[Previous message][Next message][Back to index]
[ecrea] CfP: Academic Mindtrek
Mon Jun 27 16:02:49 GMT 2016
Call for Papers, Posters, Demonstrations and
Workshops
17th to 19th October 2016
Tampere, Finland
http://www.mindtrek.org/2016/academic/
Full papers, posters, demonstrations and
workshops due on:
—— EXTENDED DEADLINE 15th July, 2016 due to several
requests ——
In cooperation with ACM, ACM SIGMM, and ACM
SIGCHI.
Contributions will be published in the ACM
digital library.
=====================================================================
CALL FOR PAPERS, POSTERS, DEMOS & WORKSHOPS
We are pleased to invite you to the Academic Mindtrek conference, 17th
to 19th October 2016. Academic Mindtrek is a meeting place where
researchers, experts and thinkers present results from their latest work
regarding the development of novel technology, media and digital culture
for the society of tomorrow.
Academic Mindtrek is part of the renowned Mindtrek business conference.
Mindtrek brings together people not only from various fields and domains
but also from different sectors such as companies, academia and various
other institutions. This is the perfect opportunity for pushing research
results in the practice and industry, as well as getting out-the-box
research ideas based on the interaction with industry and practitioners.
Mindtrek events are accessible for the Academic Mindtrek attendees, and
vice versa.
The academic conference features the following major themes:
- Human-Computer Interaction (HCI)
- Interaction design and user experience
- Games and gamification
- Virtual, augmented and mixed reality
- Media education
- Collaboration and multimedia technologies in education
- Crowdsourcing and citizen participation
- Open data and data science
- New forms of journalism and media
- Theatre, performance and media
- Enhancing work in socio-technological environments
We are especially enthusiastic about applied research and papers related
to practical work.
CONFERENCE THEMES
HUMAN-COMPUTER INTERACTION (HCI)
Human Computer Interaction (HCI) track addresses the design, development
and implementation of user interfaces and the design of human and
technology interaction. The track focuses on design of computer systems
for human users, human requirements, usability, ergonomics, privacy
aspects, trustworthiness, interaction theories, and sociological and
psychological factors. The track 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 themes include,
but are not limited to, the following subject areas:
• Interaction: e.g. interaction theories and models, new interaction
techniques, multimodal interaction, multi-device interaction, social
interactions mediated by technology.
• Interfaces: e.g. adaptive and personalized interfaces, usability
evaluations, autonomous and proactive interfaces and interfaces as
artefacts
• Technology: e.g. architectures for HCI, Cloud computing & Mobile
HCI, new technology enablers like various sensors and actuators,
toolkits and platforms for new interactive systems.
• Evaluation: e.g. evaluation studies of interactive systems,
evaluation methods and techniques and user trials and experiments of
interactive technology.
• User insight: e.g. methods for user research, ethnography, and
understanding the users and contexts of use.
INTERACTION DESIGN AND USER EXPERIENCE
This track focuses on the practice of designing interactive digital
products and services and the user experiences and interactions therein.
As people's quality standards tend to constantly increase, providing a
delightful user experience and fluent interaction, the most relevant
features have become central goals in the development of digital
products and services. The areas of interest include, but are not
limited to, the following areas:
• Theories, conceptualizations and reflections on user experience,
consumer experience, product experience, interaction design, service
design and their relations to other design disciplines.
• Understanding various aspects of user experience: e.g. aesthetics,
trust and privacy, product attachment, playfulness, engagement, social
elements
• Novel design approaches: e.g. experience-driven design, critical
design, design visions
• Techniques, methods, tools and patterns for interaction design and
service design
• Measuring and assessing user experience, user studies and user
experience evaluations
• Creativity and innovation in design of interactive systems
GAMES AND GAMIFICATION
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…)
VIRTUAL, AUGMENTED AND MIXED REALITY
Mixed reality refers to merging of real and digital realms in order to
produce new environments where physical and digital objects co-exist and
interact in real time. We consider this broadly, covering both purely
virtual realities, as well as augmented reality, where the perception of
the real-world is enhanced with digital content. With new technologies
for capturing, modelling, simulating and tracking the reality and for
producing realistic hybrids of the real and digital, this field provides
immense opportunities for novel applications in all areas of life. The
main focus on this track is on the interactions between technology and
its users rather than the technological enablers. Therefore, we welcome
submissions related to, e.g.:
• Prototypes of applications or devices for virtual or augmented
reality
• Studies of user perceptions, user experience and acceptance of new
mixed reality technology
• Methods and processes for producing mixed reality environments
• Augmenting human perception and activity with mixed reality
technology
• User interface solutions for mixed reality interactions
MEDIA EDUCATION
Media and IT play an increasingly central, diverse and complex role in
contemporary life from early age to adulthood. The essential focus of
media education is on developing media literacy linked to information
and communication technology in learning, media production and critical
thinking in media saturated societies. This field is of keen relevance
for the development of education curricula across all levels, and
especially for children and young people today. The track encourages
papers on, for example, conceptual developments, practical skills that
are necessary for competence in the area, learning environments and,
methodological discussions.
