MindTrek 2012 - International Conference on Media of the Future
Topics/Call fo Papers
CONFERENCE THEMES
Social Media
business models, service models, and policies
social media in innovation and business
intra- and interorganizational use of social media
questions related to identity, motivation and values
blogs, wikis, collaboration and social platform designs in practice
knowledge management and learning with social media
experience management with social media
crowdsourcing, user-created content and social networks
enterprise 2.0 and social computing in work organizations
evaluation and research methods of social media
social media and community design
benefits and limitations of social media applications
Ambient and Ubiquitous Media - between Technology, Services, and Users
applications and services utilizing ubiquitous and pervasive technology
ubicom in eLearning, leisure, storytelling, art works, advertising, and mixed reality contexts
next generation user interfaces, ergonomics, multimodality, and human-computer interaction
art works for smart public or indoor spaces, mobile phones, museums, or cultural applications
context awareness, sensor perception, context sensitive internet, and smart daily objects
personalization, multimodal interaction, smart user interfaces, and ergonomics
ambient human computer interaction, experience design, usability, and audience research
software, hardware, middleware, and technologies for pervasive and ubiquitous
theoretical methods and algorithms in ubiquitous and ambient systems
business models, service models, media economics, regulations, x-commerce, and policies
user positioning, location awareness
augmented reality in ubiquitous applications
device interoperability, remote user interfaces, inter-device connections
Digital Games
theoretical and analytical approaches on games and play
analysis of player experience
game design research
economy and business models in the game industry
innovation in and around games
digital distribution of games
online gaming
social and casual gaming
player-created content
pervasive and ubiquitous gaming
mobile and cross-media gaming
gamification, funware and playful designs
Open Source
forms of openness: open source software, open standards, open content, open media, open source hardware, and open access
establishment of an open source community
practices on developing open source systems
practices for maintaining a successful project
open source processes and techniques
differences on open source and closed source systems
using open source in commercial context
challenges of open source development
teaching open source in academia and industry
Media Business and Media Management
media policy, politics, practices, conception, and media regulation
organizational structures, practices, and strategies
production technology, processes, and optimization
business models, service models, public funding, and media economics
patterns of media use, engagement, and consumer experiences
advertising, media consumption, new audience models, and media user models
competition analysis, media governing, assessment, performance indicators
business and media management in new media genres: gaming, social media, Internet, digital cinema, iTV
traditional media business and management: broadcasting, publishing, journalism, and movie industry
innovative service designs, strategies, and ideas
teaching & training of media management and media business
Social Media
business models, service models, and policies
social media in innovation and business
intra- and interorganizational use of social media
questions related to identity, motivation and values
blogs, wikis, collaboration and social platform designs in practice
knowledge management and learning with social media
experience management with social media
crowdsourcing, user-created content and social networks
enterprise 2.0 and social computing in work organizations
evaluation and research methods of social media
social media and community design
benefits and limitations of social media applications
Ambient and Ubiquitous Media - between Technology, Services, and Users
applications and services utilizing ubiquitous and pervasive technology
ubicom in eLearning, leisure, storytelling, art works, advertising, and mixed reality contexts
next generation user interfaces, ergonomics, multimodality, and human-computer interaction
art works for smart public or indoor spaces, mobile phones, museums, or cultural applications
context awareness, sensor perception, context sensitive internet, and smart daily objects
personalization, multimodal interaction, smart user interfaces, and ergonomics
ambient human computer interaction, experience design, usability, and audience research
software, hardware, middleware, and technologies for pervasive and ubiquitous
theoretical methods and algorithms in ubiquitous and ambient systems
business models, service models, media economics, regulations, x-commerce, and policies
user positioning, location awareness
augmented reality in ubiquitous applications
device interoperability, remote user interfaces, inter-device connections
Digital Games
theoretical and analytical approaches on games and play
analysis of player experience
game design research
economy and business models in the game industry
innovation in and around games
digital distribution of games
online gaming
social and casual gaming
player-created content
pervasive and ubiquitous gaming
mobile and cross-media gaming
gamification, funware and playful designs
Open Source
forms of openness: open source software, open standards, open content, open media, open source hardware, and open access
establishment of an open source community
practices on developing open source systems
practices for maintaining a successful project
open source processes and techniques
differences on open source and closed source systems
using open source in commercial context
challenges of open source development
teaching open source in academia and industry
Media Business and Media Management
media policy, politics, practices, conception, and media regulation
organizational structures, practices, and strategies
production technology, processes, and optimization
business models, service models, public funding, and media economics
patterns of media use, engagement, and consumer experiences
advertising, media consumption, new audience models, and media user models
competition analysis, media governing, assessment, performance indicators
business and media management in new media genres: gaming, social media, Internet, digital cinema, iTV
traditional media business and management: broadcasting, publishing, journalism, and movie industry
innovative service designs, strategies, and ideas
teaching & training of media management and media business
Other CFPs
- New Security Paradigms Workshop (NSPW)
- 17th International Workshop on Vision, Modeling and Visualization
- 第19回 ソフトウェア工学の基礎ワークショップ FOSE 2012
- The 4th IEEE International Workshop on Security in e-Science and e-Research (ISSR 2012)
- 2012 International Conference on Civil, Architectural and Hydraulic Engineering (ICCAHE 2012)
Last modified: 2012-02-20 16:43:32