MobileXR: Meeting the Promise of Real-time High Fidelity Applications

An emerging class of MobileXR applications demand high-fidelity 3D rendering of everything from accurate geo-spatial information to real-time dynamic data sources. Volumetric capture, motion capture, and access to sophisticated virtual production pipelines have escalated user expectations. This requires a rethinking of interfaces for everything from visualizing crowd-sourced mapping applications to highly realistic, real-time simulation environments.

Whether these applications are running on sophisticated head-mounted mobile devices or commodity smart phones, these generated environments need to take advantage of spatial cues, and need to deliver uninterrupted immersive user experiences in extended reality (XR). This workshop will focus on this emerging class of applications and HCI challenges in mobile applications involving rich interactive XR assets. Topics include but are not limited to:

  • What user interface metaphors are being used to replace those developed for a traditional desktop?
  • What multi-modal interaction mechanisms are appropriate for navigation and interactions with these data-rich environments?
  • Can rich geo-spatial datasets, including lidar, stereo camera, and IoT input be reconstructed in compelling ways?
  • Can immersive XR learning environments be developed that fully support student populations who are under-resourced or not (yet) technically savvy?
  • Can future directions of HCI research can help mitigate performance challenges in mobile applications that incorporate large-scale real-time or near real-time data sources?

Workshop Schedule

We are hoping people can meet and engage face-to-face, but the workshop will be run in a hybrid format for those who cannot attend in-person. All participants are expected to bring a device that allows them to communicate online, as Zoom and Slack will be primarily used for questions and discussion.

Accepted posters and papers will be available a week before the workshop on the workshop website: The workshop has the following tentative schedule (coordinating this with other workshop timelines):

08:30am - 09:30amKeynote talk: Marc-Antoine Drouin (presented remotely)
09:30am - 09:45amDiscussion
09:45am - 10:15amStudent session: Ezra MacDonald, Rémi Lamoureux-Lévesque, Marjan Gohari and Salim Nader
10:15am - 10:30amBreak
10:30am - 12:00pmPaper session:
12:00pm - 12:30pmBrainstorming key topics
12:30pm onwardClosing remarks and discussion

* The paper sessions will be presented by authors of short papers, with 15 minute presentations, 10 minutes questions, and then a final panel including all the presenters


Anthony Estey: As an Assistant Teaching Professor in Computer Science at the University of Victoria, I am interested in how altered reality technologies can help me provide more immersive learning environments that better promote active learning. I employ a hybrid learning style in my courses where students watch introductory videos before class so lecture time can be spent working through activities together. My current approach, screen-sharing while annotating with a tablet seems like a band-aid solution forced by the pandemic; I am eager to discuss and explore other ways to provide an immersive and effective learning experience for all types of online and distance learners.

Derek Jacoby: After a decade at Microsoft where I led teams in Windows system administration tools, and in Microsoft Research where I worked on speech recognition, I returned to academia to complete my PhD at the University of Victoria. I thrive at the intersections between disciplines. My core background is in computation and managing software projects, but I maintain deep interests in science, particularly biology and I founded Canada's first community biology lab at the Victoria Makerspace. I prefer flat organizations and agile development environments where experience is respected but all voices are fully heard. I value diverse teams and shared long-term goals. I'm happiest when I'm building something that helps the world.

Yvonne Coady: As a Professor in Computer Science at UVic, a visiting Professor in the Koury College of Computer Sciences at Northeastern University in Vancouver, and an Adjunct Professor at the Centre for Digital Media (CDM), I feel extremely fortunate to work with great students from a variety of different backgrounds. My lab's research focus is on the development of systems infrastructure software that enables everyday users to access the kind of computing power, data and high-speed networks that is required to run today's demanding applications. These include petabyte-scale systems for earth observation in extended reality environments.

