UbiComp/ISWC 2026 Workshop Call for Paper | Wearable Design in Games and Entertainment
Wearable Design in Games and Entertainment
UbiComp/ISWC 2026 Workshop October 11, 2026 Shanghai, China

Wearable Design in Games and Entertainment: (a) Wearable System for Recognition of Human Lower Limb Mo tion;(b)Wearable and Game Design for Elderly People and People with Special Needs; (c) Textile Sensors and Electrodes; (d) Hands Gesture Recognition based on EMG signals; (e) Game Control via Wearable EMG Devices; (f) Phanthera: An Adaptive VR Exergame for Posture-Aware Recovery During Work Breaks; (g) Island of Qi: a body-sensing AR exergame; (h) Intuitive game control via spatial input devices.
OVERVIEW
We invite short papers from researchers, designers, practitioners, artists, students, developers, and industry professionals working at the intersection of wearable design and technologies for games, entertainment, embodied interaction, accessibility, and well-being.
Submissions can present research ideas, ongoing studies, design concepts, system descriptions, evaluation results, position papers, critical reflections, or early-stage prototypes related to wearable games and entertainment.
Location: Room 5D, Shanghai International Convention Center
KEYNOTE SPEAKERS

Prof. Dongyi Chen
Zhongyuan University of Technology,
University of Electronic Science and Technology of China
SUBMISSION
• Length: 4 pages Short Papers, excluding references
• Format: ACM two-column proceedings format
• Submit portal: Submit through the Precision Conference portal. After logging in, select "SIGCHI → Ubicomp/ISWC Workshop 2026 → Ubicomp/ISWC Workshop 2026 WDGE".
Topics of Interest :
• Wearable technologies for games and entertainment
• Embodied interaction and body-based playful experience
• EMG, bio-signals, and gesture-based game interaction
• E-textiles, soft wearable, and smart materials for games
• Haptic feedback and multi-sensory playful experiences
• Wearable games for accessibility, rehabilitation, and well being
• Design methods, co-design, and speculative design for wearable games and entertainment
• User studies and evaluation of wearable gaming systems
• Mixed Reality, Virtual Reality Games
SCHEDULE
14:00-14:10
Opening and Icebreaker
14:10-14:35
Keynote 1. Prof. Dongyi Chen | Title: Wearable Affective Sensing-Driven VR Games: From Emotion Recognition to Adaptive Games
14:35-15:00
Keynote 2. Prof. Haining Liang | Title: Beyond Immersion: Integrating Social, Spatial, and Cultural Dimensions in Wearable XR Gaming
15:00-15:30
Lightning Talks: Papers 1-6 (5-minute presentation for each paper)
15:30-16:00
Coffee Break
16:00-16:25
Lightning Talks: Papers 7-11(5-minute presentation for each paper)
16:25-17:00
Wearable Game Experience Zone
17:00-17:35
Creative Ideation Session & Group Presentations
17:35-17:40
Best Paper Award and Closing
IMPORTANT DATES (AOE)
Submission deadline
June 26, 2026 → July 9, 2026
Author notification
July 16, 2026 → July 26, 2026 → July 28, 2026
Camera-ready deadline
July 31, 2026 → August 6, 2026
Workshop dates
October 11, 2026
Accepted submissions will be presented at the workshop through lightning talks.
At least one author of each accepted submission must register for the conference and attend the workshop offline or online
ORGANIZERS
STUDENT ORGANIZERS

Ziyan Xia
Southern University of Science and Technology

Zhexi Wang
Southern University of Science and Technology

Kai Lin
Southern University of Science and Technology

Ming Yin
The Hong Kong University of Science and Technology (Guangzhou)

Kehan Xie
The Hong Kong University of Science and Technology (Guangzhou)

Yujie Huang
The Hong Kong University of Science and Technology (Guangzhou)

Qi Hu
The Hong Kong University of Science and Technology (Guangzhou)
ACCEPTED PAPERS
01
A New Design Paradigm for Wearable Game Interaction in the Rehabilitation of People with Limited Hand Mobility
Ziyan Xia, Zhexi Wang, Zeyu Yang, Yucong Cai, Yuxuan Zhong, Tengjia Zuo, Christina Zong-Hao Ma, Xiaoqian Deng, Kaiyi Qiu, Ziqian Bai
02
Battle of Infections: Exploring Face-Adjacent Wearable Controllers for Embodied Play
Jianing Yu, May Choy
03
From Notifications to Quests: Reframing Wearable Health Interventions Through RPG Quest Systems
Edward F. Melcer, Joey Villeneuve, Adrian Tu, Thilini Savindya Karunarathna, Nhung Huyen Hoang, Zilu Liang
04
From Route Instructions to Familiar Guides: AI-Cloned Familiar Voices in Game-like VR Navigation
Zelin Pan, Jia Xin Xiao, Jiaxin Zhang
05
GazeMerge: A Tabletop Mixed Reality Game for Supporting Joint Attention and Social-Emotional Interaction in Autistic Children
Yuqing Liu, Jingzhou Gao, Allan Fowler
06
InnerGarden: A VR-Based Environmental Biofeedback System for Relaxation Exercise
Bin Yu, Khalid Taachirt, Manuela Conte, Somaya Ben Allouch
07
ItemCompass: Real-Time Edge-AI Wearable Vision for Tag-Free Domestic Object Retrieval
Tsz Lok Cheung, Jeff Kai-Tai Tang, Anthony Kong, Zackary P. T. Sin
08
Light by Breath: Breath-Driven Visibility Maintenance for Embodied Presence in Reconstructed XR Spaces
Yuan Feng, Jingwen Mao, Hongji Yuan, Tongzhou Yu
09
Lumitree: Repurposing Smartwatch Ambient Light Sensors for Morning Light Promotion through Serious Gam
Thilini Savindya Karunarathna, Nhung Huyen Hoang, Joey Villeneuve, Edward F. Melcer, Zilu Liang
10
RehabWear: A Vision-Inertial Wearable Game System for Intergenerational Home-Based Upper-Limb Stroke Rehabilitation
Baixi Xing, Siqi Li, Qun Wu
11
Toward Personalized Wearable Emotion Sensing for Adaptive Games and Entertainment
Daohong Wei, Dongyi Chen, Guojie Sun









