ACM SIGCHI's interdisciplinary conference on play, games and human-computer interaction. A recurring venue for research on virtual characters, NPC believability and player–agent interaction, which is where much of the practical evidence on conversational game characters is published.
ACM's symposium on user interface software and technology. Its stated scope covers virtual and augmented reality, human-centered AI, multimedia, and new input and output devices — the interaction-technique layer underneath avatar and embodied-agent systems.
Large North American learning-technology conference, with pre-conference workshops 1–3 November. The 2026 programme carries an AI and automation track, an AI Summit, and sessions on conversational AI and AI-supported practice; Synthesia appears among speaker affiliations. Relevant here as the enterprise L&D buying audience for avatar-based training tools.
The fourteenth edition of the interdisciplinary conference on human-agent interaction, covering robots, virtual agents and digitally mediated human-human communication. The 2026 theme is "From Interaction to Agency: Navigating Autonomy in HAI".
ACM symposium described by its organisers as an international forum for researchers and developers concerned with VR/AR software and technology, hosted at Tohoku University's Research Institute of Electrical Communication. Avatar embodiment and real-time character rendering sit squarely inside its scope.
The 13th edition of a long-running industry summit on conversational AI, with conversational AI design and chat and voice product tracks. Relevant as the dialogue and voice layer digital humans sit on top of; the published programme does not single out avatars.
The Washington edition of NVIDIA's GTC conference, held at the Ronald Reagan Building and International Trade Center plus venues across the city. GTC is the main venue for NVIDIA's real-time graphics and digital human tooling announcements.
ACM SIGGRAPH's Asia conference on computer graphics and interactive techniques, at the Kuala Lumpur Convention Centre. Exhibition runs 2–4 December. The first Malaysian edition; registration is open and most submission deadlines have closed.
The main machine-learning conference, held in Sydney with satellite locations in Atlanta and Paris running 9-13 December. Relevant here as a primary publication venue for generative talking-head, audio-driven animation and multimodal agent work.
Europe's largest XR conference and expo, formed from the merger of Augmented World Expo Europe and Stereopsia. Relevant here for the avatar, spatial computing and embodied-interaction work presented across its conference tracks and expo floor.
ACM SIGGRAPH conference that brings together researchers from interactive systems and animation across three areas: motion, interaction and games. The closest thing the field has to a dedicated character-animation venue, which makes it relevant to anyone working on believable digital human motion.
Applications-focused computer vision conference. Face, head and body reconstruction, talking-head synthesis and video generation work routinely appears here, usually closer to deployment than at CVPR or ICCV.
Long-running multimedia research conference whose 2027 programme includes special sessions on embodied multimedia modeling, multimodal agentic systems, and reconstruction and generation for spatial intelligence. Relevant to avatar generation, multimodal agents and the Video Browser Showdown evaluation track.
The 21st annual ACM conference on tangible, embedded and embodied interaction, bringing together engineering, interaction design and media studies. The 2027 edition is framed around how bodies and space shape interactive systems — the design question underneath any embodied conversational agent.
The 9th IEEE International Conference on Artificial Intelligence and eXtended and Virtual Reality, hosted by the University of British Columbia and sponsored by the IEEE Computer Society. Scope covers how AI can enhance immersive technologies and how XR research benefits from intelligent methods — the intersection where embodied avatars and virtual humans in VR/AR are studied.
The 32nd ACM Conference on Intelligent User Interfaces, at the intersection of AI and human-computer interaction. Regularly carries work on conversational agents, avatar interfaces and the evaluation of intelligent assistants.
Broad AI conference where embodied agent, multimodal dialogue and human-agent interaction work is presented alongside the rest of the field. Paper submission for the main technical track closed in July 2026.
The IEEE Conference on Virtual Reality and 3D User Interfaces, the premier international venue for VR, AR and MR research. A consistent source of work on virtual humans, avatar embodiment and social presence.
The Game Developers Conference across Moscone North, South and West — a primary venue for real-time character, AI NPC and digital human technology announcements.
A conference on the physical, cognitive and perceptual augmentation of humans through digital technologies. Relevant here for work on embodiment, self-representation and agent-mediated augmentation, where the avatar is a channel for extending a person rather than a presenter.
Large commercial AI conference. The organiser reports 8,000+ attendees and 350+ speakers for a prior edition and has not published the 2027 programme; a 2026 edition included onstage sessions on voice AI maturity and meeting digital twins.
The main venue for human-robot interaction research, covering social interaction, trust, embodiment and interaction design. The methods and measures used here — social presence, trust calibration, interaction repair — are the same ones applied to screen-based digital humans, and the two literatures cite each other heavily.
NVIDIA's developer conference, returning to San Jose. GTC is where NVIDIA's digital human and avatar stack — ACE, Audio2Face and the surrounding real-time graphics tooling — is typically shown and updated, alongside broad agentic and physical AI tracks.
