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.
BEST PAPER AWARD
This year's award for the best paper goes to:
Civic CrowdAnalytics: Making sense of crowdsourced civic input with big data tools.
Tanja Aitamurto, Kaiping Chen, Ahmed Cherif, Jorge Saldivar Galli and Luis Santana.
Congratulations to the winners!
Note: Print 2-sided and flip on the shorter edge.
Tuesday, Oct 18th
8:30 - 10:00 Breakfast & Registration
9:00 - 9:45 Academic Keynote (Location: Main Hall)
- Frans Mäyrä - Pokémon GO and the Ludification of Culture
10:00 - 10:45 Keynote (Location: Main Hall)
- Lauri Oksanen, Vice President for Research and Technology Nokia Bell Labs: Future X Networks - a Nokia Bell Labs View.
- Markku Markkula, President, EU Committee of the Regions: New opportunities on how cities and industry can benefit the on-going European activities of the smart city movement.
10:00-17.00 Workshop (Location: University of Tampere, Pinni B, Room B2031)
- Crowdsourcing: The state of the art and the way forward
11:00-12:30 Session 8: Engagement and user experience (Location: Riffi)
Session Chair: Thomas Olsson
Conceptualizing engagement in the mobile context: A systematic literature review
Hannu-Pekka Kulta & Heikki Karjaluoto, University of Jyväskylä
The Effects of Mobile Banking Application User Satisfaction and System Usage on Bank-Customer Relationships
Aijaz Shaikh & Heikki Karjaluoto, University of Jyväskylä
PAUSE: Exploring Mindful Touch Interaction on Smartphones
Peng Cheng, PauseAble; Andrés Lucero & Jacob Buur, University of Southern Denmark
Temporal Dimensions of Affect in User Experience of Digital News in the Field
Satu Jumisko-Pyykkö, TU Eindhoven & Tampere University of Technology; Emilia Pesonen & Heli Väätäjä, Tampere University of Technology
11:00-12:30 Session 9: Enhancing Work in Socio-technological Environments (Location: Opus 2-3)
Session Chair: Jussi Okkonen
Management Anti-Patterns in IT Innovation Projects
Dilem Aydinli, TAI; Eleni Berki & Timo Poranen, University of Tampere; Ioannis Stamelos, Aristotle University of Thessaloniki
Identifying Weak Ties from Publicly Available Social Media Data in an Event
Jayesh Prakash Gupta, Karan Menon, Hannu Kärkkäinen & Jukka Huhtamäki, Tampere University of Technology
Raghava Rao Mukkamala; Abid Hussain; Ravi Vatrapu, Copenhagen Business School
Jari Jussila; Henri Pirkkalainen, Tampere University of Technology
Can e-government solutions enhance the work in municipalities? Empirical evidence from case Lupapiste
Jari Jussila, Tampere University of Technology; Timo Lehtonen, Solita; Virpi Sillanpää & Nina Helander, Tampere University of Technology; Julius Kallio, University of Tampere
The 5C Categorization of Social Media Tools
Vilma Vuori, University of Vasaa; Jari Jussila, Tampere University of Technology
11:00-12:00 Session 10: Design Experience (Location: Opus 4)
Session Chair: Janne Paavilainen
Interactive Dome Experiences: Designing AstroSurf
William Goddard, Alexander Muscat, James Manning & Jussi Holopainen, RMIT University
WEARPG: Game Design Implications for Movement-Based Play in Table-Top Role-Playing Games with Arm-Worn Devices
Oğuz Turan Buruk & Oguzhan Özcan, Koç University
The Emergence of Industry of Playful Hybrids – Developer’s Perspective
Heikki Tyni & Annakaisa Kultima, University of Tampere
11:45 - 13:00 Business Networking lunch
13:00 - 14:00 Session 11: Open data and participation (Location: Opus 2-3)
Session Chair: Ossi Nykänen
Current Status and the Future Directions of Open Data: Perceptions from the Finnish Industry
Antti Herala & Jussi Kasurinen, Lappeenranta University of Technology; Erno Vanhala, University of Tampere
Online User Community for Efficient Citizen Participation
Lotta Haukipuro, Minna Pakanen & Satu Väinämö, University of Oulu
Civic CrowdAnalytics: Making sense of crowdsourced civic input with big data tools
Tanja Aitamurto & Kaiping Chen, Stanford; Ahmed Cherif, UC Berkeley; Jorge Saldivar Galli, University of Trento; Luis Santana, Fundación Democracia y Desarrollo
13:00-14:00 Session 12: Edugames & Communities (Location: Opus 4)
