This document announces the 3rd Global Summit and Expo on Multimedia & Artificial Intelligence to be held July 20-21, 2017 in Lisbon, Portugal. It invites participants to attend sessions on topics related to multimedia technologies and artificial intelligence, including virtual reality, animation, computer graphics, image processing, and more. It provides details on submission guidelines, registration, venue, and contact information for those interested in attending or presenting at the conference.
Skill Intelligence in the Steel Sector mc 220329.pdfBEYOND4.0
On March 30, sfs scientists Mathias Cuypers, Adrian Götting and Dr. Michael Kohlgrüber presented key results from the EU projects ESSA and Beyond 4.0 at the 14th IFAC Workshop on Intelligent Manufacturing Systems. The International Federation of Automatic Control (IFAC) is an international umbrella organization concerned with automation technology and the concrete societal impact of control technology and automation.
Skill Intelligence in the Steel Sector mc 220329.pdfBEYOND4.0
On March 30, sfs scientists Mathias Cuypers, Adrian Götting and Dr. Michael Kohlgrüber presented key results from the EU projects ESSA and Beyond 4.0 at the 14th IFAC Workshop on Intelligent Manufacturing Systems. The International Federation of Automatic Control (IFAC) is an international umbrella organization concerned with automation technology and the concrete societal impact of control technology and automation.
Department of Information and Communication Technologies. Univ. Pompeu Fabra,...Aurelio Ruiz Garcia
Slides introducing the Department of Information and Communication Technologies at Universitat Pompeu Fabra (DTIC-UPF) in Barcelona.
The activity of DTIC-UPF lies in the broad range of fields created around the convergence of ICT with biomedical and cognitive sciences, computation and networks.
The DTIC-UPF has since its beginnings emphasized scientific excellence and internationalization as core aspects of its activities.
Its community is composed by over 300 people from 58 nationalities. DTIC-UPF is the leading university department in Spain in participating in EU programmes (65 projects in FP7, including 9 prestigious ERC grants).
DTIC delivers both undergraduate and master training in its areas of interest of research (including brain and cognition, cognitive systems and interactive media, intelligent interactive sytems, music and sound computing, computer vision and an upcoming program in wireless communications) and professional activity (digital arts, animation, videogame creation, ICT strategic management, data visualisation, etc),
DTIC-UPF holds agreements with both leading international companies (including Yamaha, General Electric, Siemens, Philips, Telefónica, etc) and a rich ecosystem of local and international SMEs.
DTIC-UPF is also very active in its engagement with society in general, and students in particular, leading and participating regular activities in artistic centres, museums, schools and NGOs.
For more information please visit http://www.upf.edu/dtic/en/
Will Robots Take all the Jobs? Not yet.Dagmar Monett
Slides of the talk at the 3rd European Conference on the Impact of Artificial Intelligence and Robotics, ECIAIR 2021 (a virtual conference), November 18th, 2021.
Advanced three-dimensional virtual environment technology, similar to that used by the film and computer games industry, can allow educational developers to rapidly create realistic online virtual environments. Generic rules of thumb regarding the specification, development, application, and operation of these learning environments can be garnered from industrial training systems and examined in an educational context [1-3]. This paper introduces a virtual learning environment ViRILE (Virtual Reality Interactive Learning Environment) developed by the author. ViRILE is designed for use by undergraduate chemical engineers to simulate the configuration and operation of a polymerisation plant. This paper will also discuss the implementation of this and other similar systems and extrapolate the lessons learnt into general pedagogical guidelines to be considered for the development of VR based online educational learning resources.
ICT research in the context of European Union
CASE SUMMER SCHOOL ON APPLIED SOFTWARE ENGINEERING
APPLIED SOFTWARE PROCESS MANAGEMENT AND TESTING
JULY 6-10, 2009, BOZEN/BOLZANO, ITALY
Karim Baïna (ENSIAS) Cloud research opportunitiesKarim Baïna
research opportunities on cloud computing : Karim Baïna presentation at « Les Journées Technologies du Cloud Computing », UCAM, Marrakesh, April 20 & 23, 2012, EA for cloud transition, cloud interoperability, SOA for cloud, cloud-government (c-gov).
