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  <front>
    <journal-meta>
      <journal-title-group>
        <journal-title>Workshop,
Glasgow, Scotland</journal-title>
      </journal-title-group>
    </journal-meta>
    <article-meta>
      <title-group>
        <article-title>SoMuS: Social Multimedia and Storytelling</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Symeon Papadopoulos</string-name>
          <email>papadop@iti.gr</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Pablo Cesar</string-name>
          <email>p.s.cesar@cwi.nl</email>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>David A. Shamma</string-name>
          <email>aymans@acm.org</email>
          <xref ref-type="aff" rid="aff4">4</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Aisling Kelliher</string-name>
          <email>aislingk@andrew.cmu.edu</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Ramesh Jain</string-name>
          <email>jain@ics.uci.edu</email>
          <xref ref-type="aff" rid="aff3">3</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>CERTH-ITI</institution>
          ,
          <addr-line>Thessaloniki</addr-line>
          ,
          <country country="GR">Greece</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>CMU</institution>
          ,
          <addr-line>Pittsburgh</addr-line>
          ,
          <country country="US">USA</country>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>CWI</institution>
          ,
          <addr-line>Amsterdam</addr-line>
          ,
          <country country="NL">The Netherlands</country>
        </aff>
        <aff id="aff3">
          <label>3</label>
          <institution>UC Irvine</institution>
          ,
          <addr-line>San Francisco</addr-line>
          ,
          <country country="US">USA</country>
        </aff>
        <aff id="aff4">
          <label>4</label>
          <institution>Yahoo! Research</institution>
          ,
          <addr-line>San Francisco</addr-line>
          ,
          <country country="US">USA</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2014</year>
      </pub-date>
      <volume>0</volume>
      <fpage>1</fpage>
      <lpage>04</lpage>
      <abstract>
        <p />
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>The pervasive use of media capturing devices
and the wide adoption of online social
networking platforms have led to the proliferation
of online content capturing places and events.
Such content holds great potential for forming
richer representations of real-world places and
events, and creating engaging stories around
them. This is not only due to the abundance
of diverse multimedia content, but also due to
the availability of rich contextual information,
ranging from location metadata and textual
descriptions to online interactions and user
feedback (e.g., in the form of ratings).
Therefore, leveraging social multimedia content and
its surrounding context o ers ample
opportunities for better understanding and
capturing the real world and for building innovative
and engaging applications. However, the
uncontrolled nature of user-contributed content
and the complexity of the social media
lifecycle raise signi cant research challenges
related both to the e ective collection, mining,
and indexing of social multimedia and to their
combination, creative reuse, and presentation.
To this end, the rst edition of the Social
Multimedia and Storytelling (SoMuS) workshop
attempts to explore this exciting new area and
highlight the key research challenges and
opportunities.
1</p>
    </sec>
    <sec id="sec-2">
      <title>Introduction</title>
      <p>People increasingly tweet about their daily activities
and interesting stories taking place around them; they
take pictures of the places they visit and share them
in their social network; they make videos of the events
they attend and share them in real time. The
availability of such social multimedia content - at
unprecedented scales - that captures entities and aspects of
the real world holds great potential for deriving richer
representations of the depicted places, experiences and
events. This is not only due to the abundance of
diverse multimedia content, but also due to the
availability of a large variety of contextual information, such as
location and textual metadata, and online interactions
(e.g. comments/likes on shared videos).</p>
      <p>Leveraging such content and its surrounding
online context holds the potential for better capturing
and representing the real world and for building novel
engaging applications. However, the nature of social
multimedia raises a number of research challenges that
call for new multimedia retrieval approaches. For
instance, much of the content shared through social
media is not original, it is often of low or insu cient
quality and it frequently lacks su cient metadata (e.g.
lack of location, tags, etc.). Following the di erent
stages within the lifecycle of social multimedia content,
there is a profound need for technologies supporting
the collection, processing and mining of social
multimedia content, as well as for novel means of visualizing
information to and of interacting with the storytellers
and with those interested in analyzing the narratives
developing in the context of online social interactions.</p>
      <p>One may visualize the landscape of SoMuS as a
process (Figure 1) starting from the de nition of a
realworld entity, e.g. an event, continuing with an
enrichment step, wherein the event is enriched with
multimedia content collected from social sources, followed by a
summarization step, where di erent important aspects
and elements of the event are extracted. Given
appropriate technological means to e ectively harness the
aforementioned steps, a storyteller may create
powerful media-rich stories around real-world entities and
could better capture the existing narratives that are
born and evolve within the social media space.</p>
      <p>Given the above setting, the SoMuS workshop
touches upon many signi cant aspects of multimedia
retrieval, including content analysis and
understanding, content- and context-based indexing, search and
retrieval, HCI technologies, image and video
summarization and visualization, and others.To this end, the
Social Multimedia and Storytelling workshop (SoMuS)
aims at exploring di erent multimedia retrieval
areas converging on the nexus of social multimedia and
storytelling around real-world experiences, events and
places. Aside the challenging research problems raised
by the workshop, its topics are linked to a host of
important commercial and creative applications in
sectors such as media, entertainment, arts and culture,
sports and music. The research and innovations
encouraged by the workshop are expected to help drive
the next wave of multimedia capturing and
consumption technologies.