Session Chair: Janne Paavilainen
- A Simple Multi-player Video Game Framework for Experimenting and Teaching Cultural Understanding
Peter Jamieson, Miami University; Lindsay Grace, American University; Naoki Mizuno; Chris Bell; Darrell Davis, Miami University
Promoting students’ fractional thinking by challenging them to design game-based number line tasks for others
Arttu Perttula, Pauliina Tuomi, Kristian Kiili & Antero Lindstedt, Tampere University of Technology
Building Finnish Game Jam Community through Positive Social Facilitation
Annakaisa Kultima, Kati Alha & Timo Nummenmaa, University of Tampere
14:00 - 14:45 Session 13: Posters and Demos (Location: Winter Garden)
- DEMO - All Is One Demonstration (Special Location: Hall outside Opus rooms)
Aleksandra Vasovic, Independent Artist
DEMO - Demonstration of MyAppCorner: Creating personal interaction areas on a public screen
Marc Belles Fabregat, Fernando David Marin Leyva, Joy Saina & Amit Sarangi, University of Tampere
POSTER - Casual Immersive Viewing with Smartphones
Ismo Rakkolainen; Roope Raisamo, University of Tampere; Matthew Turk; Tobias Höllerer, University of California; Karri Palovuori, Tampere University of Technology
POSTER - Interactive Visual Music Education Software for Children
Yin Ling, University of Music and Performing Arts Vienna
POSTER - The Coriolanus Online project
Mikko Kanninen & Tiina Syrjä, University of Tampere; Tom Gorman, Coventry University
POSTER - Mid-air Tactile Warning System
Ismo Rakkolainen & Antti Sand, University of Tampere; Karri Palovuori, Tampere University of Technology
POSTER - Sociability in hybrid board game marketing material: 7 key features
Timo Nummenmaa & Ville Kankainen, University of Tampere
POSTER - Kinaesthetic Interfaces: Towards Embodied Digitality
Dominik Schlienger and Otso Lähdeoja, University of the Arts Helsinki
POSTER - Discovering children's player typologies with playtests (Poster PDF)
Lauri Nykänen, Zheying Zhang & Timo Poranen, University of Tampere
- POSTER - Safety does not happen by accident, can gaming help improve occupational health and safety in organizations?
Cameron Chodan, Pejman Mirza-Babaei, Karthik Sankaranarayanan & Naeem Moosajee, University of Ontario Institute of Technology
14:45 - 15:15 Coffee & Networking
15:15 - 16:45 Session 14: Co-creating value (Location: Opus 2-3)
Session Chair: Markku Turunen
Value Co-creation in Health Care: Insights into the Transformation from Value Creation to Value Co-creation through Digitization
Katja Rantala & Heikki Karjaluoto, University of Jyväskylä
The drivers towards interactive digital sales processes in business-to-business markets
Tommi Mahlamäki, Mika Ojala & Mikko Myllykangas, Tampere University of Technology
Participatory Development of User Experience Design Guidelines for a B2B Company
Elina Hildén & Heli Väätäjä, Tampere University of Technology; Virpi Roto, Aalto University; Kero Uusitalo, Rocla Oy
Focusing on User Experience and Business Models in Startups: Investigation of Two-dimensional Value Creation
Laura Hokkanen & Kaisa Väänänen, Tampere University of Technology; Yueqiang Xu, University of Oulu
15:15 - 16:45 Session 15: Social technologies and sharing (Location: Opus 4)
Session Chair: Heli Väätäjä
Mobile First? Understanding Device Usage Practices in Novel Content Sharing Services
Anton Fedosov, Università della Svizzera italiana; Jarno Ojala, Tampere University of Technology; Evangelos Niforatos, Università della Svizzera italiana; Thomas Olsson, Tampere University of Technology; Marc Langheinrich, Università della Svizzera italiana
Visualizing Co-authorship Networks for Actionable Insights: Action DesignResearch Experiment
Jukka Huhtamäki, Tampere University of Technology
Outlining the Design Space of Playful Interactions Between Nearby Strangers
Susanna Paasovaara, Tampere University of Technology; Andrés Lucero, University of Southern Denmark; Thomas Olsson, Tampere University of Technology
Co-Curator: Designing for Mobile Ideation in Groups
