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                          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:
                                 13th May 2012 (EXTENDED)

                          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 
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.

- 13th May 2012 (EXTENDED): 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 

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 
- applications and services utilizing ubiquitous and pervasive 
- 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 

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 
- competition analysis, media governing, assessment, performance 
- 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

Artur Lugmayr, Tampere Univ. of Technology (TUT), FIN
Heljä Franssila, Tampere Univ. (UTA), FIN
Karsten Wolf, Univ. Bremen, GER
Hannu Kärkkäinen, Tampere Univ. of Technology (TUT), FIN
Janne Paavilainen, University of Tampere (UTA), FIN
Theresa Champel, Univ. of Lisbon, PT
Yuan Fu, Tampere Univ. of Technology (TUT), FIN

Questions concerning academic content, papers, tutorials, workshops, 
scientific contributions:
Email:[log in to unmask]

General questions concerning payments, administration, copyright forms, 
local arrangements, and the venue:
Email: [log in to unmask]



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

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