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ICDCVECR · Registering as Listener

International Conference on Distributed Computing, VLSI, Electrical Circuits and Robotics

13 - 14 Oct 2026 Puerto Jimenez, Costa Rica Standard / Physical Participation
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$145
virtual · $175 in person
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Registration summary

ConferenceICDCVECR
ModeStandard / Physical
ParticipationListener
Registration fee$175.00
Bank charges (5.8%)$10.15
Total payable$185.15
Includes all bank processing charges — the amount above is exactly what will be charged.

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Benefits of Registering as Listener

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Conference Kit / Materials
Access to Keynote Sessions
• Conference Session Tracks •
SDGs
SDG-Aligned Research Themes

ICDCVECR conference tracks support global knowledge exchange, innovation, and sustainable development priorities across diverse disciplines.

SDG 4 - Quality Education SDG 7 - Affordable and Clean Energy SDG 8 - Decent Work and Economic Growth SDG 9 - Industry, Innovation and Infrastructure
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.