Conference Program
GEM encompasses all aspects of interactive digital media ranging from game design, theoretical advances in algorithmic and mathematical techniques, new enabling technologies, advanced consumer electronics systems, and novel sensing technologies such as motion capture. This conference unites those with interest in, and enthusiasm for, exploring digital games, interactive entertainment, immersive experiences, emerging media, and the significant uses and impacts these technologies have on our lives.
Day 1
Sunday, November 19
Social Activity: Aeon Bar & Grill eSports Night
Email: socialactivities@ieeegem.org to confirm your attendance
Day 2
Monday, November 20
- General Conference Chair Address: Mr. Rodney Taylor
- Campus Principal Address: Prof. Winston Moore (Deputy Principal)
- President, IEEE CTSoc Address: Prof. Wahab Almuhtadi
- VP Conferences, IEEE CTSoc Address: Prof. Nobuo Funabiki
- TPC Chair Report: Prof. Andrew Hogue
- Executive Conference Chair Vote of Thanks: Dr. Curtis Gittens
Accessibility, Diversity & Inclusion
- Adam Dubrowski: Bridging the Gap: Empowering Non-Healthcare Students as Simulation Assistants in Simulation-Based Healthcare Education
Simulation-based education in healthcare has become an indispensable tool for training the next generation of healthcare professionals. However, this invaluable educational resource creates a pressing challenge: the reliance on healthcare practitioners as simulation operators, diverting them from their primary clinical roles. This issue is particularly critical in light of the ongoing human resources shortages in healthcare. Compounding the problem, the digital era has ushered in innovative simulation modalities such as mixed reality, educational gaming, digital modeling and three-dimensional printing, and artificial intelligence, amplifying the need for time demanding up-skilling of simulation operators. This presentation explores a transformative solution – the development of new educational pathways to cultivate simulation assistants from non-healthcare backgrounds. Focusing on undergraduate health science students, this program equips them with the necessary skills and digital literacy to excel in simulation programming and operations. The presentation not only highlights the program's development but, most importantly, underscores its potential to mitigate human resource shortages in healthcare while simultaneously enhancing the quality of education and improving patient outcomes - a journey towards a more sustainable and responsive future for healthcare simulation-based education.
Session A: Full Papers [Training Room 3]
- Safety Sense: Haptic Navigation for Emergency Responders in Obscured Visibility Environments
Cassandra F Laffan; Robert Kozin; James Coleshill; Brodie Stanfield; Michael Stanfield; Alexander Ferworn - 3DK-reate: Create your own 3D Key for distributed authentication in the Metaverse
Federico De Lorenzis; Alessandro Visconti; Martina Marani; Erik Prifti; Camilla Andiloro; Alberto Cannavò; Fabrizio Lamberti - Introducing Inclusive Design by Showing the Effects of Impaired Environments on Neurodiverse Users
Colin A Depradine - Exploring the Impact of Menu Systems, Interaction Methods, and Sitting or Standing Posture on User Experience in Virtual Reality (online)
Jonathan Andersson; Yan Hu - Analyzing Viewer Motivations and Engagement in Game Live Streaming through Eye Tracking (online)
Hsuan-Min Wang; Chih-Chun Hsu; Chuen-Tsai Sun
Session A: Short Papers & Late-Breaking Work [Goddard's Room]
- The Digital Comic as a Learning Tool for Caribbean Computer Science Students: A Pilot Study
Curtis Gittens; Mechelle Gittens; Verna Knight; Ian Wade - Analysis of Instructional Techniques Influence on a Robot Assembly Task (online)
Brian Holtkamp; Chang Yun - Using Augmented Reality to Teach Empathy to Healthcare Providers and Caregivers of Persons Living with Dementia
Claire M. Culver; Gabrielle Hollaender; Bill Kapralos; Sina Karimi; Eva Hava Peisachovich; Bill Kapralos; Don Sinclair; Celina Da Silva; Adam Dubrowski - A Chatbot for an AR-Based Virtual Simulation (online)
Argyrios Perivolaris; Bill Kapralos; Eva Hava Peisachovich; Adam Dubrowski - VisualEyez - Assisting the Visually Impaired with Barbadian Banknote Detection
Adrian Als; Tizelia Norville; Roshawn Layne
Participants are asked to make their own arrangements for this lunch break
Game Development
- David Canton: The Legal and Ethical Issues of AI (online)
Artificial Intelligence and the digital revolution that enabled it will be looked back on as more significant than the industrial revolution. To develop or use AI properly we must understand some serious practical, legal, and ethical issues. David will talk about these issues and how to navigate them. Signup for his newsletter and download his AI eBook to follow him as he writes more on these topics.
