Conferences related to Augmented Reality

Back to Top

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 18th International Conference on Virtual Systems and Multimedia (VSMM)

The conference addressed recent advances on Virtual Reality Systems technologies and applications, with two technical tracks (3D content development; Advances in VR technologies); and two application tracks (Cultural Heritage; VSMM, Art & society).


2012 4th International Conference on Computational Intelligence, Communication Systems and Networks (CICSyN 2012)

Development and application of computational intelligence algorithms and systems engineering techniques to communication systems and computer networks.


More Conferences

Periodicals related to Augmented Reality

Back to Top

Biomedical Engineering, IEEE Transactions on

Broad coverage of concepts and methods of the physical and engineering sciences applied in biology and medicine, ranging from formalized mathematical theory through experimental science and technological development to practical clinical applications.


Circuits and Systems for Video Technology, IEEE Transactions on

Video A/D and D/A, display technology, image analysis and processing, video signal characterization and representation, video compression techniques and signal processing, multidimensional filters and transforms, analog video signal processing, neural networks for video applications, nonlinear video signal processing, video storage and retrieval, computer vision, packet video, high-speed real-time circuits, VLSI architecture and implementation for video technology, multiprocessor systems--hardware and software-- ...


Computational Intelligence Magazine, IEEE

The IEEE Computational Intelligence Magazine (CIM) publishes peer-reviewed articles that present emerging novel discoveries, important insights, or tutorial surveys in all areas of computational intelligence design and applications.


Computer

Computer, the flagship publication of the IEEE Computer Society, publishes peer-reviewed technical content that covers all aspects of computer science, computer engineering, technology, and applications. Computer is a resource that practitioners, researchers, and managers can rely on to provide timely information about current research developments, trends, best practices, and changes in the profession.


Computer Graphics and Applications, IEEE

IEEE Computer Graphics and Applications (CG&A) bridges the theory and practice of computer graphics. From specific algorithms to full system implementations, CG&A offers a strong combination of peer-reviewed feature articles and refereed departments, including news and product announcements. Special Applications sidebars relate research stories to commercial development. Cover stories focus on creative applications of the technology by an artist or ...


More Periodicals


Xplore Articles related to Augmented Reality

Back to Top

Workshops & tutorials committee

2011 10th IEEE International Symposium on Mixed and Augmented Reality, 2011

Provides a listing of current committee members.


Authoring solutions for Augmented Reality

Mark Billinghurst; Tobias Langlotz; Blair MacIntyre; Hartmut Seichter 2011 10th IEEE International Symposium on Mixed and Augmented Reality, 2011

The motivation of this workshop is to discuss future directions of content authoring in the field of Augmented Reality, as well as to discuss the current state of art on content creation and asset assembly. The workshop will comprise of a paper session where papers, late-breaking results and overviews over state-of-the-art in content authoring for AR are presented. In the ...


Direct-Projected AR Based Interactive User Interface for Medical Surgery

Byung-Kuk Seo; Moon-Hyun Lee; Hanhoon Park; Jong-Il Park; Young Soo Kim 17th International Conference on Artificial Reality and Telexistence (ICAT 2007), 2007

In the field of computer aided surgery, augmented reality (AR) technology has been successfully used for enhancing accuracy of surgery and making surgeons convenient by visually assisting them in performing a number of complicated and time-consuming medical operations. However, there are still medical operations that do not receive the benefit of AR technology. As a representative one, surgeons still use ...


Indoor positioning and navigation for mobile AR

Christine Perey 2011 10th IEEE International Symposium on Mixed and Augmented Reality, 2011

The researchers and developers of mobile AR platforms need to use a common platform for developing experiences regardless of the surroundings of the user. In order to expand the use of AR both indoor and outdoor with and without computer vision techniques, the breadth of options available for positioning users and points of interest needs to expand. Separately, the experts ...


Object State Recognition for Automatic AR-Based Maintenance Guidance

Pavel Dvorak; Radovan Josth; Elisabetta Delponte 2017 IEEE Conference on Computer Vision and Pattern Recognition Workshops (CVPRW), 2017

This paper describes a component of an Augmented Reality (AR) based system focused on supporting workers in manufacturing and maintenance industry. Particularly, it describes a component responsible for verification of performed steps. Correct handling is crucial in both manufacturing and maintenance industries and deviations may cause problems in later stages of the production and assembly. The primary aim of such ...


More Xplore Articles

Educational Resources on Augmented Reality

Back to Top

eLearning

Workshops & tutorials committee

2011 10th IEEE International Symposium on Mixed and Augmented Reality, 2011

Provides a listing of current committee members.


Authoring solutions for Augmented Reality

Mark Billinghurst; Tobias Langlotz; Blair MacIntyre; Hartmut Seichter 2011 10th IEEE International Symposium on Mixed and Augmented Reality, 2011

The motivation of this workshop is to discuss future directions of content authoring in the field of Augmented Reality, as well as to discuss the current state of art on content creation and asset assembly. The workshop will comprise of a paper session where papers, late-breaking results and overviews over state-of-the-art in content authoring for AR are presented. In the ...


Direct-Projected AR Based Interactive User Interface for Medical Surgery

Byung-Kuk Seo; Moon-Hyun Lee; Hanhoon Park; Jong-Il Park; Young Soo Kim 17th International Conference on Artificial Reality and Telexistence (ICAT 2007), 2007

In the field of computer aided surgery, augmented reality (AR) technology has been successfully used for enhancing accuracy of surgery and making surgeons convenient by visually assisting them in performing a number of complicated and time-consuming medical operations. However, there are still medical operations that do not receive the benefit of AR technology. As a representative one, surgeons still use ...


Indoor positioning and navigation for mobile AR

Christine Perey 2011 10th IEEE International Symposium on Mixed and Augmented Reality, 2011

The researchers and developers of mobile AR platforms need to use a common platform for developing experiences regardless of the surroundings of the user. In order to expand the use of AR both indoor and outdoor with and without computer vision techniques, the breadth of options available for positioning users and points of interest needs to expand. Separately, the experts ...


Object State Recognition for Automatic AR-Based Maintenance Guidance

Pavel Dvorak; Radovan Josth; Elisabetta Delponte 2017 IEEE Conference on Computer Vision and Pattern Recognition Workshops (CVPRW), 2017

This paper describes a component of an Augmented Reality (AR) based system focused on supporting workers in manufacturing and maintenance industry. Particularly, it describes a component responsible for verification of performed steps. Correct handling is crucial in both manufacturing and maintenance industries and deviations may cause problems in later stages of the production and assembly. The primary aim of such ...


More eLearning Resources

IEEE-USA E-Books

  • 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 by 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 t significantly 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 / Conc usions and Future Challenges

  • 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.

  • 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.

  • 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



Standards related to Augmented Reality

Back to Top

No standards are currently tagged "Augmented Reality"


Jobs related to Augmented Reality

Back to Top