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    SAME 2012 - 5th International Workshop on Semantic Ambient Media Experience (SAME 2012)

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    Category SAME 2012

    Deadline: March 16, 2012 | Date: June 18, 2012

    Venue/Country: Newcastle, U.K.

    Updated: 2012-03-07 07:13:32 (GMT+9)

    Call For Papers - CFP

    5th International Workshop on Semantic Ambient Media Experience (SAME 2012)

    The Seventh Sense! Feel, Touch, Listen, Smell Unobtrusive Semantic Ambient No-Screen Media

    18th June 2012 - in conjunction with Pervasive 2012 Newcastle, UK

    UPCOMING DEADLINE: 16 March 2012 - position paper min. pages (!)

    http://www.ambientmediaassociation.org/same2012

    Special Theme 2012: Unobtrusive Semantic Ambient Media Beyond the Screen and Pixels

    Creating the business value, vision, media theories and technology for ambient media

    SAME 2012

    The medium is the message! In the age of ubiquitous and pervasive computation, where the information

    through a distributed interlinked network of devices, the question, what is content in the age of

    ambient media becomes more and more of importance.

    Ambient media are embedded throughout the natural environment of the consumer in his home, in his car,

    in restaurants, and on his mobile device. Predominant example services are smart wallpapers in homes,

    location based services, RFID based entertainment services for children, or intelligent homes. Today

    the screen touchscreen, mobile phone displays, or LCD displays seem to be the main modality for

    consuming and interacting with media. However, the main challenge for ambient media is to render

    the digital world in the natural environment, augment the world around us, and to bring the digital

    world into the real physical world.

    The plethora of interactivity becomes a modality for connecting the physical world to the digital

    overlay and an interaction with physical objects triggering actions in the digital domain. Today,

    the main device for interaction is the screen and the display what about no-screen, no-keyboard,

    no-mouse media Current developments as e.g. fluid interfaces, displays beyond mobile phone and PC

    screens, gadgets for gaming, and outside media products show us that no-screen, no-keyboard, and

    no-mouse media are possible.

    The distribution of the medium throughout the natural environment implies a paradigm change of how

    to think about content. Until recently, content was identified as single entities to information

    a video stream, audio stream, TV broadcast and a screen as display device. However, in the age of

    ambient media, the notion of content extends from the single entity thinking towards a plethora of

    sensor networks, smart devices, personalized services, and media embedded in the natural environment

    of the user. New technologies render traditional screen, keyboard, and mouse concepts obsolete. The

    user actively participates and co-designs media experience with his location based input. Initiatives

    as the smart Web considering location-based tagging for web-pages underline this development. Within

    the scope of this workshop we solely focus on no-screen, no-keyboard, no-mouse based semantic media

    applications; semantic media applications that can be touched, listened to, felt, smelt.

    WORKSHOP CHALLENGES

    The workshop aims at answering the following questions for applications, methods, techniques, and

    installations that follow the no-screen, no-keyboard, and no-mouse device idea:

    - How to select, compose, and generate ambient content including a no-screen concept

    - How to present ambient content with no-screens

    - How to re-use ambient content and learning experiences without utilizing screens or traditional I/O devices-

    - What are the characteristics of ambient media, its content, and technology when traditional I/O devices are not utilized

    - How can sensor data be interpreted and intelligently mined

    - How can collaborative or audience participatory content be supported

    - How can existing media such as TV, home entertainment, cinema extended by ambient media

    - What are ambient media in terms of story-telling and art that do not use screens

    - How do ambient media create business and value and how can ambient media be integrated into business processes and strategies

    - Which methods for experience design, prototyping, and business models exist

    - What is interactivity between the single consumers and consumer groups in the ambient context

    TOPICS OF INTEREST

    The following (and related) topics are within the scope of this workshop and shall act as examples:

    - No-screen, no-keyboard, no-mouse gadgets, devices, and hardware

    - No-screen applications, services, artistic installations, and cases

    - No-screen application areas: eCommerce, gaming, social media, traditional media, eLearning, etc.

    - Interactive storytelling, narrations, and interactive advertising

    - Interaction models, consumer experience, and usability

    - Unobtrusive semantic ambient media

    - Algorithms, methods, and techniques supporting no-screen ambient media

    - Business processes, value-creation, and opportunities of no-screen ambient media

    - Semantics, and intelligence of ambient content in daily objects not utilizing screen, keyboard, and mouse

    - Mobile and stationary sensor data collection and interpretation algorithms and techniques

    - Context awareness and collection and context aware composition/selection

    - Creation and maintenance of meta-information including metadata and data management

    - Ambient and mobile social networks, user generated content, and co-creation of content and products

    - Characteristics of no-screen ambient media, its content, and technological platforms

    - No-screen ambient content creation techniques, asset management, and programming ambient media

    - Algorithms and techniques for semantic sensor data interpretation supporting no-screen media

    - Applications and services, including ambient games, art and leisure content in specific contexts

    - Personalization, user models, multimodal interaction, smart user interfaces, and universal access

    - Experience design, usability, audience research, ethnography, user studies, and interface design

    - Business models, marketing studies, media economics, and x-commerce of no-screen media

    - Ambient no-screen, no-keyboard, no-mouse interfaces (touch, gesture, haptics, biometrics)

    - Management of information, knowledge and sapience in the context of semantic no-screen ambient media

