Conferences related to Augmented Reality

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2013 IEEE Aerospace Conference

The international IEEE Aerospace Conference is organized to promote interdisciplinary understanding of aerospace systems, their underlying science and technology, and their applications to government and commercial endeavors. The annual, weeklong conference, set in a stimulating and thought -provoking environment, is designed for aerospace experts, academics, military personnel, and industry leaders.

  • 2012 IEEE Aerospace Conference

    The international IEEE Aerospace Conference is organized to promote interdisciplinary understanding of aerospace systems, their underlying science and technology, and their applications to government and commercial endeavors. The annual, weeklong conference, set in a stimulating and thought-provoking environment, is designed for aerospace experts, academics, military personnel, and industry leaders.

  • 2011 IEEE Aerospace Conference

    The international IEEE Aerospace Conference is organized to promote interdisciplinary understanding of aerospace systems, their underlying science and technology, and their applications to government and commercial endeavors.

  • 2010 IEEE Aerospace Conference

    The international IEEE Aerospace Conference is organized to promote interdisciplinary understanding of aerospace systems, their underlying science and technology, and their applications to government and commercial endeavors.

  • 2009 IEEE Aerospace Conference

    The international IEEE Aerospace Conference promotes interdisciplinary understanding of aerospace systems, their underlying science and technology, and their applications to government and commercial endeavors. It is an annual, week-long conference designed for aerospace experts, academics, military personnel, and industry leaders and is set in a stimulating, thought-provoking environment.

  • 2008 IEEE Aerospace Conference

    The international IEEE Aerospace Conference is organized to promote interdisciplinary understanding of aerospace systems, their underlying science and technology, and their applications to government and commercial endeavors. It is an annual, week-long conference designed for aerospace experts, academics, military personnel, and industry leaders and is set in a stimulating and thought-provoking environment.

  • 2007 IEEE Aerospace Conference

  • 2006 IEEE Aerospace Conference

  • 2005 IEEE Aerospace Conference


2013 IEEE International Symposium on Haptic Audio Visual Environments and Games (HAVE)

Papers are being solicited on all aspects of multimodal haptic audio visual virtual environment technologies and related haptic applications, including Haptic sensors and renderers, Hapto-audio-visual systems and applications, Hapto-sergical/medical systems, Haptic compression and prediction, multimodal perception and psychophysics, Haptic game interfaces, tele-haptics and tele-operation, augmented and virtualized reality, collaborative virtual environments, human-computer interaction in virtual environment

  • 2012 IEEE International Workshop on Haptic Audio Visual Environments and Games (HAVE 2012)

    Papers are being solicited on all aspects of multimodal haptic audio visual virtual environment technologies and related haptic applications, including Haptic sensors and renderers,Hapto-audio -visual systems and applications, Hapto -surgical/medical systems, Haptic compression and prediction, multimodal perception and psychophysics, Haptic game interfaces, tele -haptics and tele - operation, augmented and virtualized reality, collaborative virtual environments, human -computer interaction in virtual environment.

  • 2011 IEEE International Workshop on Haptic Audio Visual Environments and Games (HAVE 2011)

    Papers are being solicited on all aspects of multimodal haptic audio visual virtual environment technologies and related haptic applications, including Haptic sensors and renderers, Hapto-audio-visual systems and applications, Hapto-surgical/medical systems, Haptic compression and prediction, multimodal perception and psychophysics, Haptic game interfaces, tele-haptics and tele-operation, augmented and virtualized reality, collaborative virtual environments, human-computer interaction in virtual environment

  • 2010 IEEE International Workshop on Haptic Audio Visual Environments and Games (HAVE 2010)

    Papers are being solicited on all aspects of multimodal haptic and audio visual virtual environment technologies and related applications such as tele-haptic robotics, design, tele-medicine, arts, education and training, Entertainment and Games. Topics of interest include but are not limited to Haptic sensors and renderers, Hapto-audio-visual systems and applications, multimodal perception and psychophysics, game interfaces (specially haptics interfaces), tele-haptics and tele-operation, augmented and virtu

  • 2009 IEEE International Workshop on Haptic Audio Visual Environments and Games (HAVE 2009)

    Papers are being solicited on all aspects of multimodal haptic and audio visual virtual environment technologies and related applications such as tele-haptic robotics, design, tele-medicine, arts, education and training, Entertainment and Games.