Karim Baïna, Alqulasadi research team on enterprise architecture, ENSIAS
these slides on slideshare : http://bit.ly/RnbBoN
inside youtube video : http://youtu.be/HPHx22dtJUw
This paper introduces the concepts of Hypermedia and Hypertext systems as tools for managing information in the field of architecture and enhancing the landscape of education. An application developed by the author is used to illustrate the use of Hypertext programs in architectural education. Paradox, a powerful relational database program, is used to develop an application illustrating the works and philosophies of twentieth century masters of architecture. The paper recommends the development of similar applications to be available for students through computer networks, as tools for managing growing amounts of information and enhancing the landscape of learning.
The main idea of this strategy is based on the essential textbook of pedagogy Orbis sensualium pictus which was written according to Komenský’s belief that the school should be a game. It was first published in Nürnberg in 1658. He believed, contrary to the teaching practices at the time, that the pupils should be able to teach learned matter not only to renounce mechanically but to understand what they were learning. He, therefore, provided a textbook with some illustrations so that it would be captivating for the children. It was about biology (living and inanimate nature), theology and man, something that can now be called the foundations of social sciences.
Modern times have brought new opportunities to implement this strategy.
For example, using simple computer games for practicing and verifying the student’s knowledge. During the lecture, several computer games created for this purpose will be presented. Games are primarily designed to teach automation and programming in MATLAB software at university.
They are created in the way that the data about the matter are read from an external file. This file is enough to be edited and used for any subject of the study program. In the lecture, there will also be introduced several electronic aids facilitating the teaching of work with graphics programs and programs in the office at secondary schools in the Czech Republic. All these games and utilities were rated by students using questionnaires after the completion of the courses, and these results will be presented, too.
Augmented Reality (AR) is on the way to establishing itself in business and teaching once more. However, there is a lack of uniform guidelines or even standards both in the creation of teaching materials and in the use of AR in teaching. In addition, the industry needs enough well-trained specialists who can implement the established AR concepts, making a transfer from university to industry necessary. Therefore, in this talk we address both challenges in teaching with AR and the special needs of teaching about AR.
As teaching with AR will surely advance human performance and also brings in new perspectives with the communication, coordination and collaboration of AR in supporting human performance. As computer scientists, we have a European, interdisciplinary and application-oriented perspective, as our experience comes from several funded European projects in these areas. We also incorporate new incentives into teaching contexts in our framework, such as gamification, learning analytics and experience capturing. In addition, we refer to international standardization efforts such as IEEE ARLEM.
Teaching about AR adopts a multi-perspective view. First, there is scientific and technological basic knowledge helping to understand the underlying physical and technical principles. Second, there is engineering and design knowledge to master the creation, fabrication, and utilization of AR in many ways. Third, there is the necessary pedagogical knowledge to transform these complex settings in manageable teaching scenarios and processes, e.g. for higher education curricula.
Here, teaching AR can learn from traditions of science and engineering education as well as from more recent knowledge about computer science education. Examples from recent and on-going European projects will illustrate the argumentation.
The Changing Landscape of Digital Technologies for Learning Dagmar Monett
Slides of the talk at the 20th European Conference on e-Learning, ECEL 2021 (virtual conference), Academic Conferences International Ltd., October 29th, 2021.
This presentation is targeted to architecture professionals in the design industry. The presentation is divided into four parts. The first part describes the factors at play in the future of work in architecture. The second part outlines trends in the design process for architectural offices. The third, discusses the ways where human capital investment is needed based on both trend and factors in play for the industry in the future. Lastly, a positive outlook for the future of work in the sector is outlined.
Department of Information and Communication Technologies. Univ. Pompeu Fabra,...Aurelio Ruiz Garcia
Slides introducing the Department of Information and Communication Technologies at Universitat Pompeu Fabra (DTIC-UPF) in Barcelona.
The activity of DTIC-UPF lies in the broad range of fields created around the convergence of ICT with biomedical and cognitive sciences, computation and networks.
The DTIC-UPF has since its beginnings emphasized scientific excellence and internationalization as core aspects of its activities.