Seventh edition of an in-person industry summit on conversational and agentic AI, with sessions on multimodal agents spanning voice, vision, text and action, EU AI Act compliance, and customer service automation. Relevant as a buyer-side view of the conversational layer digital humans sit on top of.
An interdisciplinary conference on multimedia systems spanning networking, real-time and operating systems, streaming and computer vision. Relevant here for the systems half of the digital human problem: streaming avatar video, latency budgets and real-time delivery rather than model quality.
The 29th edition of what the organisers bill as Europe's biggest XR event, combining an exhibition and a conference programme. Organisers cite 200 exhibitors, 80 speakers and 4,500 attendees, with application tracks spanning industry, healthcare, training, defence, culture and retail — the immersive environments digital humans are typically deployed into.
IEEE's flagship conference on automatic face and gesture analysis. Its core subject matter — face modelling, expression and gesture recognition — is the perception research that talking-head generation and avatar animation build on.
A one-day US industry conference on conversational AI, which the organisers describe as covering voice, text and chat across all industries. Useful for the dialogue and voice-agent side of digital human work; the published programme does not specifically name avatars or digital humans.
The principal academic venue for autonomous agent research, described by the organisers as covering all areas of agent and agentic technology — in practice the decision-making layer behind conversational digital humans. Main-track submissions closed 8 October 2026; the Blue Sky Ideas paper deadline listed here is 12 November 2026.
Europe's largest workplace learning exhibition and conference, held at ExCeL London alongside HR Technologies UK. The L&D buyer side of the avatar market — AI video presenters and roleplay training agents are sold and demonstrated here.
The leading international conference on human-computer interaction, held at the David L. Lawrence Convention Center under a "bridges" theme. CHI is the main venue for peer-reviewed work on embodied conversational agents, avatar perception, social presence and agent evaluation.
Europe's annual computer graphics conference, held on the IMT campus inside Lucca's city walls, with keynotes, technical papers, tutorials and panels covering computer graphics and interactive techniques — including the character and facial animation work that underpins digital humans.
The principal venue for speech and audio signal processing research, including speech synthesis, voice conversion and speaker modelling. This is where much of the voice layer that digital human products depend on is first published.
Augmented World Expo's flagship US event, themed "I, Spatial: Humans Empowered by Spatial AI", running 16 programme tracks including digital twins, enterprise XR case studies and AI-XR integration. A long-running meeting point for avatar and embodied-agent vendors.
The IEEE/CVF Conference on Computer Vision and Pattern Recognition, the primary venue for the vision research that underpins talking-head generation, face and body reconstruction, neural rendering and avatar animation.
A one-day industry summit in Singapore, in its second edition, aimed at enterprise AI, CX and operations leaders moving conversational and generative AI into production. The programme covers real-time voice agents, multimodal interfaces and agentic AI, plus synthetic media under its trust and governance track. The organisers advertise 200+ delegates and 20+ speakers; the venue was to be announced.
IEEE's multimedia conference and expo, a regular venue for audio-driven face animation, talking-head generation and multimodal synthesis work. Dates and location are per the IEEE Circuits and Systems Society conference listing; a dedicated conference website was not yet live when this entry was added.
The Asia edition of Augmented World Expo, a conference and expo on spatial computing and XR run in collaboration with ScaleX by Linkloud. Organisers state 2,500+ XR and AI professionals, 80+ exhibitors and 120+ speakers. AWE events are a regular showcase for avatar and real-time character technology on the commercial side of the industry.
ACM's conference on conversational user interfaces, covering speech and text interaction, agent persona and the evaluation of conversational systems. Relevant here as the interaction-design layer of conversational digital humans. Submission deadlines are listed as to be announced.
ACM SIGGRAPH's flagship conference and exhibition on computer graphics and interactive techniques, described by the organisation as one of the world's largest and most influential in the field. Historically the primary venue for photoreal digital human capture, facial animation and real-time rendering research.
The annual conference of the International Speech Communication Association, held in South America for the first time. Covers speech synthesis, voice conversion and conversational speech — the voice layer digital human systems depend on.
One of the two leading computer vision conferences, held in alternate years, and a primary venue for talking-head generation, neural head avatars, face and body reconstruction, and real-time rendering of human appearance. Complements CVPR for practitioners tracking where avatar generation research originates.
Long-running IEEE symposium on mixed and augmented reality, a regular venue for work on avatar representation, embodiment and co-presence in AR. Dates and location are as listed on the ISMAR site, which notes they may be subject to change.
The 20th ACM SIGGRAPH conference and exhibition on computer graphics and interactive techniques in Asia, at the Tokyo International Forum. SIGGRAPH Asia is a primary venue for avatar rendering, facial capture, neural character animation and real-time graphics research underpinning digital humans. Programmes and submission dates had not been announced at the time of listing.