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Academic Mindtrek

20th International Academic Mindtrek Conference

Oct 17th - 19th, 2016

Academic Mindtrek Conference

Academic Mindtrek is a yearly conference since 1997. The purpose of the conference is to provide a platform for academicians, researchers and professionals from the industry to put forward ideas and interpretations regarding the development of human-computer interaction, games and gamification, interactive media, journalism, theater and acting, and information society. Academic Mindtrek offers:

  • A meeting place where researchers, experts and thinkers can present results from their latest work in the conference thematic areas.
  • Special academic sessions (e.g. demonstrations, workshops and multidisciplinary sessions) held parallel to the Mindtrek conference.
  • A real chance for media enthusiasts to think outside the box.
  • Keynote speakers like Prof. Paul Egglestone. Another keynote speaker announced later.

 

Keynote Prof. Paul Egglestone

MA Fine Art, University of Central Lancashire.
BA (Hons) Fine Art, University of Central Lancashire.

A former independent TV producer working for BBC, ITV and Sky on regional and network programming, Paul now focuses on digital storytelling. He established The Media Innovation Studio, UCLan’s international research studio for media innovation in 2012. He is a founder member of the World Association of Newspapers and News Publishers (WANIFRA) Global Media Alliance. His current media research project AeroSee (www.aerosee.org) was named by the Design Museum as one of the top designs of 2014. Paul has worked with journalists, filmmakers, producers, photographers games designers and artists from the BBC, Sky TV, The Independent, The Times, the Guardian, Haymarket Media, Johnston press and Trinity Mirror to collaborate on a series of projects addressing the challenges posed by digital convergence. As part of this work he developed a major cross platform narrative training programme with the BBC called inFUZE. His research projects include a recent Digital R&D funded project with MIT and Punchdrunk theatre in NYC and a second with Unlimited theatre company. He recently led the award winning ‘Interactive newsprint’ project, and the NESTA funded participatory journalism project ‘Speak-Up-Preston’ which followed work on the Preston based community journalism ‘Bespoke’. He teaches documentary film-making, community journalism and media Innovation at the School of Journalism and Media, UCLan. In 2010 he was identified as a leading innovator in journalism and media.

His work uniting communities, technologists and content creators began some time before the ensuing discourse surrounding what is now referred to as the Maker Movement, with its focus on STEM (science, technology, engineering, mathematics) education, manufacturing, and jobs (Kalil 2012). Within this context, Professor Egglestone’s contribution has been based on collaborations with communities fostering citizen-led innovation using digital media technologies to identify and address real world problems.

Paul was featured in the Winter 2016 edition of BreakThrough magazine talking about his inaugural professorial lecture “Technology Tools for Transformational Change” (Page 30 - 35).

When: Monday 17th October, 2016 at 17:00 - 18:00
Where: Main Hall

Key Dates

April 15th, 2016:
Call for Papers opens.

July 15th, 2016:
Deadline for full papers, posters, demonstrations and workshop submissions.

August 26th, 2016:
Notification of acceptance/rejection.

September 9th, 2016:
 Copyright forms submission.

September 16th 2016:
Conference registration & camera-ready papers submission.

October 17th to 19th, 2016:
Academic Mindtrek Conference 2016

 

Monday 17th of October

Monday 17th of October
Monday 17th of October
Breakfast and Registration
08:30 - 09:50
Breakfast and Registration
Keynote
Workshop
Immersion
Academic
IoT Event
Open Source World
eHealth

Keynote: Neil Harbisson & Opening Words by Anna-Kaisa Ikonen
09:50 - 10:45
Opening Words by Anna-Kaisa Ikonen & Keynote Neil Harbisson: The Future of Our Species
09:50 - 10:45
Keynote
Immersion
Academic
IoT Event
Open Source World
eHealth
Main Hall

Anna-Kaisa Ikonen, Mayor of Tampere, opens the conference. After that cyborg artist Neil Harbisson takes the stage.

Topic of speech: The Future of Our Species

Neil Harbisson is the co-founder of the Cyborg Foundation, an organization that promotes the use of cybernetics as a body part to extend human senses and perception. Harbisson has an antenna implanted in his skull that allows him to perceive colors that are outside human vision such as infrareds and ultraviolets.

