[4eyes] [ARFORUM] CFP: ISMAR 2015 - The 14th IEEE International Symposium on Mixed and Augmented Reality

Chris Sweeney cmsweeney at cs.ucsb.edu
Tue Dec 2 05:29:09 PST 2014


Our lab did not submit any papers to ISMAR last year and we should work
hard to make sure that is not the case again this year. We are seen by the
community as a great lab for AR/MR/VR so it is important to establish our
good work at these conferences.

If anybody has projects that involve SLAM or SfM I can gladly help out in
whatever way possible. I am also always available if anybody wants to
simply brainstorm, bounce ideas off each other, or needs general advice.

On Tue Dec 02 2014 at 1:23:09 PM Chris Sweeney <cmsweeney at cs.ucsb.edu>
wrote:

>
>
> ---------- Forwarded message ---------
> From: publicity_chairs at ismar15.org <publicity_chairs at ismar15.org>
> Date: Tue Dec 02 2014 at 1:06:59 PM
> Subject: [ARFORUM] CFP: ISMAR 2015 - The 14th IEEE International Symposium
> on Mixed and Augmented Reality
> To: Publicity Chairs <publicity_chairs at ismar15.org>
>
>
> ------------------------------------------
> Apologies for multiple copies
> ------------------------------------------
>
> ======  Call for Participation ==================================
> ISMAR 2015: Augmentation Without Boundaries
>
> The 14th IEEE International Symposium on Mixed and Augmented Reality
> 29 September - 3 October 2015, Fukuoka, Japan
> http://ismar.vgtc.org/
> =========================================================
>
> 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.
>
> ====== Notable Changes for ISMAR 2015 ======
>         • 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
>
> ====== Important Deadlines ======
>         • Submission: 15 March 2015 (all deadlines: 23:59 US Pacific Time)
>         • Authors receive reviews: 1 May 2015
>         • Authors’ rebuttal due: 10 May 2015
>         • Final notification: 1 June 2015
>         • Camera-ready version due: 7 July 2015
>
> ======  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. Detailed submission and review guidelines will
> be posted soon on the conference webpage. 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. 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.
>
> Christian Sandor, Rob Lindeman, and Walterio Mayol-Cuevas
> ISMAR 2015 Science & Technology Program Chairs
> _______________________________________________
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