Martin Porcheron, University of Nottingham; Andrés Lucero, University of Southern Denmark; Joel Fischer, University of Nottingham
17:00 - 18:00 Session 16: Visualization and animations (Location: Opus 2-3)
Session Chair: Thomas Olsson
Software Visualization Today -- Systematic Literature Review
Anna-Liisa Mattila, Petri Ihantola, Terhi Kilamo, Antti Luoto, Mikko Nurminen & Heli Väätäjä, Tampere University of Technology
Interaction between abstract agents: Increasing the readability of causal events with animation principles
Muhammet Ramoğlu; İdil Bostan, Koç University; Mohammad Obaid, Uppsala University; Tilbe Göksun; Oğuzhan Özcan, Koç University
19:00-21:00 Academic Dinner in Telakka (For Academic-Presenter/Student-Academic-Presenter ticket holders)
19:15 - 22:00 Conference Dinner at Vapriikki (For Mindtrek-Conference ticket holders)
- Open for all dinner ticket holders
Monday, Oct 17th
8:30 - 9:50 Breakfast & Registration
9:00 - 9:15 Academic Mindtrek Opening
10:15 - 10:45 Keynote (Location: Main Hall)
Opening words from the Tampere City Major Anna-Kaisa Ikonen
Keynote Neil Harbison: The future of our species
11:00 - 12:00 Session 1: Game Design (Room: Aaria)
Session Chair: Janne Paavilainen
- Idea Practices and Attitudes towards Innovation in Game Development - A Snapshot from the 2010 Mobile Games Era
Annakaisa Kultima & Juho Karvinen, University of Tampere
Game Vaporware as Design Fictions
Paul Coulton & Joseph Lindley, Lancaster University
Game Design Values
Annakaisa Kultima, University of Tampere; Alyea Sandovar, Fielding Graduate University
11:00 - 12:00 Session 2: New Forms of Journalism and Media (Location: Opus 2-3)
Session Chair: Anssi Mäinnistö
- How Game Design Thinking becomes Engagement Design
Lindsay Grace, American University; Maggie Farley, Jolt American University
A Comparison of Head-Mounted and Hand-Held Displays for 360º Videos with Focus on Attitude and Behavior Change
Diana Fonseca & Martin Kraus, Aalborg University
Journalism in Virtual Reality -Opportunities and Future Research Challenges
Esa Sirkkunen, University of Tampere; Heli Väätäjä, Tampere University of Technology; Turo Uskali, University of Jyväskylä; Parisa Pour Rezaei, Tampere University of Technology
11:00 - 12:00 Session 3: Directions for Augmented Reality (Location: Opus 4)
Session Chair: Thomas Olsson
- Use of Wearable and Augmented Reality Technologies in Industrial Maintenance Work
Susanna Aromaa, Iina Aaltonen & Eija Kaasinen, VTT Technical Research Centre of Finland Ltd; Joona Elo, Konecranes Global Corporation; Ilari Parkkinen, Wärtsilä Finland Oy
Using human-values as a guide for understanding worthy design directionsin augmented reality
Rebekah Rousi, University of Jyväskyla
B2C Business Models for Museum and Cultural Travel Mixed Reality Solutions
Olli I. Heimo, Tuomas Mäkilä, Timo Korkalainen, Lauri Viinikkala, Teijo Lehtonen, University of Turku
11:45 - 13:00 Business Networking Lunch
13:00 - 16:00 Workshop (Location: University of Tampere LINNA building room K110 )
Postdramatic Theatre in Smart City Design
Merja Ryöppy, Salu Ylirisku, Preben Friis & Jacob Buur, University of Southern Denmark
13:00 - 14:45 Session 4: New user interfaces and interactions (Location: Opus 2-3)
Session Chair: Markku Turunen
Interactive Map Interface for Controlling Bridge Crane Automation: A Cognitive-Affective Approach
Jussi Jokinen, Aalto University; Johanna Silvennoinen, University of Jyväskylä
Virtual Ball Catching Performance in Different Camera Views
Felipe Marjalizo Alonso, Raine Kajastila, Tuukka Takala, Mikael Matveinen, Mikko Kytö, Perttu Hämäläinen, Aalto University
How Would You Gesture Navigate a Drone? A User-Centered Approach to Control a Drone
Mohammad Obaid, Upssala University; Felix Kistler, University of Augsburg; Gabrielė Kasparavičiūtė, Chalmers University of Technology; Asım Evren Yantaç, Koç University; Morten Fjeld, Chalmers University of Technology
Designing an Interactive Informative Platform for Classical Music Concerts
Ralitsa Plamenova Petkova, Julian Kaduk & Andrés Lucero, University of Southern Denmark
