Call for Papers and Contributions| IEEE GEM 2024

CALL FOR PAPERS & OTHER CONTRIBUTIONS

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2024 IEEE CTSoc Conference on Gaming, Entertainment and Media (GEM 2024)

DATE: June 5-7, 2024, 

LOCATION: Turin, Italy 

WEBSITE: https://ieee-gem2024.org

CONTACT: chairs@ieee-gem2024.org

Sponsored by IEEE Consumer Technology Society (CTSoc)

 

This premier conference brings together leading researchers, academics, and industry professionals to explore the realm at the intersection of consumer technologies, gaming, entertainment, media and the arts. With exciting networking opportunities, you'll have the chance to share and discover cutting-edge research, ideas, and experiences on the future of these incredible technologies. From interactive and smart applications to storytelling, from artificial intelligence to immersion in virtual and augmented reality, from emerging art & design techniques to healthcare, cultural heritage, education, etc., IEEE CTSoc Conference on Gaming, Entertainment and Media (GEM 2024) is the venue.

 

The conference will be hosted at Politecnico di Torino, one of the largest technical universities in Europe. The city of Turin is conveniently located in the North-West of Italy, close to both gorgeous beaches and mountains. Turin and Piedmont region are home to various attractions and historical places, including two UNESCO World Heritage Sites (Residences of the Royal House of Savoy and Vineyard Landscape of Piedmont: Langhe-Roero and Monferrato), the oldest and largest Egyptian Museum outside Egypt, The National Museum of Cinema, The National Automobile Museum, the Holy Shroud Chapel.

 

Turin is well connected to the rest of the world thanks to its international airport (TRN) and high-speed train connection to Milan (50min) and its intercontinental hub (MXP), Rome (4h), Venice (3h), Florence (3h), etc. More information about Turin at https://www.turismotorino.org/en.

 

GEM 2024 welcomes submissions from a wide range of research disciplines (from emerging consumer technologies to art and humanities) in the following formats:

  • Full Papers (4-6 pages)
  • Short Papers (2-4 pages)
  • Late-Breaking Papers (2-4 pages)
  • Workshop & Tutorial Proposals
  • Special Session Proposals
  • Exhibits, Interactive Performances & Demos Contributions
  • Industry Forum Proposals

Key Dates/Deadlines

Full/Short Papers Submission Deadline: Jan 31, 2024

Workshops, Special Session and Tutorial Proposals – Submission Deadline: Jan 22, 2024

Notification of Acceptance (Full/Short Papers): March 12, 2024

Late-Breaking Papers – Submission Deadline: March 22, 2024

Exhibits, Performances & Demos Submission Deadline: March 22, 2024

Notification of Acceptance (Late-Breaking Papers): April 19, 2024

 

Camera-Ready Deadline and Author Registration: April 26, 2024*

 

* Early bird (discounted) registration ends on April 1, 2024

 

Conference proceedings will be published in IEEE Xplore® (Scopus and Web of Science). Authors of selected contributions will be invited to submit enhanced, journal-quality papers to special issues on peer-reviewed journals like IEEE Transactions on Consumer Electronics and IEEE Consumer Electronics Magazine.

 

Don't miss this opportunity to contribute at shaping the future of entertainment at GEM 2024.


 

Topics

       

Gaming

Entertainment

Media

       Exer-games for Health and Wellness

       Serious Games for Education and Industry Applications

       Ethics & Privacy in Games

       Game Design, Development. and UX Studies

       Game Engines & Auth. Tools

       Procedural/Generative Content Generation

       Games Underpinning Technologies and Systems

       Machine Learning & AI in Games

       Virtual and Intelligent Agents

       Accessibility and Inclusion in Games

       Cyber-Physical Systems and Phygital Games

       Sensing, Control and Haptic Technologies for Games

       Psychology of Play and Players

       Networking and Multi-player

       Smart, Cloud, and Edge Computing

       XR Interfaces for Games

       Human-Machine Interaction

       Immersive Visualizations and Sounds 

       VFX & Pipeline Design

       Deep Fakes and Entertainment

       Ethics & Privacy in Interactive Entertainment

       Interfaces for VR/AR and Immersive Environment

       Affective Computing

       Digital Twins

       Wearables and Haptic Interfaces

       Simulations for CGI and VFX

       Social Robots and Entertainment

       New Performance Practices

       AI in Show Control and Automation

       Virtual Production and Cinematography

       Smart Exhibitions and Arts

       E-sports, Live Streaming and Spectator Experiences

       Sensors and Actuators

       Blockchain-based Secure Entertainment

       Analytics Extraction and Exploitation

 

       AI, Big Data and IoT in Media Consumption

       Deep Fakes and media

       Art Design, Digital Media and Computer Animation

       Audio/Video Systems and Signal Processing

       Multiview, 360°, 3D, and Volumetric Videos

       New Media Technologies in Health, Humanities and Education

       Psychosocial Impact of New Media Technologies

       Quantum Multimedia Technologies

       Security and Privacy for Multimedia

       Metaverse: Architectures, Applications, and Computing

       Production Tools and Workflows

       Media Technologies for Smart Cities

       Music and Sounds Production

       Mobile Multimedia and 5G/6G

 

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