Its community is composed by over 300 people from 58 nationalities. DTIC-UPF is the leading university department in Spain in participating in EU programmes (65 projects in FP7, including 9 prestigious ERC grants).
DTIC delivers both undergraduate and master training in its areas of interest of research (including brain and cognition, cognitive systems and interactive media, intelligent interactive sytems, music and sound computing, computer vision and an upcoming program in wireless communications) and professional activity (digital arts, animation, videogame creation, ICT strategic management, data visualisation, etc),
DTIC-UPF holds agreements with both leading international companies (including Yamaha, General Electric, Siemens, Philips, Telefónica, etc) and a rich ecosystem of local and international SMEs.
DTIC-UPF is also very active in its engagement with society in general, and students in particular, leading and participating regular activities in artistic centres, museums, schools and NGOs.
For more information please visit http://www.upf.edu/dtic/en/
Will Robots Take all the Jobs? Not yet.Dagmar Monett
Slides of the talk at the 3rd European Conference on the Impact of Artificial Intelligence and Robotics, ECIAIR 2021 (a virtual conference), November 18th, 2021.
Advanced three-dimensional virtual environment technology, similar to that used by the film and computer games industry, can allow educational developers to rapidly create realistic online virtual environments. Generic rules of thumb regarding the specification, development, application, and operation of these learning environments can be garnered from industrial training systems and examined in an educational context [1-3]. This paper introduces a virtual learning environment ViRILE (Virtual Reality Interactive Learning Environment) developed by the author. ViRILE is designed for use by undergraduate chemical engineers to simulate the configuration and operation of a polymerisation plant. This paper will also discuss the implementation of this and other similar systems and extrapolate the lessons learnt into general pedagogical guidelines to be considered for the development of VR based online educational learning resources.
ICT research in the context of European Union
CASE SUMMER SCHOOL ON APPLIED SOFTWARE ENGINEERING
APPLIED SOFTWARE PROCESS MANAGEMENT AND TESTING
JULY 6-10, 2009, BOZEN/BOLZANO, ITALY
Karim Baïna (ENSIAS) Cloud research opportunitiesKarim Baïna
research opportunities on cloud computing : Karim Baïna presentation at « Les Journées Technologies du Cloud Computing », UCAM, Marrakesh, April 20 & 23, 2012, EA for cloud transition, cloud interoperability, SOA for cloud, cloud-government (c-gov).
Karim Baïna, Alqulasadi research team on enterprise architecture, ENSIAS
these slides on slideshare : http://bit.ly/RnbBoN
inside youtube video : http://youtu.be/HPHx22dtJUw
This paper introduces the concepts of Hypermedia and Hypertext systems as tools for managing information in the field of architecture and enhancing the landscape of education. An application developed by the author is used to illustrate the use of Hypertext programs in architectural education. Paradox, a powerful relational database program, is used to develop an application illustrating the works and philosophies of twentieth century masters of architecture. The paper recommends the development of similar applications to be available for students through computer networks, as tools for managing growing amounts of information and enhancing the landscape of learning.
The main idea of this strategy is based on the essential textbook of pedagogy Orbis sensualium pictus which was written according to Komenský’s belief that the school should be a game. It was first published in Nürnberg in 1658. He believed, contrary to the teaching practices at the time, that the pupils should be able to teach learned matter not only to renounce mechanically but to understand what they were learning. He, therefore, provided a textbook with some illustrations so that it would be captivating for the children. It was about biology (living and inanimate nature), theology and man, something that can now be called the foundations of social sciences.
Modern times have brought new opportunities to implement this strategy.
For example, using simple computer games for practicing and verifying the student’s knowledge. During the lecture, several computer games created for this purpose will be presented. Games are primarily designed to teach automation and programming in MATLAB software at university.
They are created in the way that the data about the matter are read from an external file. This file is enough to be edited and used for any subject of the study program. In the lecture, there will also be introduced several electronic aids facilitating the teaching of work with graphics programs and programs in the office at secondary schools in the Czech Republic. All these games and utilities were rated by students using questionnaires after the completion of the courses, and these results will be presented, too.
