征稿已开启

查看我的稿件

注册已开启

查看我的门票

已截止
活动简介

WSICC has established itself as a truly interactive workshop at EuroITV'13, TVX'14, and TVX'15 with three successful editions. The fourth edition of the WSICC workshop aims to bring together researchers and practitioners working on novel approaches for interactive multimedia content consumption. New technologies, devices, media formats, and consumption paradigms are emerging that allow for new types of interactivity. Examples include multi-panoramic video and object-based audio, increasingly available in live scenarios with content feeds from a multitude of sources. All these recent advances have an impact on different aspects related to interactive content consumption, which the workshop categorizes into Enabling Technologies, Content, User Experience, and User Interaction. 
You can read here about its aim and scope. You are invited to participate in the workshop. If you plan doing so, you might also want to contribute a poster or demo, or present a research paper or industry study. See deadlines and templates below.

征稿信息

征稿范围

The workshop characterizes the Interactive Content Consumption research landscape along four dimensions: Enabling Technologies, Content, User Experience, and User Interaction. WSICC solicits submissions addressing innovations in each of these dimensions. The following taxonomy defines the workshop's scope by examples:

 

Enabling Technologies
This dimension searches for technology and tools for the consumption and the authoring of interactive content, especially:

  • Techniques for content adaptation, rendering and converting for a wide variety of devices and delivery channels.

  • Approaches for interactive personalization and recommendation (e.g., Virtual Director approaches).

  • Research on interactive and adaptive content delivery (e.g., MPEG-DASH).

  • Studies on immersive devices, such as VR goggles, wearables, and cyber-physical systems.

  • Novel approaches in content production technology (object-based or format-agnostic).

  • Novel media coding technologies that inspire interactivity (e.g., H.265/HEVC tiling).

  • Tools to infuse interactivity in passive content.

  • Approaches for media synchronization and orchestration.

 

User Experience
The user experience dimension explores research on quality of user experience (QoE) theory and evaluations, the impact and effects of interaction on perceived quality, the role of the audience, and the role of social context. It investigates the effect of increased interactivity and user engagement, empowerment but also overload and distraction, e.g.:

  • Studies and foundations from the social sciences.

  • Evaluation of user needs regarding personalized content consumption.

  • Research on collaborative and community-based multimedia consumption and creation.

  • Exploration of immersive audiovisual content.

  • Approaches for inclusion and improved accessibility (e.g., automatic content enhancement for special needs).

 

User Interaction
This dimension analyzes novel interaction approaches, concepts, and paradigms. Thereby, interactivity might be interpreted both as computer mediated communication as well as human computer interaction. Interest lies in:

  • Research on natural interaction techniques.

  • Experiments on multi-modal interaction and social signal processing, especially gesture control and speech recognition.

  • Studies on social interaction during content consumption and mobile content consumption.

  • Methods of feedback for user control, including visual, acoustic and tactile interaction.

  • Studies on lean-forward interaction trends and joint interaction of larger groups.

  • Studies on the balance between active (lean-forward) and passive (lean-backward) content consumption.

 

Content
The content dimension researches new types and forms of interactive content, such as:

  • Content from gaming or the mobile, AR and VR domains.

  • Live and recorded materials.

  • Data representation formats for interactive content.

  • Adaptable content and content of variable length.

  • High-quality and ultra-high definition content.

  • Content captured by novel types of sensors (e.g., 3D, panoramic or 360°-video).

留言
验证码 看不清楚,更换一张
全部留言
重要日期
  • 会议日期

    06月22日

    2016

    06月24日

    2016

  • 06月24日 2016

    注册截止日期

移动端
在手机上打开
小程序
打开微信小程序
客服
扫码或点此咨询