ISMAR: International Symposium on Mixed and Augmented Reality

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Past:   Proceedings on DBLP

Future:  Post a CFP for 2020 or later   |   Invite the Organizers Email

 
 

All CFPs on WikiCFP

Event When Where Deadline
ISMAR 2019 18th IEEE International Symposium on Mixed and Augmented Reality
Oct 14, 2019 - Oct 18, 2019 Beijing (China) Mar 15, 2019
ISMAR 2018 17th IEEE International Symposium on Mixed and Augmented Reality
Oct 16, 2018 - Oct 20, 2018 Munich (Germany) Mar 15, 2018
ISMAR 2017 16th IEEE International Symposium on Mixed and Augmented Reality
Oct 9, 2017 - Oct 13, 2017 Nantes (France) Mar 15, 2017
ISMAR 2016 International Symposium on Mixed and Augmented Reality
Sep 19, 2016 - Sep 23, 2016 Merida, Yucatan, Mexico Mar 15, 2016
ISMAR 2015 International Symposium on Mixed and Augmented Reality
Sep 29, 2015 - Oct 3, 2015 Fukuoka, Japan Mar 15, 2015
ISMAR 2014 International Symposium on Mixed and Augmented Reality
Sep 10, 2014 - Sep 12, 2014 Munich, Germany Mar 28, 2014 (Mar 19, 2014)
ISMAR 2013 International Symposium on Mixed and Augmented Reality
Oct 1, 2013 - Oct 4, 2013 Adelaide, SA, Australia Apr 25, 2013 (Apr 18, 2013)
ISMAR 2012 The 11th IEEE International Symposium on Mixed and Augmented Reality
Nov 5, 2012 - Nov 8, 2012 Atlanta, USA May 25, 2012 (May 18, 2012)
ISMAR 2010 The IEEE and ACM International Symposium on Mixed and Augmented Reality
Oct 13, 2010 - Oct 16, 2010 COEX, Seoul, Korea May 1, 2010
ISMAR 2007 6th International Symposium on Mixed and Augmented Reality
Nov 13, 2007 - Nov 16, 2007 Nara, Japan TBD
 
 

Present CFP : 2019

CALL FOR PAPERS

Note: All submissions are made via the PCS system. Please see the Submission Guidelines for additional details.


ISMAR, the premier conference for Augmented Reality (AR) and Mixed Reality (MR), will come to China for the first time in its history of more than 20 years.ISMAR 2019 will be held on October 14-18 in Beijing, China.

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 2019 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 focuses 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 / XR / VR technology.

Important Deadlines
●Submission Deadline: 15th March 2019 (23:59 AoE)
●Final Notification: 3rd June 2019
●Camera-ready version: 2nd July 2019

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. For brevity AR/MR/VR are subsumed under XR. Topics of interest include, but are not limited to:

●AI for XR
●Camera and Projector-Camera Calibration
●Collaborative XR interfaces
●Computer Vision for XR
●Content creation / authorinģ and content management for XR
●Conversational and Speech Interfaces for XR
●Display technologies (e.g., eyewear, smart watches, projectors)
●Ethical issues
●Ergonomics and human factors
●Haptic and tactile interfaces, wearable haptics, passive haptics, pseudo haptics for XR
●Human augmentations
●Human-Computer Interaction for XR
●Immersive Visual Analytics
●Localization, spatial registration and tracking for XR
●Locomotion and navigation techniques
●Machine Learning for XR
●Mediated and Diminished Reality
●Multimodal input and output for XR
●Omnidirectional, 360, immersive Videos for XR
●Perception in XR
●Presence, body ownership, and agency
●Real-time performance issues
●Rendering techniques for XR
●Sensor fusion
●Spatial audio for XR, auditory perception and psychoacoustics
●Spatial AR, Projection mapping, Projector-camera systems
●System architectures for XR, distributed and online systems
●Touch, tangible and gesture interfaces
●Technology acceptance and social implications of XR
●Teleoperation and telepresence
●User experience, Usability studies and human-subjects experiments for XR
●Video processing and streaming for XR
●VR simulations of AR/MR/XR
●Visual effects / video processing
●Virtual Humans and Avatars
●Visualization techniques for XR
●XR applications from domains such as
○ Architecture
○ Art, cultural heritage, education and training
○ Automotive and aerospace
○ Entertainment, sports broadcast
○ Health, wellbeing, and medical applications
○ Industrial, military, emergency response
○ Therapy and rehabilitation
○ Further domains not listed above
 

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