会议信息

ISMAR 2026: IEEE International Symposium on Mixed and Augmented Reality

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ISMAR
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截稿日期:
2026-03-09
通知日期:
2026-06-22
会议日期:
2026-10-05
会议地点:
Bari, Italy
届数:
CCF: B   ICORE: A*   QUALIS: A2   浏览: 64803   关注: 37   参加: 7

会伴指数 (CP-I)

87.0 / 100
全站第 109 名 / 共 5,681 个会议 · 前 2%

人机交互 第 5 / 154

学术认可 (35%)
100
投稿选择性 (20%)
83
会议传承 (20%)
88
社区关注 (10%)
51
资料公开度 (15%)
85

用到的输入: 收录等级:CCF B, QUALIS A2 · 录用率:26.1%(有记录的 5 届的均值) · 有据可查的届次:25 · 在会伴关注它的研究者:37 人 · 过去 24 个月打开过本页的研究者:7 人

公开资料里还缺: 最佳论文记录 (+2.3)
主办方认领本会议后,可直接在这一页补上;分数每晚重算。如何提升这个分数

置信度 100% —— 分数中有多大比例来自实际观测到的数据,而不是中性基准。 这个分数是怎么算出来的 · 查看完整榜单 · 算法版本 1.1 · 算于 2026-09-13

征稿

ISMAR 2026 (IEEE International Symposium on Mixed and Augmented Reality) is a CCF B / ICORE A* / QUALIS A2 conference held in Bari, Italy on 2026-10-05. The paper submission deadline is 2026-03-09. Acceptance notifications are sent on 2026-06-22.

Topics of Interest ISMAR invites contributions advancing Augmented Reality (AR), Mixed Reality (MR), and Virtual Reality (VR), from foundational technologies to interaction, perception, and applied research. All submissions must demonstrate an explicit, clear, and significant connection to AR, MR, or VR concepts, systems, or experiences. Topics include, but are not limited to: AR/MR/VR Core Technologies and Systems Localization, spatial registration, and tracking Sensor fusion Camera and projector camera calibration Spatial AR, projection mapping, projector camera systems Display technologies such as eyewear, smartwatches, and projectors Optics Real time performance issues System architectures, distributed and online systems Rendering techniques Free viewpoint image generation Omnidirectional, 360, immersive videos Computer vision Artificial intelligence and machine learning Human augmentations Interaction, Interfaces, and Human Factors in AR/MR/VR Human computer interaction Multimodal input and output Touch, tangible, and gesture interfaces Haptic and tactile interfaces, wearable haptics, passive haptics, pseudo haptics Conversational and speech interfaces Locomotion and navigation techniques Ergonomics and human factors Technology acceptance and social implications Diversity and inclusivity issues Ethical issues User experience, usability studies, and human subjects experiments Perception, Cognition, and Representation in AR/MR/VR Perception Psychology Presence, body ownership, and agency Immersive visual analytics Visualization techniques Content creation and authoring, content management Mediated and diminished reality Virtual humans and avatars Spatial audio, auditory perception, and psychoacoustics Social, Collaborative, and Telepresent AR/MR/VR Collaborative interfaces Teleoperation, telepresence, and telexistence VR simulations of AR and MR Applications of AR/MR/VR Assistive technologies and applications Health, well being, and medical applications Therapy and rehabilitation Education and training Art and cultural heritage Architecture Automotive and aerospace Industrial, military, emergency response Entertainment, sports broadcast Virtual production
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录用率

平均录用率: 26.1% 11 年间 (2004–2014).

年份提交数录用数录用率(%)
2014873337.9%
20131032625.2%
20121052826.7%
20111412618.4%
20101072422.4%
20091242419.4%
20081042625%
20071215041.3%
20061053028.6%
20051082422.2%
20041202420%

相关期刊

CCF全称影响因子出版商ISSN
Virtual Reality5.0Springer1359-4338
BSoftware & Systems Modeling3.2Springer1619-1366
BPattern Recognition7.6Elsevier0031-3203
BIEEE Transactions on Neural Networks and Learning Systems8.9IEEE1045-9227
BInformation Sciences6.0Elsevier0020-0255
BComputer Networks4.7Elsevier1389-1286
BComputers & Security5.4Elsevier0167-4048
BIEEE Transactions on Intelligent Transportation Systems8.4IEEE1524-9050
BJournal of Systems and Software3.8Elsevier0164-1212
BInformation Processing & Management6.9Elsevier0306-4573

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