COLLABORATION AND MULTIMEDIA TECHNOLOGIES IN EDUCATION
Education is increasingly using tools and solutions to support learning
and collaboration on mobile, online and distance platforms and with
related applications. Furthermore, various types of multimedia
technologies and solutions can be used in educational context.
We welcome submissions on the collaboration and multimedia technologies,
platforms, solutions, and trials in mobile, online, and distance
learning contexts as well as in developing and rural regions.
Theoretical, methodological and empirical submissions are welcome on
design, development, evaluation, and actual use of tools, solutions, and
multimedia technologies and created data from lab to real-life context.
The submissions can address contexts such as daycare, schools and higher
education, as well as in professional development in continuing
education, MOOCs, or in informal learning contexts. Learners’ or
educators’ viewpoint, or the educational aspects and goals can also be
covered in the submissions, for example.
CROWDSOURCING AND CITIZEN PARTICIPATION
Crowdsourcing and citizen participation have become part of everyday
activities in media landscape. Crowds or citizens, can solve problems,
create, contribute, share, and analyze multimedia content and data,
participate and influence decision making. Crowds contributing to open
data can enable creating innovative applications, new multimedia forms,
novel business models and platforms by utilizing the emerging
opportunities. This track welcomes submissions on using crowdsourcing
and citizen participation in multimedia and open data landscape.
Submissions can include design, development, evaluation and use of
solutions and platforms and processes for supporting crowdsourcing and
citizen participation. Topics related to the cross-section of multimedia
or open data, and crowdsourcing or citizen participation, such as
gamification, motivation, incentives, privacy, as well as design and
evaluation by using crowdsourcing and citizen participation are welcome
to this track.
OPEN DATA AND DATA SCIENCE
Accessing, creating, analysing and utilizing good-quality data plays a
central role in the development of the digital economy. The exponential
accumulation of data, both sensor-based and user-created, opens new
avenues for applications in, for example, various industry sectors,
science, management, E-Government and E-Learning, artificial
intelligence, predictive analytics, and knowledge work. But what data is
interesting and where does it come from? How to access it, analyse it,
make sense of it, or to build applications or ecosystems based on it? We
are looking for submissions that address the challenges and
opportunities related to Open data, Data science and Big Data. The
submissions can, e.g., introduce computational methods for analysing,
visualizing or acquiring various types of data, envision opportunities
for or present developed applications that utilize open data, describe
and analyse new (open) data sets, or present procedures for extracting
insight from various data. In addition to the usual scientific peer
review criteria, the evaluation of submissions about new data sets
includes novelty, design and availability. This track is organized in
association with the W3C Finnish office.
NEW FORMS OF JOURNALISM AND MEDIA
The hottest topic in journalism and publishing industry in recent years
has been the “mobile first” approach. This means that particularly in
the news media focus has shift more and more from print or
desktop-oriented publishing to mobile-first strategies. Smartphones and
tablets enhanced with the publications presence in social media are now
at the core as the news media tries to meet its audience and customers
at first hand. Engaging the audience with the help of these new tools is
increasingly important also for non-news media, such as traditional
magazines.
This track focuses on new and emerging forms of creating, distributing
and presenting journalism in this new era. We have an emphasis on visual
forms of storytelling and engaging audiences. This doesn’t mean other
forms or genres of journalism and media are excluded.
We welcome submissions related to, e.g. use of online video, multimedia
and data visualization projects in journalism, news mobile services,
innovative ways of utilizing time lapse, hyper lapse, web videos,
metadata, interactivity and news games. We are particularly interested
in papers discussing the use and experiences of augmented, mixed and
virtual reality and omni-directional video in journalism and immersive
storytelling.
THEATRE, PERFORMANCE AND MEDIA
Discussions on the mediatization of performance and the use of theories
and methods of theatre
and performance studies in media research enable new analytic paths to
questions of cultural activity and representation. Human actions in the
media, and the automated, semi-automated or computer-controlled
processes used in creative practices generate unforeseen modes of
performativity. Consequently, the fields of art and media now promote a
culture of participation that calls for critical notions of
transformative identity, new forms of co-creation and open performative
environments, as represented by the many platforms of social media and
emerging forms of non-linear/non- human game play. As components of
user-centered ecologies and economies, these mostly digital phenomena
suggest a cultural milieu where communicative processes, environments of
operation, and shared or individual experiences are constantly performed
and re-performed (created) by their users. The theater, performance and
media track welcomes papers that discuss (but are not necessarily
limited to) the following topics:
• The use of media in performance
• Digital / non-digital / hybrid performance
• Performances in specific media environments
• The performative aspects of media
• Performances in video games and other virtual environments
• The use of Motion Capture and other real time technologies in
performance
• Live streaming of theatre performances
• Non-human performativity
ENHANCING WORK IN SOCIO-TECHNOLOGICAL ENVIRONMENTS
The aim of the track is to present novel approaches on research of
socio-digital working environments. The underlying theme is information
ergonomics, yet it covers many disciplines and perspectives. The track
welcomes methodological, theoretical and empirical papers on
contemporary work settings.
