会议信息
IMX 2024: ACM International Conference on Interactive Media Experiences
https://imx.acm.org/2024/截稿日期: |
2024-02-09 Extended |
通知日期: |
2024-03-27 |
会议日期: |
2024-06-12 |
会议地点: |
Stockholm, Sweden |
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征稿
The ACM International Conference on Interactive Media Experiences (IMX) focuses on challenges and innovations across diverse forms of media engagement and experiences. The aim is to provoke and promote discussion and the sharing of exciting ideas amongst researchers, industry practitioners and the academic community in all forms of media: VR, AR, MR, XR, 360°, live-streaming, online media content, authoring and production, as well as TV. We encourage authors to submit their novel research findings in analyzing, developing, creating, installing, evaluating, critiquing or distributing interactive media experiences. Possible topics of interest include: Understanding audience interests and their related interaction with content. Assessing and measuring media experiences with different methodologies. Developing new content forms and formats and media/video‑centric experiences. Analyzing and developing underlying technologies and systems. Critiquing and creating production tools and workflows. Exploring the use and implications of AI and machine learning (e.g. in social media, media analytics, etc). Analyzing and developing new intelligent and personalized media interfaces. Developing innovative business models and marketing techniques in relation to multimedia experiences. Understanding wider social and cultural contexts of multimedia experiences. Designing and showcasing experimental media interactive art experiences. Exploring cultural, artistic, and creative experiences through interactive multimedia (e.g. performance & opera, digital humanities, etc). Designing and assessing novel multimodal interfaces. Audience understanding This topic focuses on advances in audience engagement with media content as a rapidly evolving activity across diverse platforms, devices, and timeframes. It welcomes contributions that seek to understand audiences using a rich variety of analytic approaches including sensing audiences, sentiment analysis, and measuring and monitoring quality of experience. Areas of interest include, but are not limited to, consumption trends and behaviors in young audiences, sharing practices and communication strategies, identifying engagement patterns across diverse genres, platforms and demographics, scheduled versus on-demand content consumption, binge viewing, and multi-platform engagement. Immersive and interactive content and experiences This topic is suitable for papers where the primary contribution is the introduction of novel ways of experiencing interactive media content. This includes new forms of media content (e.g. VR, AR, MR, XR, 360°, live-streaming, etc.) consumed in diverse ways including across multiple screens, platforms, HMDs and in immersive theaters. Application areas include entertainment and information including interactive and generative documentaries, transmedia storytelling, volumetric filmmaking, live performance broadcasts and object-based media productions. Papers in other application areas, such as education, healthcare, wellbeing and governance and decision-making, are also welcome. Technologies, systems, and interfaces This topic focuses on technologies, systems, and interfaces that improve and advance our interactions with media content online, at home, or on the move. It encourages submissions describing technical advancements in streaming systems, content synchronization for multi-platform delivery, and recommendation and companion apps. Additional areas for consideration include games engines for content delivery, location-based and context-aware applications and services and object-based media. Production tools and workflows This topic solicits papers describing procedural advances in the preparation, design, and development of media experiences. Areas of interest include new production processes for TV, online video, VR, AR, XR, and 360° formats. Novel tools and workflows using motion capture, volumetric capture and animation are encouraged, as are the presentations of innovative authoring and data-driven tools for interactive or multi-platform content development. In addition to papers describing technical innovations, this topic area is also interested in innovations originating from design and humanities perspectives detailing the authoring process for writing interactive content and the human-centered design methods used to realize these narratives. AI and machine learning This topic focuses on the use of machine learning and/or artificial intelligence techniques to capture, generate, or understand social media experiences and includes areas such as verification and verification scamming, information diffusion, monitoring media bias, misinformation and fake news, predictability of real-world events, and crowd-sourcing and collective intelligence in rich media systems. Business