Call: Academic Mindtrek Conference 2013

in cooperation with ACM, ACM SIGMM, and ACM SIGCHI

“Making Sense of Converging Media”

Call for Papers, Extended Abstracts, Posters, Demonstration, Workshops, Tutorials

1st-4th October, 2013
Tampere, Finland,

Long and short papers, posters, demonstrations, and extended abstracts due on: 10th May 2013

Tutorials and Workshops due on: 28th April 2013

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, 1st – 4th October 2013, which brings together a cross-disciplinary crowd of people to investigate current and emerging topics of media in many facets. The conference explores academically the emerging and frontier-breaking applications of new media in everyday contexts of leisure, business and organizational life. October 2nd is the main Academic MindTrek day with other sessions on the preceding and following days. Due to increasing popularity of the conference, we are extending the scope of Academic MindTrek 2013!

The academic conference features six major themes:

  • Social Media
  • Ambient & Ubiquitous Media
  • Business & Media
  • Human-Computer Interaction (new track!)
  • Open Source
  • Digital Games


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 researchers, experts and thinkers present results from their latest work regarding the development of Internet, interactive media, and the information society:

  • Real chance for media enthusiasts to think outside the box
  • 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 highest ranked papers will be published in academic journals (e.g. in 2012 we published a selected set of articles in ACM Computers in Entertainment, Electronic Markets – The International  Journal on Networked Business, and the International Journal of Ambient Computing and Intelligence.
  • Provides a chance to learn from the vast media genre at large
  • Allows participants to exchange views with cross-disciplinary experts
  • Aims to provide insights about the convergence of the various media and the future of media
  • High-level keynote speakers. A few examples from previous years: Keith Partridge, Tomi T. Ahonen (Consultant), Latif Ladid (IPV6 Forum), Beat Schwegler (Microsoft), Cinzia dal Zotto (Univ. of Neuchatel),  Ari Ojansivu (Google), Ramine Darabiha (Rovio), Molly Range (Crowdculture), Slava Kozlov (Philips Design), Dave Nielsen (CloudCamp), Janne Järvinen (F-Secure), Olavi Toivainen (Nokia), Herbert Snorrason (OpenLeaks),  Tuija Aalto (YLE), Juha Kaario (Varaani), among many others. Also this year we are preparing a wide set of  invited speakers & keynotes.


“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 and focuses on leadership practices, business models and value chains. 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.

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 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 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. All the 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. Previous examples include e.g. a workshop on eLearning. Nevertheless, feel free to suggestion your own.


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. Previous examples include a tutorial on audio based media. However, feel free to suggest your own.


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.


  • 10th May 2013: 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)
  • 28th April 2013: deadline for tutorial proposals and workshop proposals
  • 30th June 2013: notification of acceptance/rejection for papers, extended abstracts,  posters, and demos, tutorials
  • 20th July 2013: camera ready papers and copyright forms
  • 5th August 2013: submission of camera ready papers
  • 1st-4th October 2013: Academic MindTrek and MindTrek Business Conference

Suggested key-dates for workshop organizers

  • 15th August 2013: deadline for workshop papers
  • 10th September 2013: 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 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. Media Business, Media Studies, and Media Management

  • media politics: policy, practices, conception, and media regulation
  • production technology: processes, and optimization
  • business models: value chain/value net, revenue models, and product architecture
  • strategic and operational Management of TIME Industries: Technology, Information, Media, Entertainment
  • key data analytics: balanced scorecard, competition analysis, performance indicators, social media monitoring, google analytics
  • media use: patterns, engagement, and consumer experiences
  • customer relationship management: communities & engagement

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, mobile and cross-platform games
  • social and casual games
  • pervasive and ubiquitous games
  • augmented and altered reality games
  • mobile and cross-media games
  • gamification, funware and playful design
  • player-created content



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

Program Chairs
Heljä Franssila, Tampere Univ. (UTA), FIN

Track chair: Social Media
Hannu Kärkkäinen, Tampere Univ. of Technology (TUT), FIN

