Conferences related to Augmented Reality

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2020 IEEE International Instrumentation and Measurement Technology Conference (I2MTC)

The Conference focuses on all aspects of instrumentation and measurement science andtechnology research development and applications. The list of program topics includes but isnot limited to: Measurement Science & Education, Measurement Systems, Measurement DataAcquisition, Measurements of Physical Quantities, and Measurement Applications.


2019 41st Annual International Conference of the IEEE Engineering in Medicine & Biology Society (EMBC)

The conference program will consist of plenary lectures, symposia, workshops andinvitedsessions of the latest significant findings and developments in all the major fields ofbiomedical engineering.Submitted papers will be peer reviewed. Accepted high quality paperswill be presented in oral and postersessions, will appear in the Conference Proceedings and willbe indexed in PubMed/MEDLINE & IEEE Xplore


2019 IEEE Conference on Virtual Reality and 3D User Interfaces (VR)

to be scoped


2019 IEEE International Conference on Systems, Man and Cybernetics (SMC)

2019 IEEE International Conference on Systems, Man, and Cybernetics (SMC2019) will be held in the south of Europe in Bari, one of the most beautiful and historical cities in Italy. The Bari region’s nickname is “Little California” for its nice weather and Bari's cuisine is one of Italian most traditional , based of local seafood and olive oil. SMC2019 is the flagship conference of the IEEE Systems, Man, and Cybernetics Society. It provides an international forum for researchers and practitioners to report up-to-the-minute innovations and developments, summarize state­of-the-art, and exchange ideas and advances in all aspects of systems science and engineering, human machine systems and cybernetics. Advances have importance in the creation of intelligent environments involving technologies interacting with humans to provide an enriching experience, and thereby improve quality of life.


2019 IEEE World Haptics Conference (WHC)

Haptic devices enable human-machine interaction through the senses of force and touch. World Haptics is the premier international conference addressing all aspects related to haptics, covering the basic scientific underpinnings, technological developments, and algorithms and applications.

  • 2017 IEEE World Haptics Conference (WHC)

    Haptic devices enable human-machine interaction through the senses of force and touch. WorldHaptics is the major nternational meeting addressing all aspects related to haptics, covering the basic scientific underpinnings, technological developments, and algorithms and applications.

  • 2015 IEEE World Haptics Conference (WHC)

    Topics of interest will address the science, technology and applications associated with information acquisition and object manipulation through touch. Haptic interactions relevant to this conference include all aspects of manual exploration and manipulation of objects by humans, machines and interactions between the two, performed in real, virtual, teleoperated or networked environments.

  • 2013 World Haptics Conference (WHC 2013)

    Areas of interest include, but are not limited to; - Design of haptic interfaces - Tactile displays and sensing - Haptic rendering and virtual environments - Haptic cognition - Haptic perception and psychophysics - Biomechanics of touch - Haptic guidance and motor control - Shared haptics - Applications of haptics in entertainment, media, medicine, rehabilitation, education, data visualization, art, rapid prototyping, remote collaboration, and nano/micro technologies.

  • 2011 IEEE World Haptics Conference (WHC 2011)

    Haptics (sense of touch) research has progressed significantly during the last decade, but further progress in this field depends on continuing advances in 1) human haptics, 2) machine haptics and 3) computer haptics. This conference brings together researchers from different disciplines who are interested in all aspects of haptics.

  • 2009 World Haptics Conference (WHC 2009)

    This is the third World Haptics Conference, a joint conference between the Haptics Symposium (sponsored by IEEE C society) and Eurohaptics. It is an activity sponsored by the Haptics Technical Committee of C and RAS.

  • 2007 World Haptics Conference 2nd Joint EuroHaptics Conf. & Symp. on Haptic Interface for Virtual Environment and Teleoperator Systems


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Periodicals related to Augmented Reality

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Biomedical Engineering, IEEE Reviews in

The IEEE Reviews in Biomedical Engineering will review the state-of-the-art and trends in the emerging field of biomedical engineering. This includes scholarly works, ranging from historic and modern development in biomedical engineering to the life sciences and medicine enabled by technologies covered by the various IEEE societies.


