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[InetBib] CfP: Academic MindTrek Conference 2014 (30th June'14): MEDIA - Social Media/Digital Games/Ambient Media/Media Business/Information Systems in Media Industries/ICT&E-Gonvernment

                           ACADEMIC MINDTREK CONFERENCE 2014

    Call for Papers, Extended Abstracts, Posters, Demonstration, Workshops, 
                              4th to 7th November 2014 
                                  Tampere, Finland

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

Long and short papers, posters, demonstrations, and extended abstracts due on
--- DEADLINE 30th June 2014

Workshops due on
--- DEADLINE 30th June 2014 (extended)

Tutorials due on
--- DEADLINE 30th Sept 2014

  * Social Media
   * Ambient/Ubiquitous Media & Open Source
    * Business & Media
     * Human-Computer Interaction 
      * Hybrid Media (new track!)
       * Digital Games
        * ICT & E-Government
         * Information Systems & Management in Creativity Industry (new track!)

In cooperation with ACM, ACM SIGMM, and ACM SIGCHI

Contributions will be published in the ACM digital library and selected set of 
work will be published as book chapters or in journals


We are pleased to invite you to the Academic MindTrek conference, 4th to 7th 
November 2014, 
which brings together a cross-disciplinary crowd of people to investigate 
current and emerging 
topics of media in many facets. The conference explores academically the 
emerging and 
frontier-breaking applications of new media in everyday contexts of leisure, 
business and 
organizational life. 4th November 2014 will be the main Academic MindTrek day 
with other 
sessions on the preceding and following days. Due to increasing popularity of 
the conference, 
we are extending the scope of Academic MindTrek 2014! 

The academic conference features eight major themes:

* Social Media
* Ambient/Ubiquitous Media & Open Source
* Business & Media
* Human-Computer Interaction 
* Hybrid Media (new track!)
* Digital Games
* ICT & E-Government
* Information Systems & Management in Creativity Industry (new track!)

The MindTrek Association hosts a yearly conference, where the Academic MindTrek 
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 researchers, experts and thinkers present results from their latest work 
regarding the 
development of Internet, interactive media, and the information society. It is 
a real chance 
for media enthusiasts to think outside the box. 

Furthermore it 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 highest ranked papers are also published in academic 
journals (The highest 
ranked papers will be published in academic journals (e.g. in 2013 we published 
a selected set 
of articles in ACM Computers in Entertainment, Electronic Markets ? The 
International Journal 
on Networked Business, and the International Journal of Ambient Computing and 
Intelligence. The 
scientific part of the conference is organized in cooperation with ACM SIGMM, 
Conference proceedings will be published in the ACM Digital Library). It also 
provides a chance 
to learn from the vast media genre at large and allows participants to exchange 
views with 
cross-disciplinary experts. 

The conference aims to provide insights about the convergence of the various 
media and the future 
of media and boasts of several high-level keynote speakers. A few examples from 
previous years: 
Steve Wozniak (Co-Founder, Apple Computers), David S. Cohen (Editor, Variety), 
Robert Neuman (Disney), 
Vili Lehdonvirta (University of Oxford), Keith Partridge, Tomi T. Ahonen 
(Consultant), Latif Ladid 
(IPV6 Forum), Beat Schwegler (Microsoft), Cinzia dal Zotto (Univ. of 
Neuchatel), Ari Ojansivu (Google), 
Ramine Darabiha (Rovio), Molly R?nge (Crowdculture), Slava Kozlov (Philips 
Design), Dave Nielsen 
(CloudCamp), Janne J?rvinen (F-Secure), Olavi Toivainen (Nokia), Herbert 
Snorrason (OpenLeaks), 
Tuija Aalto (YLE), Juha Kaario (Varaani), among many others.