Session B: Full Papers[Goddard's Room]
- Eyetracking correlated in the Matching Pairs Game (online)
Mustafa Can Gursesli; Federico Calà; Pietro Tarchi; Lorenzo Frassineti; Andrea Guazzini; Antonio Lanata - Volumetric Kombat: a Case Study on Developing a VR Game with Volumetric Video
Andrew Hogue; Andrei Boiko - Automated Difficulty Assessment Model for Platformer Games: A Comprehensive Approach
Yannick Francillette; Hugo Tremblay; Bruno Bouchard; Simon Lescieux; Mathis Rozon; Jules Linard
- Visualization of Brain States by EEG Signals Measured during VR gameplay for Evaluation of VR games (online)
Tatsuya Yoshii; Shion Nakagawa; Ryota Horie - Cheating in eSports: Problems and Challenges (online)
Altin Gjonbalaj; Jiaxing Chen; David Demicco; Aravind Prakash - A Framework for Presence Maintenance: Evoking Synesthesia and Empathy in Cinematic Virtual Reality (online)
Hua-Hsiang Chen; Hsiao-Yue Tsao
Gregory Watkins, Michael Watkins
Provided by the Conference for all fully registered attendees.
Day 3
Tuesday, November 21
Serious Games & Gamification | Interactive Media
- Claude Turner: LUCID: An In-Depth Visualization and Broadcast System for Cybersecurity Competitions
This presentation explores LUCID, a comprehensive software application designed for visualizing and reporting cyber defense competition activities. The application comprises five primary component types: components for monitoring network traffic, components for reporting various network messages, data storage components, a visualization component, and an automated animation reporting component. LUCID can be employed to facilitate the teaching of intricate cybersecurity concepts or to visually showcase live security incidents within a network to an audience or classroom participants in near-real-time. Its adaptability allows it to visualize diverse cybersecurity concepts, protocols, and ideas. LUCID's objective is to enhance comprehension and sense-making for participants or viewers. The system is geared towards intermediate to advanced users involved in cybersecurity exercises. Initial results from subject testing indicate that LUCID, coupled with an integrated virtual commentator, creates an immersive environment that enhances participants' understanding and sense-making during live security events.
