IEEE Transactions on Visualization and Computer Graphics: 2025 IEEE International Symposium on Mixed and Augmented Reality
IEEE Transactions on Visualization and Computer Graphics: 2025 IEEE International Symposium on Mixed and Augmented Reality
- Research Article
- 10.1109/tvcg.2018.2823798
- Jul 1, 2018
- IEEE transactions on visualization and computer graphics
The IEEE Transactions on Visualization and Computer Graphics (TVCG) November 2016 issue, contains a special section featuring papers presented at the IEEE International Symposium on Mixed and Augmented Reality 2016. Unfortunately, the welcome message contributed by the guest editors of this special section, Wolfgang Broll, Hideo Saito, and J. Edward Swan II, was accidentially omitted. The November 2017 issue of TVCG is a special issue featuring papers presented at the IEEE International Symposium on Mixed and Augmented Reality 2017. Under similar circumstances as mentioned above, the welcome message contributed by the guest editors of this special issue, Wolfgang Broll, Holger Regenbrecht, and J. Edward Swan II, was accidentially omitted. We include both messages in the following, with apologies to the guest editors and our readers. Dieter Schmalstieg Associate Editor-in-Chief, TVCG For information.
- Research Article
- 10.1109/tvcg.2021.3110543
- Nov 1, 2021
- IEEE Transactions on Visualization and Computer Graphics
Welcome to the November 2021 issue of the <italic xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink">IEEE Transactions on Visualization and Computer Graphics (TVCG)</i> . This issue contains selected papers accepted at the IEEE International Symposium on Mixed and Augmented Reality (ISMAR). The conference took place in Bari, Italy from October 4–8, 2021 in virtual mode due to the COVID-19 pandemic.
- Research Article
- 10.1109/tvcg.2018.2868403
- Nov 1, 2018
- IEEE Transactions on Visualization and Computer Graphics
Wwelcome to the November 2018 issue of the <italic xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink">IEEE Transactions on Visualization and Computer Graphics (TVCG)</i> . This issue contains selected papers accepted at the IEEE International Symposium on Mixed and Augmented Reality (ISMAR), held this year in Munich, Germany, from October 16 to October 20, 2018.
- Research Article
- 10.1109/tvcg.2020.3021811
- Dec 1, 2020
- IEEE Transactions on Visualization and Computer Graphics
Welcome to the December 2020 issue of the <italic xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink">IEEE Transactions on Visualization and Computer Graphics (TVCG)</i> . This issue contains selected papers accepted at the IEEE International Symposium on Mixed and Augmented Reality (ISMAR). The conference was scheduled to take place in Recife, Porto de Galinhas (Brazil) but was moved to a virtual event due to the global coronavirus pandemic. This virtual conference took place from November 9-13, 2020.
- Research Article
- 10.1109/tvcg.2020.3021812
- Dec 1, 2020
- IEEE Transactions on Visualization and Computer Graphics
In this special issue of <italic xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink">IEEE Transactions on Visualization and Computer Graphics (TVCG)</i> , we are pleased to present the <italic xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink">TVCG</i> papers from the 19th IEEE International Symposium on Mixed and Augmented Reality (ISMAR 2020), which had been originally planned to hold in Recife/Porto de Galinhas, Brazil. In order to preserve the safety and well-being of all participants under the global pandemic of COVID-19, ISMAR 2020 will be held as a virtual conference between November 9 and 13, 2020. ISMAR continues the over twenty year long tradition of IWAR, ISMR, and ISAR, and is undoubtedly the premier conference for Mixed and Augmented Reality in the world.
- Research Article
- 10.1109/tvcg.2021.3110544
- Nov 1, 2021
- IEEE Transactions on Visualization and Computer Graphics
In this special issue of <italic xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink">IEEE Transactions on Visualization and Computer Graphics (TVCG)</i> , we are pleased to present the journal papers from the 20th IEEE International Symposium on Mixed and Augmented Reality (ISMAR 2021), which will be held as a virtual conference between October 4 and 8, 2021. ISMAR continues the over twenty year long tradition of IWAR, ISMR, and ISAR, and is the premier conference for Mixed and Augmented Reality in the world.
