Microsoft ends support for Internet Explorer on June 16, 2022.
We recommend using one of the browsers listed below.
Please contact your browser provider for download and installation instructions.
October 7, 2026
Information
One paper submitted by NTT Laboratories has been accepted for presentation at ISMAR 2026, the 25th IEEE International Symposium on Mixed and Augmented Reality, to be held in Bari, Italy, from October 5 to 9, 2026. The paper was also selected for publication in IEEE Transactions on Visualization and Computer Graphics (IEEE TVCG).
ISMAR is a leading international conference in the fields of virtual reality, augmented reality, and mixed reality. It covers a broad range of research on technologies that combine physical and virtual environments, as well as human experiences, interactions, systems, and applications in such environments.
This year, 200 of the 754 submitted papers were accepted for presentation at the conference. Of these, 120 papers were selected for publication in the IEEE TVCG special issue, corresponding to an acceptance rate of 16%.
Abbreviated name of the laboratory:
CS: NTT Communication Science Laboratories
(Affiliation is at the time of submission.)
Maki Ogawa (CS), Takumi Yokosaka (CS)
In the metaverse, users can use avatars with appearances and shapes that differ from their actual bodies, enabling experiences and interactions that would not be possible with the physical body. However, it has not been fully understood whether users perceive the shape of their own bodies as changing to match the shape of their avatars. In this study, participants used 26 hand avatars with various changes in shape and were then asked to report the perceived shape of their own hands. The results showed that the perceived shape of the hand does not necessarily change to match the avatar’s shape. Instead, some types of change, such as changes in the overall size of the hand, were more likely to be perceived as changes in the participants’ own hands, whereas other changes, such as changes in finger length, were less likely to be perceived in this way. These findings may help guide the design of avatars that take human body perception into account for applications such as task support and entertainment in the metaverse.
Information is current as of the date of issue of the individual topics.
Please be advised that information may be outdated after that point.
WEB media that thinks about the future with NTT