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Markku Turunen <[log in to unmask]>
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Markku Turunen <[log in to unmask]>
Thu, 4 May 2017 13:04:44 +0300
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		Academic Mindtrek 2017
Call for Papers, Posters, Demonstrations and Workshops
	    20th to 21st September, 2017
		  Tampere, Finland

Full papers, posters, demonstrations and workshops due on:
		DEADLINE 21st May, 2017

	In cooperation with ACM, ACM SIGMM, and ACM SIGCHI.
Contributions will be published in the ACM digital library.


We are pleased to invite you to the 21st International Academic Mindtrek 
conference, 20th to 21st September 2017. 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: from
companies, startups, academia and various governmental institutions. 
This makes Mindtrek the perfect opportunity for advancing research 
results towards practical utilization by the
industry, as well as getting out-of-the-box research ideas based on the 
interaction with 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
- Developer experience
- Games and gamification
- Virtual, augmented and mixed reality
- Collaboration, literacies 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.

Academic Mindtrek is organized in cooperation with ACM SIGMM, and ACM 
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 (more information under submission 
guidelines). 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 

All submissions will be peer-reviewed and 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 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 attached 
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, theatre methods 
for requirements elicitation, among others.

Interactive experience demonstration 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 demonstration; 
b) general architecture of the interactive experience demonstration; c) 
description of the main features of the demonstration; d) a brief 
comparison with other existing related interactive experience 
demonstrations; e) audiovisual materials to illustrate the interactive 
experience demonstration (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 demonstration (if 
applicable), and h) description of the scientific basis behind the 
interactive experience demonstration (e.g., a regular paper 
presentation). It is strongly recommended that the authors make a video 
of the interactive experience demonstration available on the Internet to 
accompany the article submission.

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 at the conference.


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 

- 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 

- 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 

- 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.

Developer Experience

Developer experience is of increasing interest in academia and industry. 
Developer experience concerns how developers think and feel about, and 
are motivated to act in, software development in a wide variety of 
settings. The concept includes not only the individual developer and the 
technical artefacts involved, but also social and organizational factors 
as well as many contextual factors.

It is assumed that good developer experience can have a positive impact 
on software development outcomes. Developer experience may be an 
important strategic concern for organizations. More engaging and 
attractive software development could simultaneously lead to higher 
development performance. Digital products and services increasingly have 
primary or secondary users who are software developers, e.g. through 
open APIs and platforms. The role of developers is expanding with 
digitalization of society and business, and the evolving nature of the 
software development profession necessitates new research in this area.

This track focuses on conceptual and empirical aspects of developer 
experience (DX) and includes, but is not limited to, themes such as:

- Components of DX
- Empirical studies on DX
- Methodological aspects of DX research
- Factors contributing to DX
- How to support good DX
- How to design and apply experiential aspects and gamification for 
enhanced DX
- How to observe and manage DX in different kinds of environments
- Impacts on and consequences of good and bad DX
- Solutions to support good DX

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 (production, tools, engines, AI, audiovisual...)
- Business (digital distribution, crowdfunding, revenue models, virtual 
- Platforms (online, social, mobile, desktop…)
- Technology (virtual, augmented, mixed, 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 coexist 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, 
modeling, 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
- Designing, prototyping, and evaluating experiences and 
applications/services for AR/MR/VR
- 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

Collaboration, Literacies 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, including rapidly emerging technological enablers such as 
AR/MR/VR. From the perspective of education, media and technologies 
foster the question of developing skills, especially media and 
information literacies and multi-literacies among pupils, students and 
other users. This kind of media education is relevant for the 
development of education curricula across all levels, especially for 
children and young people.

We welcome submissions on the collaboration and multimedia technologies, 
solutions, and trials in classroom, mobile, online, and distance 
learning contexts as well as in developing and rural regions. 
Submissions related to skills and literacies related multimedia 
technologies are welcome as well. Theoretical, methodological and 
empirical submissions are welcome on design, prototyping, 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 and organizational landscape. Crowds or citizens, 
can solve problems, create, contribute, share, and analyze multimedia 
content and data, and participate, provide their needs and perceptions, 
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 organizational, NGOs, 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, analyzing 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, analyze 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 analyzing, 
visualizing or acquiring various types of data, envision opportunities 
for or present
developed applications that utilize open data, describe and analyze 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.

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 
shifted 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 omnidirectional video in journalism and immersive 

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

Digitalization changes the ways of working making it polychronic, and 
multitasking is almost a standard. Technological tools enable 
asynchronicity, spatial dispersion, and mobility. Work is no longer 
bound to time or place, and working environments in the digital era 
differ from those before. In the context of work this means using 
technological tools to enhance performing tasks and, especially, to 
support co-creation. Knowledge work is particularly dependent on 
interacting with other actors, and thus working in close co-operation is 
a central determinant of work. Working in different socio-technical 
settings can take forms of one-to-one, one-to-many or many-to-many 

The tools to support and enhance co-creation need to take this diversity 
into account. In this context the term tool refers to several solutions 
ranging from single technological applications, through processes and 
ways of work to wider platforms, and even social constructs and norms. 
So far, quite little is known about the practical working methods of 
knowledge workers, especially when the work is highly collaborative. 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.

New ways of personal knowledge management are also needed. How can a 
knowledge worker find and extract the knowledge meaningful for his work 
from the abundant mass made available by digitalization? What are the 
effects of digitalization to productivity, performance, and well-being? 
Digitalization also molds information practices: how does this effect 
keep up with work? Digitalization of work has also been criticized for, 
for example, declining attention span, dislocation of information, 
stressed-out personnel, information security risks, and not living up to 
expectations in general. Therefore, if digitalization is not the answer, 
what is? Moreover, why would non-digital way of working be better?

The topics of this track may include but are not restricted to:

- Effects on productivity and well-being
- New ways of working
- Digital creativity
- Supporting technologies in knowledge work
- Information ergonomics
- Affordance of tools
- Social aspects and collaboration
- Creating value
- If not digitally, then how?

May 21st: Deadline for full papers, posters, demonstrations and 
workshops submissions.
July 14th, 2017: Notification of acceptance/rejection.
August 14th, 2017: Copyright forms submission.
August 21st  2017: Conference registration & camera-ready papers submission.

Please use the templates provided on the style guidelines site. A 
template for Word documents and LaTeX guidelines can be found on Please note that 
ACM has changed the template files and guidelines from previous years. 
The correct template file for this conference is the “ACM_SigConf”.

Also note that since the papers will be published by the ACM digital 
library all authors need to sign an ACM copyright form. The copyright 
form would be sent through an automated system only for accepted papers.

You can start sending in your papers now!

Academic Mindtrek Conference Chair
Markku Turunen, University of Tampere

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

Silvia Rubio Hernandez, University of Tampere

Local Arrangement Chair and Conference Management
Jenna Tuominen, COSS Association

Mindtrek Conference Chair
Timo Väliharju, COSS Association

Esa Sirkkunen, University of Tampere
Fabian Fagerholm, University of Helsinki
Jussi Okkonen, University of Tampere
Mari Pienimäki, University of Tampere
Mikko Kanninen, University of Tampere
Sirkku Kotilainen, University of Tampere

For more info contact [log in to unmask]

Email: [log in to unmask]

COSS Association, City of Tampere, Tampere University of Technology 
(TUT), Tampere
University (UTA), Tampere University of Applied Sciences (TAMK) and 
SIGCHI Finland.

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