Session D: Serious Games & Gamification - Full Papers [Training Room 3]
- On performing vestibular damage assessment and therapy using virtual reality: lessons learned
Ambika Bansal; Gita Mikal; Shehzad Surya; Laurence Roy Harris; Michael Jenkin - A Systematic Review of Caribbean Digital Serious Games for Education
Paul A. Walcott - Student Motivation in Augmented Reality-Enhanced Gamified STEM Learning Settings
Jennifer Tiede; Silke Grafe; Eleni Mangina - Implementation of Adapting Gamification Framework in a Mixed Reality Application
Areej Reda Banjar; Sarah Alturkistani; Mutahira Lone; Thomas Costa; Abraham Campbell; Tamara Vagg
Session E: Interactive Media – Full Papers[Goddard's Room]
- Branching Out: An Analysis of Mass-Audience Interactive Videos after Bandersnatch (online)
Genyu Zhang; Richard Lachman - Development of a Safe Gaming and Anti-Hate Serious Game
Hana Hadzifejzovic; Colt Morell; Tom Scholberg; Barbara Perry; Ahmed Jama; David Obrien; Kim McCalpin; Andrew McKenzie; Alvaro Uribe-Quevedo; Andrew Hogue; Jessica Ripley; Rosa Sposato - Courting Contraceptives, A Sexual Health Dating-Sim for College-Aged Players Who Menstruate
Sarah Schoemann; Beth Sundstrom; Jo Jackley; Henry Smith; Maddie Reed; Barbara Condron - A Comparison of Interfaces for Learning How to Play a Mixed Reality Handpan (online)
Gavin Gosling; Ivan-Teofil Catovic; Ghazal Bangash; Daniel MacCormick; Loutfouz Zaman
Serious Games & Gamification | Demos and Lightning Talks
- Thomas Winkley, Unity Technologies
- How to utilize Unity for basic prototyping
- Lighting with Unity
Session F: Short Papers & Late-Breaking Work [Goddard's Room]
- MYdata: Designing A Feminist Tool for Self-Tracking Data Art
Sarah Schoemann; Jo Jackley; Drew Smuniewski - Digital Preservation of Experiences in Virtual Worlds: Using Metaverse Worlds to Preserve VR Research Worlds
Abraham Campbell; Loane Becel; Charlotte Cornuez - A Proposal of Code Amendment Problem for Game Programming Study
Htoo Htoo Sandi Kyaw; Keiichi Kaneko; Nobuo Funabiki - Enhancing Episodic Future Thinking in Children with ADHD Through VR Game Intervention
Li Zheng; Mei Si; Aihua Cao; TingTing Ma
Demos and Lightning Talks Session [First Citizens Room]
- Volumetric Kombat: a Case Study on Developing a VR Game with Volumetric Video
Andrew Hogue; Andrei Boiko - Development of a Safe Gaming and Anti-Hate Serious Game
Hana Hadzifejzovic; Colt Morell; Tom Scholberg; Barbara Perry; Ahmed Jama; David Obrien; Kim McCalpin; Andrew McKenzie; Alvaro Uribe-Quevedo; Andrew Hogue; Jessica Ripley; Rosa Sposato - Using Augmented Reality to Teach Empathy to Healthcare Providers and Caregivers of Persons Living with Dementia
Claire M. Culver; Gabrielle Hollaender; Bill Kapralos; Sina Karimi; Eva Hava Peisachovich; Bill Kapralos; Don Sinclair; Celina Da Silva; Adam Dubrowski - Guitar-For-All - A Programmable Single Touch Synthetic Guitar
Nitheezkant R; Barath S Narayan; Madhav Rao; Ketaki Srikrishna Tamhanakar; Neha Srikrishna Tamhanakar; Srinivasan M - Safety Sense: Haptic Navigation for Emergency Responders in Obscured Visibility Environments (Video)
Cassandra F Laffan; Robert Kozin; James Coleshill; Brodie Stanfield; Michael Stanfield; Alexander Ferworn - Eyetracking correlated in the Matching Pairs Game (Video)
Mustafa Can Gursesli; Federico Calà; Pietro Tarchi; Lorenzo Frassineti; Andrea Guazzini; Antonio Lanata - A Framework for Presence Maintenance: Evoking Synesthesia and Empathy in Cinematic Virtual Reality (Video)
Hua-Hsiang Chen; Hsiao-Yue Tsao - Courting Contraceptives, A Sexual Health Dating-Sim for College-Aged Players Who Menstruate (Video)
Sarah Schoemann; Beth Sundstrom; Jo Jackley; Henry Smith; Maddie Reed; Barbara Condron - MYdata: Designing A Feminist Tool for Self-Tracking Data Art (Video)
Sarah Schoemann; Jo Jackley; Drew Smuniewski - VR Rhythm Game Featuring Audience Participation (Video)
Van Khôi Lê; Adrien Villars; Febri Abdullah; Mustafa Can Gursesli; Xiao You; Sergio Roman Lara Espinosa de los Monteros; Ruck Thawonmas; Victor Fernandez Cervantes; Eleni Stroulia
Session G: Short Papers & Late-Breaking Work [Goddard's Room]
