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    SAME 2011 - SAME 2011 4th International Workshop on Semantic Ambient Media Experience

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    Category SAME 2011

    Deadline: April 07, 2011 | Date: June 29, 2011-July 02, 2011

    Venue/Country: Brisbane, Australia

    Updated: 2011-03-29 12:31:59 (GMT+9)

    Call For Papers - CFP

    SAME 2011 ? 4th International Workshop on Semantic Ambient Media Experience (NAMU Series)

    29th June-2nd July 2011

    in conjunction with the

    5th International Conference on Communities and Technologies, Brisbane, Australia

    http://www.ambientmediaassociation.org/node/60, http://ct2011.urbaninformatics.net/

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

    --> extended deadline for position papers: 17th April 2011

    Call for Papers

    The medium is the message! And the message was transmitted via a single distinguishable media

    such as television, the Web, the radio, or books. In the age of ubiquitous and pervasive computation,

    where the information goes 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. 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. 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, media

    embedded in the natural environment of the user and even the World Wide Web. The user actively

    participates and co-designs media experience with his location and context based input. Initiatives as

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

    This multidisciplinary workshop aims at a series, and at the creation of a think-tank of creative

    thinkers coming from technology, art, human-computer interaction, and social sciences, that are

    interested in glimpsing the future of semantic ambient intelligent empowered media technology.

    Thus, the workshop aims to answer to the challenges how to select, compose, and generate ambient

    content; how to interpret content for the ambient presentation; how to re-use ambient content and

    learning experiences; what are the characteristics of ambient media, its content, and technology; and

    what are ambient media in terms of story-telling and art. And finally, how do ambient media create

    business and value? How can ambient media be integrated into business processes and strategies?

    In addition, Semantics plays a crucial role in the generation of ambient media content. It can be seen

    as the glue between the raw data and the ambient media. Therefore we are interested to see

    innovative ideas how data can be (semi-)automatically be interpreted and translated into media

    presentations.

    Workshop Challenges

    ? What is ?content? and how can it be presented in the age of ?ubiquitous? and ?pervasive??

    ? How to select, compose and generate ambient content?

    ? How to interpret content for an ambient presentation?

    ? How to manage and re-use ambient content in specific application scenarios (e.g. e-learning)?

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

    ? How can collaborative or audience participatory content be supported?

    ? How can sensor data be interpreted and intelligently mined?

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

    ? How can ambient media be applied in business processes?

    ? How do ambient media create value and business?

    ? Business opportunities and strategic issues of ambient media?

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

    ? What means Quality of Experience (QoE) in the context of ambient media?

    More information on the previous International Workshops on Semantic Ambient Media Experience:

    * 1st International Workshop on Semantic Ambient Media Experiences held in conjunction with

    ACM Multimedia 2008,

    http://portal.acm.org/toc.cfm?id=1461912&type=proceeding&coll=ACM&dl=ACM&CFID=96

    753168&CFTOKEN=49706448

    * 2nd International Workshop on Semantic Ambient Media Experiences held in conjunction

    with AmI-09, http://webhotel2.tut.fi/emmi/forum/node/55

    * 3rd International Workshop on Semantic Ambient Media Experiences held in conjunction with

    AmI-10, http://www.ambientmediaassociation.org/node/56

    Topics of Interest

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

    * Supply chain management with ubiquitous computation

    * eCommerce & ubiquitous commerce

    * Business processes, value-creation, and opportunities of ambient media

    * Understanding of the semantics of ambient content and methods for adding intelligence to daily

    objects

    * The World Wide Web in the context of ambient media

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

    * Context awareness and collection and context aware composition/selection of ambient content

    * 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

    * Ambient Assisted Living (AAL)

    * Characteristics of ambient media, its content, and technological platforms

    * Ambient content creation techniques, asset management, and programming ambient media

    * Algorithms and techniques for sensor data interpretation and semantic interpretation

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

    * Ambient interactive storytelling, narrations, and interactive advertising

    * 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 semantic ambient

    media

    * Ambient interfaces (touch, gesture, haptics, biometrics)

    * Management of information, knowledge and sapience in the context of semantic ambient media

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

    * Semantic data mining and text mining for pervasive media

    * Semantic models, semantic interpretation for ambient media presentation;

    * Personalization and methods for locative media

    The workshop aims at a series, and at the creation of a think-tank of creative thinkers coming from

    technology, art, human-computer interaction, and social sciences, that are interested in glimpsing

    the future of semantic ambient intelligent empowered media technology. We are 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 are 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, business,

    artistic, 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.

    Paper Submission

    * Submissions are expected to be 2-4 pages position papers according the paper format of C&T

    available at http://www.sigchi.org/chipubform

    * Please submit your paper at our paper submission system:

    http://webhotel2.tut.fi/emmi/Conferences/2011same/openconf.php

    * 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

    * paper submission: 17th April 2011

    * notification of acceptance: 8th May 2011

    * final papers due: 29th May 2011

    * workshop day: 29th June 2011

    * special issue articles due: 30th August 2011

    Workshop Chairs

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

    * Thomas Risse, L3S Research Center, GERMANY

    * Bjorn Stockleben, Univ. of Applied Sciences Magdeburg, GERMANY

    * Juha Kaario, Varaani Works Oy, FINLAND

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

    * Estefania Serral Asensio, Universidad Polit?cnica de Valencia, SPAIN

    Program Committee

    * Heiko Schuldt, Uni Basel, SWITZERLAND

    * Pablo Caesar, Centrum voor Wiskunde en Informatica, THE NETHERLANDS

    * Zhiwen Yu, Northwestern Polytechnical University, CHINA

    * Richard Chbeir, Bourgogne University, FRANCE

    * Sofia Tsekeridou, Athens Information Technology, GREECE

    * Shu-Ching Chen, Florida International University, USA

    * Mark Billinghurst, Canterbury University, NEW ZEALAND

    * Carsten Magerkurth, SAP, GERMANY

    * Andreas Holzinger, Medical University Graz, AUSTRIA


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