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: 21731 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
関連会議
| 省略名 | 完全な名前 | 会議日 |
|---|---|---|
| ICETIS | International Conference on Electronic Technology and Information Science | 2025-06-27 |
| GreenTech | IEEE Green Technologies Conference | 2018-04-04 |
| ARRL | International Workshop on Adaptable, Reliable, and Responsible Learning | 2024-12-09 |
| GCAT | IEEE Global Conference for Advancement in Technology | 2025-10-24 |
| ICEduTech | International Conference on Educational Technologies | 2026-03-07 |
| DIGITAS | International Conference on Digitalization and Smart Solutions | 2025-11-16 |
| CSEE&T | International Conference on Software Engineering Education and Training | 2025-04-27 |
| ICEC | International Conference on Entertainment Computing | 2025-08-27 |
| OPTICS | International Conference on Optical Communication Systems | 2020-07-08 |
| ECCST | International Conference on Electronic Communication, Computer Science and Technology | 2025-12-26 |
関連仕訳帳
| CCF | 完全な名前 | インパクト ・ ファクター | 出版社 | ISSN |
|---|---|---|---|---|
| Annals of Software Engineering | Springer | 1022-7091 | ||
| IEEE Power & Energy Magazine | 3.100 | IEEE | 1540-7977 | |
| Internet and Higher Education | 6.400 | Elsevier | 1096-7516 | |
| ACM Transactions on Accessible Computing | 2.500 | ACM | 1936-7228 | |
| Information Fusion | 15.5 | Elsevier | 1566-2535 | |
| Computing and Informatics | Institute of Informatics, Slovakia | 1335-9150 | ||
| c | EURASIP Journal on Information Security | 2.500 | Springer | 1687-417X |
| Journal of Internet Technology | 0.900 | Taiwan Academic Network | 1607-9264 | |
| IEEE Transactions on Nanobioscience | 3.700 | IEEE | 1536-1241 | |
| Computing and Visualization in Science | Springer | 1432-9360 |
| 完全な名前 | インパクト ・ ファクター | 出版社 |
|---|---|---|
| Annals of Software Engineering | Springer | |
| IEEE Power & Energy Magazine | 3.100 | IEEE |
| Internet and Higher Education | 6.400 | Elsevier |
| ACM Transactions on Accessible Computing | 2.500 | ACM |
| Information Fusion | 15.5 | Elsevier |
| Computing and Informatics | Institute of Informatics, Slovakia | |
| EURASIP Journal on Information Security | 2.500 | Springer |
| Journal of Internet Technology | 0.900 | Taiwan Academic Network |
| IEEE Transactions on Nanobioscience | 3.700 | IEEE |
| Computing and Visualization in Science | Springer |