Good Vibes: The Impact of Haptic Patterns on Stress Levels
Chelsea Kelling, Daniella Pitaro & Jussi Rantala, University of Tampere
13:00 - 14:45 Session 5: Game Experience (Location: Opus 4)
Session Chair: Janne Paavilainen
Embodiment in Character-Based Videogames
Petri Lankoski, Södertörn University
Playtesting for Indie Studios
Pejman Mirza-Babaei, Naeem Moosajee & Brandon Drenikow, University of Ontario Institute of Technology
Play- Persona: A multifaceted Concept
Stephanie Scheja, Ralf Schmidt & Maic Masuch, Universtität Duisburg
Creating play money for free-to-play and gambling games
Jani Kinnunen, Kati Alha & Janne Paavilainen, University of Tampere
14:45 - 15:15 Coffee & Networking
15:15-16:00 Keynote (Location: Main Hall)
- Petteri Järvinen: Cybersecurity and Privacy in 2020
16:00 - 17:00 Session 6: Learning and education (Location: Opus 2-3)
Session Chair: Sirkku Kotilainen
Collaborative and Participatory Learning: The co_LAB Model
Richard Vickers, James Field & Martyn Thayne, University of Lincoln
The Emerging International Knowledge Exchange Barrier in Virtual Teacher Communities
Henri Pirkkalainen, Tampere University of Technology; Jussi Jokinen, Aalto University; Jan Pawlowski, Ruhr West University of Applied Sciences
Co-design, co-teaching and co-learning in technology hands-on university tuition
Jussi Myllärniemi, Nina Helander, Pasi Hellsten & Ilona Ilvonen, Tampere university of Technology
Exploring Motivational Aspects and User Experience of Mobile Mathematics Learning Service in South Africa
Jari Varsaluoma, Heli Väätäjä & Tanja Walsh, Tampere University of Technology
16:00 - 17:00 Session 7: Theatre, Performance and Media (Location: Opus 4)
Session Chair: Riku Roihankorpi
Theatre Photograph and Representation
Susanna Virkki, University of Turku
Going Undercover: A Multidisciplinary Analysis of Blast Theory’s Operation Black Antler
Sofia Romualdo, University of Exeter
Triggers to Entice an Audience to ‘Perform as Interface’ in an Interactive Installation
Lisa Simon, NHTV University of Applied Sciences Breda; Marloeke Van der Vlugt, HKU; Licia Calvi, NHTV University of Applied Sciences Breda
17:00 - 18:00 Academic Keynote (Location: Main Hall)
- Paul Egglestone - Technological Tools for Transformative Change
18:00 - 23:00 Evening Party (Location: Pakkahuone)
- Starting at 18:00
- Preliminary schedule:
- 18:00 Doors Open
- 18:15 Welcoming Words by Jose Valanta, Chair of the Management Group, The Six Strategy, Director of Economic Development, the City of Vantaa
- 18:25 Video from Barcelona Smart City Seminar
- 18:30 The Six City Strategy Interview
- 19:00 Buffet Opens
- 20:00 Fusion Finland Dance Show
- 21:00 Open World Hero & Makertech Awards Ceremony
- 21:30 FM64 - Band
- The party goes on until 23:00
Keynote Prof. Paul Egglestone
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).
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. 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
Keynote Prof. Frans Mäyrä
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/
Where: Main Hall
Academic Mindtrek Conference Chair
Markku Turunen, University of Tampere
Heli Väätäjä, Tampere University of Technology
Janne Paavilainen, University of Tampere
Thomas Olsson, SIGCHI Finland and Tampere University of Technology
Silvia Rubio Hernandez, University of Tampere
Local Arrangement Chair and Conference Management
Jenna Tuominen, COSS
Mindtrek Conference Chair
Timo Väliharju, COSS
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
Marleena Huuhka, University of Tampere
Jussi Okkonen, University of Tampere
For more info, contact firstname.lastname@example.org
Technical Program Committee
To be announced later
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
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 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.
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.
COSS Association, City of Tampere, Tampere University of Technology (TUT), Tampere University (UTA), Tampere University of Applied Sciences (TAMK) and SIGCHI Finland.