International Symposium on Mixed and Augmented Reality

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International Symposium on Mixed and Augmented Reality
AbbreviationISMAR
Discipline Augmented reality
Publication details
Publisher IEEE Computer Society
History2002–
Frequencyannual

The International Symposium on Mixed and Augmented Reality (ISMAR) is the leading international academic conference in the field of augmented reality and mixed reality. The symposium is organized and supported by IEEE Computer Society and IEEE VGTC . The first ISMAR conference was held in 2002 in Darmstadt, Germany. The creation of the conference emerged from the fusion of two former academic events dedicated to this research field: the International Symposium on Augmented Reality (ISAR) and the International Symposium on Mixed Reality (ISMR) .


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Augmented reality View of the real world with computer-generated supplementary features

Augmented reality (AR) is an interactive experience of a real-world environment where the objects that reside in the real world are enhanced by computer-generated perceptual information, sometimes across multiple sensory modalities, including visual, auditory, haptic, somatosensory and olfactory. AR can be defined as a system that incorporates three basic features: a combination of real and virtual worlds, real-time interaction, and accurate 3D registration of virtual and real objects. The overlaid sensory information can be constructive, or destructive. This experience is seamlessly interwoven with the physical world such that it is perceived as an immersive aspect of the real environment. In this way, augmented reality alters one's ongoing perception of a real-world environment, whereas virtual reality completely replaces the user's real-world environment with a simulated one. Augmented reality is related to two largely synonymous terms: mixed reality and computer-mediated reality.

Computer-mediated reality Ability to manipulate ones perception of reality through the use of a computer

Computer-mediated reality refers to the ability to add to, subtract information from, or otherwise manipulate one's perception of reality through the use of a wearable computer or hand-held device such as a smartphone.

Mixed reality Merging of real and virtual worlds to produce new environments

Mixed reality (MR) or polyplexity is the merging of real and virtual worlds to produce new environments and visualizations, where physical and digital objects co-exist and interact in real time. Mixed reality does not exclusively take place in either the physical world or virtual world, but is a hybrid of augmented reality and virtual reality. To mark the difference: Augmented reality takes place in the physical world, with information or objects added virtually like an overlay; Virtual Reality immerged you in a fully virtual world without the intervention of the physical world.

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Industrial augmented reality

Industrial augmented reality (IAR) is related to the application of augmented reality (AR) to support an industrial process. The use of IAR dates back to the 1990s with the work of Thomas Caudell and David Mizell about the application of AR at Boeing. Since then several applications of this technique over the years have been proposed showing its potential in supporting some industrial processes. Although there have been several advances in technology, IAR is still considered to be at an infant developmental stage.

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Ronald Azuma is an American computer scientist, widely recognized for contributing to the field of Augmented Reality (AR). His work A survey of augmented reality became the most cited article in the AR field and is one of the most influential MIT Press papers of all time. Azuma is considered to provide a commonly accepted definition of AR and is often named one of AR’s most recognized experts.

VR positional tracking

In virtual reality (VR), positional tracking detects the precise position of the head-mounted displays, controllers, other objects or body parts within Euclidean space. Because the purpose of VR is to emulate perceptions of reality, it is paramount that positional tracking be both accurate and precise so as not to break the illusion of three-dimensional space. Several methods of tracking the position and orientation of the display and any associated objects or devices have been developed to achieve this. All of said methods utilize sensors which repeatedly record signals from transmitters on or near the tracked object(s), and then send that data to the computer in order to maintain an approximation of their physical locations. By and large, these physical locations are identified and defined using one or more of three coordinate systems: the Cartesian rectilinear system, the spherical polar system, and the cylindrical system. Many interfaces have also been designed to monitor and control one's movement within and interaction with the virtual 3D space; such interfaces must work closely with positional tracking systems to provide a seamless user experience.

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