Interaction with technologies and contributions in the field of Interactive Media Experiences (IMX) is often more meaningful and valuable than reading an article, or attending a presentation. By showcasing your work in live demos, a wide community of researchers, academics and industry agents will be able to directly interact with your contributions!
The demos, as part of the conference, will be part of the adjunct proceedings, but will also have a dedicated area in the conference venue where you can present your work and interact with the participants of the conference to receive useful feedback and to network. Demos are, indeed, a great chance to start a discussion about the latest developments, challenges and opportunities in the IMX / TVX ecosystem.
ACM IMX / TVX demos are the perfect way to introduce, to the community, your work on media applications, prototypes and proof-of-concepts of technologies like emerging media, interactive TV experiences, VR/AR/MR experiences.
Possible topics of interest for the IMX demos are listed below:
This topic focuses on advances in audience engagement with media content as a rapidly evolving activity across diverse platforms, devices, and timeframes. New interactive technologies are more audience driven than never. Media considers demographics, genres and engagement as key parameters to target content but also other data intrinsic in the technology, as quality of experience, monitoring and other measurements, also related to feelings and interaction.
Immersion and interaction are the two big new challenges for the media technology. VR and AR content are becoming relentlessly more popular for entertainment, video conferencing, gaming, content personalization. Interaction, as well, is a crucial aspect of the experience in content like interactive movies, documentaries. Both aspects get mixed together in concepts as social presence, augmented, mixed and virtual reality, accessibility, education and heritage.
Technologies, systems, and interfaces that improve and advance our interactions with media content online, at home, or on the move. Contributions showcasing technical advancements in streaming systems, content synchronisation for multi-platform delivery, and recommendation and companion apps, are encouraged. Additional areas for consideration include games engines for content delivery, social media, crowdsourcing, location-based and context-aware applications and services and object-based media.
This topic solicits papers describing procedural advances in the production, design, preparation and development of media experiences. Novel tools and workflows using motion capture, volumetric capture, animation and interactive storytelling are encouraged.
Media evolution is enabling new business models and marketing strategies. Online video monetisation, VR/AR business models, AR advertisement are examples of how the media economics are being remodelled.
Demonstrations of the use of machine learning and/or artificial intelligence techniques to capture, generate, or understand social media experiences. It 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.
Popular cultural sectors and society are also being involved in the big technological advances. Sensible areas include politics, violence, cyberbullying, social media manipulation and targeting, media convergence and platform monopolies, intellectual property, remix culture, fan culture, media activism and participation politics, tactical media practices, etc. This area welcomes demos exploring such effects or providing technological solutions / contributions in this context.
This topic focuses on disruptive media practises that seek to challenge traditional media consumption patterns and expand spectator experiences. Novel media technologies provide fascinating opportunities for creativity and to boost the reach of vide-centric art. Immersive arts, interaction, VR/AR are only a few of the new platforms that artists can enjoy to create.
Devices, platforms, tools, interaction modalities, presentation modes and, in general, solutions for better accessibility
Demo submissions take the form of 4-page papers (not including references) written in the Old SIGCHI Extended Abstracts Format. This must describe the research and what will be shown during the demonstration; all submissions will be peer-reviewed and selection will be based on the novelty of the research and interestingness of the demonstration.
Demo submissions do not need to be anonymised. Please ensure that your submission answers the following questions:
- What is the scientific or engineering concept behind the work?
- What is the novelty of the work and how is the work different from existing systems or techniques?
- What will be actually shown during the demo?
For the past couple of years we have encouraged authors to provide a video alongside their paper submission. This has proven invaluable – the video not only helps to support the submission, but will also be included in the digital version of the adjunct proceedings, and thus act as a lasting record of what was shown at the conference. The following video demonstrates what a submission video could look like, and gives some practical information on how to create one: instruction video on Vimeo.
After acceptance, the details the technical requirements of the demo should be provided. Please fill in these details in the Demo Rider document and send it to the demo chairs.
If you require any support in the preparation of your contribution due to accessibility reasons, please get in touch with our Accessibility Chairs.
3rd APRIL 2020 (12:00PM PT)
Your submissions will be reviewed by chairs based on impact, and the quality of work. The review process will strive to recognize the potential of the submitted work for its future scientific, societal, economical or industrial impact.
AT THE CONFERENCE
Once accepted, demonstrators will be provided with a table, poster board, power outlet and wireless (shared) Internet. Demo presenters are expected to bring with themselves everything else needed for their demo, such as hardware, laptops, sensors, PCs, etc. However if you have special requests such as a larger space, special lighting conditions, large displays and so on, we will do our best to arrange them, or to provide you with suitable rental services for free. At least one author must register to attend the conference to give the demo presentation.
Authors of accepted contributions will receive the indications of how to present their work at the virtual conference. At least one author must register to the virtual conference to give this presentation.
AFTER THE CONFERENCE
Demos will be published in the adjunct conference proceedings (FigShare), not indexed in the ACM Digital Library.3