2013 IEEE Virtual Reality (VR)

IEEE Virtual Reality is the premier international conference and exhibition on virtual reality.

  • 2012 IEEE Virtual Reality Workshops (VR)

    Immersive gaming 3D Interaction for VR VR systems and toolkits Augmented and mixed reality Computer graphics techniques Advanced display technology Immersive projection technology Multi-user and distributed VR and gaming Serious games Haptics, audio and other non-visual interfaces Tracking and Sensing Modeling and Simulation User studies and Evaluation Presence and Cognition Navigation Applications of AR/MR/VR

  • 2011 IEEE Virtual Reality (VR)

    IEEE Virtual Reality 2011 is the premier international conference and exhibition on virtual reality. It will be held on 19 23 March 2011 at SUNTEC Convention Center, Singapore. The conference focuses recent research and development in the fields of virtual environments, augmented reality, and 3D user interface.

  • 2010 IEEE Virtual Reality Conference (VR)

    IEEE VR 2010 is the premier international conference and exhibition in virtual reality. It provides a unique opportunity to interact with leading experts in VR and closely-related fields such as augmented reality, mixed reality and 3D user interfaces. Share your own work and educate yourself through exposure to the research of your peers from around the world.

  • 2009 IEEE Virtual Reality Conference (VR)

    Innovative research, groundbreaking technology, pioneering concepts and hands-on experiences in the disciplines of virtual reality, augmented reality, and 3D user interfaces is what IEEE VR 2009

  • 2008 IEEE Virtual Reality Conference (VR)

    The brightest minds, the most innovative research, the leading companies, and the most stimulating discussions in the fields of virtual environments, augmented reality, and 3D user interfaces.

  • 2007 IEEE Virtual Reality Conference (VR)

  • 2006 IEEE Virtual Reality Conference (VR)


2012 7th IEEE Conference on Industrial Electronics and Applications (ICIEA)

Industrial Informatics, Computational Intelligence, Control and Systems, Energy and Environment, Mechatronics, Power Electronics, Signal Processing, Network and Communication Technologies.


2012 IEEE International Symposium on Mixed and Augmented Reality (ISMAR)

ISMAR 2012 covers work in the general field of Mixed and Augmented Reality, which combines work in disciplines such as signal processing, computer vision, computer graphics, user interfaces, human factors, wearable computing, mobile computing, computer networks, displays, and sensors.

  • 2011 IEEE International Symposium on Mixed and Augmented Reality (ISMAR)

    premier international meeting for the Mixed and Augmented Reality research community. Scope includes core Science/Technology, applications and innovative uses in Arts/Media/Humanities and User studies/Industrial requirements.

  • 2010 9th IEEE International Symposium on Mixed and Augmented Reality (ISMAR)

    Mixed reality (MR) and augmented reality (AR) allow for the convergence of real and virtual worlds. The field is highly interdisciplinary, bringing together signal processing, computer vision, computer graphics, user interfaces, human factors, display and sensor technologies, and wearable, mobile and ubiquitous computing.