This talk will explore how taking an active part in our own biological evolution is no longer a theory, but an option. Becoming technology, instead of using or wearing technology, opens up the possibility of having additional organs and senses beyond the ones confined to our species. By merging ourselves with technology we can become the designers of our own body and perception; and we can increase our survival possibilities in earth and in outer space. Are we witnessing the renaissance of our species?

harbisson.com

Games - Game Design
11:00 - 12:00
Academic Mindtrek, GAMES - Game Design
11:00 - 12:00
Academic
Aaria

Game Design: 3 (Papers: 91, 3, 95)

- Idea Practices and Attitudes towards Innovation in Game Development - A Snapshot from the 2010 Mobile Games Era
- Game Vaporware as Design Fictions
- Game Design Values

New Forms Of Journalism - All
11:00 - 12:00
New Forms Of Journalism
11:00 - 12:00
Academic
Opus 2-3

New Forms of Journalism and Media - (49,52,83)

- How Game Design Thinking becomes Engagement Design
- A Comparison of Head-Mounted and Hand-Held Displays for 360º Videos with Focus on Attitude and Behavior Change
- Journalism in Virtual Reality - Opportunities and Future Research Challenges


HCI - Directions for augmented reality
11:00 - 12:00
Academic Mindtrek, HCI - Directions fpr augmented reality
11:00 - 12:00
Academic
Opus 4

Directions for augmented reality: 3 (Papers: 22, 23, 78)

- Use of Wearable and Augmented Reality Technologies in Industrial Maintenance Work - Using human-values as a guide for understanding worthy design directions in augmented reality - B2C Business Models for Museum and Cultural Travel Mixed Reality Solutions

Business Networking Lunch
11:45 - 13:00
Lunch at the Venue
11:45 - 13:00
Keynote
Workshop
Immersion
Academic
IoT Event
Open Source World
eHealth

HCI - New User Interfaces and interactions
13:00 - 14:45
New User Interfaces and interactions
13:00 - 14:45
Academic
Opus 2-3

New user interfaces and interactions: 5 (Papers: 14, 55, 77, 101, 104)

- Interactive Map Interface for Controlling Bridge Crane Automation: A Cognitive-Affective Approach
- Virtual Ball Catching Performance in Different Camera Views
- How Would You Gesture Navigate a Drone? A User-Centered Approach to Control a Drone
- Designing an Interactive Informative Platform for Classical Music Concerts
- Good Vibes: The Impact of Haptic Patterns on Stress Levels


Games - Game Experience
13:00 - 14:45
Academic Mindtrek, Games - Game Experience
13:00 - 14:45
Academic
Opus 4

Game Experience: 4 (Papers: 18, 100, 87, 56)

- Embodiment in Character-Based Videogames
- Playtesting for Indie Studios
- Play- Persona: A multifaceted Concept
- Creating play money for free-to-play and gambling games

Coffee & Networking
14:45 - 15:15
Keynote
Workshop
Immersion
Academic
IoT Event
Open Source World
eHealth

Keynote Petteri Järvinen: Cybersecurity and Privacy in 2020
15:15 - 16:00
Technology Expert, Columnist. Topic: Cybersecurity and Privacy in 2020. New challenges in datasecurity in modern, everyday life. Privacy is lost, but who needs it anyway? When the next crisis comes, you’ll be at the front line -- be prepared.
15:15 - 16:00
Keynote
Workshop
Immersion
Academic
IoT Event
Open Source World
eHealth
Main Hall

Keynote speech by Petteri Järvinen, technology expert and columnist

Topic of speech: Cybersecurity and Privacy in 2020

- New challenges in datasecurity in modern, everyday life
- Privacy is lost, but who needs it anyway?
- When the next crisis comes, you’ll be at the front line -- be prepared

HCI - Learning And Education
16:00 - 17:00
Academic Mindtrek, HCI - Learning And Education
16:00 - 17:00
Academic
Opus 2-3

Learning and education: 4 (8, 12, 44, 105)

