<rmm> Fwd: [Nettime-nl] Academic MindTrek 2010: Ambient and Ubiquituous Media, Digital Games, Open Source, Media Business and Management // Call for Papers, Demonstrations, Tutorials and Workshops
Paulien Dresscher
paulien at dresscher.nl
Wed Apr 14 17:16:18 CEST 2010
Begin forwarded message:
> From: Lugmayr Artur <artur.lugmayr at tut.fi>
> Date: April 14, 2010 4:35:26 PM CEDT
> To: "nettime-nl at nettime.org" <nettime-nl at nettime.org>
> Subject: [Nettime-nl] Academic MindTrek 2010: Ambient and
> Ubiquituous Media, Digital Games, Open Source, Media Business and
> Management // Call for Papers, Demonstrations, Tutorials and Workshops
>
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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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