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ISMAR 2014 - IEEE International Symposium on Mixed and Augmented Reality

What Symposium
When 2014-09-10 to
2014-09-12
Where Munich, Germany
Contact Name Gudrun Klinker, Navir Nassib (General Chairs)
Contact Email
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Topics include:

Emerging Areas:

  • Human Performance & Perception: Learning, Training, Therapy, Rehabilitation, Virtual Analytics and Entertainment are beginning to leverage the convergence of disciplinary applied MR/AR research to expand how we experience and enhance the limits of human experience.
  • Augmented Virtuality: Telepresence, tele-immersion, real-time 3D video acquisition and streaming, (auto-)stereoscopic displays, multi-user 3D displays, tele-operation and live video stream augmentation (e.g., in robotics), broadcast augmentation and virtual studios.
  • Multi-Sensory Mixed Reality: Auditory, haptic and olfactory interfaces.
  • Wearable Computing: Wearable displays (e.g., Google Glass, smart watches), wearable sensors and actuators, augmented humans (e.g., cyborg technology).
  • Spatial Input: Tangible interfaces, ambient-device interaction and novel sensors (e.g., situated/embedded touch input), location sensing technologies (of any kind, including non real-time), smart spaces, situated 2D displays, enabling technologies for spatial interfaces (e.g., 3D reconstruction, touch interfaces, gesture detection).
  • Spatial Output: Wearable projectors, projector-camera systems, ambient displays.

Science and Technology Program

  1. MR/AR
    • 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., Google Glass, 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
  2. MASH’D (Media, Arts, Social Sciences, Humanities & Design)
    • Media Applications
      • Performing arts
      • Art history
      • Architecture
      • Urban design
      • Entertainment (stories, games, toys)
      • Cultural heritage
      • Social media
      • Education, training, therapy
    • Fields and approaches of interest include, but are not limited to:
      • Media studies
      • Cultural studies
      • Literary studies
      • Game studies
      • Practitioner case studies
      • Design research
      • Communications
      • Instructional technologies
      • Telepresence & perception

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