Augmented Reality (AR) is on the way to establishing itself in business and teaching once more. However, there is a lack of uniform guidelines or even standards both in the creation of teaching materials and in the use of AR in teaching. In addition, the industry needs enough well-trained specialists who can implement the established AR concepts, making a transfer from university to industry necessary. Therefore, in this talk we address both challenges in teaching with AR and the special needs of teaching about AR.
As teaching with AR will surely advance human performance and also brings in new perspectives with the communication, coordination and collaboration of AR in supporting human performance. As computer scientists, we have a European, interdisciplinary and application-oriented perspective, as our experience comes from several funded European projects in these areas. We also incorporate new incentives into teaching contexts in our framework, such as gamification, learning analytics and experience capturing. In addition, we refer to international standardization efforts such as IEEE ARLEM.
Teaching about AR adopts a multi-perspective view. First, there is scientific and technological basic knowledge helping to understand the underlying physical and technical principles. Second, there is engineering and design knowledge to master the creation, fabrication, and utilization of AR in many ways. Third, there is the necessary pedagogical knowledge to transform these complex settings in manageable teaching scenarios and processes, e.g. for higher education curricula.
Here, teaching AR can learn from traditions of science and engineering education as well as from more recent knowledge about computer science education. Examples from recent and on-going European projects will illustrate the argumentation.
The Changing Landscape of Digital Technologies for Learning Dagmar Monett
Slides of the talk at the 20th European Conference on e-Learning, ECEL 2021 (virtual conference), Academic Conferences International Ltd., October 29th, 2021.
This presentation is targeted to architecture professionals in the design industry. The presentation is divided into four parts. The first part describes the factors at play in the future of work in architecture. The second part outlines trends in the design process for architectural offices. The third, discusses the ways where human capital investment is needed based on both trend and factors in play for the industry in the future. Lastly, a positive outlook for the future of work in the sector is outlined.
Cr18 allow invoicing at parents matter from sub matter v1.0Visoft Pte Ltd
1. The states of a Transfer Disbursement
2. Parent Matter to Sub-Matter (must be same parent-sub matter pair)
3. Sub-Matter to Parent Matter (must be same parent-sub matter pair)
Multimedia designer
Introduction
In the ever-evolving landscape of technology and communication, the role of a multimedia designer has become increasingly significant. This profession has transformed from its humble beginnings to a pivotal position in shaping the way information is presented and consumed in the digital age. This essay explores the journey of the multimedia designer, delving into their responsibilities, skills, tools, and the impact of their work on various industries.
The Role of a Multimedia Designer
A multimedia designer is a creative professional responsible for blending various forms of media to convey information, tell stories, and engage audiences. Their role extends across different domains such as web design, graphic design, animation, video production, and interactive experiences. The primary objective of a multimedia designer is to create visually appealing and engaging content that communicates effectively with the target audience.
Evolution of the Multimedia Designer
The origins of multimedia design can be traced back to traditional graphic design and early forms of digital media. In the past, multimedia design was limited by technological constraints, often involving static images and basic animations. With the advancement of technology, multimedia designers gained access to more sophisticated tools and software, enabling them to explore new creative horizons.
The transition from print to digital media marked a significant turning point. As the internet gained prominence, multimedia designers began creating content for websites, requiring them to adapt their skills to the interactive and dynamic nature of the online world. The rise of social media further transformed the role, demanding content that could capture attention in a fast-scrolling environment.
Skills and Expertise
A successful multimedia designer possesses a diverse skill set that encompasses both technical and artistic competencies. Proficiency in graphic design principles, layout composition, color theory, and typography is essential. Furthermore, proficiency in various software applications such as Adobe Creative Suite (Photoshop, Illustrator, After Effects, etc.) is a staple in the toolkit of a multimedia designer.
With the growing demand for user-centric experiences, multimedia designers have embraced user experience (UX) and user interface (UI) design principles. Understanding how users interact with digital content has become paramount in creating effective multimedia projects.
Tools of the Trade
The tools available to multimedia designers have evolved dramatically, allowing for greater creativity and efficiency. Traditional pen-and-paper sketches have been complemented, and in some cases replaced, by digital drawing tablets that offer precision and flexibility. Moreover, the advent of 3D modeling software has enabled designers to create immersive environments and animations that were once thought impossible.
