CFP: ICCMSN 2008 - Submission deadline extended

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CFP: ICCMSN 2008 - Submission deadline extended

James Noble

International Conference on Computer Mediated Social Networking  
(ICCMSN - 2008)
Dunedin, New Zealand
Conference dates: 11-13 June 2008
Submission date: 9th March 2008 (note the new submission date)

Although the use of HTML and early Web browsers expanded the Internet  
experience from mostly one-to-one interactions to that of one-to-
many, this development still did not afford the sophisticated kinds  
of social interactions undertaken by people in the real world.  
Recently, however, new technologies (such as Weblogs, Web services,  
RSS/Atom, tagging with folksonomies, and Wikis – sometimes  
collectively called “Web 2.0") have appeared that offer more socially-
oriented network interactions. This has led to the new system  
development mode of employing lightweight scripting languages to  
bundle various Web 2.0 elements, or plugins, and then deploying them  
on network servers, thereby establishing Social Network Systems  
(SNS).  The physical nature of the new network architectures is  
increasingly heterogeneous, comprising more lightweight portable  
devices (cell phones and PDAs) interacting with ever-more powerful  
network servers that host SNS. From these developments have merged  
such popular services such as Facebook, MySpace, Friendster,  
LiveJournal, Flickr, and YouTube. But analysts and observers predict  
that SNS have much greater potential than merely exchanging media  
files: these are expected to afford opportunities to meet and engage  
in extended, creative, and more meaningful (in fact, unforeseeable)  
interactions that will greatly enhance their Internet experiences.  
How can this vision be achieved?
An important new platform technology where all these developments  
come together is that of the new virtual environments, such as Second  
Life and There, which enable people to meet and engage in virtual,  
three-dimensional social interactions. The future of SNS will  
certainly be played out on these platforms.
The Key Issues: In all societies, whether electronic or real, there  
is a fundamental tension between freedom and rules. If the  
interaction rules of behaviour are too rigid, people feel constrained  
and leave the society.  On the other hand, if interaction rules are  
too lax, aimless inhabitants become bored – plus the society can be  
overrun by vandals and free-riders. To address this concern we need  
to explore the following questions:

•    How can we facilitate effective structure in a SNS?
•    How can we facilitate SNS collaboration/cooperation in  
education, e-commerce, international research etc?
•    How can collective knowledge be constructed and shared?
•    What is the role of network topologies in disease spreading,  
opinion dynamics, norm spreading, etc.?
•    How can software agents be used in the development and  
simulation of on-line societies?
•    How can various Web 2.0 tools be integrated to satisfy the needs  
of electronic communities?
•    How can realistic virtual environments be modelled, designed and  
•    How can high speed networks, such as KAREN facilitate real world  
experiences of virtual environments?
•    How can privacy, security, and trust issues be addressed in on-
line communities

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