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ISMAR 2015 : International Symposium on Mixed and Augmented Reality

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Conference Series : International Symposium on Mixed and Augmented Reality
 
Link: http://ismar.vgtc.org/
 
When Sep 29, 2015 - Oct 3, 2015
Where Fukuoka, Japan
Submission Deadline Mar 15, 2015
Notification Due Jun 1, 2015
Final Version Due Jul 7, 2015
Categories    augmented reality   mixed reality   virtual reality
 

Call For Papers

ISMAR 2015, the premier conference for Augmented Reality (AR) and Mixed Reality (MR), will be held in beautiful Fukuoka, Japan.

The theme of this year’s conference is "Augmentation Without Boundaries". ISMAR is responding to the recent explosion of commercial and research activities related to AR, MR, and Virtual Reality (VR) by continuing the expansion of its scope that started last year. ISMAR 2015 will cover the full range of technologies encompassed by the MR continuum, from interfaces in the real world to fully immersive experiences. This range goes far beyond the traditional definition of AR, which focused on precise 3D tracking, visual display, and real-time performance. We specifically invite contributions from areas fundamental to AR/VR/MR, including Computer Graphics, Human-Computer Interaction, Psychology, Computer Vision, and Optics.

* All accepted Full Papers will be directly published in a special issue of IEEE Transactions on Visualization and Computer Graphics (TVCG)
* Program Committee members are being solicited through an open call; we hope that this further increases transparency and widens scope
* A fixed submission date, 15 March, for this and all future ISMAR conferences is introduced to help planning by participants

Submission Categories

Submissions in two categories are solicited:
Full Papers: 8-10 pages, presentation at conference, published in IEEE TVCG
Short Papers: up to 6 pages, presentation at conference, published in ISMAR proceedings
Successful Full and Short Papers will be held to the same contribution-per-page ratio
In addition, all accepted submissions will be published in the IEEE Xplore digital library.

Topics of Interest

All topics relevant to AR, VR, and MR are of interest. These include, but are not limited to:

Information Presentation
* Visual, aural, haptic, and olfactory augmentation
* Multisensory rendering, registration, and synchronization
* Mediated and diminished reality
* Photo-realistic and non-photo-realistic rendering
* Real-time and non-real-time interactive rendering

Input
* Acquisition of 3D video and scene descriptions
* Video processing and streaming
* Projector-camera systems
* Calibration and registration of sensing systems
* Location sensing technologies (of any kind, including non-real-time)
* Sensor fusion
* Wearable sensors, ambient-device interaction
* Touch, tangible and gesture interfaces
* Smart spaces

Output
* Display hardware, including 3D, stereoscopic, and multi-user
* Live video stream augmentation (e.g., in robotics and broadcast)
* Wearable and situated displays (e.g., eyewear, smart watches, pico-projectors)
* Wearable actuators and augmented humans

User Experience Design
* Collaborative interfaces
* Interaction techniques
* Multi-modal input and output
* Usability studies and experiments
* Technology acceptance and social implications

System Architecture
* Distributed and collaborative architectures
* Real-time performance issues
* Wearable and mobile computing
* Online services
* Scene description and management issues
* Content creation and management

Applications
* Personal information systems
* Architecture
* Art, cultural heritage, education and training
* Entertainment, broadcast
* Industrial, military, emergency response
* Medical

Emerging areas of particular interest include:

HUMAN PERFORMANCE & PERCEPTION: Learning, training, therapy, rehabilitation, Virtual analytics and entertainment are beginning to leverage the convergence of applied AR/VR/MR research to expand how we experience and enhance the limits of human experience.
AUGMENTED REALITY WITHOUT 3D REGISTRATION: Lightweight eyewear such as Google Glass can be used for augmenting and supporting our daily lives even without 3D registration of virtual objects. Here, technologies for context, behaviour and object recognition together with other wearable sensors using computer vision, sensor networks and new types of onboard and external sensing technologies become more relevant.

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