The shift to cloud-based collaboration
Allied Academies is hosting ‘3D Printing Annual Congress and Expo’ to be held on October 5-6, 2017 at Las Vegas, USA. 3D Printing 2017 welcomes you to be with us to pool the current advances on Additive Manufacturing
Similar to Multimedia2017_A4 Brochure.indd_New (20)
1. 3rd Global Summit and Expo on
Multimedia & Artificial Intelligence
conferenceseries.com
July 20-21, 2017 Lisbon, Portugal
2. Invitation...
Dear Colleagues,
Conference Series LLC invites all the participants across the globe to attend the “3rd Global
Summit and Expo on Multimedia & Artificial Intelligence” during July 20-21, 2016 Lisbon,
Portugal with the theme “To enhance an Multi-disciplinary perspectives of Multimedia &
Artificial Intelligence technologies”
Multimedia-2017 aims in promulgating knowledge and facilitating share of new ideas
amongst the professionals, industrialists, graphic designers, and students from the background
of Multimedia technologies and Artificial Intelligence. The exhilarating Art program is going
to have presentations on most ingenious, modernistic and recent computational activities
in various phases of training and practice which will have an extraordinary impact on both
academic and industry professionals. This program provides two days of robust discussions
on recent advancements and new strategies and developments in Multimedia & Artificial
Intelligence Technologies .
Multimedia & Applications 2017
Opportunity to meet reputed renowned computer scientists, experts across the globe.
Selected contributions
• Computer Engineering & Information Technology
• Journal of Global Research in Computer Science
• Journal of Information Technology & Software Engineering
Keynote speakers at Multimedia & Applications 2017
Ching Y Suen
Concordia University
Canada
Anton Nijholt
University of Twente
Netherlands
3. Organizing Committee Member
Ching Y Suen
Concordia University, Canada
Vijayan K Asari
University of Dayton, USA
Robert Sabourin
Ecole Technologie Supérieure
de Montreal, Canada
Ghyslain Gagnon
École de technologie
supérieure, Canada
Luiz S Oliveira
Federal University of Parana,
Brazil
Anton Nijholt
University of Twente,
Netherlands
Victor Ostromoukhov
Université de Lyon, France
Robert S Laramee
Swansea University, UK
You Jia Jane
The Hong Kong Polytechnic
University, Hong Kong
Naoyuki Kubota
Tokyo Metropolitan Institute,
Japan
Xintao Ding
Anhui Normal University, China
Chee Seng Chan
University of Malaya, Malaysia
Chaabane Djeraba
University Lille & Télécom Lille
France
Jungong Han
Northumbria University, UK
4. Conference Sessions
All honorable authors, researchers, scientists and student are please encouraged to contribute to and help shape the conference through submissions of their posters and
research abstracts. Also, high quality research contributions describing original and unpublished of conceptual, constructive, experimental, or theoretical work in all areas of
Multimedia and Applications Conference warmly invites for presentation at the conference. The conference memorial contributions of abstracts and posters that address themes
and future aspects of the conference related session.
• Virtual Reality and Simulations: Virtual reality used to depict
a three-dimensional, computer generated environment
which can be explored and interacted by a person. The
person becomes a part of that virtual world and able perform
a series of actions. It is also known as Immersive Multimedia.
• Animation and Stimulation: Computer simulation and
animation are popular for their uses in visualizing and
demonstrate complex and dynamic events. They are also
effective in the analysis and understanding of these same
types of events. That is why they are increasingly used in
litigation. While simulation and animation are different, but
both involve the application of 3D computer graphics and are
presented in that form with motion on a video screen.
• Computer Games Design & Development: Computer
games or personal computer games, are video games played
on a personal computer rather than a dedicated video game
console or arcade machine. Their defining characteristics
include a lack of any centralized controlling authority, a
greater degree of user control over the video-gaming
hardware and software used and a generally greater capacity
in input, processing, and output.
