Topics of interest for submission include, but are not limited to:
| Track 1 - IOT and Future Communication Technology | 物联网与未来通信技术 |
| IoT Architectures | 物联网架构 |
| (Syntactic/Semantic) Interoperability in IoT | (句法/语义)物联网中的互操作性 |
| AI and Machine Learning for the IoT | 物联网的人工智能和机器学习 |
| Edge AI/edge computing | 边缘人工智能/边缘计算 |
| Web of Things including Hypermedia Agents for the IoT | 物联网,包括物联网的超媒体代理 |
| New IoT Communication Technologies | 新的物联网通信技术 |
| Energy Efficiency and Sustainability in IoT | 物联网的能源效率和可持续性 |
| Security and Privacy in IoT | 物联网中的安全和隐私 |
| Human Interaction with IoT | 人机交互与物联网 |
| Industrial Internet of Things | 工业物联网 |
| Novel Applications of IoT in Industry (e.g., manufacturing, agriculture, business processes, etc. ) | 物联网在工业中的新应用(例如,制造、农业、业务流程等) |
| Societal Impacts and Ethical Implications of IoT | 物联网的社会影响和伦理影响 |
| 5G and 6G | 5G 和 6G |
| Next Generation Network Technology | 下一代网络技术 |
| interactive communication | 交互式通信 |
| Sensor/Ad Hoc Network | 传感器/自组织网络 |
| social interaction, mobile communication | 社交互动、移动通信 |
| ubiquitous web | 无处不在的网络 |
| Wireless communication | 无线通信 |
| mobile communication | 移动通信 |
| Track 2 - Modern blockchain technology and applications | 现代区块链技术及应用 |
| Theories of blockchain and distributed ledger technology | 区块链与分布式账本技术理论 |
| New blockchain architecture | 新的区块链架构 |
| Security, privacy and trust of blockchain and distributed ledger technology | 区块链和分布式账本技术的安全、隐私和信任 |
| Decentralization, scalability, and security tradeoff | 去中心化、可扩展性和安全性权衡 |
| Smart contract and chain code | 智能合约和链码 |
| Applications and services based on blockchain | 基于区块链的应用和服务 |
| Protocols and algorithms based on blockchain | 基于区块链的协议和算法 |
| Blockchain in the Internet of things (IoT) | 物联网 (IoT) 中的区块链 |
| Blockchain in cyber physical systems | 网络物理系统中的区块链 |
| Blockchain in social networking | 社交网络中的区块链 |
| Blockchain in supply chain management | 供应链管理中的区块链 |
| Blockchain in agriculture | 农业区块链 |
| Blockchain in connected and autonomous vehicles | 联网和自动驾驶汽车中的区块链 |
| Blockchain in crowdsourcing and crowdsensing | 众包和众感中的区块链 |
| Blockchain in mobile cellular networks | 移动蜂窝网络中的区块链 |
| Blockchain in edge and cloud computing | 边缘计算和云计算中的区块链 |
| Blockchain in next generation communications and networks | 下一代通信和网络中的区块链 |
| Blockchain and Cryptocurrency | 区块链和加密货币 |
| Blockchain and artificial intelligence | 区块链和人工智能 |
| Blockchain and game theory | 区块链和博弈论 |
| Blockchain and industry 4.0 | 区块链与工业 4.0 |
| Track 3 - Computer Vision and Computer Graphics | 计算机视觉与计算机图形学 |
| Vision sensors | 视觉传感器 |
| Computational photography | 计算摄影 |
| 3D shape recovery | 3D形状恢复 |
| Motion, tracking and video analysis | 运动、跟踪和视频分析 |
| 2D/3D object detection and recognition | 2D/3D物体检测与识别 |
| Scene understanding | 场景理解 |
| Occlusion and shadow detection | 遮挡和阴影检测 |
| Stereo and multiple view geometry | 立体和多视图几何 |
| Reconstruction and camera motion estimation | 重建和相机运动估计 |
| Image and video analysis and understanding | 图像和视频分析与理解 |
| Medical Imaging | 医学影像 |
| Procedural Modeling and Animation | 程序建模和动画 |
| Vision-based Techniques | 基于视觉的技术 |
| Facial Modelling & Animation | 面部建模与动画 |
| Image-based Modelling and Animation | 基于图像的建模和动画 |
| Machine Learning for Animation | 动画机器学习 |
| AI-based Modeling and Animation | 基于人工智能的建模和动画 |
| Animation Compression and Transmission | 动画压缩和传输 |
| 3D Physiological Humans | 3D生理人类 |
| Game-Based Learning | 基于游戏的学习 |
| Track 4 - Virtual reality and interactive technology | 虚拟现实与交互技术 |
| Artificial Agents in Virtual Reality | 虚拟现实中的人工代理 |
| Mixed and Augmented Reality | 混合和增强现实 |
| Population Generation for Virtual Worlds | 虚拟世界的人口生成 |
| Virtual Cities | 虚拟城市 |
| Virtual humans and avatars | 虚拟人和化身 |
| VR health applications | VR健康应用 |
| Shared Virtual Environments | 共享虚拟环境 |
| 3D Telepresence | 3D 远程呈现 |
| Semantics and Ontologies for Animation and VR | 动画和 VR 的语义和本体 |
| Cultural Heritage Applications | 文化遗产应用 |
| Haptics | 触觉 |
| IoT-enhanced AR/VR/MR, Metaverse, and Games | 物联网增强的 AR/VR/MR、元界和游戏 |
| Distributed Ledger Technologies for IoT | 物联网分布式账本技术 |
| Real-world Deployments, and Testbeds | 真实世界的部署和测试平台 |
| Anthropometric Virtual Human Models | 人体测量虚拟人体模型 |
| Crowd Simulation | 人群模拟 |
| Immersive Experience and Entertainment | 沉浸式体验与娱乐 |
| extended reality | 拓展现实 |
| Human body motion and gesture based interaction | 基于人体运动和手势的交互 |
| brain-computer interface | 脑机接口 |
| Track 5 - Artificial Intelligence and Related Technologies | 人工智能与相关技术 |
| Human body motion and gesture based interaction | 基于人体运动和手势的交互 |
| Audio and acoustic processing and analysis | 音频和声学处理与分析 |
| Automatic speech and speaker recognition | 自动语音和说话人识别 |
| Spoken language processing | 口语处理 |
| Speech and natural language based interaction | 基于语音和自然语言的交互 |
| Group interaction: analysis of verbal and non-verbal communication | 群体互动:语言和非语言交流分析 |
| Depth & range sensor data processing and analysis | 深度和距离传感器数据处理和分析 |
| Motion Capture & Retargeting | 动作捕捉和重定向 |
| Path Planning | 路径规划 |
| digital twin technology | 数字孪生 |
| cloud computing | 云计算 |
| smart robot | 机器人 |
| Electronic Games Technology | 电子游戏技术 |
| machine learning | 机器学习 |
| Smart Voice Technology | 智能语音技术 |