Conference Themes

1. Social Media
- Business models, service models, and policies
- Social media in innovation and business
- Intra and inter organizational 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/Ubiquitous Media & Open Source
- Applications utilizing ubiquitous 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
- User positioning, location awareness
- Augmented reality in ubiquitous applications
- Device interoperability, remote user interfaces, inter-device connections
- 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

3. Media Business, Media Studies, and Media Management
- Media politics: policy, practices, conception, and media regulation
- Production technology: processes, and optimization
- Business models: value chain/value net, revenue models, and product 
- Strategic and operational Management of TIME Industries: Technology, 
Information, Media,  
- Key data analytics: balanced scorecard, competition analysis, performance 
indicators, social
   media monitoring, google analytics.
- Media use: patterns, engagement, and consumer experiences
- Customer relationship management: communities & engagement
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. Hybrid Media
- Combining traditional media and new media 
- Enhancing printed material with digital and vice versa 
- Bridging digital and physical media 
- Interactive media with material components 
- Hybrid Experiences (combining digital & material etc.) 
- Connected toys and social objects 
- Role of traditional media within an internet of things 
- New methods of media personalization 
- Perceptive media 
- Interactive/smart packaging 
- Paper interfaces, sensitive paper and paper as a display 
- Interactive reading experiences 
- Touch enabled material  

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, mobile and cross-platform games
- Social and casual games
- Pervasive and ubiquitous games
- augmented and altered reality games
- Mobile and cross-media games
- Gamification, fun ware and playful design
- Player-created content

7. ICT & E-Government
- M-government
- Web 2.0 and e-government social network
- E-government obstacles and challenges
- E-government project failure
- Future of e-government
- Improving the public service efficiency and effectiveness
- E-government in developing countries
- Citizen?s technological limitations
- ICT and democracy (e-Democracy agenda at e-government level)
- Citizens' education and accessibility to ICT
- exploiting the learning and communicative potential of emerging online tools 
- new media forms (games, blogs, wiki, G3 mobile communications

8. Information Systems & Management in Creativity Industry
- Management, Marketing, Business Aspects and Strategic Importance of IT and 
IS&M in   
  Creative eMedia Industries
- New business models/new media products
- Customer intelligence either in real-time / non-real-time
- Consumer, Audience, Human-Computer-Interaction, and User Viewpoints: 
perception of media 
  Content in systems
- Understanding audiences, advertisement statistics, audience trends, and 
- Strategic Importance of IT and IS&M in Media, Big Data, Crowd, Open Data, 
Linked Data, 
  Cloud Application, New Business Analytics, Information Visualization, 
Workflow Management.
- IS&M as Basis of New Business Models of New Media Products, and Global 
Digital Production 

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, 
communication and expression modalities are challenged, and new practices are 
in the collaborative, interactive media space.
Ambient/Ubiquitous Media & Open Source
?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 
art, and content. The focus of this track is on applications, location based 
ubiquitous computation, augmented reality, theory, art-works, mixed reality 
concepts, the 
Web 3.0, and user experiences that make ubiquitous and ambient media tick. 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 
and non-technical challenges.

Media Business, Media Production and Media Management
Media business and media management face the challenges of the emergence of new 
forms of 
digital media and focuses on leadership practices, business models and value 
chains. It 
discusses competition, patterns of media usage, advertising models, and how 
media can cope with the challenges coming from digital media focusing on media 
and media management issues.

Human-Computer Interaction (HCI)
The wide field of HCI is to discuss issues around human computer interaction 
consumer experience, design of computer systems, human aspects, universal media 
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.

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 
empirical case studies and constructive projects.

ICT & E-Government
In recent years, ICT has played a pivotal role in the development of digital 
This technology facilitates the rapid accumulation and dissemination of 
information, group 
interaction, communication, and collaboration. ICT has become one of the core 
elements of 
managerial reform around the world. Since the launch of web 2.0 and emergence 
of ICT 
infrastructure, processes and policies many governments and public officials 
use new 
online tools to communicate among themselves, and with organizations and 

Information Systems & Management in Creativity Industry
The media and entertainment industry is the third largest industry segment for 
in information systems. This particular industry segment is faced with 
tremendous challenges 
in terms of organizational, transformational, leadership, customer behaviour, 
and technological 
changes. One particular challenge is the transformation of the analogue media 
world into its 
digital counterpart. As of today, the successive research of business 
information management 
and systems focusing on media and entertainment industries is rather fragmented 
and stretches 
over a wide area of research islands such as social media, eCommerce, or 
eBusiness. To face 
this challenge, this theme focuses on information management and systems for 
media and 
entertainment industries and highlighting their particular needs in production, 
and consumption in the larger context of media and entertainment industries.

