[artinfo] Academic MindTrek 2010: Ambient and Ubiquituous Media, Digital Games, Open Source, Media Business and Management // Call for Papers, Demonstrations, Tutorials and Workshops
Lugmayr Artur
artur.lugmayr at tut.fi
Wed Apr 14 16:35:17 CEST 2010
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Academic MindTrek 2010: Ambient and Ubiquituous Media, Digital Games, Open Source, Media Business and Management
Call for Papers, Demonstrations, Tutorials and Workshops
6th - 8th October, 2010
Tampere, Finland
Upcoming deadline: 23rd Apr: Deadline for long papers, workshops and tutorial proposals (6-8 pages)
http://www.mindtrek.org, http://www.mindtrek.org/2010/academic
In cooperation with ACM, ACM SIGMM and ACM SIGCHI
publications will be published in the ACM digital library and a selected set of high-level
contributions will published as book chapters or in journals
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Academic MindTrek 2010 Call for Long Papers, Short Papers, Posters, Demonstrations, Tutorials and Workshops
We are pleased to invite you to the Academic MindTrek conference from 6th - 8th October 2010,
which brings together a cross-disciplinary crowd of people to investigate current and emerging
topics of media in the ubiquitous arena. Among the media to be discussed, will be business,
social, technical and content-related topics.
September 6th is the main Academic day, featuring the following themes:
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, theory, art-works, mixed reality
concepts, the Web 3.0, and user experiences that make ubiquitous and ambient media tick.
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.
Open Source
Open source software is gaining momentum in several forms. In addition to the huge increase in
the number of open source projects started and the remarkable rise of FLOSS adoption by companies,
new models of participation in the movement are emerging rapidly.
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.
In addition, special academic sessions (e.g. tutorials, demonstrations, workshops, and
multidisciplinary sessions) will be held on Oct 7th & 8th, parallel to the MindTrek business
conference. Academic speakers and authors are warmly welcome to attend the business conference
tracks as part of the academic conference fee during these days as well.
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 organising 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.
Academic MindTrek 2010 offers a wider spectrum of topic areas that previously, and we are looking forward for:
- case-studies (successful, and especially unsuccessful ones)
- oral presentation of fresh and innovative ideas
- artistic installations and running system prototypes
- user-experience studies and evaluations
- technological novelties, evaluations, and solutions
- scientific, business, or media oriented contributions
- proposals for own workshops.
Submission Deadlines
- 23rd Apr: Deadline for long papers, workshops and tutorial proposals (6-8 pages)
- 21st May: submission of short papers and poster presentations (3-4 pages)
- 30th July: paper submission deadline for workshops
- 1st August: Camera ready papers and copyright forms - critical deadline
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 Art
- 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
3. 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
4. Open Source
- establishment of an open source community
- practices on developing open source software
- practices for maintaining a successful project
- open source software processes
- differences on open source and closed source software
- using open source in commercial context
- quality aspects in open source software
- teaching open source software in academia and industry
5. Media Business 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 in new media genres: 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
Organizing Committee
General Chair
Artur Lugmayr, Tampere Univ. of Technology (TUT), FIN
Programme Chairs
Heljä Franssila, Tampere Univ. (UTA), FIN
Olli Sotamaa, Tampere Univ. (UTA), FIN
Christian Safran, Graz Univ. of Technology, AUT
Timo Aaltonen, Tampere Univ. of Technology (TUT), FIN
Theme chair: Social Media
Hannu Kärkkäinen, Tampere Univ. of Technology (TUT), FIN
Theme chair: Open Source
Björn Lundell, University of Skövde, SE
Theme chair: Ambient Media
Jukka Vanhala, Tampere Univ. of Technology (TUT), FIN
Theme chair: Media Business, Economics and Management
Artur Lugmayr, Tampere Univ. of Technology (TUT), FIN
Theme chair: Digital Games
Anders Drachen, IT University Copenhagen, DK
Demonstration chair
Imed Hammouda, Tampere Univ. of Technology (TUT), FIN
Publicity chair
Theresa Champel, Univ. of Lisbon, PT
Workshop Chair
Anders S. Løvlie, Univ. of Oslo, NO
Tutorial chair
Pertti Näränen, Tampere Univ. of Applied Sciences (TAMK), FIN
Local Arragement Chair and Conference Management
Karen Thorburn, Hermia, FIN
Contact
Questions concerning academic content, papers, tutorials, workshops, scientific contributions:
Email: academic.chairs (at) mindtrek.org
General questions concerning payments, administration, copyright forms, local arrangements, and the venue:
Email: academic.info (at) mindtrek.org
Supported by:
City of Tampere, Nokia Oyj, Ubiquitous Computing Cluster, Tampere University of Technology, Tampere University, TAMK University of Applied Sciences, Technology Centre Hermia, Neogames, Digibusiness cluster, Sombiz and COSS The Finnish Centre for Open Source Solutions, Ambient Media Association (AMEA).
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