  • 2009 8th IEEE International Symposium on Mixed and Augmented Reality (ISMAR)

    Aims and Scope of MR/AR: Mixed reality (MR) and augmented reality (AR) allow for the convergence of real and virtual worlds. The evolution of novel MR/AR user interfaces is beginning to have significant impact on industry and society. The field is highly interdisciplinary, bringing together signal processing, computer vision, computer graphics, user interfaces, human factors, display and sensor technologies, and wearable, mobile and ubiquitous computing. ISMAR 2009 will focus special attention on Mobil

  • 2008 7th IEEE International Symposium on Mixed and Augmented Reality (ISMAR)

    The conference accepts papers describing the theory and practice of mixed and augmented reality systems. Topics include: applications, sensors, system architectures, user interaction, information presentation and human factors

  • 2007 6th IEEE International Symposium on Mixed and Augmented Reality (ISMAR)

    Mixed Reality (MR) and Augmented Reality (AR) allow the creation of fascinating new types of user interfaces, and are beginning to show significant impact on industry and society. The field is highly interdisciplinary, bringing together signal processing, computer vision, computer graphics, user interfaces, human factors, wearable computing, mobile computing, computer networks, displays, sensors, to name just some of the most important influences. MR/AR concepts are applicable to a wide range of application


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Periodicals related to Augmented Reality

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Education, IEEE Transactions on

Educational methods, technology, and programs; history of technology; impact of evolving research on education.


Internet Computing, IEEE

IEEE Internet Computing provides journal-quality evaluation and review of emerging and maturing Internet technologies and applications. The magazine targets the technical and scientific Internet user communities as well as designers and developers of Internet-based applications and enabling technologies. IC publishes refereed articles on the latest developments and key trends in Internet technologies and applications. A crossroads between academic researchers and ...


Pervasive Computing, IEEE

The popularity of mobile Internet access, third- and fourth-generation wireless communication, handheld devices, and Bluetooth have made pervasive computing a reality. To help you keep pace, IEEE Pervasive Computing covers mobile computing, wireless networks, security, scalability, intelligent vehicles and environments, and pervasive computing applications.


Proceedings of the IEEE

The most highly-cited general interest journal in electrical engineering and computer science, the Proceedings is the best way to stay informed on an exemplary range of topics. This journal also holds the distinction of having the longest useful archival life of any EE or computer related journal in the world! Since 1913, the Proceedings of the IEEE has been the ...


Visualization and Computer Graphics, IEEE Transactions on

Specific topics include, but are not limited to: a) visualization techniques and methodologies; b) visualization systems and software; c) volume visulaization; d) flow visualization; e) information visualization; f) multivariate visualization; g) modeling and surfaces; h) rendering techniques and methodologies; i) graphics systems and software; j) animation and simulation; k) user interfaces; l) virtual reality; m) visual programming and program visualization; ...




Xplore Articles related to Augmented Reality

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[Title page i]

2008 International Symposium on Ubiquitous Virtual Reality, 2008

The following topics are dealt with: ubiquitous virtual reality; wearable computing; augmented reality; shape matching; image recognition; user interface.


Clinical application of augmented reality in neurosurgical field

H. Iseki; Y. Muragaki; K. Naemura; M. Hayashi; T. Hori; K. Takakura Proceedings Computer Graphics International 2003, 2003

We performed 148 open magnetic resonance imaging (MRI) surgeries at Tokyo Women's Medical University between March 3, 2000 and December 13, 2002. Especially for malignant brain tumors located in or adjacent to the functional region, we have tried to improve resection rate and to preserve critical brain function by means of not only intraoperative MRI but also concomitant application of ...


Energy-Efficient Resource Allocation for Mobile Edge Computing-Based Augmented Reality Applications

Ali AL-Shuwaili; Osvaldo Simeone IEEE Wireless Communications Letters, 2017

Mobile edge computing is a provisioning solution to enable Augmented Reality (AR) applications on mobile devices. AR mobile applications have inherent collaborative properties in terms of data collection in the uplink, computing at the edge, and data delivery in the downlink. In this letter, these features are leveraged to propose a novel resource allocation approach over both communication and computation ...


