Workshop on Health & Safety in VR and AR @ IEEE VR’22

As Augmented Reality (AR) and Virtual Reality (VR) are being more widely used in the home and workplace, user health and safety are becoming more important. For example, in VR, one-third of users will experience discomfort during VR [1]. Similarly, there are key health issues associated with AR, such as eye strain from the vergence accommodation conflict common in optical see-through AR systems [2].  In outdoor mobile AR applications, AR content can distract people from real-world dangers [3].

Health and safety can be divided into physical, physiological, and psychological factors [4]. There are also important issues that should be considered for special sectors of the population, such as children, or people with disabilities. For example, Yamada-Rice et al. [5] identify unique health and safety issues for children.

Despite health and safety being important for the use of AR and VR, there have been relatively few venues to present research in the field. This workshop will provide an opportunity for academic and industry researchers to present their latest work, and research in the process.  It will also host a discussion identifying important research topics in health and safety.

We invite submission on a range of related topics, such as:

  • Important research topics in health and safety
  • Methods for identifying health and safety issues in AR/VR
  • Empirical studies on simulator sickness, eye strain, or other negative impacts
  • Techniques for mitigating unseen hazards in VR (e.g. redirected walking), or enabling awareness of the user’s surroundings (e.g. guardian systems)
  • Studies on psychological and physiological implications of AR/VR use
  • Novel approaches for limiting distraction or attention hazards during AR
  • Evaluation methods for measuring effects on health and safety
  • Other topics related to health and safety effects in AR and VR

These papers will be 4-8 pages in length (following the TVCG format), and will provide an opportunity for people to present work in progress, or earlier results from ongoing research. Selected papers will be invited to present a 20-minute presentation. The workshop will also have a keynote speech and time for discussion.

Important Dates
o Submission Deadline: January 20, 2022 (extended)
o Notification Deadline: January 22, 2022
o Camera-ready Deadline: January 28, 2022
o Workshop Date: TBA

Submission Link

Workshop organizers:

Mark Billinghurst (University of Auckland) –
Arindam Dey (University of Queensland) –
Barrett Ens (Monash University) –
Tobias Loetscher (Univ. of South Australia) –
Suranga Nanayakkara (University of Auckland) –
Mingze Xi (CSIRO) –


[1] Stanney, K., Lawson, B. D., Rokers, B., Dennison, M., Fidopiastis, C., Stoffregen, T., … & Fulvio, J. M. (2020). Identifying causes of and solutions for Cybersickness in immersive technology: reformulation of a research and development agenda. International Journal of Human–Computer Interaction36(19), 1783-1803.

[2] Marklin Jr, R. W., Toll, A. M., Bauman, E. H., Simmins, J. J., LaDisa Jr, J. F., & Cooper, R. (2020). Do Head-Mounted Augmented Reality Devices Affect Muscle Activity and Eye Strain of Utility Workers Who Do Procedural Work? Studies of Operators and Manhole Workers. Human Factors, 0018720820943710

[3] Barbieri, S., Vettore, G., Pietrantonio, V., Snenghi, R., Tredese, A., Bergamini, M., … & Feltracco, P. (2017). Pedestrian inattention blindness while playing Pokémon Go as an emerging health-risk behavior: a case report. Journal of medical internet research, 19(4), e86.

[4] Costello, Patrick J. “Health and safety issues associated with virtual reality: a review of current literature.” (1997): 371-375.

[5] Yamada-Rice, D., Mushtaq, F., Woodgate, A., Bosmans, D., Douthwaite, A., Douthwaite, I., … & Whitley, S. (2017). Children and virtual reality: Emerging possibilities and challenges.