- Research Article
- 10.1109/tvcg.2007.1043
- May 1, 2007
- IEEE Transactions on Visualization and Computer Graphics
IN this special section, we are pleased to present extended versions of four outstanding papers that were originally presented at the IEEE Virtual Reality 2006 Conference (VR 2006). IEEE Virtual Reality is the premier international conference on all aspects of virtual, augmented, and mixed reality. The conference program at VR 2006 consisted of nine sessions on the following topics: perception, simulation and visualization, applications of VR, distributed and collaborative systems, evaluation and user studies, augmented reality, tracking and projection displays, 3D interaction, and haptic and olfactory displays. For this special section, the international program committee selected four excellent papers from the 28 accepted research papers. As always, the choice was difficult since many of the other papers were also excellent candidates. The first paper, by Sean D. Young, Bernard D. Adelstein, and Stephen R. Ellis, received the best paper award at the VR 2006 for its high relevance to the field of virtual reality and simulation. The authors asked the question, “Does taking a motion sickness questionnaire make you motion sick?” Surprisingly, their research indicates that the answer is “yes!” The paper demonstrates that the administration of the questionnaire itself makes the participant aware that the virtual environment may produce motion sickness. The study shows that reports of motion sickness after immersion are much greater when both pre and posttest questionnaires are given than when only a posttest questionnaire is used. Since pretest questionnaires cannot simply be dropped in most cases, the authors suggest a number of ways to reduce this effect and discuss the implications of their observations. Augmented reality (AR) systems, which combine realworld and virtual imagery, present a unique set of perceptual issues for the user. The paper by J. Edward Swan II, Adam Jones, Eric Kolstad, Mark A. Livingston, and Harvey S. Smallman addresses such a problem: the accuracy of depth judgments made by users of optical see-through AR displays. These displays allow users to view the physical world directly, while overlaying virtual objects on the real scene. In many applications, it is critical that the user perceives the virtual objects to be in the correct position relative to the real world, but differences in depth perception between the virtual and real imagery may prevent this. Moreover, measuring the accuracy of users’ depth judgments is not trivial. The authors review previous work and methods used to address this problem, and then present two experiments of their own. The experiments use a perceptual matching technique and a blind walking technique to measure depth judgments, and reveal some interesting and surprising results. An emerging area of research in the VR community focuses on virtual humans. In the past, virtual human research has mainly addressed technical issues—making the virtual characters realistic in appearance, movements, emotions, behaviors, etc. With many of these problems at least partially solved, however, researchers can now begin to evaluate the social aspects of virtual humans; that is, how real users interact with virtual characters. Andrew B. Raij, Kyle Johnsen, Robert F. Dickerson, Benjamin C. Lok, Marc S. Cohen, Margaret Duerson, Rebecca Rainer Pauly, Amy O. Stevens, Peggy Wagner, and D. Scott Lint present a paper along these lines, describing two studies in which medical students interacted with a simulated patient. The simulated patient was either a real person acting the part of a patient, or a virtual human playing this role. The studies show that while the interpersonal interactions with the virtual human were similar to interactions with the real human in many ways, there were also subtle differences in the participants’ nonverbal behavior and attitude toward the virtual human. Such studies are critical for improving our understanding of how to use virtual characters in real-world VR applications. Believable haptic interaction with complex virtual objects is still a challenging research topic. Michael Ortega, Stephane Redon, and Sabine Coquillart have generalized the god-object method to enable high quality haptic interaction with rigid bodies consisting of tens of thousands of triangles. They suggest separating the computation of the motion of the six-degree-of-freedom god-object from the computation of the force applied to the user. The constraintbased force felt by the user can be computed within a few microseconds, which is necessary for the tactile simulation of fine surface details. The force is computed using a novel constraint-based quasistatic approach, which allows the suppression of force artifacts typically found in previous methods. The update of the pose of the rigid god-object is performed within a few milliseconds, which allows visual display at appropriate frame rates. 420 IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS, VOL. 13, NO. 3, MAY/JUNE 2007
- Research Article
- 10.58459/icce.2019.115
- Dec 2, 2019
- International Conference on Computers in Education
This aim of this study was to analyze the research output of augmented reality (AR) using a bibliometric analysis. A total of 1737 related documents were published from 1990 to 2018. The results showed that the USA and the National University of Singapore were the most productive country and Institute publishing articles on AR, respectively. The most productive journal was IEEE Transactions On Visualization And Computer Graphics with the number of publications (22). This study provides an overview of the AR research and suggests future directions.