The significance and effectiveness of Augmented Reality in experimental education

Fan Pengcheng; Zhou Mingquan; Wang Xuesong 2011 International Conference on E-Business and E-Government (ICEE), 2011

Augmented Reality (AR) is a branch of Virtual Reality (VR). With the development of this novel technology, the applications of the AR based education are attracting more and more attention. This paper points out the significance of AR-based experiment in education and illustrates the applications and effectiveness of AR-based experiment. We hope this can become a hint for the educators ...


Co Design of Augmented Reality Game-Based Learning Games with Teachers Using Co-CreaARGBL Method

Hendrys Tobar-Muñoz; Silvia Baldiris; Ramon Fabregat 2016 IEEE 16th International Conference on Advanced Learning Technologies (ICALT), 2016

Recent studies argue that Augmented Reality Game-Based Learning (ARGBL) benefit learning and teaching processes. However, creating and leveraging ARGBL experiences is not easy for teachers, since they lack the expertise and time to design and construct them. Using Co Design strategies that combine the expertise of different actors in the creation can solve this. In this paper, we introduce Co-CreARGBL ...


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Educational Resources on Augmented Reality

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eLearning

[Title page i]

2008 International Symposium on Ubiquitous Virtual Reality, 2008

The following topics are dealt with: ubiquitous virtual reality; wearable computing; augmented reality; shape matching; image recognition; user interface.


Clinical application of augmented reality in neurosurgical field

H. Iseki; Y. Muragaki; K. Naemura; M. Hayashi; T. Hori; K. Takakura Proceedings Computer Graphics International 2003, 2003

We performed 148 open magnetic resonance imaging (MRI) surgeries at Tokyo Women's Medical University between March 3, 2000 and December 13, 2002. Especially for malignant brain tumors located in or adjacent to the functional region, we have tried to improve resection rate and to preserve critical brain function by means of not only intraoperative MRI but also concomitant application of ...


Energy-Efficient Resource Allocation for Mobile Edge Computing-Based Augmented Reality Applications

Ali AL-Shuwaili; Osvaldo Simeone IEEE Wireless Communications Letters, 2017

Mobile edge computing is a provisioning solution to enable Augmented Reality (AR) applications on mobile devices. AR mobile applications have inherent collaborative properties in terms of data collection in the uplink, computing at the edge, and data delivery in the downlink. In this letter, these features are leveraged to propose a novel resource allocation approach over both communication and computation ...


The significance and effectiveness of Augmented Reality in experimental education

Fan Pengcheng; Zhou Mingquan; Wang Xuesong 2011 International Conference on E-Business and E-Government (ICEE), 2011

Augmented Reality (AR) is a branch of Virtual Reality (VR). With the development of this novel technology, the applications of the AR based education are attracting more and more attention. This paper points out the significance of AR-based experiment in education and illustrates the applications and effectiveness of AR-based experiment. We hope this can become a hint for the educators ...


Co Design of Augmented Reality Game-Based Learning Games with Teachers Using Co-CreaARGBL Method

Hendrys Tobar-Muñoz; Silvia Baldiris; Ramon Fabregat 2016 IEEE 16th International Conference on Advanced Learning Technologies (ICALT), 2016

Recent studies argue that Augmented Reality Game-Based Learning (ARGBL) benefit learning and teaching processes. However, creating and leveraging ARGBL experiences is not easy for teachers, since they lack the expertise and time to design and construct them. Using Co Design strategies that combine the expertise of different actors in the creation can solve this. In this paper, we introduce Co-CreARGBL ...


More eLearning Resources

IEEE-USA E-Books

  • No title

    The book is based on the material originally developed for the course on Virtual Reality, which the author was teaching at Tampere University of Technology, as well as course on Virtual Environments that the author had prepared for the University for Advancing Studies at Tempe, Arizona. This original purpose has influenced the structure of this book as well as the depth to which we explore the presented concepts. Therefore, our intention in this book is to give an introduction into the important issues regarding a series of related concepts of Virtual Reality, Augmented Reality, and Virtual Environments. We do not attempt to go into any of these issues in depth but rather outline general principles and discuss them in a sense broad enough to provide sufficient foundations for a further study. In other words, we aim to provide a set of keywords to the reader in order give him a good starting point from which he could go on and explore any of these issues in detail.

