[image 00989] <CfP> ISMAR 2015: Augmentation Without Boundaries
Koji Makita
koji.makita.jp @ ieee.org
2014年 12月 10日 (水) 22:24:19 JST
Image-MLの皆様
(重複してお受け取りの方はご容赦ください)
キヤノン株式会社の牧田と申します.
来年,9月29日から10月3日まで福岡で開催される国際会議
The 14th IEEE International Symposium on Mixed and Augmented Reality(ISMAR 2015)
の投稿募集のご案内をお送りします.
ISMAR2015では,従来よりのスコープであるAR/MR/VRに加えて,その関連領域である
Computer Graphics, Human-Computer Interaction, Psychology, Computer
Vision, Optics
などの領域を幅広く含め,投稿を募集しております.
特に,下記のトピック
・Human performance & perception
・Augmented reality without 3d registration
については,Emerging areas of particular interestとして募集しております.
投稿締切は2015年3月15日です.
Full Paper(8-10 pages)はIEEE TVCGへの掲載,
採録された全原稿がIEEE Xplore digital libraryへの掲載,となります.
若手で意欲のある方々をはじめ,皆様是非とも積極的に御投稿ください.
また,関連がありそうな周辺の方々にもお声掛け頂けると幸いです.
なお,WEBサイトにて各情報を記載しております,適宜ご参照ください.
・ISMARトップページ:
http://ismar.vgtc.org
・アクセス情報(福岡国際会議場):
http://ismar.vgtc.org/ismar/2015/info/ismar-welcome/ismar-2015-venue
・周辺情報:
http://ismar.vgtc.org/ismar/2015/info/ismar-welcome/local-information
以上宜しくお願い致します。
====== 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
-------
牧田孝嗣
キヤノン株式会社
koji.makita.jp @ ieee.org
makita.koji @ canon.co.jp
image メーリングリストの案内