- Collaborative and Participatory Learning: The co_LAB Model
- The Emerging International Knowledge Exchange Barrier in Virtual Teacher Communities
- Co-design, co-teaching and co-learning in technology hands-on university tuition
- Exploring Motivational Aspects and User Experience of Mobile Mathematics Learning Service in South Africa


Theatre - All papers
16:00 - 17:00
Academic Mindtrek, Theatre
16:00 - 17:00
Academic
Opus 4

Theatre, Performance and Media - 3 (50, 60, 81)

- Theatre Photograph and Representation
- Going Undercover: A Multidisciplinary Analysis of Blast Theory’s Operation Black Antler
- Triggers to Entice an Audience to ‘Perform as Interface’ in an Interactive Installation

Academic Keynote: Prof. Paul Egglestone
17:00 - 18:00
Academic Keynote: Prof. Paul Egglestone, Director of Research and Innovation: Technological Tools for Transformative Change
17:00 - 18:00
Keynote
Academic
Main Hall

Topic of speech: Technological Tools for Transformative Change

We are more socially, economically, politically and technologically interdependent than at any time in human history. And yet, inequality, instability and unsustainability remain. Does technology have a contribution to make to this broader set of fundamental social issues? Or perhaps more appropriately is there an emerging series of ideas bound up in the creation and use of Information Computing Technology – hardware and software – as it’s repurposed by global communities to enable and support activities that go way beyond the designers and manufacturers recommendations.

About the speaker: Paul Egglestone

MA Fine Art, University of Central Lancashire.
BA (Hons) Fine Art, University of Central Lancashire.

A former independent TV producer working for BBC, ITV and Sky on regional and network programming, Paul now focuses on digital storytelling. He established The Media Innovation Studio, UCLan’s international research studio for media innovation in 2012. He is a founder member of the World Association of Newspapers and News Publishers (WANIFRA) Global Media Alliance. His current media research project AeroSee (www.aerosee.org) was named by the Design Museum as one of the top designs of 2014. Paul has worked with journalists, filmmakers, producers, photographers games designers and artists from the BBC, Sky TV, The Independent, The Times, the Guardian, Haymarket Media, Johnston press and Trinity Mirror to collaborate on a series of projects addressing the challenges posed by digital convergence. As part of this work he developed a major cross platform narrative training programme with the BBC called inFUZE. His research projects include a recent Digital R&D funded project with MIT and Punchdrunk theatre in NYC and a second with Unlimited theatre company. He recently led the award winning ‘Interactive newsprint’ project, and the NESTA funded participatory journalism project ‘Speak-Up-Preston’ which followed work on the Preston based community journalism ‘Bespoke’. He teaches documentary film-making, community journalism and media Innovation at the School of Journalism and Media, UCLan. In 2010 he was identified as a leading innovator in journalism and media.

His work uniting communities, technologists and content creators began some time before the ensuing discourse surrounding what is now referred to as the Maker Movement, with its focus on STEM (science, technology, engineering, mathematics) education, manufacturing, and jobs (Kalil 2012). Within this context, Professor Egglestone’s contribution has been based on collaborations with communities fostering citizen-led innovation using digital media technologies to identify and address real world problems.

Paul was featured in the Winter 2016 edition of BreakThrough magazine talking about his inaugural professorial lecture “Technology Tools for Transformational Change” (Page 30 - 35).

Evening Party Starting at Pakkahuone
18:00 - 19:30
Enjoy the evening's entertainment as well as food and drinks in great company. Welcome to the Mindtrek Evening Party at Pakkahuone
18:00
Keynote
Workshop
Immersion
Academic
IoT Event
Open Source World
eHealth
Pakkahuone

The Six City Strategy Evening Party

Enjoy The Six City Strategy Evening Party's entertainment, as well as food and drinks in great company. The legendary presenter and comedian, Trent Pancy, helps you relax and let your hair down after the first day of the conference. The Evening Party is open for all ticket holders - welcome!

Preliminary schedule:

18:00 Doors Open
18:15 Welcoming Words by Jose Valanta, Chair of the Management Group, The Six City Strategy, Director of Economic Development, the City of Vantaa
18:25 Video from Barcelona Smart City Seminar
19:00 Buffet opens
20:00 Fusion Finland Dance Show
21:00 Open World Hero & Makertech Awards Ceremony
21:30 Band (TBA)
The party goes on until 23:00.

