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
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– 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 |