IEEE Games, Entertainment, & Media (GEM) 2018

IEEE Games, Entertainment, & Media (GEM) 2018

Call for Papers, Special Sessions, Tutorials and Industry Contributions

 

Continuing the grand tradition & broadening the scope of the IEEE International Games Innovation Conference (IGIC, 2009 – 2013) and IEEE Games Entertainment & Media (GEM, 2014 – 2016) we introduce the GEM 2018 conference to be held on-campus at the National University of Ireland Galway, August 16th – 18th .

 

Introduction:

The Games, Entertainment and Media (GEM) Conference began in London 2009, and moved to venues in the US and Canada until 2016. For 2018 the IEEE Consumer Electronics Society will re-boot GEM outside of North America for the first time in a decade at the National University of Ireland Galway (NUIG).

 

Situated on the edge of the Atlantic Ocean the West of Ireland has traditionally been the site of the first trans-Atlantic air-flights and there are many historic links between Ireland, the US & Canada stretching back to the times of the Irish famine. Today you can explore the rich heritage & history of the West of Ireland via the Wild Atlantic Way and Galway is conveniently situated at the mid-point of this 1,500 mile long costal adventure.

 

Today, our aim is to build a bridge between gaming and digital media research in North America and in Europe and the UK. Ireland, with unique historic links to North America, coupled with a pivotal role as a technology European technology hub and strong economic ties with the UK, offers a unique venue for gaming and digital media researchers to meet and share the latest innovations.

 

Conference Scope

In scope GEM encompasses all aspects of gaming and interactive digital media ranging from theoretical advances in algorithmic and mathematical techniques, to new enabling technologies, advanced consumer electronics systems, novel sensing technologies, to socio-economic impacts and unique and original uses and applications of these technologies. GEM is for scientists, engineers, psychologists, sociologists, mathematicians, programmers and games researchers of all disciplines, united in their interest and enthusiasm for digital games, interactive entertainment & media and the significant uses and impacts these technologies have on our lives.

 

If you would like to see your personal area of GEM research represented in Galway in 2018 please contact Peter Corcoran, Sam Redfern, or Charlotte Kobert to share your ideas and vision for a special or panel session, a tutorial or a hands-on demonstration or workshop.

 

Conference Research Themes

The main conference theme reflects recent technology developments in consumer technologies, in particular the availability of advanced AR software, advances in sensing and computer vision & display technologies and the growing sophistication of new cloud computing services; thus we find ourselves in a world open with new technological capabilities to create “Augmented Spaces and Virtual Worlds”.

GEM delegates are encouraged to submit original research works exploring these new, emerging possibilities to create exciting, engaging, authentic digital gaming and interactive-media experiences for end-users. The main conference tracks are:

 

Academic Research Themes

  • GEM in the Cloud
  • Mobile & Wearable Technologies for GEM
  • Augmented & Virtual Reality in GEM
  • Social and Economic Aspects of Digital GEM
  • Societal & Behavioural Impacts of GEM
  • Medical Applications of GEM
  • Augmented Spaces for GEM
  • Emerging Technologies:
    • User Interface,
    • Location-Awareness,
    • Touch & Haptics,
    • Motion Capture,
    • Distributed Intelligence,
  • eSports
  • Serious Gaming
  • Education & Learning through GEM
  • Artificial Intelligence in GEM
    • AI Engines & Accelerators
    • Deep Learning & Neural Networks

 

Industry Research Themes

  • GEM Design, Development & User Experience
  • Serious Gaming & Industry Applications
  • Practical Case Studies of GEM
  • GEM Platforms & Infrastructure
  • Standards & Open-Source GEM

 

Peer & Invited Contributions

Peer-Reviewed Contributions (Academic)

  • Long/Short Paper + Oral Presentation (20 mins)
  • Long Paper + Poster

 

Peer-Reviewed Contributions (Industry)

  • Long Oral Presentation (PPT slides, 20 mins)
  • Industry Demo (Tabletop – Slides optional)

 

Invited Contributions

  • Keynote Talk (PPT slides, 30-45 mins)
  • Panel Session
  • Special Oral Session (3-5 long papers)
  • Special Poster Session (8+ posters)
  • Tutorials & Hand-on Workshops

 

Plenary Keynote Sessions:

GEM will feature 6 plenary keynote sessions. Details will be available shortly on the conference website, accessible via the short link: http://bit.ly/GEM2018 .

 

Publication Opportunities:

The conference proceedings will be published on IEEE Xplore.

In addition, there will be opportunities for special sections in several IEEE Journals and technical Magazines including:

  • IEEE Transactions on Consumer Electronics
  • IEEE Consumer Electronics Magazine

IEEE Technology in Society Magazine

Selected papers will receive mentoring & advice from members of the GEM organising committee develop their articles for archival publication in relevant IEEE Journals.

 

Technology Demonstration Sessions:

GEM has a tradition of emphasising new and emerging technologies and their role in improving and enhancing the user experience, interactivity and social aspects of gaming and interactive media.

This year we will have several industry-led sessions with a focus on new audio & display technologies and other novel approaches to providing enhanced and augmented interactive spaces. Details will be available shortly on the main conference website or at the short link: http://bit.ly/GEM2018 .

 

Conference Venue:

GEM 2018 will be held in the Alice Perry Engineering Building on the NUI Galway campus. The venue is close to the Corrib Student Village where reserved accommodation is available for delegates. The venue is a 15 minute walk from downtown Galway.

 

Conference Organization:

Conference Chair: Peter Corcoran of NUI Galway; founding editor, IEEE Consumer Electronics Magazine; dr.peter.corcoran@ieee.org

Program Chair: Sam Redfern, university lecturer & game programmer;  sam.redfern@nuigalway.ie

Publicity Chair: Lee Stogner; l.stogner@ieee.org

Publications Chair: Tom Wilson; tom.wilson@ieee.org

Conference Manager: Charlotte Kobert; ckobert@ieee.org

Conference Timeline (indicative)

Submissions should be made via the EDAS conference management system (www.edas.info); if you do not yet have an EDAS account then please register; submit a paper via the menu; select the GEM 2018 conference.

Submissions should be in standard IEEE two-column format. For additional details or queries please contact the publication chair or conference manager.

Submission deadlines:  31st March 2018

Notification:  May 2018

Camera-Ready papers: June 2018

Conference Venue: National University of Ireland Galway (NUIG), August 15th-17th.

Getting There:

Delegates are recommended to fly into Dublin Airport where there are coach services every 30 minutes to Galway. These are comfortable modern coaches with onboard WiFi. Alternatively it is possible to fly into Shannon Airport but transport to Galway is less frequent so this is only advised if you plan to hire a car to explore the Wild Atlantic Way (https://www.wildatlanticway.com/ )

 

For Further Information on the conference please consult the official IEEE GEM 2018 website at http://sites.ieee.org/ieeegem/

 

For Further Information on Galway and the West of Ireland:

https://www.wildatlanticway.com/

https://www.galwaytourism.ie/

http://thisisgalway.ie/events/

 

 

 

Elena Bertozzi, PhD. Associate Professor

Game Design & Development

Quinnipiac University * 203-582-7998* CAS 1 327 *

elena.bertozzi@qu.edu *  ardeaarts.org  * familyplanninggame.qu.edu

Leave a Reply

Your email address will not be published. Required fields are marked *