Call for Papers
The IEEE CTSoc International Conference on Gaming, Entertainment & Media (GEM) is for researchers and practitioners in all forms of games, entertainment, and media. Our goal is to consider the social, political, cultural, and philosophical impacts of applying these technologies for the betterment of humanity.
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.
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
Games
Serious and Applied Games for Health and Wellness
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
Entertainment
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
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
Media
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