Rachel Ralph: I am a career expert in learning and development with a focus on digital media project and production pipelines and team leadership/agile/curriculum. I am very passionate about digital media and its growth and value. Currently I am supervising graduate student teams as a faculty member at the Centre for Digital Media in project management using agile methods, production pipelines, account/client management, strategist ideas, etc. while they work on a variety digital media projects (i.e., websites, mobile apps, games, XR -AR/VR/MR, etc.).

Mirjana Prpa: As a product manager for AR portfolio, I am envisioning the future where physical and digital worlds intertwine while enabling teams and individuals to do what they love, and do it successfully. As an HCI researcher, I bring an interdisciplinary perspective to solving complex problems, focusing on users first. As an advocate for diversity, equity, and equality I practice active listening and supporting young talent.

Patrick Parra Pennefather: Dr. Pennefather is an award-winning composer, designer of asynchronous, synchronous, blended and hybrid instruction, teacher, author, researcher and disruptor. He has mentored multi-disciplinary teams co-constructing scalable digital prototypes with over 50 companies and organizations in games, mobile dev, Mixed Reality, VR, AR, education and the arts. Patrick has facilitated human-centred work-shops in-person and as a virtual cat for EA, Riot, Microsoft Games, and many others in the xR space. He’s published multisyllabic words in the fields of 3D, Sound Design, xR, VR, MR, Bio-Medical Visualization and Agile application development. He’s an Assistant Prof at UBC Theatre and Film, and a founding faculty member of the Master of Digital Media (MDM) Program. Current SSHRC research is focused on building and investigating a remote multi-player escape room. He will soon publish two books with Springer Nature on the subject of mentoring emerging technology projects in post-secondary environments.

Marc-Antoine Drouin: I am a Senior Research Officer in the Computer Vision and Graphics Team at the National Research Council (NRC). My responsibilities include leading and managing R&D projects with institutional and industrial partners. My current research and/or projects include (1) design of imaging systems: performance prediction, calibration, characterization, laser triangulation, passive stereo, photogrammetry, and structured-light imaging; (2) image processing and understanding: mobile systems data processing and sensor fusion; and (3) simulation: data-driven visual and physical simulation.

Frank Maurer: Dr. Frank Maurer is a Professor of Computer Science at the University of Calgary (Canada). His research has covered a broad spectrum of areas including artificial intelligence, software engineering, agile methods, human computer interaction and immersive technologies. He is widely published and has served on a substantial number of program committees in these fields. The current focus of his team is on immersive analytics applications, combining data science and machine learning approaches with augmented & virtual reality. He has served in leadership roles at the University of Calgary, including department head, associate dean innovation and associate vice president research. He is a co-founder and CTO of VizworX, an award winning custom solutions company in Calgary. For further information, he can be reached at

Call for Participation

We encourage anyone interested to join our workshop!


Please note the following general guidelines for submissions.

  • Submissions are not anonymous.
  • All submissions must use the ACM SIGCHI template (see below).
  • Submissions should include a dedicated section describing their work's contribution to the workshop themes.
  • Submissions must include 100-word biographies of authors.
  • References and biographies are not considered in the page count.
  • Authors are welcome to submit short versions and follow-up work on recently published papers.

Submission Template

Please use the standard ACM SIGCHI LaTeX / Overleaf / Word templates for your submission (see here).

If using LaTeX / Overleaf, please make sure to use \documentclass[manuscript,review]{acmart}.

Submission System

Submit posters and papers by attaching a .pdf file to an email addressed to with subject: MobileHCI'22 Workshop

Important Dates

MobileHCI 2022:September 28 - October 1, 2022
Workshop: October 1, 2022
Submission deadline: July 15, 2022
Notification: July 22, 2022

After Submission

Submissions will be juried by the organizers, based on the level of contribution to the workshop's goals.

Accepted artifact and position papers will be distributed in the Workshop Proceedings via The authors will retain copyrights of the submissions, hence can resubmit revised versions for entry in the archive. Yet, authors may opt out of the proceedings. At least one author must register for both the workshop and for at least one day of the MobileHCI 2022 conference.