2</p>
    </sec>
    <sec id="sec-3">
      <title>Overview of Workshop</title>
      <p>The workshop will feature two keynote talks and eight
presentations of research papers. The rst keynote, by
Frank Nack, o ers a critical view on the achievements
in interactive storytelling and sheds light on the
intricate relationship between narrative and social media
that might explain why we still do not see generated
qualitative storytelling that makes use of social-media
story snippets. The second keynote, by Benoit Huet,
focuses on media hyperlinking from the news,
tackling the task of locating and identifying relevant
media items, and displaying them on the second screen.
It discusses two approaches for event-based mining of
such additional and related information, each of them
satisfying a di erent user information need and
addressing di erent usage scenario; passive vs. active
second screening.</p>
      <p>The research papers cover a wide spectrum of
research topics. Event-focused multimedia attract
signi cant interest: Half the workshop papers deal with
the problem of event-based summarization, the one
making use of latent topics around the event, the
second with that of generating subjective summaries
around soccer events, and the other two with the
problem of collecting and ranking multimedia around
events of interest, relying on social media sources and
even Wikipedia. Another paper, positioned in the
context of event-centric narratives, attempts to study the
use of swearing and sentiment markers around soccer
matches.</p>
      <p>Two workshop papers deal with the use of video
sharing platforms: The rst studies YouTube, the
most popular video sharing platform, and o ers
insights into the problem of tag selection with the goal
of increasing video viewership. The second conducts a
statistical analysis of Vine, a recently popularized
social mobile video platform. Finally, a workshop paper
proposes a model that utilizes storytelling to link
social media with Corporate Social Responsibility (CSR)
tasks, facing the challenge of nding an adequate
storytelling structure for automatically generated stories.
3</p>
    </sec>
    <sec id="sec-4">
      <title>Summary</title>
      <p>The abundance of user-generated content and the
online social context built around it o er ample material
for constructing and enriching stories and capturing
the narratives around real-world places, people and
events. As our lives become increasingly more
digital and networked, one may expect that technologies
capable of managing the challenging nature of social
multimedia and that empower users to leverage such
content for creating richer and more engaging stories
will become increasingly important.
4</p>
    </sec>
    <sec id="sec-5">
      <title>Organizers</title>
      <p>SoMuS 2014 was organized by Symeon Papadopoulos,
Pablo Cesar, David A. Shamma, Aisling Kelliher and
Ramesh Jain. Symeon Papadopoulos is a post-doc
researcher at the Information Technologies Institute
(ITI), part of the Centre for Research and
Technology Hellas (CERTH). His research interests are in the
area of Multimedia Retrieval in the context of social
networks and social media, and in the area of Data
Mining and Knowledge Discovery on user-contributed
data. Pablo Cesar is a researcher at the Distributed
and Interactive Systems group at CWI (The National
Research Institute for Mathematics and Computer
Science in the Netherlands). He has extensive research
activity in the areas of multimedia systems and
infrastructures, social media sharing, interactive
media, multimedia content modeling, and user
interaction. David A. Shamma is a senior research
scientist and head of the HCI Research group at Yahoo!
Labs. His personal research investigates synchronous
environments and connected experiences both online
and in-the-world, focusing on creative expression and
sharing frameworks, systems for multimedia-mediated
communication, as well as, targeted methods and
metrics for understanding how people communicate online
in small environments and at web scale. Aisling
Kelliher is an associate professor in the School of Design
at Carnegie Mellon University, where she also holds an
adjunct appointment in the Human Computer
Interaction Institute. Aisling creates and studies interactive
media systems for enhancing re ection, learning and
communication. Her work is grounded within the elds
of human-computer-interaction, multimedia, and
interaction design. Ramesh Jain is an entrepreneur,
researcher, and educator. He is a Donald Bren
Professor in Information and Computer Sciences at
University of California, Irvine where he is doing research in
Event Web and experiential computing.
5</p>
    </sec>
    <sec id="sec-6">
      <title>Acknowledgments</title>
      <p>The work of Symeon Papadopoulos was supported by
the SocialSensor FP7 project, partially funded by the
EC under grant agreement 287975. The work from
Pablo Cesar was supported by the Vconect project,
partially funded by the EC under grant agreement
287760.</p>
    </sec>
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