- Research Article
- 10.3389/conf.fnhum.2018.227.00063
- Jan 1, 2018
- Frontiers in Human Neuroscience
Event Abstract Back to Event Visual Fidelity in Simulation-Based Training for Aviation: Behavioral and Neuroimaging Research Nina Rothstein1* 1 Drexel University, United States This paper explores the technical and theoretical issues related to the formation of a visual training experience in the aviation domain. Topics will cover behavior and neuroimaging literature associated with simulation research for live, virtual and desktop trainers. Specifically, this review will examine the role of visual complexity and visual fidelity on immersion, knowledge acquisition, training outcomes, and associated neural activity. Ultimately, this review aims to (1) highlight the types of simulation that have been used to evaluate the role of visual fidelity in aviation training, (2) integrate sources which provide the most up-to-date measures of behavior and neural correlates with vision in simulated environments, (3) guide in the best practices for the creation of simulated training scenarios based on the presented research. References Bacim, F., Ragan, E., Scerbo, S., Polys, N. F., Setareh, M., & Jones, B. D. (2013, May). The effects of display fidelity, visual complexity, and task scope on spatial understanding of 3D graphs. In Proceedings of Graphics Interface 2013 (pp. 25-32). Canadian Information Processing Society. Bowman, D. A., Stinson, C., Ragan, E. D., Scerbo, S., Höllerer, T., Lee, C., ... & Kopper, R. (2012). Evaluating effectiveness in virtual environments with MR simulation. In Interservice/Industry Training, Simulation, and Education Conference (Vol. 4). Hamblin, C. J. (2005). Transfer of training from virtual reality environments. Lee, C., Rincon, G. A., Meyer, G., Höllerer, T., & Bowman, D. A. (2013). The effects of visual realism on search tasks in mixed reality simulation. IEEE transactions on visualization and computer graphics, 19(4), 547-556. Ragan, E. D., Bowman, D. A., Kopper, R., Stinson, C., Scerbo, S., & McMahan, R. P. (2015). Effects of field of view and visual complexity on virtual reality training effectiveness for a visual scanning task. IEEE transactions on visualization and computer graphics, 21(7), 794-807. Keywords: simulation, training, Neuroimaging, Behavior, human factors, Visual Perception, fidelity Conference: 2nd International Neuroergonomics Conference, Philadelphia, PA, United States, 27 Jun - 29 Jun, 2018. Presentation Type: Poster Presentation Topic: Neuroergonomics Citation: Rothstein N (2019). Visual Fidelity in Simulation-Based Training for Aviation: Behavioral and Neuroimaging Research. Conference Abstract: 2nd International Neuroergonomics Conference. doi: 10.3389/conf.fnhum.2018.227.00063 Copyright: The abstracts in this collection have not been subject to any Frontiers peer review or checks, and are not endorsed by Frontiers. They are made available through the Frontiers publishing platform as a service to conference organizers and presenters. The copyright in the individual abstracts is owned by the author of each abstract or his/her employer unless otherwise stated. Each abstract, as well as the collection of abstracts, are published under a Creative Commons CC-BY 4.0 (attribution) licence (https://creativecommons.org/licenses/by/4.0/) and may thus be reproduced, translated, adapted and be the subject of derivative works provided the authors and Frontiers are attributed. For Frontiers’ terms and conditions please see https://www.frontiersin.org/legal/terms-and-conditions. Received: 10 Apr 2018; Published Online: 27 Sep 2019. * Correspondence: Ms. Nina Rothstein, Drexel University, Philadelphia, United States, rothsteinnj@gmail.com Login Required This action requires you to be registered with Frontiers and logged in. To register or login click here. Abstract Info Abstract The Authors in Frontiers Nina Rothstein Google Nina Rothstein Google Scholar Nina Rothstein PubMed Nina Rothstein Related Article in Frontiers Google Scholar PubMed Abstract Close Back to top Javascript is disabled. Please enable Javascript in your browser settings in order to see all the content on this page.
