The objective of this workshop is to invite scholars and practitioners to discuss synergies between virtual and augmented reality (VR & AR) and artificial intelligence (AI) and machine learning (ML). The aim is to gather a cross-disciplinary team of experts with a background in computer science, Human-Computer Interaction (HCI), psychology/cognitive sciences, culture/communication studies, design and art to develop this fascinating intersection. The aspects to discuss range from user-experience, technologies applications, methods, cultural implications, communication theories, to artistic approaches.
I am actively searching for students interested in several aspects of visualization and interactive media on undergraduate, postgraduate, and doctorate level. As I am in favor for cross-disciplinary work, I am searching for students with any background: computer science, humanities, business, human-computer interaction, or design. The most important is a drive to gain more understanding in perceptive informatics: visualization, interaction, human perception and content creation from a business, technical, and human perspective.
There are many interesting email lists you can follow - ranging from special interest groups, the iAMEA email list, and others. Please take a look at them and get the news you are interested in.
Call for Book Chapters: Information Technology for News Media Development, Lecture Notes in Information Systems and Organisation, Springer-Verlag, 2016
Managing and Leading Creative Universities - Foundations of Successful Science Management, Springer-Verlag, 20016: Leadership and management and leading universities, faculties, departments, or research laboratories undergoes a tremendous change during recent years. Universities and its researchers are more and more under pressure to produce scientific results and commercial viable outputs. Academic freedom and science as long-term investment for society and business vanish more and more, and put pressure on scientists to rise funding, cope with external stakeholders or job uncertainties, and internationalization strategies. The scope of this book is to discuss the changes, and especially emphasize the importance of universities as grassroots place for many activities.
Call for Book Chapters: Information Systems & Management in eMedia and Creative Industries, Springer-Verlag, 2015
Media Convergence Handbook, Vol.1 (Journalism, Broadcasting, and Social Media Aspects of Convergence) and Vol. 2 (Firms and User-Perspective), edited book published by Springer-Verlag, 2015. A unique cross-disciplinary viewpoint on media convergence from a business, media studies, technical, and user-experience viewpoint. Lecture slides, and additional information available on the book website.
The International Ambient Media Association (iAMEA) was founded in 2013 to investigate phenomena of smart and intelligent media environments based on ambient computational, pervasive computational, and ubiqutious computational technologies. The association also adds semantics to ambient media, and brings together industry, research, and visionaries to envision the media landscape of the future in terms of business, technical, human-computer-interaction, production, and content creation. The Ambient Media Association (AMEA) is a unique meeting point for experts and creative thinkers to re-think the future of media in the era of ubiquitous and pervasive computation.
Ambient Media - A Synonymous for Pervasive, Smart, and Ubiqutous Media
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.
Challenges in Ambient Media Research
- what are the media management & business issues around ambient media?
- 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
Goals of iAMEA
The association aims 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 Association (AMEA) for digital 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 solution
- Four newsletters per year containing the latest information about ambient media research
- Library service for publications, thesis, books, educational resources, lecture notes, and other information resources
- Mailinglist for association members
- Organization, in-cooperation, and establishment of conferences, workshops, events, and awards, in particular maintaining the SAME (Semantic Ambient Media) workshop series
- Special interest groups for various topics around ambient media
Publications of the Association
AMEA launched two new open access publications:
- International JOURNAL on Information Systems and Management in Creative eMedia (ISSN 2341-5606 (Print) and ISSN 2341-5592 (Online))
- International SERIES on Information Systems and Management in Creative eMedia (ISSN 2341-5584 (Print), ISSN 2341-5576 (Online), ISSN 2341-6165 (CD-ROM))
The publications can be found online on: http://www.ambientmediaassociation.org/Journal, and is freely accessable for anyone under the publisher ID 952-7023.
Impact of the publication:
- the SAME workshop series published by iAMEA is indexed in Scopus
- both publications are listed in the Finnish publication forums
The copyright form for the publication can be downloaded from [|> here]. Please read the form carefully, sign it, and send it back to the event organizers.