|| ACADEMIC MINDTREK || 13th May DEADLINE || CfP || * HCI * Social Media * Digital Games * Open Source * Media Management * Ambient Media *

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                         Academic MindTrek Conference 2012:
   Call for Papers, Extended Abstracts, Posters, Demonstrations, Workshops, Tutorials
                             3rd-5th October, 2012
                               Tampere, Finland

              http://www.academicmindtrek.org,  http://www.mindtrek.org

   * SOCIAL MEDIA * AMBIENT MEDIA * MEDIA MANAGEMENT * HCI * OPEN SOURCE * DIGITAL GAMES *

       Long and short papers, posters, demonstrations, and extended abstracts due on: 
                                13th May 2012 

                         Tutorials and Workshops due on:
                                1st June 2012
   



                 in cooperation with ACM, ACM SIGMM, and ACM SIGCHI

contributions will be published in the ACM digital library and a selected set of high-level 
               work will be published as book chapters or in journals
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CALL FOR PAPERS, EXTENDED ABSTRACTS, POSTERS, DEMONSTRATIONS,  WORKSHOPS & TUTORIALS

We are pleased to invite you to the Academic MindTrek conference, 3rd ? 5th October 2012, 
which brings together a cross-disciplinary crowd of people to investigate current and emerging 
topics of media in the ubiquitous arena. The conference explores academically the emerging and 
frontier-breaking applications of new media in everyday contexts of leisure, business and 
organizational life. October 3rd is the main Academic MindTrek day. Due increasing popularity 
of the conference, we are extending the scope of Academic MindTrek 2012! The academic conference 
features six major themes:

* Social Media
* Ambient & Ubiquitous Media
* Business & Media
* Human-Computer Interaction (new track!)
* Open Source
* Digital Games

SOCIAL MEDIA
?Get social!? Social media and Web 2.0 technologies are applied in ever diverse practices both 
in private and public communities. Totally new business models are emerging, traditional 
communication and expression modalities are challenged, and new practices are constructed 
in the collaborative, interactive media space.
 
AMBIENT AND UBIQUITOUS MEDIA
?The medium is the message!? ? This conference track focuses on the definition of ambient and 
ubiquitous media with a cross-disciplinary viewpoint: ambient media between technology, art, 
and content. The focus of this track is on applications, location based services, ubiquitous 
computation, augmented reality, theory, art-works, mixed reality concepts, the Web 3.0, and 
user experiences that make ubiquitous and ambient media tick.

MEDIA BUSINESS, MEDIA PRODUCTION AND MEDIA MANAGEMENT
Media business and media management face the challenges of the emergence of new forms of 
digital media. This theme focuses on business studies, policies, practices, and organizational 
structure of media firms. It discusses competition, patterns of media usage, advertising models, 
and how traditional media can cope with the challenges coming from digital media focusing on 
media business and media management issues.

HUMAN-COMPUTER INTERACTION (HCI)
The wide field of HCI is to discuss issues around human computer interaction modalities, 
consumer experience, design of computer systems, human aspects, universal media access, 
ergonomics, communication, novel interaction modalities, privacy, trusted systems, interaction 
theories, and sociological and psychological factors. This theme of devotes to several of these 
aspects, and is targeted to the scientific community dealing with several applied and theoretical 
aspects of HCI and user experience.

OPEN SOURCE
The last decade has seen a significant increase in open source initiatives such as open source 
software, open standards, open content, open media, or even open source hardware. On the one 
hand, the open movement has created new kinds of opportunities such as new business models and 
development approaches. On the other hand, it has introduced new kinds of technical and 
non-technical challenges.

DIGITAL GAMES
The culture and business of digital games is becoming increasingly varied. The current trends 
range from novel interface innovations and digital distribution channels to social game dynamics 
and player-generated content. The games track is open for theoretical works, empirical case 
studies and constructive projects.

DEMONSTRATIONS
The aim is to gather demonstrations from researchers and professionals from the communities 
related to the topics of MindTrek. The objective for the demonstrations is to provide a forum 
for exchanging experiences, practical projects, or media demonstrators. The target audience 
includes members of the academic community, industry, or laboratories who can demonstrate 
the results of their research projects with a practical implementation.
 
ACADEMIC MINDTREK AS A CONFERENCE
 
In addition, special academic sessions (e.g. tutorials, demonstrations, workshops, and 
multidisciplinary sessions) will be held parallel to the MindTrek business conference. 
Academic speakers and authors are warmly welcome to register for the business conference 
tracks as part of the academic conference with our special registration rate. The Academic 
MindTrek registration includes full service such as coffees, lunches, and social gatherings.
 