• Computer Graphics & Applications: Multimedia is also a
part of Graphics. Computer Graphics & Applications focuses
on Geometry Processing and Modeling, Dynamic Simulation
of Physical Behavior, Multiresolution Modeling, Subdivision
Surfaces, Shape Editing, Quad-Dominant Remeshing,
Hexahedral Meshing, Tool-Path Generation, Procedural
Modeling and Rendering, Architectural Geometry, Geometry
Processing Frameworks and Data Structures, 3D Graphics
• Image Processing: Image processing is a method to convert
an image into digital form and perform some operations
on it, in order to get an enhanced image or to extract some
useful information from it. Multimedia conference covers the
areas like still-image coding, Stereoscopic and 3-D coding,
3d Imaging, Image segmentation, Medical Imaging, Image
scanning, display, and printing etc.
• Computer Vision & Pattern Recognition: Computer vision,
Pattern recognition and multimedia area has growth rapidly
during the past decade, since there is an increasing need
for semantically understanding the content of image and
video data from the prevailing images and videos sharing
communities such as Flickr, YouTube, etc.
• Visualization: Visualization is any technique for creating
images, diagrams, or animations to communicate a message.
Visualization today has ever-expanding applications in
science, education, engineering interactive multimedia,
medicine.
• 3D Printing: 3D printing (also known as additive
manufacturing) is any of various processes used to synthesize
a three-dimensional object. In 3D printing, additive processes
are used, in which successive layers of material are laid down
under computer control.
• Multimedia communications and networking: With
the tremendous expansion of digital media, users are now
overwhelmed by huge amounts of Multimedia information.
This creates new challenges for storing, analyzing, organizing,
searching such Multimedia content.
• Multimedia applications and services: With the emerging
multimedia technology many applications came into
existence. Developing a multimedia applications requires
strong programming on c++, Java, design of multimedia
information at human computer interfaces, graphics,
Artificial Intelligence, multimedia security challenges such as
watermarking, multimedia in e-learning,
• Multimedia Industry: This track exclusively deals the
challenges and development of new Multimedia technologies
in cooperate industries. It mainly focuses on new challenges
with an increasing emphasis on enterprise business
transformation which includes cloud computing technologies
in Multimedia applications, Multimedia processors, Computer
Graphics effects, 3D effects and much more.
• Multimedia Content Analysis: Multimedia Content Analysis
is the extraction of information from Multimedia data. The
data can be images, videos, audio, graphics, and animation. It
integrates the information from different process at the initial
stages and combines the features from different modalities in
multi-modal content.
• Mobile Multimedia: Mobile Multimedia has integrated in
our lives. A wide variety of multimedia services like voice,
email, instant messaging, social networking, mobile payment,
transactions, Wireless and Mobile Communications, or video
and audio streaming has already carved the expectations
towards current mobile devices, infrastructure, and services.
• Audio, Video, Speech & Signal Processing: It is more
related to image and audio processing. Audio processing
also includes speech and music processing. Main applications
of digital audio processing is high quality audio coding and
manipulation of music signals
• Human Computer Interaction: Human Computer
Interaction research is specifically emerged in computer
science but its rapid expansion attracted many professionals
from other disciplines.
Participation in sessions on specific topics on which
the conference is expected to achieve progress Global
networking: In transferring and exchanging Ideas
Conference brings together Scientific Researchers,
Business Entrepreneurs and Industry Developers
Speaker’s PPT
You may submit your presentation to any of our onsite
organizers on the day of your talk. If your presentation is
not compatible with our laptops, then you may also use
your own laptop.
5. Youth Forum
Young Researchers can also participate in this elite congress
Eligibility
Young researcher is a student or learner who got interest in presenting their views and
technical skills in Biosensing technologies and other related fields which suits the theme of the
congress.
Participants should be below the age of 33 years and not to possess any senior position/
faculty in the field.
Submission
Each individual participant is allowed to submit only one paper.
All submissions must be in English.
The chosen topic must fit into sessions of the congress.
