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< img src='http://www.cybercultura.it/images/news/mind_trek.png' />
Academic MindTrek 2009 Call for Papers, Tutorials and Workshops

We are pleased to invite you to the Academic MindTrek conference from
September 30th – 2nd October,
which brings together a cross-disciplinary crowd of people to investigate
current and emerging topics
of media in the ubiquitous arena. Media to be discussed range from business,
social and technical
to content-related topics.

September 30th is the main Academic day, featuring the following three
* Social Media
Social media and Web 2.0 technologies are applied in ever diverse practices
both in private and public
communities. Traditional communication and expression modalities are
challenged and totally new
practices are constructed in the collaborative, interactive media space;

* Ambient and Ubiquitous Media
“The medium is the message!” – This conference track focuses on the
definition of ambient and ubiquitous
media with a cross-disciplinary viewpoint: ambient media between technology,
art, and content. The focus
of this track is on applications, theory, art-works, mixed reality concepts,
the Web 3.0, and user
experiences that make ubiquitous and ambient media tick;

* Digital Games
Digital play and games are currently undergoing many transformations: gaming
devices are becoming truly
connected, players are finding more possibilities for collaboration, and
simultaneously games are being
applied into novel uses and mobile use contexts.

In addition, special academic sessions (e.g. tutorials, workshops, and
multidisciplinary sessions) will
be held on Oct 1st & 2nd, parallel to the MindTrek business conference.
Academic speakers and authors
are warmly welcome to attend the business conference tracks as part of the
academic conference fee during
these days as well.

The MindTrek Association hosts MindTrek as a yearly conference, where the
Academic MindTrek conference has
been a part of this unique set of events comprising competitions, world
famous keynote speakers, plenary
sessions, media festivals, and workshops since 1997. It is a meeting place
where experts and thinkers
present results from their latest work regarding the development of
Internet, interactive media, and the
information society. MindTrek brings together researchers and practitioners
from diverse disciplines that
are involved in the development of media in various fields, ranging from
sociology and the economy, to

The organizing committee invites you to submit original high quality full
papers, long or short, addressing
the special theme and the topics, for presentation at the conference and
inclusion in the proceedings.
We are interested in contributions in the topic areas social media,
ambient/ubiquitous media, and games
such as:
- case-studies (successful, and especially unsuccessful ones)
- oral presentation of fresh and innovative ideas
- artistic installations and running system prototypes
- user-experience studies and evaluations
- technological novelties, evaluations, and solutions
- scientific, business, or media oriented contributions
- proposals for own workshops.

Paper Proposals
All submissions will be peer-reviewed double blinded, therefore please
remove any information that could
give an indication of the authorship. The scientific part of the conference
is organized in cooperation
with ACM SIGMM, and ‘ACM SIGCHI. Conference proceedings will be published in
the ACM Digital Library.
Selected high quality papers will be published in international journals, as
book chapters, edited books,
or via open access journals. There will also be a reward for the overall
best paper from the academic

Workshop Proposals
 Feel free to suggest workshops which are co-organized with MindTrek 2009.
Workshop proposals should
include the organizing committee, a 1 page description of the theme of the
workshop, a short CV of
organizers, duration, the proceedings publisher, and the schedule. Workshop
organizers also have the
possibility to add publications to the main conference proceedings.

Tutorial Proposals
Tutorial proposals should include a 2-page description of the tutorial,
intended audience, a short CV,
timetable, required equipment, references, and a track record of previous
tutorials. The target length
of tutorials is 2 hours.

Submission Deadlines
- 15th May 2009: submission of tutorial and workshop proposals
- 31st May 2009: submissions of long papers (6-8 pages)
- 15th June 2009: submission of short papers (3-4 pages)
- 30th June 2009: submission of poster presentations (1 page)
- 15th July 2009: submission of workshop papers for accepted workshops

- 25th May 2009: notification of acceptance/rejection of workshop and
tutorial proposals
- 15th July 2009: notification of acceptance/rejection for long and short
- 10th August 2009: camera ready papers, copyright forms, and conference
- 30th September – 2nd October 2009 MindTrek academic conference

Conference Themes

1. Social Media
- business models, service models, and policies
- questions related to identity, motivation and values
- blogs, wikis, collaboration and social platform designs in practice
- user-created content and social networks
- mashups
- enterprise 2.0 and social computing in work organizations
- evaluation and research methods of social media
- ‘old’ and ‘new’ social media
- social media and community design

2. Ambient and Ubiquitous Media - between Technology, Services, and Art
- applications and services utilizing ubiquitous and pervasive technology
- ubicom in eLearning, leisure, storytelling, art works, advertising, and
mixed reality contexts
- next generation user interfaces, ergonomics, multimodality, and
human-computer interaction
- art works for smart public or indoor spaces, mobile phones, museums, or
cultural applications
- context awareness, sensor perception, context sensitive internet, and
smart daily objects
- personalization, multimodal interaction, smart user interfaces, and
- ambient human computer interaction, experience design, usability, and
audience research
- software, hardware, middleware, and technologies for pervasive and
- theoretical methods and algorithms in ubiquitous and ambient systems
- business models, service models, media economics, regulations, x-commerce,
and policies

3. Digital Games

      - theoretical and analytical studies of games and play
      - game design research
      - playful experiences in and around games: social play and funware
      - non-entertainment uses for games: serious games, persuasive games
      - games as services: new business models, service models
      - games and user-created content
      - pervasive and ubiquitous gaming
      - online, mobile, casual and cross-media gaming