Jaane Paavilainen writes:
The new and improved GAMES track in Academic MindTrek might be
interesting to you. Full paper deadline 28th June, details on Games track below (rest of the
CfP even belower).
**
Games
The culture, development and business of games has become increasingly
varied. The current trends range from virtual reality and wearable
gaming to freemium business models and serious games. Games research is
a multidisciplinary field featuring diverse approaches to understand the
phenomenon of games and play.
Academic MindTrek has an inclusive approach in the Games track focusing
on novel, innovative and even unorthodox games research from theoretical
works, empirical case studies to constructive projects. The Games track
themes include, but are not limited to, the following subject areas:
– Design (interaction, mechanics, interfaces)
– Evaluation (game experience, playability, usability)
– Development (tools, engines, AI, audiovisual)
– Business (digital distribution, crowdfunding, revenue models, virtual
goods)
– Platforms (online, social, mobile, desktop)
– Technology (virtual, augmented and altered reality)
– Serious games (education, health, persuasive, simulations)
– Gamification (motivation, effects, case studies)
– eSports (culture, streaming, fandom)
– Hybrid games (digital-physical, board games, toys)
– Online gambling (lottery, casino, betting)
– Players (demographics, inclusivity, accessibility)
– Indie (innovation, modding, transgressive)
**
=====================================================================
ACADEMIC MINDTREK CONFERENCE 2015
Call for Papers, Extended Abstracts, Posters, Demonstrations, Workshops,
Tutorials
22nd to 24th September 2015
Tampere, Finland
http://www.academicmindtrek.org,http://www.mindtrek.org
Long and short papers, posters, demonstrations, workshops and extended
abstracts due on:
— DEADLINE 28th June 2015
Tutorials due on
— DEADLINE 18th of August
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.
=====================================================================
CALL FOR PAPERS, ABSTRACTS, POSTERS, DEMOS, WORKSHOPS & TUTORIALS
We are pleased to invite you to the Academic Mindtrek conference, 22nd
to 24th September 2015, which brings together a cross-disciplinary crowd
of people to investigate current and emerging topics of media and
technology in many facets. The conference explores academically the
emerging and frontier-breaking applications of new media and technology
in everyday contexts of leisure, business and organizational life. 23rd
and 24th September 2015 will be the main Academic Mindtrek days with
other Mindtrek Openmind Conference sessions starting at the 22nd.
The academic conference features seven major themes:
* (Open) Data
* Human-Computer Interaction (HCI)
* Games
* Interactive Experience Demonstrators
* Ubiquitous Media
* Media Studies
* Media Management and Business
Why to Participate?
The COSS Association (COSS – the Finnish Centre for Open Systems and
Solutions) 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 and technology
enthusiasts to think outside the box.
Furthermore, it brings together researchers and practitioners from
diverse disciplines that are involved in the development of media and
technology 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 and technology 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 Ränge (Crowdculture),
Slava Kozlov (Philips Design), Dave Nielsen (CloudCamp), Janne Järvinen
(F-Secure), Olavi Toivainen (Nokia), Herbert Snorrason (OpenLeaks),
Tuija Aalto (YLE), Juha Kaario (Varaani), among many others.
Conference themes
======================================================================
1. (Open) Data
ICT plays a pivotal role in the development of digital economy,
applications ranging from various industry sectors, science,
E-Government and E-Learning, to informal group collaboration. The key
ingredient in most of these areas is access to well-understood,
good-quality data. But what data is interesting and where does it come
from? How to access it, analyze it, or to build applications or
ecosystems based on it? In the (Open) Data track, we are looking for
submissions that introduce methods and applications based on the already
available data sets, or describe and analyze new data sets, or both. In
addition to the usual scientific peer review criteria, the evaluation of
submissions enclosing new data sets includes novelty, design and
availability.