Showcase your research through oral/poster presentations
6. Past Conference Report
ultimedia & Applications event is conducted annually. Building on the achievement of the earlier conferences Multimedia 2015 (Birmingham, UK) followed by
Multimedia 2016 (London) Conference Series LLC delightfully welcomes once again all the researchers and developers to share their experiences and ideas
through talks and presentations from diverse fields in advanced Multimedia technologies. This event provides a platform in bringing together a forum for
students, postdocs, researchers, artists, animators and established industry & academic professionals to exchange their ideas and contributing an integrative
approach to the diversified fields related to Multimedia. It provides a forum for accessing to the most up to date and reliable knowledge from commercial and
academic worlds, sharing best practice in the field as well as learning about case studies of successfully integrated Multimedia technologies. The meeting also
provides an opportunity to highlight the recent developments besides identifying emerging future areas of growth.
Keynote Speakers @ Multimedia 2016 Conference
Ching Y Suen
Concordia University,
Canada
Yoichiro Kawaguchi
University of Tokyo,
Japan
Vijayan K Asari
University of Dayton,
USA
Jamie Denham
Sliced Bread,
Animation, UK
Robert S Laramee
Swansea University, UK
7. Program at Glance
Day 1 / July 20, 2017
Evening Morning
Time Session
08:00 - 09:00 Registration /Reception
09:00 - 09:15 Inaugural Address
09:15 - 10:45 Keynote/Plenary Talk no: 1
10:45 - 10:50 Group Photo
10:50 - 11.00 Coffee/Tea Break
11:00 - 13:00 Virtual Reality & the Future of Filmmaking, Animation and Stimulation, Computer Games Design & Development
13:00 - 13:30 Lunch Break
13:30 - 15:30 Computer Graphics & Applications, Image Processing, Computer Vision & Pattern Recognition
15:30 - 15:45 Coffee/Tea Break
15:45 - 17:30 Visualization, 3D analysis, representation and printing
Day 2/ July 21, 2017
Time Session
Time Session
09:00 - 10:00 Keynote/Plenary Talk no: 2
10:00 - 10:15 Coffee/Tea Break
10:15 - 13:00 Multimedia communications and networking, Multimedia applications and services, Multimedia Industry
13:00 - 13:30 Lunch Break
13:30 - 15:30 Multimedia Content Analysis, Mobile Multimedia
15:30 - 15:45 Coffee/Tea Break
15:45 - 17:30 Audio, Video, Speech & Signal Processing, Human Computer Interaction
Evening Morning
Speaker Slots Available
NOTE: Program Shedule is subject to change with final allotment of the speaker slots
Important Dates:
Abstract submission & Registrations are open
Early Bird Registration: January 25, 2017
On-spot registration: JJuly 20, 2017
8. Venue
Lisbon is the capital and the biggest city of Portugal. Lisbon is identified as a global
city because of its importance in finance, commerce, media, entertainment, arts,
international trade, education and tourism. Lisbon has the largest and most advanced
mass media sector of Portugal, and it is the home to several companies ranging from
leading television networks and radio stations to major newspapers. The research
work going on in the field is in a good range when compared to the other cities.
Lisbon is the fastest growing city in the Portugal with an excellent economic growth.
Lisbon is continuously focusing on Multimedia technology, R&D-oriented,
technology-driven manufacturing industry. The Portuguese economy returned to
growth across the last 3 months of the year 2016, making a positive contribution GDP
of around 1.6% across 2015, its highest since 2007. Lisbon is unique in that science as
a resource is available to industrial companies in a highly compact manner and offers
companies excellent cooperation opportunities. Lisbon is Germany’s top tourist city
destination. It is a great city to visit, mixing venues of historical interest with exciting
recreation and entertainment opportunities. Alongside its major historical sites, Lisbon
offers a diverse range of top attractions – world famous buildings, museums, city parks,
cabaret theatres, festivals and of course plenty of shopping opportunities. Multimedia
2017 Conference at Lisbon will certainly give a wonderful experience to attendees to
explore the beautiful city with gaining knowledge.
Site:
Will up intimating shortly…
Lisbon, Portugal
Mail us to know more!
For Abstract Submission Guidelines | For Reserving your slot | Proposals | Registration Posters | Accommodations
No doubt you have lots of queries...
Why not get in touch..!
Drop us your query with details and we will call you right away
Email: multimedia@conferenceseries.net