026; Final notification to authors — Jan 7, 2027; Camera-ready deadline — Jan 12, 2027.
- How much does IEEE VR 2027 cost?
- IEEE VR 2027 is paid. Registration rates for IEEE VR 2027 are not published as of 23 August 2026 — the conference site currently carries the calls, the topic areas and the submission deadlines, but no fee schedule and no registration link.
- Who should attend IEEE VR 2027?
- IEEE VR 2027 is aimed at VP of Emerging Technology, XR and spatial computing product leads, CTOs in healthcare, training and simulation, HCI and VR/AR researchers, Interaction and 3D interface designers, Innovation and R&D directors.
- What topics does IEEE VR 2027 cover?
- IEEE VR 2027 covers Virtual reality, Augmented and mixed reality, 3D user interfaces, Embodied agents and avatars, Haptic and audio interfaces, Tracking, sensing and input devices, Human factors and accessibility in immersive systems, Ethics and diversity in VR/AR/MR.
Sources
This page was written from 3 sources, 1 on domains other than ieeevr.org.
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