ACM CMM 2010 Call for Participations
In conjunction with ACM MM 2010: ACM International Conference on Multimedia, October 29, 2010, Florence, Italy ( http://www.acmmm10.org/ )
October 29, Florence, Italy
http://www.fortune.binghamton.edu/CMM2010/ with paper submission link: http://edas.info/N9049
Connected Multimedia --- Further Exploiting Social and Cultural Constraints for Distributed Multimedia Computing
Following the successful very first workshop on the newly emerged theme of connected multimedia held in Hangzhou, China, in October of 2009 under the sponsorship of US NSF, and with numerous supports from the multimedia and social science research communities, we would like to organize the first ACM Workshop on Connected Multimedia this year in conjunction with ACM MM 2010 in Florence, Italy. The theme of the workshop is connected multimedia --- further exploiting social and cultural constraints for distributed multimedia computing. This workshop is intended to bring together researchers, engineers, and practitioners to exchange their ideas in this area and to advance and disseminate the most recent research results on this theme.
By connected multimedia, we mean the study of the social and technical interactions among users, multimedia data, and devices across cultures and the explicit exploitation of cultural differences. Consequently, connected multimedia involves the three elements - the users, the multimedia data, and the devices - with two perspectives - the social focus and the cultural focus. In short, connected multimedia is about multimedia content and connection across community and cultural boundaries. In comparison with those existing research areas including social media as its super-area and human centered computing [5], we here emphasize that connected multimedia pays more attention to the cultural difference. The definition of the social side is broader than just national cultures; it possibly includes cultures of groups, disciplines, organizations, communities, ethnicities, religions, and nations. This emphasis distinguishes connected multimedia from all other existing areas, which may claim to include some of these aspects, among many others.
Therefore, in connected multimedia, we attempt to address the same media content and connection problem with two perspectives. The first is to incorporate and exploit the cultural constraints into the consideration. There are many successful examples in the literature in which the standard solutions fail whereas the specialized solutions that incorporate and exploit the local cultural constraints into the consideration succeed when the standard problem is considered under a specific local culture. One of such examples is DARPA's 40-year anniversary of Internet contest on locating the 10 weather balloons nationwide [1], where 10 red weather balloons were placed at 10 different locations across US and a fast solution to locate the exact positions of the balloons can only be obtained through exploiting the locality-related cultures across the nation along with the social networks obtained from Facebook and Twitter. Another such example is the Yahoo! Answers, where the best answers are typically obtained by incorporating and exploiting the local cultures into the answers.
The second is to incorporate and exploit the social constraints into the consideration. In recent years it has become a hot research direction where people attempt to use social contextual information to deliver more effective solutions in media content and connection understanding and/or to use multimedia technologies to further promote social or environmental interactions, such as folk computing [2], experiential computing [3], and social computing [4] with many emerging, specially dedicated organizations or products such as Facebook, Flickr, and Pipes. The DARPA's 40-year anniversary of Internet contest on locating the 10 weather balloons nationwide [1] once again is a good example of developing a solution with an emphasis on the social perspective in which the social networks discovered through the solution development contribute to fast locating where a balloon is about either through computing facilities or through manual search. This example once again demonstrates the power of the collective human interactions to the computing facilities as the wisdom of crowds obtained through social networks.
Examples of the connected multimedia problems include but are not limited to:
Zhongfei (Mark) Zhang
Computer Science Department
Watson School of Engineering and Applied Science
SUNY Binghamton
Binghamton, NY 13902-6000
USA
Zhengyou Zhang
Microsoft Research
One Microsoft Way
Redmond, WA 98052
USA
Ramesh Jain
Department of Computer Science
University of California, Irvine
Irvine, CA 92697-3425
USA
Yueting Zhuang
College of Computer Science
Zhejiang University,
Hangzhou, 310027 P.R. China
Given the fact that connected multimedia is a newly emerged area, we shall hold the workshop as a combination of invitations and call for participations workshop. We shall invite several well-known researchers and practitioners who have done pioneering work on the theme of connected multimedia to participate in the workshop. At the same time, we shall announce the call for participation to all the parties who are interested in this theme to submit papers. We shall dedicate the workshop to brainstorming discussions to further shape the research and application directions of connected multimedia, in addition to two keynote speeches. The anticipated attendees include the below-listed Program Committee members as well as all those who are interested in this theme.
Chabane Djeraba, University of Lille, France
Wen Gao, Peking University, China
William Grosky, University of Michigan-Dearborn, USA
Alan Hanjalic, Delft University of Technology, Netherlands
Alex Hauptmann, Carnegie Mellon University, USA
Xian-Sheng Hua, Microsoft Research Asia, China
Alex Jaimes, Telefonica, Spain
Toshi Kato, Chuo University, Japan
Michael Lew, Leiden University, Netherlands
Wanqing Li, University of Wollongong, Australia
Mark Liao, Academia Sinica, Taiwan
Alex Loui, Kodak Research, USA
Jiebo Luo, Kodak Research, USA
Nicu Sebe, University of Trento, Italy
Alan Smeaton, Dublin City University, Ireland
Qi Tian, University of Texas at San Antonio, USA
Vincent Tseng, National Cheng Kung University, Taiwan
Qing Wang, Northwestern Polytechnic University, China
Changsheng Xu, Chinese Academy of Sciences, China
Rong Yan, Facebook, USA
Michael W. Macy, Cornell University, USA
Submission format must follow the standard ACM conference proceedings paper style. Each submission paper must not exceed 6 pages limit. Each paper shall receive at least three double-blind reviews. We will announce the best paper awards from all the submitted papers. Online submissions must be followed at: http://edas.info/N9049
6/10/2010: Deadline for submission papers
7/10/2010: Notifications for acceptance of the submissions
7/15/2010: Camera-ready paper submissions
8/31/2010: Workshop program ready
10/29/2010: Workshop
REFERENCES
[1] http://www.google.cn/intl/zh-
[2] Ramesh Jain, Folk Computing,
Communications of the ACM, Vol. 46, No. 4, 2003
[3] Ramesh Jain, Experiential
Computing, Communications of the ACM, Vol. 46, No. 7, 2003
[4] http://www.socialcomputing.
[5] A. Jaimes, Human-centered multimedia: culture, deployment, and access, IEEE
Multimedia, January - March, 2006.
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