- Front Matter
- 10.1109/tvcg.2017.2738998
- Nov 1, 2017
- IEEE transactions on visualization and computer graphics
Welcome the November 2017 issue of the IEEE Transactions on Visualization and Computer Graphics (TVCG). This issue contains selected papers accepted at the IEEE International Symposium on Mixed and Augmented Reality (ISMAR), held this year in Nantes, France, from September 9 to September 13, 2017.
- Research Article
- 10.1109/tvcg.2019.2934698
- Nov 1, 2019
- IEEE transactions on visualization and computer graphics
Welcome to the November 2019 issue of the IEEE Transactions on Visualization and Computer Graphics (TVCG). This issue contains selected papers accepted at the IEEE International Symposium on Mixed and Augmented Reality (ISMAR), held this year in Beijing, China from October 14 to October 18, 2019.
- Research Article
- 10.1109/tvcg.2022.3203810
- Nov 1, 2022
- IEEE Transactions on Visualization and Computer Graphics
Welcome to the November 2022 issue of the IEEE Transactions on Visualization and Computer Graphics (TVCG). This issue contains selected papers accepted at the IEEE International Symposium on Mixed and Augmented Reality (ISMAR). The conference took place in Singapore from October 17-22,2022 in hybrid mode.
- Research Article
- 10.1109/tvcg.2022.3203811
- Nov 1, 2022
- IEEE Transactions on Visualization and Computer Graphics
In this special issue of IEEE Transactions on Visualization and Computer Graphics (TVCG), we are pleased to present the journal papers from the 21st IEEE International Symposium on Mixed and Augmented Reality (ISMAR 2022), which will be held as a hybrid conference between October 17 and 21, 2022 in Singapore. ISMAR continues the over twenty year long tradition of IWAR, ISMR, and ISAR, and is the premier conference for Mixed and Augmented Reality in the world.
- Conference Article
- 10.1109/ismar50242.2020.00006
- Nov 1, 2020
In this special issue of IEEE Transactions on Visualization and Computer Graphics (TVCG) , we are pleased to present the TVCG papers from the 19th IEEE International Symposium on Mixed and Augmented Reality (ISMAR 2020), which had been originally planned to hold in Recife/Porto de Galinhas, Brazil. In order to preserve the safety and well-being of all participants under the global pandemic of COVID-19, ISMAR 2020 will be held as a virtual conference between November 9 and 13, 2020. ISMAR continues the over twenty year long tradition of IWAR, ISMR, and ISAR, and is undoubtedly the premier conference for Mixed and Augmented Reality in the world.
- Research Article
- 10.1109/tvcg.2019.2934813
- Nov 1, 2019
- IEEE Transactions on Visualization and Computer Graphics
In this special issue of IEEE Transactions on Visualization and Computer Graphics (TVCG) , we are pleased to present the TVCG papers from the 19th IEEE International Symposium on Mixed and Augmented Reality (ISMAR 2020), which had been originally planned to hold in Recife/Porto de Galinhas, Brazil. In order to preserve the safety and well-being of all participants under the global pandemic of COVID-19, ISMAR 2020 will be held as a virtual conference between November 9 and 13, 2020. ISMAR continues the over twenty year long tradition of IWAR, ISMR, and ISAR, and is undoubtedly the premier conference for Mixed and Augmented Reality in the world.
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