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ISWC 2019 - International Symposium on Wearable Computers

What Symposium
When 2019-09-11 to
2019-09-13
Where London, UK
Contact Name Katayoun Farrahi, Robert Harle, Nicholas Lane
Contact Email
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Topics include:

  • Displays, mobile augmented reality optics (freeform optics, lightguides, holographic and diffractive approaches)
  • Haptics and actuators
  • Sensing the body (movement, behaviour, physiology)
  • Sensing the eye (gaze, patterns of looking, eye-computer interaction)
  • Sensing the brain (wearable fNIRS, EEG, brain-computer interfaces)
  • System architectures (networked and local), ad-hoc and mobile systems
  • Manufacturing of wearable technologies
  • Smartphone- and smartwatch-based systems and applications
  • Power sources and management, thermal management
  • Wearables and smart cities
  • Cyber-physical systems, closed-loop sensing/actuation systems
  • Biometrics and security
  • E-textiles, advanced textiles, and clothing-based wearables
  • Functional clothing and non-electronic wearable technologies
  • Novel materials
  • Machine learning, big data, and artificial intelligence for wearables
  • Datasets and performance evaluation
  • Individual activity recognition and behavior analysis
  • Social and group activity recognition
  • Exploratory domain mapping and feature identification/extraction, ontologies for wearable applications
  • Human factors and HCI of wearables, wearability, interaction design
  • Anthropometrics and fit
  • Design and conceptual innovation in wearables; art and fashion; theatre and performance
  • Social interactions and impacts
  • Human augmentation and portable environments
  • Human-robot interaction
  • Human/environmental/economic impacts, long-term effects, and future of wearable technologies, ethics and privacy
  • All applications of wearable technologies interpreted broadly, including medical; sports; entertainment; supporting physical, cognitive, and collaborative work; extreme environments; mental health and therapy; education; virtual and augmented reality; research on behaviour, psychology, and cognition; and others
  • Markets and consumer behaviour in wearables

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