SIGGRAPH 2014 Technical Papers Preview

SIGGRAPH 2014 Technical Papers Preview

The SIGGRAPH Technical Papers preview is now available! The premier international forum for disseminating new scholarly work in computer graphics and interactive techniques, the SIGGRAPH Technical Papers program covers a wide variety of topics, including modeling, animation, rendering, imaging, human-computer interaction, computer games, scientific visualization, information visualization, computer-aided design, computer vision, audio, robotics and fabrication.

SIGGRAPH 2014 will take place in Vancouver, Canada, August 10-14. Early-bird registration discounts are available until June 20. Visit the SIGGRAPH 2014 website for more information.

The Future Looks Bright for Augmented Reality

The Future Looks Bright for Augmented Reality

By Pritham Marupaka

With the advent of social networks, smartphones and increasingly powerful web services, our digital existence has grown immensely in recent years. From shopping to attending a conference call, technology enables us to connect with the people and resources we need in a matter of seconds. Though we’re more connected than ever before, there has always been a line between our virtual presence and our real existence. Augmented reality (AR) technology aims to blur that line, if not erase it completely.

When working as designed, augmented reality merges the real and digital worlds by superimposing virtual information onto everyday objects. Google Glass is a prominent example of an augmented reality device, with potential applications in numerous areas, including medicine, education and the military.

Over the last few years, augmented reality technology has shown significant growth. Global market research firm MarketsandMarkets’ March 2014 report “Augmented Reality & Virtual Reality Market“ predicts the Compound Annual Growth Rate of AR at around 15% — making augmented reality a $1 billion market by 2018.

One of the more popular applications of AR is interactive advertising. UK-based start-up Blippar, for example, utilizes AR technology to augment print media. Users with Blippar-enable smartphones can point their cameras toward supported advertisements to see previously hidden interactive content (video, text and images). Even in today’s ad-saturated culture, Blippar has been downloaded more than 4.7 million times.

Augmented reality marketing appeals to some advertisers for such its ability to captivate people and increase the exposure to their products. Data gathered by Blippar shows that people engage with an advertisement for four and a half minutes on average, significantly higher than traditional print, internet or television marketing. Research done by UK-based augmented reality firm Hidden Ltd reveals that the likelihood of a parent to buy a toy when advertised with augmented reality is 29% higher than when advertised with 2D print advertisements.

Beyond marketing, AR systems are applicable in various other fields. Engineers at the Battlefield Air Targeting Man-Aided (K)nowledge lab (BATMAN) are leveraging Google Glass technology to improve communication within the Air Force. Augmented reality applications enable pilots and air traffic controllers to acquire increased situational awareness and instant updates without losing track of their immediate tasks; the use of AR technology here is highly pragmatic, addressing a vital issue.

The technology is also quickly spreading to the educational sphere, as augmented education apps enable students to become more actively involved in the lessons. Education blogger Todd Nesloney, a fifth grade Texan school teacher, notes that, “Educators know that learning deepens, not just through reading and listening, but also through creating and interacting. With augmented reality products … students manipulate and combine elements … right from their Android or iOS devices, rather than just reading about them in a textbook.” Aurasma, the augmented reality development arm of Hewlett Packard, identifies twenty percent of its users as educators or students, which makes it clear that we can expect to see more augmented reality applications enriching students’ education in the years to come.

WWF augmented reality polar bear experience at the Science Museum in London.

There are a few issues to be addressed regarding augmented reality before it can move forward and increase its impact on day to day lives. The first is the current state of AR technology. Though it has developed greatly from its inception, the applications still need a lot of work to be thorough and accurate. Technological limitations in computer vision and image processing are some of the factors that need to be improved for better AR devices. Privacy concerns must also be taken into consideration. With the immense amount of data to be collected through AR devices and stored into corporate databases, certain data governance regulations must be set in place to ensure consumers feel safe using the applications.

There is no doubt that augmented reality has a bright future and the potential to greatly impact everyday transactions and interactions. More companies and organizations are beginning to embrace this alternative to traditional media and there is greater academic involvement in the field given its vast utility. Moving forward, it is expected that AR devices will play an integral role in educational, military and industrial settings. Privacy and security concerns, however, must be considered with the advancement and dissemination of augmented reality technology.