The MindTrek Association hosts MindTrek as a yearly conference, where the Academic MindTrek 
conference has been a part of this unique set of events comprising competitions, world famous 
keynote speakers, plenary sessions, media festivals, and workshops since 1997. It is a meeting 
place where experts and thinkers present results from their latest work regarding the development 
of Internet, interactive media, and the information society. MindTrek brings together researchers 
and practitioners from diverse disciplines that are involved in the development of media in 
various fields, ranging from sociology and the economy, to technology.
 
The organizing committee invites you to submit original high quality full papers, long or short, 
addressing the special theme and the topics, for presentation at the conference and inclusion 
in the proceedings.
 
CONFERENCE PUBLICATIONS 
The scientific part of the conference is organized in cooperation with ACM SIGMM, and ACM SIGCHI. 
Conference proceedings will be published in the ACM Digital Library, which includes short and 
long papers, workshop proposals, demonstration proposals, and tutorial proposals. Extended 
abstracts will be published in the adjunct conference proceedings; however, they will not 
be published within the ACM Digital Library. Selected high quality papers will be published 
in international journals, as book chapters, edited books, or via open access journals. 
There will also be a reward for the overall best paper from the academic conference. Several 
papers should follow the style guidelines of the conference.
 
SHORT AND LONG PAPER PROPOSALS
All submissions will be peer-reviewed double blinded, therefore please remove any information 
that could give an indication of the authorship. Short papers should be between 2-4 pages long 
and the paper presentation will be 15 minutes plus 5 minutes discussion within a session; long 
papers should be 6-8 pages and will be presented in 20 minutes slots, plus 5 minutes discussion.
 
WORKSHOP PROPOSALS
Feel free to suggest workshops which are co-organized with the Academic MindTrek. Workshop 
proposals should include the organizing committee, a 2 page description of the theme of the 
workshop, a short CV of organizers, duration, the proceedings publisher, and the schedule. 
Workshop organizers also have the possibility to add publications to the main conference 
proceedings. Depending on the attracted number of papers for each workshop, we provide space 
for either half-day or full-day workshops.
 
DEMONSTRATIONS PROPOSALS
Demonstration proposals shall be 2-3 pages and include: a) a description and motivation of the 
demonstration; b) general architecture of the demonstration; c) description of the main features; 
d) a brief comparison with other existing related demonstrations; e) audio-visual materials to 
illustrate the demonstration (if applicable); f) the type of license, and g) the Internet address 
of the demonstration (if applicable). It is strongly recommended that the authors make the 
demonstration (or a suitable version or movie) on the Internet during the evaluation.
 
TUTORIAL PROPOSALS
Tutorial proposals should include a 2-page description of the tutorial, intended audience, a 
short CV, timetable, required equipment, references, and a track record of previous tutorials. 
The target length of tutorials is 2-4 hours.
 
EXTENDED ABSTRACTS
Extended abstracts should be between 1-2 pages long and contain 500-800 words. They should 
describe the research problem, background, research questions, and the contribution to the 
conference. Extended abstracts will not be published within the ACM digital library.

POSTER PRESENTATIONS
Posters should be between 2-3 pages long and a poster should be presented during the conference. 
Attendees have the possibility to exhibit their posters on a A0 poster wall during the conference. 

SUBMISSION DEADLINES
- 13th May 2012: deadline for long papers (6-8 pages), short papers (3-4 pages), 
                   extended abstracts (1-2 pages), posters (1-2 pages) and 
                   demonstrations (2-3 pages)
- 1st June 2012: deadline for tutorial proposals and workshop proposals
- 20 July: camera ready papers and copyright forms
 
KEY-DATES
- 30th June 2012: notification of acceptance/rejection for papers, extended abstracts, posters,
                  and demos, tutorials
- 5th August 2012: submission of camera ready papers
- 3rd-5th October 2012: Academic MindTrek and MindTrek Business Conference
 
Suggested key-dates for workshop organizers
- 15th August 2012: deadline for workshop papers
- 10th September 2012: deadline for camera-ready papers
 
CONFERENCE THEMES
 
1. Social Media
- business models, service models, and policies
- social media in innovation and business
- intra- and interorganizational use of social media
- questions related to identity, motivation and values
- blogs, wikis, collaboration and social platform designs in practice
- knowledge management and learning with social media
- experience management with social media
- crowdsourcing, user-created content and social networks
- enterprise 2.0 and social computing in work organizations
- evaluation and research methods of social media
- social media and community design
- benefits and limitations of social media applications
 
