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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