ICIW 2009

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ICIW 2009
The Fourth International Conference on Internet and Web Applications and Services
Event in series ICIW
Dates 2009/05/24 (iCal) - 2009/05/28
Homepage: www.iaria.org/conferences2009/ICIW09.html
Location
Location: Venice, Italy
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Important dates
Submissions: 2008/12/10
Notification: 2009/01/25
Camera ready due: 2009/02/15
Table of Contents


he Fourth International Conference on Internet and Web Applications and Services) continues a series of co-located events that covers the complementary aspects related to designing and deploying of applications based on IP&Web techniques and mechanisms.

ICIW 2009 comprises five complementary tracks. They focus on Web technologies, design and development of Web-based applications, and interactions of these applications with other types of systems. Management aspects related to these applications and challenges on specialized domains are aided at too. Evaluation techniques and standard position on different aspects are part of the expected agenda.

Internet and Web-based technologies led to new frameworks, languages, mechanisms and protocols for Web applications design and development. Interaction between web-based applications and classical applications requires special interfaces and exposes various performance parameters.

Web Services and applications are supported by a myriad of platforms, technologies, and mechanisms for syntax (mostly XML-based) and semantics (Ontology, Semantic Web). Special Web Services based applications such as e-Commerce, e-Business, P2P, multimedia, and GRID enterprise-related, allow design flexibility and easy to develop new services. The challenges consist of service discovery, announcing, monitoring and management; on the other hand, trust, security, performance and scalability are desirable metrics under exploration when designing such applications.

Entertainment systems became one of the most business-oriented and challenging area of distributed real-time software applications’ and special devices’ industry. Developing entertainment systems and applications for a unique user or multiple users requires special platforms and network capabilities.

Particular traffic, QoS/SLA, reliability and high availability are some of the desired features of such systems. Real-time access raises problems of user identity, customized access, and navigation. Particular services such interactive television, car/train/flight games, music and system distribution, and sport entertainment led to ubiquitous systems. These systems use mobile, wearable devices, and wireless technologies.

Interactive game applications require particular methodologies, frameworks, platforms, tools and languages. State-of-the-art games today can embody the most sophisticated technology and the most fully developed applications of programming capabilities available in the public domain.

The impact on millions of users via the proliferation of peer-to-peer (P2P) file sharing networks such as eDonkey, Kazaa and Gnutella was rapidly increasing and seriously influencing business models (online services, cost control) and user behavior (download profile). An important fraction of the Internet traffic belongs to P2P applications.

P2P applications run in the background of user’s PCs and enable individual users to act as downloaders, uploaders, file servers, etc. Designing and implementing P2P applications raise particular requirements. On the one hand, there are aspects of programming, data handling, and intensive computing applications; on the other hand, there are problems of special protocol features and networking, fault tolerance, quality of service, and application adaptability

Additionally, P2P systems require special attention from the security point of view. Trust, reputation, copyrights, and intellectual property are also relevant for P2P applications.

On-line communications frameworks and mechanisms allow distribute the workload, share business process, and handle complex partner profiles. This requires protocols supporting interactivity and real-time metrics.

Collaborative systems based on online communications support collaborative groups and are based on the theory and formalisms for group interactions. Group synergy in cooperative networks includes online gambling, gaming, and children groups, and at a larger scale, B2B and B2P cooperation.

Collaborative systems allow social networks to exist; within groups and between groups there are problems of privacy, identity, anonymity, trust, and confidentiality. Additionally, conflict, delegation, group selection, and communications costs in collaborative groups have to be monitored and managed.

Building online social networks requires mechanism on popularity context, persuasion, as well as technologies, techniques, and platforms to support all these paradigms.

During the last years, different web applications based on the use of Internet environments have been introduced to help teachers and students in the learning-teaching process. These web applications, mainly supported by Internet systems and services, are changing the traditional educational process not only in Higher Education (HE) qualifications, but also in open learning for any type of course. Nowadays, there exist different public and commercial Virtual Learning Environments (VLE) aimed at helping teachers to manage courses and contents, as well as to support the students’ learning process. In this sense, VLE are an important factor contributing towards the change from traditional educational methodologies to new paradigms including active teaching. This implies not only a shift in the way of tackling learning and teaching, but also new challenges for software engineers and developers. Virtual Learning Environments have to be built bearing in mind their mandatory use through the Internet, thus requiring important characteristics and capabilities such as security, good latency, several tools for interoperability, storage management, etc.

