Call for Papers Semantic Ambient Media Experience (SAME 2008) - NAMU Series Workshop in conjunction with ACM Multimedia 2008 Vancouver, BC, Canada; October 27th - November 1st, 2008 http://namu.cs.tut.fi/acmmm2008/same2008/index.html http://www.mcrlab.uottawa.ca/acmmm2008/ DESCRIPTION OF THE WORKSHOP The medium is the message! And the message was literacy, media democracy and music charts. Mostly one single distinguishable media such as TV, the Web, the radio, or books transmitted the message. No in the age of ubiquitous and pervasive computing, where information flows through a plethora of distributed interlinked media - what is the message ambient media will tell us? What means semantic in this context? Which experiences will it open to us? What is content in the age of ambient media? 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 sample 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 consumer actively participates and co-designs contextual media experience One example is e.g. location based information. Initiatives as the smart Web considering location based tagging for web-pages underline this development. This multidisciplinary workshop aims to address 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 are the characteristics of ambient media, its content, and technology? - how can collaborative, participatory, or social media service better supported and extended? - and what are ambient media in terms of story-telling, interactive, and art? 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 The following (and related) topics are within the scope of this workshop and shall act as examples: . 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 The workshop aims at answering the following questions: . What is 'content' and how can it be presented when it becomes '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 be extended by ambient media? IMPORTANT DATES . paper submission: June 30th , 2008 . notification of acceptance: July 15th, 2008 . final papers due: August 01st, 2008 please submit at: http://namu.cs.tut.fi/acmmm2008/same2008/index.html 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. WORKSHOP CHAIRS . Artur Lugmayr, Tampere University of Technology (TUT) & lugYmedia Inc., FINLAND . Thomas Risse, L3S Research Center, GERMANY . Bjorn Stockleben, Rundfunk Berlin Brandenburg (RBB), GERMANY . Juha Kaario, NOKIA, FINLAND . Kari Laurila, NOKIA, FINLAND PROGRAM COMMITTEE . Shu-Ching Chen, Florida International University, USA . Heiko Schuldt, Uni Basel, SWITZERLAND . Andreas Rauber, TU Vienna, AUSTRIA . Mark Billinghurst, Canterbury University, NEW ZEALAND . Carlos Ramos, Polytechnic of Porto, PORTUGAL . Carsten Magerkurth, SAP Research, GERMANY . Ismo Rakolainen, FogScreen, FINLAND . Jan Nesvadba, Philips, THE NETHERLANDS . Gabriele Kotsis, University Linz, AUSTRIA . Jussi Kangasharju, Helsinki University of Technology, FINLAND . Pablo Caesar, Centrum voor Wiskunde en Informatica, THE NETHERLANDS . Zhiwen Yu, Kyoto University Yoshida-Honmachi, JAPAN . Tuula Leinonen, Fakegraphics, FINLAND . Sofia Tsekeridou, Athens Information Technology, GREECE . Richard Chbeir, Bourgogne University, FRANCE . Bjorn Landfeldt, NICTA, AUSTRALIA . Konstantinos Chorianopoulos, Ionian University, GREECE . to be updated