2. Ambient and Ubiquitous Media - between Technology, Services, and Users
- applications and services utilizing ubiquitous and pervasive technology
- ubicom in eLearning, leisure, storytelling, art works, advertising, and mixed reality contexts
- next generation user interfaces, ergonomics, multimodality, and human-computer interaction
- art works for smart public or indoor spaces, mobile phones, museums, or cultural applications
- context awareness, sensor perception, context sensitive Internet, and smart daily objects
- personalization, multimodal interaction, smart user interfaces, and ergonomics
- ambient human computer interaction, experience design, usability, and audience research
- software, hardware, middleware, and technologies for pervasive and ubiquitous
- theoretical methods and algorithms in ubiquitous and ambient systems
- business models, service models, media economics, regulations, x-commerce, and policies
- user positioning, location awareness
- augmented reality in ubiquitous applications
- device interoperability, remote user interfaces, inter-device connections

3. Media Business, Media Studies, and Media Management
- media policy, politics, practices, conception, and media regulation
- organizational structures, practices, and strategies
- production technology, processes, and optimization
- business models, service models, public funding, and media economics
- patterns of media use, engagement, and consumer experiences
- advertising, media consumption, new audience models, and media user models
- competition analysis, media governing, assessment, performance indicators
- business and media management: gaming, social media, Internet, digital cinema, iTV
- traditional media business and management: broadcasting,
  publishing, journalism, and movie industry
- innovative service designs, strategies, and ideas
- teaching & training of media management and media business
 
4. Human-Computer Interaction
- user experience and experience design
- interaction design techniques and methods
- user interaction and HCI design
- creativity, practices and innovation in HCI
- analysis, theories, and procedures in interaction design
- methods, systems, and toolkits supporting HCI
- human centered computing and understanding interaction
- interactivity methods
- designing for experience and interactivity
- design, evaluation, and implementation of interactive systems
- phenomena surrounding interactivity
 
5. Open Source
- forms of openness: open source software, open standards,
   open content, open media, open source hardware, and open access
- establishment of an open source community
- practices on developing open source systems
- practices for maintaining a successful project
- open source processes and techniques
- differences on open source and closed source systems
- using open source in commercial context
- challenges of open source development
- teaching open source in academia and industry
 
6. Digital Games
- theoretical and analytical approaches on games and play
- analysis of player experience
- game design research
- economy and business models in the game industry
- innovation in and around games
- digital distribution of games
- online gaming
- social and casual gaming
- player-created content
- pervasive and ubiquitous gaming
- mobile and cross-media gaming
- gamification, funware and playful designs 

PAPER SUBMISSION
- Please follow the style guidelines on http://www.acm.org/sigs/publications/proceedings-templates 
  for formatting your paper
- Note that since the papers will be published by the ACM digital library all authors need to 
  sign an ACM copyright form. (For further guidelines see: http://www.acm.org/pubs/copyright_form.html)
- Submit papers here http://webhotel2.tut.fi/emmi/Conferences/2012mindtrek/
 
ORGANIZING COMMITTEE
Artur Lugmayr, Tampere Univ. of Technology (TUT), FIN
Helj? Franssila, Tampere Univ. (UTA), FIN
Karsten Wolf, Univ. Bremen, GER
Hannu K?rkk?inen, Tampere Univ. of Technology (TUT), FIN
Janne Paavilainen, University of Tampere (UTA), FIN
Theresa Champel, Univ. of Lisbon, PT
Yuan Fu, Tampere Univ. of Technology (TUT), FIN
Moyen Mustaquim, Uppsala University, SE
Dominik Strohmeier, Berlin Institute of Technology (TU Berlin), GER
 
CONTACT
Questions concerning academic content, papers, tutorials, workshops, scientific contributions:
Email:academic-mindtrek-chairs@listmail.tut.fi 
 
General questions concerning payments, administration, copyright forms, local arrangements, and the venue:
Email: academic-mindtrek-info@listmail.tut.fi 
 
PAPER SUBMISSIONS
http://webhotel2.tut.fi/emmi/Conferences/2012mindtrek/
 
FURTHER INFORMATION
http://www.academicmindtrek.org
 
SUPPORTED BY
MindTrek Association, City of Tampere, Tampere University of Technology (TUT), Tampere University (UTA), 
Tampere University of Applied Sciences (TAMK), Ambient Media Association (AMEA).

Received on Tuesday, 8 May 2012 14:54:16 UTC