2. Human-Computer Interaction (HCI)
Human Computer Interaction (HCI) track aims to address the affective
aspects of design, development and implementation of interfaces and the
design of human and technology interaction. The wide field of HCI sets
out 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. The track is targeted to the
scientific community dealing with several applied and theoretical
aspects of HCI. It brings together people from diverse areas that
provide a multidisciplinary forum for academics, designers and
practitioners to discuss the challenges and processes of contemporary
topics in Human-Computer Interaction.
The HCI track themes include, but are not limited to, the following
general subject areas:
– Design (Experience design, Interaction design techniques and methods,
User interaction and HCI design, Designing for experience and
interactivity, Analysis, theories, and procedures in interaction design)
– User experience (measuring user experience, UX methods & techniques,
applications & user studies)
– Technology (Adaptive and personalized interfaces, Architectures for
interaction, Cloud computing & Mobile HCI, Multimodal interface & Second
screens)
– Evaluation (Evaluation, and implementation of interactive systems,
Creativity, practices and innovation in HCI, Evaluation methods and
techniques, Evaluation/Comparison of Usability and UX methods)
– HCI methods and theories (Methods, systems, and toolkits supporting
HCI, Human centered computing and understanding interaction,
Interactivity methods, Phenomena surrounding interactivity)
3. Games
The culture, development and business of games has become increasingly
varied. The current trends range from virtual reality and wearable
gaming to freemium business models and serious games. Games research is
a multidisciplinary field featuring diverse approaches to understand the
phenomenon of games and play.
Academic MindTrek has an inclusive approach in the Games track focusing
on novel, innovative and even unorthodox games research from theoretical
works, empirical case studies to constructive projects. The Games track
themes include, but are not limited to, the following subject areas:
– Design (interaction, mechanics, interfaces)
– Evaluation (game experience, playability, usability)
– Development (tools, engines, AI, audiovisual)
– Business (digital distribution, crowdfunding, revenue models, virtual
goods)
– Platforms (online, social, mobile, desktop)
– Technology (virtual, augmented and altered reality)
– Serious games (education, health, persuasive, simulations)
– Gamification (motivation, effects, case studies)
– eSports (culture, streaming, fandom)
– Hybrid games (digital-physical, board games, toys)
– Online gambling (lottery, casino, betting)
– Players (demographics, inclusivity, accessibility)
– Indie (innovation, modding, transgressive)
4. Interactive Experience Demonstrators
The aim is to gather interactive experience demonstrators from
researchers and professionals from the communities related to the topics
of Mindtrek. The objective for the interactive experience demonstrators
is to show the state of the art in the themes of Mindtrek for the
audience of the whole Mindtrek conference. The target audience includes
members of the academic community, industry, and laboratories who can
demonstrate the results of their research projects with a practical
interactive experience implementation. Interactive experience
demonstrators will be running in the main area of the Mindtrek
conference for the whole academic and main conference duration. In this
way the practical results of academic research results will gain maximum
attention. In comparison to regular demonstrations, the interactive
experience demonstrators should be available to be used by all
conference visitors, and they should require a significant experiential
factor (e.g., they should be entertaining). Because of space
requirements, in maximum five interactive experience demonstrators will
be selected for the conference.
5. Ubiquitous Media
Ubiquitous Media track is focused on addressing the underlying concept
of ubiquitous computing where different media is considered to be
available everywhere- anytime and anywhere. Different new paradigms are
used as synonyms of this new concept namely ambient media, ambient
intelligence and pervasive computing. Originally this concept was
initiated from the early work of tablets, pads and board which literally
expanded towards the present mobile computing. This track is aimed to
the multi and inter disciplinary research community where computer and
social scientists along with anthropologists and philosophers can
contribute towards coming up with different radical knowledge. Designers
and practitioners from different field of research can under the same
hood bring different challenges of Ubi-media and then take a holistic
view on how to overcome those challenges by creating new knowledge in
this growing research field.
