Información de la conferencia

ISWC' 2026: International Symposium on Wearable Computers

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Día de Entrega:
2026-05-17
Fecha de Notificación:
2026-07-01
Fecha de conferencia:
2026-10-11
Ubicación:
Shanghai, China
Ediciones:
30
QUALIS: A2   Vistas: 33692   Seguidores: 1   Asistentes: 0

Índice Conference Partner (CP-I)

81,9 / 100
Puesto n.º 172 de 5.693 congresos · 3% superior

N.º 7 de 154 en Interacción persona-computador

Reconocimiento académico (35%)
92
Selectividad en la revisión (20%)
86
Ediciones celebradas (20%)
92
Atención de la comunidad (10%)
21
Integridad del registro público (15%)
80

Datos utilizados: Categorías: QUALIS A2 · Tasa de aceptación: 24% (media de 1 ediciones registradas) · Ediciones documentadas: 30 · Investigadores que lo siguen aquí: 1 · Investigadores que abrieron esta página en los últimos 24 meses: 6

Falta en el registro público: Ediciones anteriores (+3,0)
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Confianza 100 %: la parte de la puntuación respaldada por datos observados y no por la línea base neutra. Cómo se calcula esta puntuación · Ver la clasificación · Versión del algoritmo 1.1 · Calculado el 2026-10-03

Solicitud de Artículos

ISWC' 2026 (International Symposium on Wearable Computers) is a QUALIS A2 conference held in Shanghai, China on 2026-10-11. The paper submission deadline is 2026-05-17. Acceptance notifications are sent on 2026-07-01.

Areas of Interest Include (But Are Not Limited To): Wearable Systems, Novel Devices and Form Factors Smartphone- and smartwatch-based systems and applications Glasses Earables Rings and Gloves Wearable equipment for specialized applications and professions Exoskeletons and physical strength augmentation Enabling Technologies Displays, mobile augmented reality optics (freeform optics, light-guides, holographic and diffractive approaches) Haptics and actuators Novel sensor technologies enabling and enhancing context-aware sensing, including but not limited to: Sensing the body (movement, behavior, physiology) Sensing the eye (gaze, patterns of looking, eye-computer interaction) Sensing the brain (wearable fNIRS, EEG, brain-computer interfaces) Wearable sensor networks Manufacturing of wearable technologies Wearable technology toolkits Power sources and management, thermal management Textiles and Clothing E-textiles, advanced textiles, and clothing-based wearables Functional clothing and non-electronic wearable technologies Novel materials for textiles and clothing On-Skin and Implantable Interfaces On-skin technology and interfaces Implantable, insertable technology and interfaces Unconventional materials and form factors for close-body devices Biotechnology and HCI Microfluidics for on-skin interfaces Design Process for Wearables Research through design Craft and computing for wearables Culturally-sensitive design processes Design and conceptual innovation in wearables From basic research to commercial product Information and Data Machine learning, and artificial intelligence for wearables Data augmentation, big data, crowd-sourcing, fusion of online data & sensors Datasets and performance evaluation Individual activity recognition, behavior analysis, context recognition, skill assessment Social, team and group activity and context recognition, skill assessment Exploratory domain mapping and feature identification/extraction, ontologies for wearable applications Novel processing approaches beyond “machine learning”, bio-inspired approaches, cognitively-inspired architectures, towards human-like perception Computationally efficient processing (memory, energy), architecture optimization Human/Device Interaction Human factors and HCI of wearables, wearability, interaction design Anthropometrics and fit Social interactions and impacts Social perception and acceptance towards wearable devices Human augmentation and portable environments Human-robot interaction Human/environmental/economic impacts, long-term effects, and future of wearable technologies, ethics and privacy Applications Health and wellness, mental health and therapy, rehabilitation Leisure and entertainment, including sports, tourism, games Virtual, mixed and augmented reality The future of work, including; industrial applications, supporting physical, cognitive, and collaborative work Extreme environments, including: outer space, underwater environments Research on behavior, psychology, and cognition Art and fashion; theatre and performance Education and training Biometrics and security Wearables and smart cities Markets and consumer behavior in wearables
Última actualización por Dou Sun el

Tasa de aceptación

Tasa de aceptación media: 24% en 1 años (2004–2004).

AñoEnviadosAceptadosAceptados(%)
20041002424%

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