Also, the age of information and communication has revolutionized the way companies do business, especially in providing competitive and innovative services. Business processes not only integrates departments and subsidiaries of enterprises but also are extended across organizations and to interact with governments. On the other hand, wireless technologies and peer-to-peer networks enable ubiquitous access to services and information systems with scalability. This results in the removal of barriers of market expansion and new business opportunities as well as threats. In this new globalized and ubiquitous environment, it is of increasing importance to consider legal and social aspects in business activities and information systems that will provide some level of certainty. There is a broad spectrum of vertical domains where legal and social issues influence the design and development of information systems, such as web personalization and protection of users privacy in service provision, intellectual property rights protection when designing and implementing virtual works and multiplayer digital games, copyright protection in collaborative environments, automation of contracting and contract monitoring on the web, protection of privacy in location-based computing, etc.

We solicit research and industrial contributions. ICIW 2009 will offer tutorials, plenary sessions, and panel sessions. The ICIW 2009 Proceedings will be published by IEEE Computer Society Press and posted on IEEE Xplore Digital Library.


The ICIW 2009 will have the following tracks:

  • IWAS - Internet and Web-based Applications and Services
  • WSSA - Web Services-based Systems and Applications
  • ENSYS - Entertainment Systems
  • P2PSA - P2P Systems and Applications
  • ONLINE - Online Communications, Collaborative Systems, and Social Networks
  • SLAECE - Social and Legal Aspect of Internet Computing
  • VEWAeL - Virtual Environments and Web Applications for eLearning

Topics

  • IWAS : Internet and Web-based Applications and Services
    • Web technologies, frameworks, languages, mechanisms
    • Web applications design and development
    • Interaction with/from Web-based applications
    • Web-based applications’ features
    • Management of Web-based applications
    • Evaluation of Web applications
    • Specialized Web applications
    • Aggregating multimedia documents
    • E-business, appliances, and services
    • IP Grid Management and Grid Services
    • IP-based convergent solutions and next generation networks
    • Standards, case studies and special groups on web-based applications
  • WSSA : Web Services-based Systems and Applications
    • Web services foundation, architectures, frameworks, languages
    • Web services architecture and business continuity
    • Special Web services mechanisms
    • Semantic Web, Ontology, and Web services
    • Web service applications
    • Data Management aspects in Web Services
    • Autonomic e-Business integration and collaboration
    • Web service based Grid computing and P2P computing
    • Web services based applications for e-Commerce
    • Multimedia applications using Web Services
    • Automatic computing for Web services
    • Web services challenges on trust, security, performance, scalability
    • Enterprise Web services
    • Web services discovery, announcing, monitoring and management
    • Platforms, technologies, mechanisms and case studies
    • Grid architectures, middleware and toolkits
  • ENSYS: Entertainment Systems
    • Developing entertainment systems and applications
    • Platforms for entertainment systems
    • Speech technology & its usability for entertainment systems
    • Networking requirements for entertainment systems
    • Traffic generated by entertainment applications
    • QoS/SLA on entertainment systems
    • Reliability and high availability of entertainment systems
    • Identify aspects in entertainment systems
    • Real-time access to entertainment systems
    • Customized access entertainment systems
    • Navigation and entertainment systems
    • Integration and interoperability aspects in entertainment systems
    • Entertainment systems and applications
    • Networking and system support for entertainment systems
    • Wireless and mobile technologies for entertainment
    • Wireless multimedia for entertainment
    • Systems for music and movie distribution
    • Games on mobile and resource-constrained devices
    • Mobile video entertainment systems
    • Car/flight/train entertainment systems
    • Ubiquitous entertainment systems
    • Interactive television
    • Technologies for sport and entertainment
    • WiFi wireless home entertainment systems
    • Wearable technologies for entertainment
  • P2PSA: P2P Systems and Applications
    • P2P architectures, techniques, paradigms
    • P2P programming and data handling
    • P2P security features
    • Data and compute intensive applications
    • P2P networks and protocols
    • P2P management
    • P2P Trust and reputation management
    • Fault tolerance in P2P, quality of availability, accounting in P2P
    • Self-adaptiveness in P2P overlay networks
    • Self-configurable P2P systems
    • Case studies, benchmarking
    • Copyright and intellectual property,
    • Electronic marketplace, Digital asset management and trading systems
    • Platforms, environments, testbeds
  • ONLINE: Online Communications, Collaborative Systems, and Social Networks
    • Theory, frameworks, mechanisms, and tools for online communication
    • Methodologies and languages for on-line communications
    • Web services and XML use for online communications
    • Tools for assessing online work, distributed workload
    • Shared business processes
    • Collaborative groups and systems
    • Theory and formalisms of group interactions
    • Group synergy in cooperative networks
    • Online gambling, gaming, children groups
    • Identity features, risks, jurisdiction for online communications
    • Specifics emergency and e-coaching on online communications
    • B2B and B2E cooperation
    • Privacy, identify, security on online communications
    • Individual anonymity, group trust, and confidentiality on online groups
    • Conflict, delegation, group selection
    • Community costs in collaborative groups
    • Building online social networks with popularity contexts, persuasion, etc.
    • Technology support for collaborative systems
    • Techniques, mechanisms, and platforms for remote cooperation
  • SLAECE: Social and Legal Aspect of Internet Computing
    • Principles, theories, and challenges of legal and social aspects
    • Strategies, modeling, and requirements engineering of legal and social aspects
    • Architectures, implementations, and deployment consideration of legal and social aspects
    • Cyber threats, emerging risks, systemic concerns, and emergency preparedness
    • Social computing and lifestyle computing
    • Service marketing and customer relationship management
    • Market structures and emerging business models
    • Emerging legal issues due to new computing environment
    • File / information sharing networks and user behavior
    • Knowledge modeling, management, and application
    • Negotiation and contracting as well as contract monitoring and enforcement
    • E-democracy, e-policy, and governance
    • Legal and social ontologies
    • Privacy and copyright in collaborative environments and social networks
    • Intellectual property rights
    • Trust, security, and privacy
    • Counterfeit forensic
    • Identity management and access control
    • Security and privacy in location-based services
  • VEWAeL: Virtual Environments and Web Applications for eLearning
    • E-Learning
    • Web Technologies and Tools for Educational Purposes
    • Services for E-Learning Platforms
    • Virtual Learning Environments (VLE)
    • Course Management Systems
    • Web applications for Teaching
    • Social Implications of E-Learning
    • Lifelong E-learning
    • Teaching-Learning Experiences using the Internet for Educational Purposes
    • E-learning in the European Higher Education Area (EHEA) and other HE contexts
    • Web protocols for VLE
    • Security for VLE
    • QoS for VLE
    • Storage management in VLE


