ISM 2019 Fuels Multimedia Revolution

By Lori Cameron
Published 11/19/2019
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A multimedia revolution is underway that will fundamentally change the way we interact with technology.

San Diego Marina

Increasingly, consumers are opting for streaming services over cable, voice interfaces over touch, and video games as bonafide sporting events, not just recreational activities. The new technology generated by these trends is building a combined entertainment and smart tech market climbing into the trillions of dollars.

The 21st IEEE International Symposium on Multimedia (ISM2019) has positioned itself as the flagship conference of the IEEE Technical Committee on Multimedia (TCMC). Participants will join an international forum for researchers devoted to exchanging information regarding advances in multimedia state of the art, identifying the emerging research topics, and defining the future of multimedia computing.

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ISM 2019 gives you access to information you can’t find anywhere else, including cutting-edge advances in the presentation, integration, and computation of media—text, image, graphics, audio, video, social data, and data collected from various sensors using computing techniques.

ISM2019 puts all of these innovations at your fingertips.

Exclusive Interview with Max Mühlhäuser, General Co-Chair of ISM 2019

Prof. Dr. Max Mühlhäuser is head of the Telecooperation Lab at Technische Universität Darmstadt, Informatics Dept. His lab conducts research on smart ubiquitous computing environments for the ‘pervasive Future Internet’ in three research fields: middleware and large network infrastructures, novel multimodal interaction concepts, and human protection in ubiquitous computing (privacy, trust, & civil security).

We asked Mühlhäuser to share his insights on what ISM 2019 attendees have in store at the conference.

Max-Muhlhauser
Prof. Dr. Max Mühlhäuser

What are three benefits attendees of the ISM Conference can expect this year?

Mühlhäuser: First, as to the conference theme, it is important to understand that multimedia is by far not just a synonym for computer-assisted audio and video: multimedia stands for any form in which computing meets human perception – hence, this theme will always be fast-evolving and highly important.

Second, I would like to highlight ISM’s specific format. More than other scientific conferences, ISM has a tradition of mixing accepted research papers with outstanding invited keynote talks. While the former allow attendees to peek into the forefront of research, the keynotes tend to provide a concise assessment of the achievements and challenges in a broader sub-area of multimedia.

Last, since ISM keeps a manageable size, it remains easy to interact personally with the experts.

What got you personally interested in multimedia technology?

Mühlhäuser: My early interest in computer networks concerned software engineering for distributed systems, ranging from design and specification support via programming and simulation to debugging and testing. Soon, *multimedia* became feasible due to advancements in computer hardware– and in peripherals: think of the late laser disk, a clumsy predecessor of today’s DVDs and BDs. Multimedia grabbed my immediate attention since numerous problems arose from the interest to enable it in a distributed manner. Almost at the same time, e-learning became my favorite application field since I saw the great potential of distributed multimedia for this domain, given the challenges of global education and of the knowledge society. I believe that technology has come a long way with respect to e-learning, but we are still far from mastering the challenges of technology-supported education and knowledge work.

What was one of the key developments that came with multimedia and the advent of pervasive devices?

Mühlhäuser: From my experience in multimedia and e-learning, it was obvious to me that human-computer interaction would be key to the success of ubiquitous computing. Simply extrapolating the keyboard-mouse-monitor based interaction paradigm to a future where tens, hundreds, or thousands of computers would surround an individual –  what a nightmare! This threat of a dystopia made us work on implicit and tangible interaction, hybrid cyber-physical knowledge work, novel mobile and workspace interaction, augmented and virtual reality, and custom 3D printed interaction – HCI became our “new multimedia.”

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ISM 2019 Technical Program: Browse a Treasure Trove of Important Topics and Find Those Best Suited for You

The technical program of ISM2019 will consist of invited talks, paper presentations, and panel discussions. Take a look. Which ones interest you?