Image Attribution: "DIY Augmented Reality, MoMA NY" by sndrv is licensed under CC BY 2.0 / Cropped from original
SIGGRAPH 2014 Offers Registration Discount to Unemployed

SIGGRAPH 2014 Offers Registration Discount to Unemployed

The current economic situation has made it difficult for people in many professions to find jobs. The computer graphics community is no exception. While the annual SIGGRAPH conference is rife with opportunities for networking and locating job openings in computer graphics, unemployed job seekers are typically in financial flux — and as a result, may have difficulty affording the cost of registration. SIGGRAPH believes that in these times, it’s especially important that members of the SIGGRAPH community continue to come together to make connections, provide mutual inspiration, and continue to look forward and help create the future. In recognition of the fact that unemployed members of the computer graphics community may not have the financial means to attend SIGGRAPH 2014 without help, SIGGRAPH has decided to extend the lowest possible registration rates (the same as Student Member rates) to unemployed attendees. SIGGRAPH 2014 full conference registration rates are as follows*:
  • $945: ACM or ACM SIGGRAPH Member
  • $1,145: Non-Member
  • $395: Student Member or unemployed Member of ACM or ACM SIGGRAPH
Click here to register online with the unemployment discount.

SIGGRAPH 2014 Details:

  • Conference: The 41st International Conference and Exhibition on Computer Graphics and Interactive Techniques
  • Dates: 10-14 August (conference), 12-14 August (exhibition)
  • Location: Vancouver Convention Centre, Vancouver, Canada
Reasons to attend SIGGRAPH 2014 To take advantage of this discount, you must be a member of ACM or ACM SIGGRAPH and agree to the terms listed on the SIGGRAPH 2014 website. Though eligible individuals will receive discounted rates on conference registration, all other costs such as travel, lodging, and incidentals are not covered in this program and are the responsibility of the individual. SIGGRAPH has negotiated discounted hotel rates for SIGGRAPH 2014 attendees. To secure these discounted rates, reserve your SIGGRAPH 2014 hotel room through the conference website. Not sure if you need a visa to attend SIGGRAPH 2014? The SIGGRAPH International Resources Committee has created an interactive tool to help you find out. *All pricing reflective of registrations executed on or before 20 June.

Toronto ACM SIGGRAPH Hosts a Night With Chris Landreth

On Wednesday, May 14, the Toronto ACM SIGGRAPH Chapter will host an evening with Academy Award® winning filmmaker Chris Landreth. The event will include a screening of Landreth's short film "Subconscious Password," presented in partnership with the National Film Board of Canada.

The screening is scheduled to begin at 7:00 p.m., followed by a question and answer session. Landreth will also provide the audience with a behind-the-scenes look at his unique computer graphics technique, honed over years of experience in engineering, animation and filmmaking.

Landreth is known for his short film "Ryan," which won the 2005 Academy Award® for Best Animated Short Film. "Ryan" pioneered a singular artistic style, employing surreal imagery to peer into the minds of its characters. A true computer graphics trailblazer, Landreth also helped develop the first version of Maya in 1998. 

Tickets to the event can be purchased online: $15 for members, $25 for non-members. Membership in the Toronto ACM SIGGRAPH Chapter can also be purchased online: $25 for student membership, $40 for professional.

Doors open at 6:30 p.m.; an after party and autograph session is scheduled for 9:00 p.m. at The Monarch Tavern.

Not in Toronto? Find out what events your local ACM SIGGRAPH Chapter has coming up!

Call for ACM SIGGRAPH Committee Chair Nominations

Call for ACM SIGGRAPH Committee Chair Nominations

ACM SIGGRAPH is now accepting nominations by email for the following committee chair positions: Small Conferences Chair and Student Services Chair. Committee Chair terms are three years, beginning on September 1.

If you would like to volunteer for one of these positions, please contact the Nominations Committee as soon as possible. The deadline for nominations is traditionally May 1, but has been extended to May 9.

The nominations committee will review applicants, consult with the existing committee and make a recommendation to the Executive Committee. Committee Chairs must be members of ACM SIGGRAPH.

Position descriptions and responsibilities are as follows:

Small Conferences Chair

The ACM SIGGRAPH Small Conferences Committee helps organize and sponsor focused conferences, workshops, and other symposia around the world on topics related to computer graphics and interactive techniques. These gatherings enable groups with specific interests to get together and exchange information. The ACM SIGGRAPH Small Conferences Committee Chair leads the committee.

Responsibilities include:

  • Approving and monitoring small conferences
  • Identification and implementation of event awareness and outputs from events to the broader community
  • Collaboration with the main conferences, chapters, and professional development activities

Student Services Chair

The ACM SIGGRAPH Student Services Committee provides continuity and institutional memory for the student volunteer and intern programs at SIGGRAPH and SIGGRAPH Asia. The committee demonstrates the value of SIGGRAPH membership to student members and coordinates and collaborates with other SIGGRAPH entities (conferences, committees, etc.) on issues that affect student members.

Responsibilities include:

  • Planning, developing, and facilitating activities that integrate students into the ACM SIGGRAPH community
  • Providing demonstrable value to student members throughout the year

ACM SIGGRAPH is a volunteer-run organization; capable, enthusiastic, and committed people are always welcome! If you are interested in joining one of ACM SIGGRAPH's committees as a committee member, please review the committee charge and description, and fill out the organization volunteer form.