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CfP: Academic MindTrek Conference 2014 (30th June’14)

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!

Call for Papers, Extended Abstracts, Posters, Demonstration, Workshops, Tutorials
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

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!)

In cooperation with ACM, ACM SIGMM, and ACM SIGCHI

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

CALL FOR PAPERS, ABSTRACTS, POSTERS, DEMOS, WORKSHOPS & TUTORIALS

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 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 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, and ACM SIGCHI. 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 architecture
– Strategic and operational Management of TIME Industries: Technology, Information, Media,
Entertainment
– 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 audience
Preferences
– 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
Pipelines

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/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 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. 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.

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 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.

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.

ICT & E-Government
In recent years, ICT has played a pivotal role in the development of digital economy.
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 citizens.

Information Systems & Management in Creativity Industry
The media and entertainment industry is the third largest industry segment for investments 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, distribution, 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 publications where traditional media meets new media and where physical meets digital.

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.

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 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. 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 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.
Previous examples include e.g. a workshop on eLearning. Nevertheless, feel free to
suggestion your own.

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. 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. 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
====================
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) and
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 forms
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 www.academicmindtrek.org
? 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: http://www.tut.fi/emmi/Submissions/2014mindtrek/openconf.php

Stay Informed
Questions: https://listmail.tut.fi/mailman/admin/academic-mindtrek-organizers/
Facebook: https://www.facebook.com/groups/AcademicMindTrekConference/
Email: academic-mindtrek-chairs@listmail.tut.fi

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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