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-- ...


Communications Magazine, IEEE

IEEE Communications Magazine was the number three most-cited journal in telecommunications and the number eighteen cited journal in electrical and electronics engineering in 2004, according to the annual Journal Citation Report (2004 edition) published by the Institute for Scientific Information. Read more at http://www.ieee.org/products/citations.html. This magazine covers all areas of communications such as lightwave telecommunications, high-speed data communications, personal communications ...


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.


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Most published Xplore authors for Augmented Reality

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Xplore Articles related to Augmented Reality

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Vision based people tracking for ubiquitous Augmented Reality applications

2009 8th IEEE International Symposium on Mixed and Augmented Reality, 2009

The task of vision based people tracking is a major research problem in the context of surveillance applications or human behavior estimation, but it has had only minimal impact on (Ubiquitous) Augmented Reality applications thus far. Deploying stationary infrastructural cameras within indoor environments for the purpose of Augmented Reality could provide a users' devices with additional functionality that a small ...


Augmented Reality (AR) joiners, a novel expanded cinematic form

2009 IEEE International Symposium on Mixed and Augmented Reality - Arts, Media and Humanities, 2009

Traditionally belonging to Computer Science and Engineering disciplines, Augmented Reality (AR) is beginning to emerge in the field of Visual Art. The creative possibilities for this new media form are rich and vast extending across and in between disciplines including cinema, photography, and interactive digital media. This paper will focus on my AR Joiner series, which applies 2D planar video ...


Stepping into the operating theater: ARAV — Augmented Reality Aided Vertebroplasty

2008 7th IEEE/ACM International Symposium on Mixed and Augmented Reality, 2008

Augmented reality (AR) for preoperative diagnostics and planning, intra operative navigation and postoperative follow-up examination has been a topic of intensive research over the last two decades. However, clinical studies showing AR technology integrated into the real clinical environment and workflow are still rare. The incorporation of an AR system as a standard tool into the real clinical workflow has ...


Advanced training methods using an Augmented Reality ultrasound simulator

2009 8th IEEE International Symposium on Mixed and Augmented Reality, 2009

Ultrasound (US) is a medical imaging modality which is extremely difficult to learn as it is user-dependent, has low image quality and requires much knowledge about US physics and human anatomy. For training US we propose an Augmented Reality (AR) ultrasound simulator where the US slice is simulated from a CT volume. The location of the US slice inside the ...


Superman-like X-ray vision: Towards brain-computer interfaces for medical augmented reality

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

This paper describes first steps towards a Superman-like X-ray vision where a brain-computer interface (BCI) device and a gaze-tracker are used to allow the user controlling the augmented reality (AR) visualization. A BCI device is integrated into two medical AR systems. To assess the potential of this technology first feedback from medical doctors is gathered. While in this pilot study ...


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Educational Resources on Augmented Reality

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IEEE-USA E-Books

  • Vision based people tracking for ubiquitous Augmented Reality applications

    The task of vision based people tracking is a major research problem in the context of surveillance applications or human behavior estimation, but it has had only minimal impact on (Ubiquitous) Augmented Reality applications thus far. Deploying stationary infrastructural cameras within indoor environments for the purpose of Augmented Reality could provide a users' devices with additional functionality that a small device and mobile sensors cannot provide to its user. Therefore people tracking could be expected to become an ubiquitously available infrastructural element in buildings since surveillance cameras are widely used. The use for scenarios indoors or close to buildings is obvious. We present and discuss several different ways where people tracking in real-time could influence the fields of Augmented Reality and further vision based applications.

  • Augmented Reality (AR) joiners, a novel expanded cinematic form

    Traditionally belonging to Computer Science and Engineering disciplines, Augmented Reality (AR) is beginning to emerge in the field of Visual Art. The creative possibilities for this new media form are rich and vast extending across and in between disciplines including cinema, photography, and interactive digital media. This paper will focus on my AR Joiner series, which applies 2D planar video to compose novel scenes utilizing multiple adjoined AR markers across both physical and virtual time and space to create new experiences of seeing.