Hybrid Media
Already today, the wall between physical and digital is starting to be less 
noticeable. For 
example, digital devices are now combined with traditionally non digital 
things, some examples 
being paper, cardboard and clothing. Application-toy hybrids are also common, 
such as digital 
games which utilize physical toys in some form. The hybrid media track is for 
where traditional media meets new media and where physical meets digital.

The aim is to gather demonstrations from researchers and professionals from the 
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.
Special academic sessions (e.g. tutorials, demonstrations, workshops, and 
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 
includes full service such as coffees, lunches, and social gatherings.
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 
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 
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. All the 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 
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 
discussion within a session; long papers should be 6-8 pages and will be 
in 20 minutes slots, plus 5 minutes discussion.
Workshop Proposals
Feel free to suggest workshops which are co-organized with the Academic 
Workshop proposals should include the organizing committee, a 2 page 
of the theme of the workshop, a short CV of organizers, duration, the 
publisher, and the schedule. Workshop organizers also have the possibility to 
publications to the main conference proceedings. Depending on the attracted 
of papers for each workshop, we provide space for either half-day or full-day 
Previous examples include e.g. a workshop on eLearning. Nevertheless, feel free 
suggestion your own.
Demonstrations Proposals
Demonstration proposals shall be 2-3 pages and include: a) a description and 
of the demonstration; b) general architecture of the demonstration; c) 
description of 
the main features; d) a brief comparison with other existing related 
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. Previous examples include a 
tutorial on audio 
based media. However, feel free to suggest your own.
Extended Abstracts
Extended abstracts should be between 1-2 pages long and contain 500-800 words. 
should describe the research problem, background, research questions, and the 
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
30th June 2014 (extended) - Deadline for workshop proposals
30th June 2014            - Deadline for long papers (6-8 pages), short papers 
(3-4 pages), 
                            extended abstracts (1-2 pages), posters (1-2 pages) 
                            demonstrations (2-3 pages)
30th Sept 2014            - Deadline for tutorial proposals 
30th August 2014          - Notification of acceptance/rejection for papers, 
extended abstracts and posters.
20th Sept 2014            - Camera ready papers submissions and copyright forms
10th October 2014         - Conference registration & submission copyright 
4th to 7th Nov 2014       - Academic MindTrek and MindTrek Business Conference

Organizing Committee

General Chair
Artur Lugmayr, Tampere Univ. of Technology (TUT), FIN
Program Chairs
Helj? Franssila, Tampere Univ. (UTA), FIN
Track chair: Social Media
Hannu K?rkk?inen, Tampere Univ. of Technology (TUT), FIN

Track chair: Ambient Media & Open Source
Moyen Mustaquim, Uppsala University, SE
Track chair: Media Business, Media Studies, and Media Management
Johanna Gr?blbauer, St. P?lten University of Applied Sciences (FH), AT

Track chair: Human-Computer Interaction (HCI)
Pauliina Tuomi, University of Turku, FIN

Track chair: Digital Games
Janne Paavilainen, University of Tampere (UTA), FIN

Track chair: ICT & E-Government
Fatemeh Ahmadi Zeleti, Tampere Univ. of Technology (TUT), FIN

Track chair: Hybrid Media
Timo Nummenmaa, University of Tampere (UTA), FIN

Track chair: Information Systems & Management in Creativity Industry
Artur Lugmayr, Tampere Univ. of Technology (TUT), FIN

Panel Chair
Jari Jussila, Tampere Univ. of Technology (TUT), FIN

Demonstrations & Poster Chair
Paul Coulton, Lancaster University, UK

Workshop & Tutorial Chair
Paul Coulton, Lancaster University, UK

Conference Manager and Local Arrangements
Lester Lasrado, Tampere Univ. of Technology (TUT), FIN

Submission Guidelines

?       Please follow the manuscript formatting guidelines for formatting all 
submissions. Please download the prescribed format from 
?       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). The copyright form would be sent 
through an automated system for only accepted papers.
?       Please submit your work here: 

Stay Informed    
Facebook:       https://www.facebook.com/groups/AcademicMindTrekConference/ 
Email:              academic-mindtrek-chairs@xxxxxxxxxxxxxxx

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)


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