  • No title

    Augmented reality (AR) systems are often used to superimpose virtual objects or information on a scene to improve situational awareness. Delays in the display system or inaccurate registration of objects destroy the sense of immersion a user experiences when using AR systems. AC electromagnetic trackers are ideal for these applications when combined with head orientation prediction to compensate for display system delays. Unfortunately, these trackers do not perform well in environments that contain conductive or ferrous materials due to magnetic field distortion without expensive calibration techniques. In our work we focus on both the prediction and distortion compensation aspects of this application, developing a "small footprint" predictive filter for display lag compensation and a simplified calibration system for AC magnetic trackers. In the first phase of our study we presented a novel method of tracking angular head velocity from quaternion orientation using an Extended Kalman Filter in both single model (DQEKF) and multiple model (MMDQ) implementations. In the second phase of our work we have developed a new method of mapping the magnetic field generated by the tracker without high precision measurement equipment. This method uses simple fixtures with multiple sensors in a rigid geometry to collect magnetic field data in the tracking volume. We have developed a new algorithm to process the collected data and generate a map of the magnetic field distortion that can be used to compensate distorted measurement data.

  • Getting in Touch

    This chapter contains sections titled: Ubiquitous Computing, The Digital Desk, Virtual Reality and Augmented Reality, The Reactive Room, Design Trends, Tangible Bits, Interacting with Tangible Computing

  • No title

    The confluence of decades of computer science and computer engineering research in multimodal interaction (e.g., speech and gesture recognition), machine learning (e.g., classification and feature extraction), software (e.g., web browsers, distributed agents), electronics (e.g., energy-efficient microprocessors, head-mounted displays), design methodology in user-centered design, and rapid prototyping have enabled a new class of computers--wearable computers. The lecture takes the viewpoint of a potential designer or researcher in wearable computing. Designing wearable computers requires attention to many different factors because of the computer's closeness to the body and its use while performing other tasks. For the purposes of discussion, we have created the UCAMP framework, which consists of the following factors: user, corporal, attention, manipulation, and perception. Each of these factors and their importance is described. A number of example prototypes developed b the authors, as well as by other researchers, are used to illustrate these concepts. Wearable computers have established their first foothold in several application domains, such as vehicle and aircraft maintenance and manufacturing, inspection, language translation, and other areas. The lecture continues by describing the next step in the evolution of wearable computers, namely, context awareness. Context-aware computing takes into account a user's state and surroundings, and the mobile computer modifies its behavior based on this information. A user's context can be quite rich, consisting of attributes such as physical location, physiological state, personal history, daily behavioral patterns, and so forth. If a human assistant were given such context, he or she would make decisions in a proactive fashion, anticipating user needs, and acting as a proactive assistant. The goal is to enable mobile computers to play an analogous role, exploiting context information to si nificantly reduce demands on human attention. Context-aware intelligent agents can deliver relevant information when a user needs that information. These data make possible many exciting new applications, such as augmented reality, context-aware collaboration, and augmented manufacturing. The combined studies and research reported in this lecture suggest a number of useful guidelines for designing wearable computing devices. Also included with the guidelines is a list of questions that designers should consider when beginning to design a wearable computer. The research directions section emphasizes remaining challenges and trends in the areas of user interface, modalities of interaction, and wearable cognitive augmentation. Finally, we summarize the most important challenges and conclude with a projection of future directions in wearable computing. Table of Contents: Introduction / The Wearable Computing UCAMP / Design Guidelines for Wearable Computing / Research Directions / Conclusi ns and Future Challenges



Standards related to Augmented Reality

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No standards are currently tagged "Augmented Reality"