[image 01660] CFP: ISMAR 2016 (deadline 15 March 2016)

MAKITA Koji makita.koji @ canon.co.jp
2016年 2月 9日 (火) 21:36:42 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)

今年,9月19日から9月23日までメキシコ・ユカタン半島で開催される国際会議
The 15th IEEE International Symposium on Mixed and Augmented Reality
(ISMAR 2016)
の投稿案内をお送り致します.

ISMAR2016では,従来よりのスコープであるAR/MR/VRをはじめ,
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.
募集テーマの詳細につきましては,
本メールに記載されたCFPの Topics of Interest 部分をご参照下さい.

投稿締切は**2016年3月15日**です.
Paper categoryは1種類,from 4 to 10 pages で,
採録された原稿は,IEEE TVCG,もしくは ISMAR proceedingsへの掲載,となります.
また,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.
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.

以上宜しくお願い致します.

ISMAR2016 Publicity Chairs 牧田孝嗣



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Apologies for multiple copies
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======  Call for Participation ==================================
The 15th IEEE International Symposium on Mixed and Augmented Reality
19--23 September 2016, Merida, Yucatan, Mexico
http://www.ismar2016.org
=========================================================

ISMAR 2016, the premier conference for Augmented Reality (AR) and Mixed
Reality (MR), will be held in beautiful Merida, Yucatan, Mexico.

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 over the past several years. ISMAR 2016 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 fundamental areas such as
Computer Graphics, Human-Computer Interaction, Psychology, Computer Vision,
and Optics, and how these areas contribute to advancing AR / VR / MR
technology.

This year, we continue to have an open call for selecting Program Committee
members, in the hope that this further increases transparency and widens
scope.


====== Important Deadlines ======
- Submission: 15 March 2016 (all deadlines: 23:59 US Pacific Time)
- Authors receive reviews: 5 May 2016
- Author rebuttals due: 10 May 2016
- Final notification: 1 June 2016
- Camera-ready version: 10 July 2016

======  Submission Details ======
There is only one paper submission category, from 4 to 10 pages.  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 have been posted on the
conference webpage (http://www.ismar2016.org). 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 ===
- Mediated and diminished reality
- Multisensory rendering, registration, and synchronization
- Photorealistic and non-photorealistic rendering
- Real-time and non-real-time interactive rendering
- Visual, aural, haptic, and olfactory augmentation

=== Input ===
- Acquisition of 3D video and scene descriptions
- Calibration and registration (of sensing systems)
- Location sensing technologies (of any kind, including non-real-time)
- Projector-camera systems
- Sensor fusion
- Smart spaces
- Touch, tangible and gesture interfaces
- Video processing and streaming
- Visual mapping
- Wearable sensors, ambient-device interaction

=== Output ===
- Display hardware, including 3D, stereoscopic, and multi-user
- Live video stream augmentation (e.g., in robotics and broadcast)
- Wearable actuators and augmented humans
- Wearable and situated displays (e.g., eyewear, smart watches,
pico-projectors)

=== User Experience Design ===
- Collaborative interfaces
- Technology acceptance and social implications
- Therapy and rehabilitation
- Usability studies and experiments
- Virtual analytics and entertainment

== Human Performance and Perception ==
- Interaction techniques
- Learning and training
- Multimodal input and output
- Perception of virtual objects

=== System Architecture ===
- Content creation and management
- Distributed and collaborative architectures
- Online services
- Real-time performance issues
- Scene description and management issues
- Wearable and mobile computing

=== Applications ===
- Architecture
- Art, cultural heritage, education and training
- Entertainment, broadcast
- Industrial, military, emergency response
- Medical
- Personal information systems

Wolfgang Broll, Hideo Saito, J. Edward Swan II
ISMAR 2016 Science & Technology Program Co-Chairs



-------
牧田孝嗣
キヤノン株式会社

koji.makita.jp @ ieee.org
makita.koji @ canon.co.jp



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