Important Dates

  • Submission (full paper) December 10, 2008
  • Authors notification January 25, 2009
  • Registration February 10, 2009
  • Camera ready February 15, 2009

Submissions

The ICIW 2009 Proceedings will be published by IEEE Computer Society Press and on-line via IEEE XPlore Digital Library. IEEE will index the papers with major indexes. Authors of selected papers will be invited to submit extended versions to one of the IARIA Journals.

Only .pdf or .doc files will be accepted for paper submission. All received papers will be acknowledged via an automated system.

Final author manuscripts will be 8.5" x 11" (two columns IEEE format), not exceeding 6 pages; max 4 extra pages allowed at additional cost. The formatting instructions can be found on the Instructions page. Helpful information for paper formatting can be found on the here.

Once you receive the notification of paper acceptance, you will be provided by the IEEE CS Press an online author kit with all the steps an author needs to follow to submit the final version. The author kits URL will be included in the letter of acceptance.

  • Poster Forum

Posters on work-in-progress are welcome. Please submit the contributions following the instructions for the regular submissions using the "Submit a Paper" button and selecting the track/workshop preference as "POSTER : Poster Forum". Contributors are invited to submit up to four-page papers, following the conference deadlines, describing early research and novel skeleton ideas in the areas of the conference topics.

  • Technical marketing/business/positioning presentations

The conference initiates a series of business, technical marketing, and positioning presentations on the same topics. Speakers must submit a 10-12 slide deck presentations with substantial notes accompanying the slides, in the .ppt format (.pdf-ed). The slide deck will be published in the conference’s CD collection, together with the regular papers. Please send your presentations to petre@iaria.org.

  • Tutorials

Tutorials provide overviews of current high interest topics. They should be about three hours long. One page with the title, tutorial summary, and a short bio are expected. Please send your proposals to petre@iaria.org

  • Panel proposals:

The organizers encourage scientists and industry leaders to organize dedicated panels dealing with controversial and challenging topics and paradigms. Panel moderators are asked to identify their guests and manage that their appropriate talk supports timely reach our deadlines. Moderators must specifically submit an official proposal, indicating their background, panelist names, their affiliation, the topic of the panel, as well as short biographies.

For more information, petre@iaria.org

  • Workshop proposals

We welcome workshop proposals on issues complementary to the topics of this conference. Your requests should be forwarded to petre@iaria.org.

Committee

  • ICIW Advisory Chairs