  • Stepping into the operating theater: ARAV — Augmented Reality Aided Vertebroplasty

    Augmented reality (AR) for preoperative diagnostics and planning, intra operative navigation and postoperative follow-up examination has been a topic of intensive research over the last two decades. However, clinical studies showing AR technology integrated into the real clinical environment and workflow are still rare. The incorporation of an AR system as a standard tool into the real clinical workflow has not been presented so far. This paper reports on the strategies and intermediate results of the ARAV - augmented reality aided vertebroplasty project that has been initiated to make an AR system based on a stereo video see-through head mounted display that is permanently available in the operating room (OR).

  • Advanced training methods using an Augmented Reality ultrasound simulator

    Ultrasound (US) is a medical imaging modality which is extremely difficult to learn as it is user-dependent, has low image quality and requires much knowledge about US physics and human anatomy. For training US we propose an Augmented Reality (AR) ultrasound simulator where the US slice is simulated from a CT volume. The location of the US slice inside the body is visualized using contextual in-situ techniques. We also propose advanced methods how to use an AR simulator for training.

  • Superman-like X-ray vision: Towards brain-computer interfaces for medical augmented reality

    This paper describes first steps towards a Superman-like X-ray vision where a brain-computer interface (BCI) device and a gaze-tracker are used to allow the user controlling the augmented reality (AR) visualization. A BCI device is integrated into two medical AR systems. To assess the potential of this technology first feedback from medical doctors is gathered. While in this pilot study not the full range of available signals but only electromyographic signals are used, the medical doctors provided very positive feedback on the use of BCI for medical AR.

  • Perception thresholds for augmented reality navigation schemes in large distances

    Because the resolution of see-through displays is lower than the resolution of the human eye, perception of AR schemes is complicated in large distances. To discover, how design issues of perception correlate with presentation in large distances, we developed three different variants of arrow-based route guidance systems. With a large-scale head-up display having a large focal depth, we tested the variants under different conditions on perception and interpretability.

  • The Arlab and Cave libraries: On authoring augmented reality and virtual reality experiences using a graphical programming language

    In an attempt to better understand how the use of graphical programming environments can be beneficial to artists, I have designed two new libraries for authoring augmented reality (AR), mixed reality (MR), and virtual reality (VR) experiences in Max/MSP/Jitter. I propose that libraries of pre- constructed objects, known as abstractions, as well as the use of existing graphical interfaces, could facilitate experimentation and could encourage programmers to repurpose projects for use by non-programmers. This paper describes these libraries and their uses.

  • [DEMO] On the use of augmented reality techniques in a telerehabilitation environment for wheelchair users' training

    This work's purpose is to investigate the use of Augmented Reality techniques on telerehabilitation, applied to wheelchair users training. In this scenario, using a computer with unconventional devices, the user will be connected to a remote training space and will be able to issue commands, in order to accomplish the execution of training exercises. The telerehabilitation environment should reproduce the main challenges faced by wheelchair users in their daily activities.

  • [Poster] Contextually panned and zoomed augmented reality interactions using COTS heads up displays

    Consumer of the shelf heads up displays with onboard cameras and processing power have recently become available. Evaluations of a naive implementation of video-see-through augmented reality suggest that their small display and off- axis camera presents usability problems. We panned and zoomed a composited video feed on the Google Glass device to center the augmented reality context within the display and to give the appearance of a fixed distance to the content. We pilot tested both the panned and zoomed display against a naive implementation and found that users preferred the view-stabilized version.

  • A High-level Event System for Augmented Reality

    3D graphics systems increasingly rely on sophisticated event systems derived from collision detection mechanisms, which support the discretisation of Physics as well as high-level programming and scripting. By contrast, augmented reality systems have not yet adopted this approach. We describe the development of a high-level event system on top of the ARToolkit environment incorporating the ODE Physics engine. We first define a typology of events encompassing interactions between virtual objects as well as interactions involving markers. We then describe how these events can be recognised in real-time from elementary collisions detected by the ODE Physics engine. We conclude by discussing examples of high-level event recognitions and how they can support the development of applications.



Standards related to Augmented Reality

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No standards are currently tagged "Augmented Reality"