Flex Conference (Physical / Digital)

International Conference on Distributed Computing, VLSI, Electrical Circuits and Robotics - (ICDCVECR-26)

13th - 14th October 2026 , Puerto Jimenez - Costa Rica

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Academic Program

Conference Session Tracks

SDG Wheel

Aligned with

UN Sustainable Development Goals

This conference contributes to global sustainability by aligning its research discussions and academic sessions with key United Nations Sustainable Development Goals. It fosters knowledge exchange, innovation, and collaborative engagement.

SDG 4 SDG 4 — Quality Education
SDG 7 SDG 7 — Affordable and Clean Energy
SDG 8 SDG 8 — Decent Work and Economic Growth
SDG 9 SDG 9 — Industry, Innovation and Infrastructure
SDG 10 SDG 10 — Reduced Inequalities
SDG 11 SDG 11 — Sustainable Cities and Communities
SDG 12 SDG 12 — Responsible Consumption and Production
SDG 13 SDG 13 — Climate Action
SDG 16 SDG 16 — Peace, Justice and Strong Institutions
Session Tracks
Track 01
Innovations in Distributed Computing

This track focuses on the latest advancements in distributed computing technologies and methodologies. Researchers are invited to present their work on algorithms, architectures, and applications that enhance the performance and scalability of distributed systems.

Track 02
VLSI Design and Applications

This session will explore cutting-edge techniques in VLSI design, including circuit design, layout optimization, and fabrication processes. Contributions that address challenges in power efficiency, speed, and integration of VLSI systems are particularly welcome.

Track 03
Robotics and Automation Technologies

This track aims to discuss the latest developments in robotics, including autonomous systems, robotic perception, and human-robot interaction. Papers that highlight innovative applications of robotics in various industries are encouraged.

Track 04
Electrical and Electronics Engineering Advances

This session will cover recent trends and breakthroughs in electrical and electronics engineering. Topics may include power systems, renewable energy technologies, and advancements in electronic devices and circuits.

Track 05
Entertainment Technology and User Experience

This track focuses on the design and evaluation of entertainment technologies, emphasizing user experience and engagement. Submissions that explore the impact of technology on entertainment consumption and user interaction are encouraged.

Track 06
Virtual, Augmented, and Mixed Reality in Entertainment

This session will delve into the applications of VR, AR, and MR in the entertainment industry. Researchers are invited to share insights on content creation, user interaction, and the immersive experiences these technologies provide.

Track 07
Edutainment: Bridging Learning and Entertainment

This track examines the intersection of education and entertainment, focusing on innovative approaches to edutainment. Contributions that showcase effective methodologies and technologies for enhancing learning through entertainment are welcome.

Track 08
Gaming Technologies and Social Impact

This session will explore the role of gaming technologies in society, including their impact on culture, behavior, and social interaction. Papers that investigate the psychological and social implications of gaming are encouraged.

Track 09
Interactive Media and Multimedia Systems

This track focuses on the integration of interaction and multimedia capabilities in entertainment systems. Researchers are invited to present work on interactive television, broadcasting, and the design of engaging multimedia experiences.

Track 10
Artificial Intelligence in Entertainment

This session will explore the application of artificial intelligence in the entertainment sector, including game design, narrative generation, and character development. Contributions that address the challenges and opportunities of AI in entertainment are particularly welcome.

Track 11
Digital Entertainment and Emerging Trends

This track will cover the latest trends in digital entertainment, including digital broadcasting, cinema, and interactive graphic design. Researchers are invited to discuss innovations and future directions in the digital entertainment landscape.