Fusion Finland - 3D Visual effects and projection mapping experts

Special effects which were until now seen only on movie screens are brought live on stage by Fusion Finland. The effects are conceptualised and neatly crafted by their artists and then fused with the technique of perspective design and 3D projection mapping.

Pakkahuone

Since 1988, Tullikamari's Pakkahuone (Old Customs House) has greeted a number of live music legends.

In addition to providing a superb setup for concerts, Pakkahuone has many uses with accessible and all-around features.

tullikamari.net

Monday 17th of October
Monday 17th of October

Tuesday 18th of October

Tuesday 18th of October
Tuesday 18th of October
Breakfast and registration
08:30 - 10:00

Academic Keynote: Frans Mäyrä
09:00 - 09:45
09:00 - 09:45
Keynote
Academic
Main Hall

Frans Mäyrä:

“Pokémon GO and the Ludification of Culture”

Abstract:

Pokémon GO has been the sensation of this summer: a location-based mobile game that has attracted millions of players, activating them to physically move around while collecting virtual “pocket monsters”. In the University of Tampere, location-based, pervasive and hybrid games have been studied since turn of the millennium, providing a longer-term perspective into the evolution of these forms of games and play. In his talk, Frans Mäyrä will summarize some of the key lessons from this research: what kind of games pervasive and location-based games are, what we know about Pokémon GO and its player behaviours, and where this field is most likely heading next. The overall framework in the talk is “ludification of culture”: emergence of new kind of mindsets, practices, technologies and services that are about to transform our culture and society.

Short biography:

Frans Mäyrä is the Professor of Information Studies and Interactive Media, with specialization in digital culture and game studies in the University of Tampere, Finland. Mäyrä has over 150 scientific publications and he heads the University of Tampere Game Research Lab, having taught digital culture and games since early 1990s. He is widely consulted as an expert in socio-cultural issues relating to games, play and playfulness. His research interests range from game cultures, meaning making through playful interaction and online social play, to borderlines, identity, as well as transmedial fantasy and science fiction. He has lead research in 45 externally funded games research projects, currently leading e.g. the Academy of Finland funded research project Ludification of Culture and Society.

Homepage:http://people.uta.fi/~frans.mayra/
Blog site: https://fransmayra.fi/

Keynotes: Lauri Oksanen & Markku Markkula
10:00 - 10:45
Two keynote speeches from two different point of views. Markku Markkula on Innovative Ecosystems and Lauri Oksanen on 5G and the Future of Networking
10:00 - 10:45
Keynote
Immersion
Academic
IoT Event
Open Source World
Workshop
Main Hall

Lauri Oksanen, Nokia Bell Labs

Topic of speech: " Future X Networks - a Nokia Bell Labs View"

Lauri Oksanen is Vice President for Research and Technology in Nokia. He heads Technology, Architecture, Vision, and Standardization in Nokia Bell Labs. He started his industrial career 28 years ago in fiber optics in Nokia. Then Lauri moved to mobile networks where he has worked with all major wireless technologies from GSM to 5G.

Lauri has worked in various advanced technology management positions covering fixed and wireless access, core, management and services, including also the HW and SW platforms. Lauri has Master's and Licentiate degrees in Telecommunications from Helsinki University of Technology (now Aalto), where he also worked as a researcher before joining Nokia.

Markku Markkula, President, EU Committee of the Regions and Advisor to the Aalto Presidents, Aalto University

From Smart Cities to Pioneering Regional Innovation Ecosystems
Achieving benefits: Pioneers to create sustainable growth are essential for Europe. The keynote will describe new opportunities on how cities and industry can benefit the on-going European activities of the smart city movement?

