Academic MindTrek Conference 2012

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

Long and short papers, posters, demonstrations, and extended
abstracts due on:
30th April 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


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

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.

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 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.

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.

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.

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.

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.


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.

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.

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.

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.

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 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 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.

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.

– 30th April 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

– 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


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
– ambient human computer interaction, experience design, usability, and
audience research
– software, hardware, middleware, and technologies for pervasive and
– 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

– Please follow the style guidelines on 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:
– Submit papers here

Questions concerning academic content, papers, tutorials, workshops,
scientific contributions:

General questions concerning payments, administration, copyright forms,
local arrangements, and the venue:



MindTrek Association, City of Tampere, Tampere University of Technology
(TUT), Tampere University (UTA), Tampere University of Applied Sciences (TAMK), Ambient Media Association (AMEA).

This entry was posted in News and tagged , , , , , , , , , . Bookmark the permalink.

Leave a Reply

Fill in your details below or click an icon to log in: Logo

You are commenting using your account. Log Out /  Change )

Google+ photo

You are commenting using your Google+ account. Log Out /  Change )

Twitter picture

You are commenting using your Twitter account. Log Out /  Change )

Facebook photo

You are commenting using your Facebook account. Log Out /  Change )


Connecting to %s