- VR Rhythm Game Featuring Audience Participation (online)
Van Khôi Lê; Adrien Villars; Febri Abdullah; Mustafa Can Gursesli; Xiao You; Sergio Roman Lara Espinosa de los Monteros; Ruck Thawonmas; Victor Fernandez Cervantes; Eleni Stroulia - Guitar-For-All - A Programmable Single Touch Synthetic Guitar
Nitheezkant R; Barath S Narayan; Madhav Rao; Ketaki Srikrishna Tamhanakar; Neha Srikrishna Tamhanakar; Srinivasan M - Gamified Digital Intervention to Ameliorate the Aptitude of Exposure Therapy for OCD
Farjana Eishita; Rifat Ara Tasnim; Rick Pongratz; David V Beard - Combining Quest-Based Learning Gamification with Agile Project Management in Higher Education
Jens-Martin Loebel - Utilizing Machine Learning to Predict Flow State from Gameplay Interaction Data
Hsuan-Min Wang; Kuan-Chun Hong; Chuen-Tsai Sun
Student Hackathon Competition Presentations[Training Room 3]
- Unity Technologies Moderated Session: Thomas Winkley, Joy Horvath & Kirk Musngi
Unity Across Industries, Games and More
Day 4
Wednesday, November 22
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Tutorial I – Goddard's Room
Design guidelines to improve the reading experience in VR- Dr Hilary Kenna and Robert Griffin
Dun Laoghaire Institute Art Design and Technology, Ireland.
Designing reading experiences in virtual reality (VR) presents unique challenges due to the immersive and three-dimensional nature of the medium. While VR offers exciting opportunities for creating innovative reading environments, there are specific obstacles that need to be addressed to ensure a comfortable and enjoyable reading experience. These include, the users embodied position and perspective in relation to the text, finding an optimum text scale for the user that maximises legibility and readability, position, location and information hierarchy of textual elements and the appropriate aesthetic typographic presentation to suit the tone of the content. Designers and developers of VR applications must consider how to make reading sessions comfortable for users by building on global W3C standards regarding font size and contrast, choosing VR-friendly fonts that are easy to read at varying distances and angles is crucial. This practical tutorial presents an interdisciplinary approach that combines recommendations from current research into VR text presentation with typography and user experience design principles to improve the overall reading experience in VR. - Dr Hilary Kenna and Robert Griffin
Workshop I – First Citizens Room
Improving the Accessibility of Learning Management Course Content- Dr. Colin Depradine – Senior Lecturer (Computer Science), Department of Computer Science, Mathematics and Physics, Faculty of Science and Technology, Cave Hill Campus, The University of the West Indies
- Mr. Troy Carrington - Educational Technologist/Instructional Designer, Centre for Excellence in Teaching and Learning, Cave Hill Campus, The University of the West Indies
- Mr. Khaleid Holder – Student Services Manager, The Office of Student Services and Development, Cave Hill Campus, The University of the West Indies
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Tutorial I - Goddard's Room
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Workshop I – First Citizen's Room
Attendees are asked to arrage their own meals for this break
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Tutorial II - First Citizens Room
Be our Guest- Sina Schmidt - University of Potsdam
- Henrike Janssen - FRITZAHOI!
The workshop will focus on strategies for successful onboarding into virtual spaces, awareness in the immersive environment, and successful offboarding in particular, the role of the instructor in relation to novice users will be reflected upon from a social and pedagogical point of view. The tutorial begins with a low-threshold theatre warm-up on the topic of orientation in space. A few basic aspects are then discussed before various onboarding methods are actively tried out in a practical session. Comfortable clothing is an advantage, headphones are recommended - especially for the online participants.