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ISMAR 2018 : 17th IEEE International Symposium on Mixed and Augmented Reality


Conference Series : International Symposium on Mixed and Augmented Reality
When Oct 16, 2018 - Oct 20, 2018
Where Munich (Germany)
Submission Deadline Mar 15, 2018
Notification Due Jun 8, 2018
Final Version Due Jul 10, 2018
Categories    augmented reality   virtual reality   mixed reality

Call For Papers

ISMAR 2018, the premier conference for Augmented Reality (AR) and Mixed Reality (MR), will be held in Munich, Germany.

ISMAR is responding to the recent explosion of commercial and research activities related to AR and MR and Virtual Reality (VR) by continuing the expansion of its scope over the past several years. ISMAR 2018 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 such as Computer Graphics, Human-Computer Interaction, Psychology, Computer Vision, Optics, and in particular VR, and how these areas contribute to advancing AR / MR / VR technology.

Download the Call for paper in pdf:

**Important Deadlines**

- Submission: 15 March 2018 (all deadlines: 23:59 AoE)
- Final notification: 8 June 2018
- Camera-ready version: 10 July 2018

**Submission Details**
There is only one paper submission category, from 4 to 10 pages (excluding references). Papers ready for journal publication will be directly published in a special issue of IEEE Transactions on Visualization and Computer Graphics (TVCG). Other accepted papers will be published in the ISMAR proceedings. Paper quality versus length will be assessed according to a contribution-per-page judgment.

- All accepted papers will be orally presented at the ISMAR conference.
- All accepted papers will have the opportunity to be presented as a demo.
- All accepted papers will have the opportunity to be presented as a poster.
- All accepted papers will be archived in the IEEE Xplore digital library.

Detailed submission and review guidelines are available on the conference website ( and the Guidelines section.
Poster submissions will be accepted as usual with a submission date to be announced later.

**Topics of Interest**

All topics relevant to AR, VR and MR are of interest. Note that VR papers are also welcome regardless of their relevance to AR/MR.
Topics include, but are not limited to:

- Information Presentation
- Mediated and diminished reality
- Multisensory rendering, registration, and synchronization
- Photorealistic and non-photorealistic rendering
- Real-time and non-real-time interactive rendering
- Visual, aural, haptic, and olfactory augmentation

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

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

- User Experience Design
- Collaborative interfaces
- Technology acceptance and social implications
- Therapy and rehabilitation
- Usability studies and experiments
- Virtual analytics and entertainment
- VR simulations of AR/MR

- Human Performance and Perception
- Interaction techniques
- Learning and training
- Multimodal input and output
- Perception of virtual objects

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

- Applications
- Architecture
- Art, cultural heritage, education and training
- Automotive and aerospace
- Entertainment, broadcast
- Industrial, military, emergency response
- Health, wellbeing, and medical
- Personal information systems
- Visual effects / video processing

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