CONFERENCE PUBLICATIONS
Academic Mindtrek is organized in cooperation with ACM SIGMM, and ACM
SIGCHI. The conference proceedings will be published in the ACM Digital
Library, which includes full papers, posters, workshop proposals and
demonstration proposals. All papers should follow the style guidelines
of the conference. In the Finnish classification of publication forums,
Academic Mindtrek proceedings are classified as Jufo 1.
There will also be rewards for the best papers from the academic conference.
FULL PAPER PROPOSALS
All submissions will be peer-reviewed double blinded, therefore please
remove any information that could give an indication of the authorship.
The papers should contain 6-10 pages, including the list of references.
WORKSHOP PROPOSALS
Workshop proposals should be between 2-4 pages long. We welcome you to
suggest workshops as part of the Academic Mindtrek. Workshop proposals
should include the organizing committee, a description of the theme and
goals of the workshop, a short CV of organizers, duration, and the
schedule. Workshop organizers can create their own proceedings of the
accepted position papers.
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.
DEMONSTRATION PROPOSALS
Interactive experience demonstrator proposals should be either short
papers (2-4 pages long) or full papers (6-10 pages) 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 a video
of the interactive experience demonstrator available on the Internet to
accompany the article submission.
POSTER PRESENTATIONS
Posters proposals should be between 2-4 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
June 27th, 2016: Deadline for full papers, posters, demonstrations and
workshops submissions.
August 19th, 2016: Notification of acceptance/rejection.
August 26th, 2016: Conference registration & copyright forms submission.
September 2nd 2016: Camera-ready papers submission.
October 17th to 19th, 2016: Academic Mindtrek Conference 2016
ORGANIZING COMMITTEE
Academic Mindtrek Conference Chair
Markku Turunen, University of Tampere
Program Chair
Janne Paavilainen, University of Tampere
Proceedings
Silvia Rubio Hernandez, University of Tampere
Local Arrangement Chair and Conference Management
Olli Purma, COSS Association
Mindtrek Conference Chair
Timo Väliharju, COSS Association
LOCAL ORGANIZERS
Ossi Nykänen, Tampere University of Technology
Riku Roihankorpi, University of Tampere
Heli Väätäjä, Tampere University of Technology
Pekka Kallioniemi, SIGCHI Finland and University of Tampere
Thomas Olsson, SIGCHI Finland and Tampere University of Technology
Anssi Männistö, University of Tampere
Sirkku Kotilainen, University of Tampere
Mikko Kanninen, University of Tampere
Marleena Huuhka, University of Tampere
For more info, contact (academic.info /at/ mindtrek.org)
<mailto:(academic.info /at/ mindtrek.org)>
SUBMISSION GUIDELINES
Please use the templates provided on the style guidelines site. A
template for .doc can be downloaded from
https://www.acm.org/binaries/content/assets/publications/article-templates/pubform.docx
and the LaTeX guidelines can be found in
http://www.acm.org/sigs/publications/proceedings-templates .
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
please go to the ACM copyright form website
(http://www.acm.org/publications/copyright_form). The copyright form
would be sent through an automated system only for accepted papers.
You can start sending in your papers from April 15th onwards.
STAY INFORMED
Email: (academic.info /at/ mindtrek.org) <mailto:(academic.info /at/ mindtrek.org)>
Facebook: www.facebook.com/groups/AcademicMindTrekConference/
<http://www.facebook.com/groups/AcademicMindTrekConference/>
SUPPORTED BY
COSS Association, City of Tampere, Tampere University of Technology
(TUT), Tampere University (UTA), Tampere University of Applied Sciences
(TAMK) and SIGCHI Finland.
---------------
ECREA-Mailing list
---------------
This mailing list is a free service offered by Nico Carpentier and ECREA.
--
To subscribe, post or unsubscribe, please visit
http://commlist.org/
--
To contact the mailing list manager:
Email: (nico.carpentier /at/ vub.ac.be)
URL: http://homepages.vub.ac.be/~ncarpent/
--
ECREA - European Communication Research and Education Association
Chauss�de Waterloo 1151, 1180 Uccle, Belgium
Email: (info /at/ ecrea.eu)
URL: http://www.ecrea.eu
---------------
[Previous message][Next message][Back to index]