The Ubiquitous Media track themes include, but are not limited to, the
following subject of interests:
– Theories and models for Ubi-media
– Methods of Ubi-media design and evaluation
– Internet of things
– Ubiquitous mobile computing
– Natural user interface
– Ambient media and ambient intelligence
– Tangible interface
– Design and construction of smart ubiquitous device
– Evaluation of complex Ubi-media design
6. Media Studies
In the digital age, media consumption is constantly changing and social
media has blurred the boundary between media producers and consumers.
This track concentrate on understanding today’s media consumption
practices and changing behaviors, including research on ethical,
regulatory, and policy issues. In particular, we welcome work on novel
mechanisms for evaluating the impact of intermediality and media
convergence including the analysis of social media and networks forming
around film and television. The track is dedicated to promoting a broad
understanding of film, television, and digital media through
theoretical, methodological and empirical research.
7. Media Management and Business
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.
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
two-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
======================================================================
Interactive experience demonstrator proposals shall be either short or
full papers and include: a) a description and motivation of the
interactive experience demonstrator; b) general architecture of the
interactive experience demonstrator; c) description of the main features
of the demonstrator; d) a brief comparison with other existing related
interactive experience demonstrators; e) audio-visual materials to
illustrate the interactive experience demonstrator (a poster or a
roll-up and other material on a laptop, for example); f) the type of
license (if applicable), g) the Internet address of the interactive
experience demonstrator (if applicable), and h) description of the
scientific basis behind the interactive experience demonstrator (e.g., a
regular paper presentation). It is strongly recommended that the
authors make the interactive experience demonstrator (or a suitable
version or movie) on the Internet during the evaluation.
Tutorial Proposals
======================================================================
Tutorial proposals should include a two-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
======================================================================
28th June 2015:
DEADLINE for workshop proposals, long papers (6-8 pages), short papers
(3-4 pages), extended abstracts (1-2 pages), posters (1-2 pages) and
demonstrations (2-3 pages) submissions.
3rd August 2015:
Acceptance/rejection (Notification) for papers, extended abstracts,
posters and demos
18th August 2015:
Camera ready papers and copyright forms
DEADLINE for Tutorials
28th August 2015:
Conference registration & submission copyright forms
22nd – 24th September 2015:
Academic Mindtrek and Mindtrek Openmind Business Conference
Organizing Committee
======================================================================
Conference Chair
Markku Turunen, Tampere Univ. (UTA), FIN
Programme Chair
Janne Paavilainen, Tampere Univ. (UTA), FIN
Track Chair: Human-Computer Interaction (HCI)
Pauliina Tuomi, University of Turku, FIN
Track Chair: Games
Janne Paavilainen, Tampere Univ. (UTA), FIN
Track Chair: Open Data
Ossi Nykänen, Tampere Univ. of Technology (TUT), FIN
Track Chair: Demos
Markku Turunen, Tampere Univ. (UTA), FIN
Track Chair: Media Management and Business
Johanna Grüblbauer, St. Pölten University of Applied Sciences (FH), AT
Track Chair: Ubiquitous Media
Moyen Mustaquim, Uppsala Univ. (UU), SWE
Track Chair: Media Studies
Jaakko Hakulinen, Tampere Univ. (UTA), FIN
ACM Proceedings Chair
Silvia Rubio Hernandez, Tampere Univ. (UTA), FIN
Local Arrangement Chair and Conference Management
Olli Purma, COSS Association, FIN
Mindtrek Openmind Conference Chair
Timo Väliharju, COSS Association, 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 only for
accepted papers.
Please submit your work here:
http://mindtrek.tietovisio.com/cfp/paper
Stay Informed
Questions:academic.info@mindtrek.org
Facebook:https://www.facebook.com/groups/AcademicMindTrekConference/
Email:academic.info@mindtrek.org
Supported by
COSS Association, MindTrek Association, City of Tampere, Tampere
University of Technology (TUT), Tampere University (UTA), Tampere
University of Applied Sciences (TAMK)