models and marketing This topic focuses on the new business, marketing, purchasing, subscription, and monetizing strategies encountered in the new media landscape of TV and online video. Areas of interest include, but are not limited to, targeted advertisements, freemium products, programmatic media buying, in-programme recommendations and purchases, exploiting consumption data, monetizing second screen experiences, and social media influencer strategies. Cultural and social studies The impact of the new interactive media and TV landscape on culture and society is powerful and raises many important and challenging topics for consideration. This area welcomes papers from a wide variety of theoretical and analytical perspectives examining structured reality TV, social media manipulation and targeting, media convergence and platform monopolies, intellectual property, remix culture, fan culture, media activism and participation politics, or tactical media practices. In addition, research concerning media violence, social media addiction, or issues of bias and ethics would also be appropriate for this topic. Disruptive concepts and video-centric art This topic focuses on disruptive media practises that seek to challenge traditional media consumption patterns and expand spectator experiences. Authors are invited to describe the design, development of (and response to) constructed video-centric work, or speculate about future-oriented media provocations. Artistic and creative experiences This topic considers cultural, artistic, and creative multimedia experiences that goes beyond the traditional multimedia entertainment scope. Technologies, interfaces, and experiences in application domains including but not limited to interactive art, digital performance & opera experiences, online learning/e-learning, musical festivals, museum exhibitions, and digital humanities. Multimodal interfaces In this topic, we welcome submissions in the areas of design and assessment of novel multimodal interfaces that incorporate input and output modalities beyond audiovisual-only driven approaches. The topic scope extends to the techniques and strategies for multimodal integration of e.g., audio-visual-tactile-haptic-kinesthetic-olfactory modalities to enhance user interfaces that render a realistic implementation of embodied media experiences refined by natural human perception. This includes a wide range of areas; wearable computing, new interfaces for musical expressions, mobile phone applications, gaming, interactive displays, augmented/virtual reality, robotics and interactive art installations. Papers submitted to the conference could be considered for inclusion in a special issue of ACM Transactions of Multimedia (in discussion with the editorial board, to be announced). IMX is an inclusive, growing, interdisciplinary community, so if you aren’t sure whether the specifics of your research are in scope then please email paper@imx2024.com and the chairs will do their best to advise you. Additionally, we are offering a mentoring programme for authors new to submitting an academic paper, those in circumstances which are particularly adverse (e.g. a disability or personal circumstances which impact upon the paper preparation process), those for who English is a second language or a particularly novel submission which may require additional input.
最后更新 Lu Jing 在 2024-02-01
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相关期刊
CCF | 全称 | 影响因子 | 出版商 | ISSN |
---|---|---|---|---|
c | IEEE Transactions on Industrial Informatics | 11.70 | IEEE | 1551-3203 |
Journal of Organizational Computing and Electronic Commerce | 2.000 | Taylor & Francis | 1091-9392 | |
Paladyn, Journal of Robotics, Intelligent Agents, and Artificial Intelligence | Walter de Gruyter | 2081-4836 | ||
c | Distributed Computing | 1.300 | Springer | 0178-2770 |
IEEE Cloud Computing Magazine | IEEE | 2325-6095 | ||
b | The Computer Journal | 1.500 | Oxford University Press | 0010-4620 |
IEEE Internet Computing Magazine | 3.700 | IEEE | 1089-7801 | |
c | Journal of Electronic Testing: Theory and Applications | 1.100 | Springer | 0923-8174 |
b | IEEE Transactions on Human-Machine Systems | 3.500 | IEEE | 2168-2291 |
International Journal of Artificial Intelligence & Machine Learning | AR Publication | 0000-0000 |
全称 | 影响因子 | 出版商 |
---|---|---|
IEEE Transactions on Industrial Informatics | 11.70 | IEEE |
Journal of Organizational Computing and Electronic Commerce | 2.000 | Taylor & Francis |
Paladyn, Journal of Robotics, Intelligent Agents, and Artificial Intelligence | Walter de Gruyter | |
Distributed Computing | 1.300 | Springer |
IEEE Cloud Computing Magazine | IEEE | |
The Computer Journal | 1.500 | Oxford University Press |
IEEE Internet Computing Magazine | 3.700 | IEEE |
Journal of Electronic Testing: Theory and Applications | 1.100 | Springer |
IEEE Transactions on Human-Machine Systems | 3.500 | IEEE |
International Journal of Artificial Intelligence & Machine Learning | AR Publication |
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