Systems and Architectures

  • Mobile multimedia systems and services
  • Pervasive and interactive media systems including mobile systems, pervasive gaming, and digital TV
  • Multimedia data in the Cloud
  • GPU-based multimedia architectures and systems
  • Software development framework using multimedia techniques
  • Communications and Streaming
  • Multimedia networking and QoS
  • Mobile audio/video streaming
  • Wireless broadcasting and streaming
  • Scalable streaming
  • Peer-to-peer media systems and streaming
  • Sensor networks
  • Internet telephony technologies and systems
  • Video teleconferencing

Multimedia Interfaces

  • Information visualization and interactive systems
  • Multimodal user interfaces: design, engineering, modality-abstractions, etc.
  • Tools for media authoring, analyzing, editing, browsing, and navigation
  • Intelligent agents for content creation, distribution, and analysis
  • Novel interfaces for multimedia: touch, tangible, wearable, virtual, 3D, etc.
  • User interfaces for mobile devices

Media Coding, Processing, and Quality Measurement

  • Signal processing including audio, video, image processing, and coding
  • Coding standards
  • Scalable and Multi-view coding
  • Multi-resolution or super-resolution algorithms
  • Maintenance of perceptual quality with further compression
  • Developing novel quality measures

Multimedia Security and Forensics

  • Data security including digital watermarks and encryption
  • Copyright issues for multimedia data
  • Surveillance and monitoring methods
  • Face detection and recognition algorithms
  • Human behavior analysis from motion images/videos
  • Multimedia-based computer forensics (e.g., crime scene investigation, user profiling)
  • Multimedia Captchas, including attacks and counter-attacks
  • On forensic use of biometrics
  • Data hiding, stenography, and steganalysis
  • Trust and privacy issues in media systems

Content Understanding, Modeling, Management, and Retrieval

  • Media meta-modeling techniques
  • Storage systems, databases, and retrieval
  • Data segmentation
  • Image, audio, video, genre clustering & classification
  • Video summarization and story generation
  • Speaker identification, recognition, and location
  • Object, event, emotion, text detection and recognition
  • Mosaic, video panorama and background generation
  • Media semantics, ontologies, annotation, concept detection, and learning
  • Personalization and user preferences
  • 3D and depth information
  • Viewer perception, emotion analysis, and visual attention
  • Multimedia datasets and open-source code for research
  • Multimedia recommender systems
  • Fake multimedia detection

Mobile Media

  • Mobile and location-based media techniques
  • Mobile visual search
  • Social networks for mobile users
  • Augmented reality for mobile users
  • Content delivery in mobile networks (e.g., 3G, 4G, and future 5G)
  • Mobile applications

Applications

  • Big data
  • 3D data: graphics, displays, sound, broadcasting, interfaces
  • Media composition and production: capture, authoring, digital art, animations, etc.
  • Gaming
  • Virtual and augmented reality
  • Robotics
  • Media interfaces for the Web
  • Media in social network analysis
  • Rich media enabled E-commerce and E-shopping
  • Media systems for handicapped
  • Collaborative systems
  • Interdisciplinary media applications: Bioinformatics, Transportation systems, Wild-life monitoring and analysis, etc.
  • Deep learning of multimedia data

The Venue – Wyndham San Diego Bayside

The Wyndham San Diego Bayside hotel is located right on North San Diego Bay, across from cruise ship terminals and an easy walk to attractions such as the USS Midway and Seaport Village. Some of the 600 rooms have balconies with water views, and all have coffeemakers and modern, somewhat corporate decor. Amenities include a heated outdoor pool, gym, and Ruth’s Chris Steak House attached to the hotel. Read more at “hotel tell-all” Oyster.com.Wyndham-San-Diego

San Diego is known for its great weather and miles of sandy beaches. It is one of the best tourist destinations worldwide. Its top attractions include Balboa Park, the San Diego Zoo, Sea World, and the USS Midway Museum. Come to the conference early or stay late to enjoy any one of these unique experiences.

 

 


 

About Lori Cameron

Lori Cameron is Senior Writer for IEEE Computer Society publications and digital media platforms with over 20 years technical writing experience. She is a part-time English professor and winner of two 2018 LA Press Club Awards. Contact her at l.cameron@computer.org. Follow her on LinkedIn.