BlendedKeyframes for Mobile Mediated Reality Applications With the recent developments of Mixed Reality (MR) devices and advances in 3D scene understanding, MR applications on mobile devices are becoming available to a large part of the society. These applications allow users to mix virtual content into the surrounding environment. However the ability to mediate (i.e., modify or alter) the surrounding environment remains a difficult and unsolved problem that limits the degree of immersion of current MR applications on mobile devices. In this paper, we present a method to mediate 2D views of a real environment using a single consumergrade RGBD camera and without the need of prescanning the scene. Our proposed method creates in realtime a dense and detailed keyframebased 3D map of the real scene and takes advantage of a semantic instance segmentation to isolate target objects. We show that our proposed method allows to remove target objects in the environment and to replace them by their virtual counterpart, which are built onthefly. Such an approach is well suited for creating mobile Mediated Reality applications.

ARMAX: A Mobile Geospatial Augmented Reality Platform for Serious Gaming The AR concept can be considered as one of the key technologies in the context of Industry 4.0 as it can be applied in many domains to provide contextaware interaction with the environment. While the concept of mixed reality is not new, the technology can now be found in different shapes and sizes, each tailored for a particular use case. In this paper we aim at defining a broader context while developing a universal platform for Serious Gaming for different industries that benefits from the most advanced AR implementation combined with the ubiquity of mobile devices. Some of the main challenges related to the 3D registration and tracking of virtual objects are discussed and the results are presented as obtained from real world testing. The calibration method is validated by simulation and while not being the most sophisticated solution it shows the experimental work and testing that is required for the accurate alignment of the real world and the virtual objects on the AR. The solution is presented with a focus on gamification and user experience in the context of a crowdsensing platform that aims to increase collaboration and participation in a Smart City environment.