    - Methods for context awareness, sensor networks, and sensor data mining

    - Semantic data mining and text mining for no-screen media

    - Semantic models, semantic interpretation for no-screen ambient media presentation

    - Personalization and methods for locative no-screen media in the wild

    We are also aiming at multidisciplinary, highly future oriented submissions that help to develop the

    ambient media form for entertainment services, such as:

    - Case-studies (successful, and especially unsuccessful ones)

    - Oral presentation of fresh and innovative ideas

    - Artistic installations and running system prototypes

    - User-experience studies and evaluations

    - Technological novelties, evaluations, and solutions

    TARGET AUDIENCE

    The target audience is researchers and practitioners in the field of ubiquitous and pervasive

    computation and its related areas. These include pervasive computation, emotional computation,

    content creation, ubiquitous computation, human-computer-interaction and usability experts,

    mobile industry, service creators, etc. Workshop participants shall have previous experience

    in this or related fields to be able to contribute on a high scientific level. The workshop

    participants will actively contribute to the development of semantic ambient media, due to a

    different method of workshop organization. Participants shall participate rather than passively

    contribute. The participants shall discuss and actively elaborate the topic and we plan to kick-off

    an international web-based informal forum for ambient media, which shall increase the effect of

    this workshop tremendously.

    We strongly welcome multidisciplinary contributions coming from the media technology, artistic,

    business, and human experience side. Case studies (successful and especially unsuccessful), artistic

    installations, technologies, media studies, and user-experience evaluations are highly welcome, which

    are affecting the development of ambient media as new form of media. Especially visionary contributions

    shaping the future of ambient media are strongly welcome.

    IMPORTANT PAPER SUBMISSION

    Submissions are expected to be 2-10 pages papers according the paper format of Pervasive available at

    http://www.springer.com/computer/lncsSGWID=0-164-6-793341-0 (however final papers require to be 5-10 pages long)

    Please submit your paper at our paper submission system: http://webhotel2.tut.fi/emmi/Conferences/2012same/openconf.php

    Several workshop contributions will be published with ISBN number with the Tampere Univ. Press and online within the ACM DL.

    Best contributions will be compiled to a special issue following up the workshop - we aim at Springer MTAP

    after reviewing the quality of contributions

    Check also the Ambient Media Association (AMEA): www.ambientmediaassociation.org

    IMPORTANT DATES

    Submission deadlines (deadlines for this workshop are strictly observed!):

    Mar 16, 2012 : Deadline for Workshop Paper

    April 2, 2012 : Notification of Accepted Workshop Papers

    April 20, 2012 : Camera Ready Accepted Workshop Papers Due

    18th June 2012: Workshop day

    WORKSHOP SERIES CONTEXT

    Pervious Workshops on Semantic Ambient Media Experience:

    - 1st International Workshop on Semantic Ambient Media Experiences held in conjunction with ACM Multimedia 2008, (Vancouver, Canada), http://portal.acm.org/toc.cfmid=1461912&type=proceeding&coll=ACM&dl=ACM&CFID=96753168&CFTOKEN=49706448

    - 2nd International Workshop on Semantic Ambient Media Experiences held in conjunction with AmI-09, (Salzburg, Austria), http://webhotel2.tut.fi/emmi/forum/node/55

    - 3rd International Workshop on Semantic Ambient Media Experiences held in conjunction with AmI-10, (Malaga, Spain), http://www.ambientmediaassociation.org/node/56

    - 4rd International Workshop on Semantic Ambient Media Experiences held in conjunction with 5th International Conference on Communities and Technologies, Brisbane, Australia, http://www.ambientmediaassociation.org/node/60

    Previous Special Issues

    For each held workshop, a special issue has been created with Springer-Verlag Multimedia Tools & Applications. The workshop shall gather people from industry and academia to develop the vision of ambient media as new form of smart media.

    WORKSHOP CHAIRS

    - Artur Lugmayr, Tampere University of Technology (TUT) & lugYmedia Inc., FINLAND

    - Thomas Risse, L3S Research Center, GERMANY

    - Bjoern Stockleben, Univ. of Applied Sciences Magdeburg, GERMANY

    - Juha Kaario, Varaani Works Oy, FINLAND

    - Bogdan Pogorelc, Jozef Stefan Institute & Spica International d.o.o., SLOVENIA

    - Estefana Serral Asensio, Universidad Politcnica de Valencia, SPAIN

    PROGRAM COMMITTEE (not complete)

    Vivek K Singh, UC, Irvine, Irvine, UNITED STATES

    Radu-Daniel Vatavu, University Stefan cel Mare of Suceava, Suceava, ROMANIA

    Seongbok Baik , KT Central R&D Laboratory, Daejeon, REPUBLIC OF KOREA

    M. Anwar Hossain, University of Ottawa, Ottawa, CANADA

    Moyen Mohammad Mustaquim, Uppsala University Uppsala, SWEDEN

    Abdulmotaleb El Saddik, University of Ottawa, Ottawa, CANADA

    Andreas Holzinger, Medical University Graz, Graz, AUSTRIA

    Philippe Codognet, CNRS / University of Tokyo, Tokyo, JAPAN


    Keywords: Accepted papers list. Acceptance Rate. EI Compendex. Engineering Index. ISTP index. ISI index. Impact Factor.
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