Sematic Ambient Media (SAME 2012)

SAME 2012 @ Pervasive 2012 ? 5th International Workshop on Semantic
Ambient Media Experience (SAME 2012)
The Seventh Sense! Feel, Touch, Listen, Smell ? Unobtrusive Semantic
Ambient No-Screen Media
18th June 2012 – in conjunction with Pervasive 2012
Newcastle, UK

UPCOMING DEADLINE: 2nd March 2012 – position paper min. pages

Special Theme 2012: Unobtrusive Semantic Ambient Media Beyond the
Screen and Pixels

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

SAME 2012
The medium is the message! 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. Today the screen touchscreen, mobile phone displays, or LCD displays seem to be the main modality for consuming and interacting with media. However, the main challenge for ambient media is to render the digital world in the natural environment, augment the world around us, and to bring the digital world into the real physical world.

The plethora of interactivity becomes a modality for connecting the
physical world to the digital overlay and an interaction with physical objects triggering actions in the digital domain. Today, the main device for interaction is the screen and the display what about no-screen, no-keyboard, no-mouse media. Current developments as e.g. fluid interfaces, displays beyond mobile phone and PC screens, gadgets for gaming, and outside media products show us that no-screen, no-keyboard, and
no-mouse media are possible.

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 and a screen as display device. 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. New technologies render traditional screen, keyboard, and mouse concepts obsolete. 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. Within the scope of this workshop we solely focus on no-screen, no-keyboard, no-mouse based semantic media
applications; semantic media applications that can be touched, listened
to, felt, smelt.

The workshop aims at answering the following questions for applications,
methods, techniques, and
installations that follow the no-screen, no-keyboard, and no-mouse device

– How to select, compose, and generate ambient content including a
no-screen concept?
– How to present ambient content with no-screens?
– How to re-use ambient content and learning experiences without utilizing
screens or traditional I/O devices?-
– What are the characteristics of ambient media, its content, and
technology when traditional I/O devices are not utilized?
– How can sensor data be interpreted and intelligently mined?
– How can collaborative or audience participatory content be supported?
– How can existing media such as TV, home entertainment, cinema extended
by ambient media?
– What are ambient media in terms of story-telling and art that do not use
– How do ambient media create business and value and how can ambient media
be integrated into business processes and strategies?
– Which methods for experience design, prototyping, and business models
– What is interactivity between the single consumers and consumer groups
in the ambient context?

The following (and related) topics are within the scope of this workshop
and shall act as examples:
– No-screen, no-keyboard, no-mouse gadgets, devices, and hardware
– No-screen applications, services, artistic installations, and cases
– No-screen application areas: eCommerce, gaming, social media,
traditional media, eLearning, etc.
– Interactive storytelling, narrations, and interactive advertising
– Interaction models, consumer experience, and usability
– Unobtrusive semantic ambient media
– Algorithms, methods, and techniques supporting no-screen ambient media
– Business processes, value-creation, and opportunities of no-screen
ambient media
– Semantics, and intelligence of ambient content in daily objects not
utilizing screen, keyboard, and mouse
– Mobile and stationary sensor data collection and interpretation
algorithms and techniques
– Context awareness and collection and context aware composition/selection
– Creation and maintenance of meta-information including metadata and data
– Ambient and mobile social networks, user generated content, and
co-creation of content and products
– Characteristics of no-screen ambient media, its content, and
technological platforms
– No-screen ambient content creation techniques, asset management, and
programming ambient media
– Algorithms and techniques for semantic sensor data interpretation
supporting no-screen media
– Applications and services, including ambient games, art and leisure
content in specific contexts
– 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
no-screen media
– Ambient no-screen, no-keyboard, no-mouse interfaces (touch, gesture,
haptics, biometrics)
– Management of information, knowledge and sapience in the context of
semantic no-screen ambient media
– Methods for context awareness, sensor networks, and sensor data mining
– Semantic data mining and text mining for no-screen media
– Semantic models, semantic interpretation for no-screen ambient media
– Personalization and methods for locative no-screen media in the wild

We are also 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 target audience is 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,
business, 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.


Submissions are expected to be 2-10 pages papers according the paper
format of Pervasive available at (however
final papers require to be 5-10 pages long)

Please submit your paper at our paper submission system:

Several workshop contributions will be published with ISBN number with the
Tampere Univ. Press and online within the ACM DL.

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):

Submission deadlines (deadlines for this workshop are strictly observed!):
Mar 2, 2012 : Deadline for Workshop Paper
April 2, 2012 : Notification of Accepted Workshop Papers
April 20, 2012 : Camera Ready Accepted Workshop Papers Due
18th June 2012: Workshop day

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