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SOCNET  May 2011

SOCNET May 2011

Subject:

CfP: Academic MindTrek 2011 - Extended submission deadline 12th June

From:

Helja Franssila <[log in to unmask]>

Reply-To:

Helja Franssila <[log in to unmask]>

Date:

Wed, 25 May 2011 08:47:48 +0300

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text/plain

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*****  To join INSNA, visit http://www.insna.org  *****

 =======================================================================
Academic MindTrek 2011:
Call for Papers, Posters, Tutorials, Demos, and Workshops
28th-30th September, 2011
Tampere, Finland
http://www.mindtrek.org, http://www.mindtrek.org/2011/academic

papers due on: 12th June 2011 (extended)
extended deadline for workshops: 27th May 2011

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
 =======================================================================

Academic MindTrek 2011 Call for Papers, Demonstrations, Tutorials and 
Workshops


We are pleased to invite you to the Academic MindTrek conference from 
28th - 30th September 2011, 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
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. 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.

Tools and Demonstrations
The aim is to gather tools and demonstration contributions from 
researchers and professionals from the communities related to the topics 
of media in the ubiquitous arena. The objective for the Tools Session is 
to provide a forum for exchanging experiences and automated solutions to 
support the topics areas in its various manifestations and needs. The 
target audience includes members of the academic community, who can 
demonstrate the results of their research projects implemented in these 
areas, as well as members of the industry / companies who
are interested in presenting or commercial tools for internal use. The 
Tools Session will consist of presentations and practical demonstrations 
of the tools selected.

MindTrek as an Academic Conference

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 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 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.

Academic MindTrek 2011 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.

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. Several 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 MindTrek 
2011. 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.

Demonstrations and Tools Proposals
Demonstration and tool proposal shall be 2-3 pages and include: a) a 
description and motivation of the problem addressed by the tool; b) 
general architecture of the tool; c) description of the main features; 
d) a brief comparison with other existing related tools; e) screens to 
illustrate the interface of the tool (if applicable); f) the type of 
license, and g) the address (URL) on the Internet where it will be 
available for use or to copy (download), if applicable. It is strongly
recommended that the authors make the tool (or a suitable version or 
movie) on the Internet during the evaluation of articles.

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.

Extended Abstracts
This year you also have the possibility to submit an extended abstract 
to the conference for several conference themes. Extended abstracts are 
limited to the conference themes of ambient media, social media, digital 
games, open source, and media business. 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
All submissions will be peer-reviewed double blinded, therefore please 
remove any information that could give an indication of the authorship. 
Posters should be between 2-3 pages long and a poster should be 
presented during the conference.

Submission Deadlines
- 27th May 2011: deadline for workshop proposals
- 12th June 2011: 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 July 2011: deadline for tutorial proposals
- 20 July: camera ready papers and copyright forms

Key-Dates
- 22nd June 2011: notification of acceptance/rejection for papers, 
posters, and demos
- 15th July 2011: notification of tutorial proposals
- 28th-30th Sept. 2011: MindTrek academic conference

Suggested key-dates for workshop organizers
- 1st July 2011: deadline for workshop papers
- 20th July 2011: deadline for final papers

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 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 
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
- user positioning, location awareness
- augmented reality in ubiquitous applications
- device interoperability, remote user interfaces, inter-device connections

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
- gamification, funware and playful designs

4. 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

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

Paper Submission
- Please follow the style guidelines on
http://www.acm.org/sigs/publications/proceedings-templates for 
formatting your position paper and final 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:
http://www.acm.org/pubs/copyright_form.html)
- Submit papers here http://webhotel2.tut.fi/emmi/Conferences/2011mindtrek/

Organizing Committee
General Chair
Artur Lugmayr, Tampere Univ. of Technology (TUT), FIN

Programme Chairs
Heljä Franssila, Tampere Univ. (UTA), FIN
Christian Safran, Graz University of Technology, AUT
Imed Hammouda, 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
Lasse Kaila, 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
Janne Paavilainen, University of Tampere (UTA), FIN

Demonstration Chair
Daniela Soares Cruzes,  Norwegian Univ. of Science and Technology, NOR

Workshop Chair
Niels Henrik Helms, Knowledge Lab, Univ. of Southern Denmark, DK

Tutorial Chair
Theresa Champel, Univ. of Lisbon, PT

Local Arrangement Chair and Conference Management
Eero Raisanen, Hermia, FIN

Tentative Programme Committee  (from MindTrek 2010 - to be confirmed)
Pradeep K. Atrey, The University of Winnipeg, CANADA
Staffan Björk, Chalmers University of Technology, SWEDEN
Johanna Bragge, Helsinki School of Economics, FINLAND
Peter A Bruck, CEO and Chief of Research Studios Austria, AUSTRIA
Irek Defee, Tampere University of Technology (TUT), FINLAND
Nicole Ellison, Michigan State University, USA
Hanna-Kaisa Ellonen, Lappeenranta University of Technology
Jussi Holopainen, Nokia, FINLAND
Abdelmagid Salem Hammuda, Qatar University, QATAR
Kaisa Henttonen, Lappeenranta University of Technology
Sal Humphreys, Queensland University of Technology, (QUT), AUSTRALIA
Aki Järvinen, IT University of Copenhagen, DENMARK
Juha Kaario, NOKIA, FINLAND
Jan Kallenbach, Helsinki University of Technology (HUT), FINLAND
Jonas Kronlund, ELISA, FINLAND
Kai Kuikkaniemi, HIIT - Helsinki Institute for Information Technology, 
FINLAND
Cai Melakoski, TAMK University of Applied Sciences, FINLAND
Frans Mäyrä, University of Tampere (UTA), FINLAND
Marianna Obrist, ICT & S Centre, University of Salzburg, AUSTRIA
Hannu Paunonen, Metso Automation, FINLAND (confirmed)
Matthias Rauterberg, Eindhoven University of Technology, NETHERLANDS
Calin Rusu, Technical University of Cluj-Napoca, ROMANIA
Antti Salovaara, Helsinki Institute for Information Technology (HIIT), 
FINLAND
Kirsi Silius, Tampere University of Technology (TUT), FINLAND
Sanna Talja, University of Tampere (UTA), FINLAND
Manfred Tscheligi, ICT & S Centre, University of Salzburg, AUSTRIA
Kaisa Väänänen-Vainio-Mattila, Tampere University of Technology (TUT), 
Finland
Annika Waern, Swedish Institute of Computer Science, SWEDEN
Karsten D.Wolf, University of Bremen, GERMANY
Zhiwen Yu, Kyoto University, JAPAN
Ioannis Stamelos, Aristotle University of Thessaloniki, GREECE
Jonas Gamalielsson, University of Skövde, SWEDEN
Sulayman K. Sowe, UNU-MERIT, NETHERLANDS/UNITED NATIONS
Tommi Mikkonen, Tampere University of Technology, FINLAND
Jaco Geldenhuys, Stellenbosch University, SOUTH AFRICA
Daniela Soares Cruzes,  Norwegian Univ. of Science and Technology, NOR

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

Submit papers here
http://webhotel2.tut.fi/emmi/Conferences/2011mindtrek/

Further Information
http://www.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).
-- 

Heljä Franssila
project manager, M.Sc.(Tech.), B.Soc.Sc., PhD student
School of Information Science (SIS)
Tampere Research Center for Information and Media (TRIM)
University of Tampere
Finland
GSM +358 50 5749725
http://www.uta.fi/sis/en/index.html

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