EVENTS

Event 

Title:
3rd International Workshop on Semantic Ambient Media Experience (SAME 2010)
When:
01.10.2010 - 14.12.2010
Where:
Malaga, Spain -
Category:
Call for paper

Description

Call for Papers

  • Submissions are expected to be 2-4 pages position papers according the paper format of AmI-10: http://www.springer.com/computer/lncs?SGWID=0-164-7-72376-0
  • Please send your submission systems via our submission system [--> here]
  • More information on the 1st International Workshop on Semantic Ambient Media Experience held in conjunction with ACM Multimedia 2008 [here], and more information on the 2nd International Workshop on Semantic Ambient Media Experiences held in conjunction with AmI-09 can be found [here]
  • 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

Description of the Workshop

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 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, and media embedded in the natural environment of the user. 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. This multidisciplinary workshop aims to answer to the challenges how to select, compose, and generate ambient content; how to present ambient content?; how to re-use ambient content and learning experiences?; what is 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? 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. 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.

Workshop Challenges

• 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?
• 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 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?
• Which methods for experience design, prototyping, and business models exist?
• How can sensor data be interpreted and intelligently mined?
• How can existing media such as TV, home entertainment, cinema extended by ambient media?

Topics

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
  • 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
  • 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

    Important Dates

    • paper submission: 1st October, 2010
    • notification of acceptance: 22nd October, 2010
    • final papers due: 27th October, 2010
    • workshop day: between 10th and 12th November 2010 in Malaga, Spain
    • Submission system opened [--> here]
    • special issue articles due: December 14th , 2010 (to be fixed)

    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, 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.


    Venue

    Venue:
    Malaga, Spain

    Description

    Sorry, no description available

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