会議情報
GEM 2022: IEEE Games, Entertainment, & Media
https://gem2022.ieee-gem.space/
提出日:
2022-08-10
通知日:
2022-09-21
会議日:
2022-11-27
場所:
Bridgetown, Barbados
閲覧: 21543   追跡: 0   出席: 0

論文募集
The IEEE CTSoc International Conference on Games, Entertainment & Media (GEM) is for researchers and practitioners in all forms of games, entertainment, and media. GEM encompasses all aspects of interactive digital media including digital games, game design, new enabling technologies, interactive entertainment, advanced consumer technology systems, immersive experiences, robotics, novel sensing technologies such as motion capture, haptics, emerging media, and arts technologies. Our goal is also to consider the social, political, cultural, and philosophical impacts of applying these technologies for the betterment of humanity. GEM is for researchers and practitioners that seek to integrate technology with art, media and entertainment. Participants are in HCI, Digital Arts, Creative Arts, Humanities, Journalism, Robotics, Cybernetics, Cyberpsychology, AI, VFX and other disciplines. They are united in their interest and enthusiasm for exploring GEM’s areas of interest and the significant uses and impacts these technologies have on our lives. The conference will provide networking opportunities for participants to share research, ideas, designs, advancements and experiences on the state-of-the-art and future direction of consumer technologies related to GEM. GEM 2022 will feature a comprehensive high-quality technical & experiential program dealing with a mix of traditional and contemporary hot topics in paper presentations (lecture and interactive style - as preferred by the presenter), tutorials, workshops, mixed panels and high-profile keynotes.

Publication in the Conference Proceedings and IEEE Xplore® requires authors to register under the “Full” registration category ONLY.  Authors with multiple papers may be allowed to register with a reduced additional paper fee if the same author is presenting all papers (maximum of 3 papers).  A select few authors with the highest reviews may be invited to submit enhanced journal-quality papers to special issues of the peer-reviewed journals:  IEEE Transactions on Consumer Electronics, IEEE Transactions on Games and IEEE Consumer Electronics Magazine.

Areas of Interest

Below are the areas of interest for the conference. Other areas related to GEM will be considered. Go to the For Authors page for submission details

Games

    Serious and Applied Games for Health and Wellness
    Serious Games for Education
    Industry Applications for Serious Gaming
    Ethics & Privacy in Games
    Game design, development and UX standards
    Game technologies
    Machine Learning & AI in Games
    DEIA in Games
    Sensing Technologies for Games in Pedagogy and Research
    Art games and technology

Entertainment 

    Immersive Visualizations and sounds 
    VFX & Pipeline design
    Deep fakes and Entertainment
    Ethics & Privacy in Interactive Entertainment
    Interfaces for VR/AR and Immersive Environments
    Wearables and Tactile Interfaces
    Social robots and entertainment
    New Performance Practices
    AI in show control and automation
    Virtual cinematography
    Documentary technologies

Media

    AI, Big Data and IoT in media consumption and dissemination
    Dis- and mis-information detection and mitigation
    Offensive, racist and violent language detection
    Deep Fakes and media
    High Dynamic Range theories, technologies and challenges
    Art design and digital media technologies
    New media technologies in  health, humanities and education
    Psychosocial impact of new media technologies
最終更新 Dou Sun 2022-05-15
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完全な名前インパクト ・ ファクター出版社
Annals of Software EngineeringSpringer
IEEE Power & Energy Magazine3.100IEEE
Internet and Higher Education6.400Elsevier
ACM Transactions on Accessible Computing2.500ACM
Information Fusion15.5Elsevier
Computing and InformaticsInstitute of Informatics, Slovakia
EURASIP Journal on Information Security2.500Springer
Journal of Internet Technology0.900Taiwan Academic Network
IEEE Transactions on Nanobioscience3.700IEEE
Computing and Visualization in ScienceSpringer