Crowdsourcing: The state of the art and the way forward
10:00 - 17:00
10:00 - 17:00
Workshop
University of Tampere, Pinni B B2031 (Simspace)

CROWDSOURCING: THE STATE-OF-THE-ART AND THE WAY FORWARD
at University of Tampere, Pinni B, Room B2031 (SimSpace)

HCI - Engagement and user experience
11:00 - 12:30
Academic Mindtrek, HCI - Engagement and user experience
11:00 - 12:30
Academic
Riffi

Engagement and user experience: 4 (Papers: 30, 46, 67, 106)

- Conceptualizing engagement in the mobile context: A systematic literature review
- The Effects of Mobile Banking Application User Satisfaction and System Usage on Bank-Customer Relationships
- PAUSE: Exploring Mindful Touch Interaction on Smartphones
- Temporal Dimensions of Affect in User Experience of Digital News in the Field

Enhancing work in Socio-technological Environments
11:00 - 12:30
Academic Mindtrek, Enhancing Work in Socio-technological Environments
11:00 - 12:30
Academic
Opus 2-3

Enhancing Work in Socio-technological Environments - 4 (75, 84, 88, 103)

- Management Anti-Patterns in IT Innovation Projects
- Identifying Weak Ties from Publicly Available Social Media Data in an Event
- Can e-government solutions enhance the work in municipalities? Empirical evidence from case Lupapiste
- The 5C Categorization of Social Media Tools


Games - Design Experience
11:00 - 12:00
Academic Mindtrek, Games - Design Experience
11:00 - 12:00
Academic
Opus 4

Design Experience: 3 (Papers: 61, 7, 90)

- Interactive Dome Experiences: Designing AstroSurf
- WEARPG: Game Design Implications for Movement-Based Play in Table-Top Role-Playing Games with Arm-Worn Devices
- The Emergence of Industry of Playful Hybrids – Developer’s Perspective

Business Networking Lunch
11:45 - 13:00
Lunch at the Venue
Keynote
Immersion
Academic
IoT Event
Open Source World
Workshop

HCI - Open Data and Participation
13:00 - 13:45
Academic Mindtrek, HCI - Open data and participation
13:00 - 13:45
Academic
Opus 2-3

Open data and participation: 3 (Papers: 2, 63, 102)

- Current Status and the Future Directions of Open Data: Perceptions from the Finnish Industry
- Online User Community for Efficient Citizen Participation
- Civic CrowdAnalytics: Making sense of crowdsourced civic input with big data tools


Games - Edugames and communities
13:00 - 13:45
Academic Mindtrek, Games - Edugames & Communities
13:00 - 13:45
Academic
Opus 4

Edugames & Communities: 3 (Papers: 47, 41, 98)

- A Simple Multi-player Video Game Framework for Experimenting and Teaching Cultural Understanding
- Promoting students’ fractional thinking by challenging them to design game-based number line tasks for others
- Building Finnish Game Jam Community through Positive Social Facilitation

Posters and Demos
14:00 - 14:45
Posters and demos -presentation
14:00 - 14:45
Winter Garden

Demos - 2 (58, 70)

All Is One Demonstration
Demonstration of MyAppCorner: Creating personal interaction areas on a public screen

Posters - 2 (4, 26)

Casual Immersive Viewing with Smartphones
Interactive Visual Music Education Software for Children
The Coriolanus Online project

Coffee & Networking
14:45 - 15:15
Keynote
Immersion
Academic
IoT Event
Open Source World
Workshop

HCI - Co-Creating Value
15:15 - 16:45
Academic Mindtrek, HCI - Co-Creating Value
15:15 - 16:45
Academic
Opus 2-3

Co-creating value: 4 (Papers: 31, 32, 85, 107)

-Value Co-creation in Health Care: Insights into the Transformation from Value Creation to Value Co-creation through Digitization
- The drivers towards interactive digital sales processes in business-to-business markets
- Participatory Development of User Experience Design Guidelines for a B2B Company
- Focusing on User Experience and Business Models in Startups: Investigation of Two-dimensional Value Creation

HCI - Social technologies and sharing
15:15 - 16:45
Academic Mindtrek, HCI - Social technologies and sharing
15:15 - 16:45
Academic
Opus 4

Social technologies and sharing: 4 (10, 62, 71, 80)

- Mobile First? Understanding Device Usage Practices in Novel Content Sharing Services
- Visualizing Co-authorship Networks for Actionable Insights: Action Design Research E Experiment
- Outlining the Design Space of Playful Interactions Between Nearby Strangers
- Co-Curator: Designing for Mobile Ideation in Groups

HCI - Visualization and animations
17:00 - 18:00
Academic Mindtrek, HCI - Visualization and animations
17:00 - 18:00
Academic
Opus 2

Opus 2

Visualization and animations: 2 (Papers: 38, 74)

- Software Visualization Today -- Systematic Literature Review
- Interaction between abstract agents: Increasing the readability of causal events with animation principles


Opus 3

TBA

Academic Dinner
19:00 - 21:00
19:00
Academic

Academic Mindtrek Dinner

More details announced later.