Track chair: Ambient Media
Moyen Mustaquim, Uppsala University, SE

Track chair: Media Business, Media Studies, and Media Management
Johanna Grüblbauer, St. Pölten University of Applied Sciences (FH), AT

Track chair: Human-Computer Interaction (HCI)
Dominik Strohmeier, Berlin Institute of Technology (TU Berlin), DE

Track chair: Digital Games
Janne Paavilainen, University of Tampere (UTA), FIN

Panel Chair
Jari Jussila, Tampere Univ. of Technology (TUT), FIN

Conference Management Consultant
Yuan Fu, TUT, FIN

PROGRAM COMMITTEE (from Academic Mindtrek 2012 – to be confirmed)

  • Alexander Eichhorn, Simula Research Laboratory, Norway
  • Anders Larsson, Uppsala University, Sweden
  • Andreas Sackl, Telecommunications Research Center Vienna (FTW), Austria
  • Annika Waern, Stockholm University, Sweden
  • Antti Salovaara, Aalto University, Finland
  • Antti Syvänen, University of Tampere, Finland
  • Ben Kirman, University of Lincoln, United Kingdom
  • Björn Von Rimscha, University of Zurich, Switzerland
  • Conor Linehan, University of Lincoln, United Kingdom
  • Corinna Ogonowski, University of Siegen, Germany
  • Cumhur Erkut, Aalto University, Finland
  • Eija Kaasinen, VTT Technical Research Centre of Finland, Finland
  • Elina Ollila, Knight Wish, United States
  • Hannu Kärkkäinen, Tampere University of Technology, Finland
  • Hannu Korhonen, University of Tampere, Finland
  • Hannu Paunonen, Metso Automation, Finland
  • Heljä Franssila, University of Tampere, Finland
  • Jaakko Stenros, University of Tampere, Finland
  • Jaakko Suominen, University of Turku, Finland
  • Jan Krone, University of Applied Sciences St. Poelten, Austria
  • Janne Paavilainen, University of Tampere, Finland
  • Jan-Niklas Antons, Technische Universität Berlin, Germany
  • Jari Jussila, Tampere University of Technology, Finland
  • Jeff McCarthy, Manchester Metropolitan University, United Kingdom
  • Joerg Niesenhaus, University of Duisburg-Essen, Germany
  • Juho Hamari, HIIT, Finland
  • Jukka Vanhala, Tampere University of Technology, Finland
  • Jussi Holopainen, Independent, Germany
  • Jussi Okkonen, University of Tampere, Finland
  • Karin Puehringer, University Salzburg, Austria
  • Katrin Schoenenberg, T-Labs, TU-Berlin, Germany
  • Kristina Kunze, Fraunhofer Institute for Digital Media Technology, Germany
  • Leena Arhippainen, Center for Internet Excellence / University of Oulu, Finland
  • Mark Lochrie, Lancaster University, United Kingdom
  • Paul Murschetz, University of Westminster, United Kingdom
  • Per Backlund, University of Skövde, Sweden
  • Peter Haric, Leitbetriebe Institut, Austria
  • Sara Kepplinger, Ilmenau University of Technology, Germany
  • Sebastian Egger, Telecommunications Research Center Vienna (FTW), Austria
  • Sonja Ängeslevä, Souplala, Finland
  • Staffan Björk, Gothenburg University, Sweden
  • Sujan Shrestha, Towson University, United States
  • Svenja Hagenhoff, University Erlangen, Germany
  • Teija Vainio, University of Tampere, Finland
  • Thomas Olsson, Tampere University of Technology, Finland
  • Tobias Nyström, Uppsala University, Sweden
  • Veikko Ikonen, VTT, Finland
  • Yuan Fu, EMMi Lab. Finland
  • Yue Dai, University of Eastern Finland, Finland
  • Zhiwen Yu, Northwestern Polytechnical University, China


Questions concerning academic content, papers, tutorials, workshops, scientific contributions: Email:

General questions concerning payments, administration, copyright forms, local arrangements, and the venue: Email:




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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