Conference Dinner at Vapriikki
19:15 - 22:00
Flamma Mechanik Fire Show opens the dinner
19:15
Keynote
Immersion
Academic
IoT Event
Open Source World
Workshop
Vapriikki

Flamma Mechanik Fire Show at 19:15
Dinner starting at 19:30

Dinner open for all dinner ticket holders

Flamma

Flamma is a fire show group from Tampere. Since 2002 the group has performed in hundreds of event around the country.

Vapriikki

Located on the banks of the Tammerkoski rapids, Vapriikki is a museum centre that offers things to see and do for the whole family. Vapriikki hosts about a dozen exhibitions each year, with varied themes, including history, technology, and natural sciences.

Vapriikki is also home to the Natural History Museum of Tampere, the Media Museum Rupriikki, the Mineral Museum, the Finnish Hockey Hall of Fame, the Doll Museum and the Postal Museum. Visitors are served by museum restaurant Valssi and the Vapriikki museum shop, which offers a wide selection of books, gifts, and souvenirs.

Tuesday 18th of October

Registration

Ticket sale for the Academic Presenter tickets is open! Academic Presenter tickets are meant for academics presenting their paper at the conference. Tickets include breakfast, lunch, afternoon coffee and the Academic Dinner on Tuesday.

Not a presenter but want to attend the conference? Visitors of Academic Mindtrek can buy a regular ticket to Mindtrek 2016 (full access to all events). Read more and buy!

Academic Presenter Tickets:

Organizers

Academic Mindtrek Conference Chair

Markku Turunen, University of Tampere

Program Chairs 

Heli Väätäjä, Tampere University of Technology
Janne Paavilainen, University of Tampere
Thomas Olsson, SIGCHI Finland and Tampere University of Technology

Proceedings 

Silvia Rubio Hernandez, University of Tampere

Local Arrangement Chair and Conference Management

Kseniya Tarasova, COSS, kseniya.tarasova@coss.fi
Olli Purma, COSS (currently on a leave)

Mindtrek Conference Chair

Timo Väliharju, COSS

 

Local organizers

Ossi Nykänen, Tampere University of Technology
Riku Roihankorpi, University of Tampere
Pekka Kallioniemi, SIGCHI Finland and University of Tampere
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@mindtrek.org

Technical Program Committee

To be announced later

Call for Papers - CLOSED on July 15th, 2016

Call for Papers, Posters, Demonstrations and Workshops 
17th to 19th October 2016
Tampere, Finland

Full papers, posters, demonstrations and workshops due on:

--- CALL FOR PAPERS CLOSED on July 15th, 2016

In cooperation with ACM SIGMM and ACM SIGCHI.

Proceedings will be published in the ACM digital library.

 

Download Call for Papers in .pdf-format

CALL FOR PAPERS, POSTERS, DEMOS & WORKSHOPS

We are pleased to invite you to the 20th International 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.

Theater, 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 a reward for the best paper(s) of the academic conference.

Full Paper Proposals

All submissions will be peer-reviewe, 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 papers between 2-4 pages long. We welcome you to suggest workshops as part of the Academic Mindtrek. Workshop proposals should also 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 papers 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 Guidelines

Please use the templates provided on the style guidelines site. Template for .doc can be downloaded at https://www.acm.org/binaries/content/assets/publications/article-templates/pubform.docx and the LaTeX guidelines and are provided at 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. Further guidelines, go to http://www.acm.org/publications/copyright_form. The copyright form would be sent through an automated system only for accepted papers.

Call for papers is now closed!

Stay Informed

Email: academic.info@mindtrek.org
Facebook: 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.