Conference Research Themes
GEM (Games Entertainment and Media) 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. Our goal is also to consider the social, political, cultural, and philosophical impacts of applying these technologies. GEM is for scientists, engineers, artists, psychologists, sociologists, designers, makers, mathematicians, creatives, programmers and game researchers of all disciplines, united in their interest and enthusiasm for exploring digital games, interactive entertainment, immersive experiences, emerging media, and the significant uses and impacts these technologies have on our lives.
The main conference themes for this year are interactive or immersive experiences, serious and applied games for health and wellness, and sensing technologies for pedagogy and research. Additional themes include immersive visualization, experimental interfaces for VR/AR and immersive environments, spatial sound, medical and healthcare applications for GEM, projects and demonstrations in VR/AR, projects and demonstrations with motion capture, wearables and tactile interfaces, education and learning through GEM, machine learning and AI in GEM, serious and STEM games, design and user experience, industry applications for serious gaming, practical case studies and standards and open-source for GEM. Each of these themes engages a broad array of both technological and cultural considerations that ranges in scope from machine learning and computer vision to the social and political implications of an expanded definition of reality.
The conference will also feature a curated exhibition of works that reflect the conference themes. Artists interested in submitting to be part of the exhibition should follow the instructions listed in the exhibition track below.
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.
SubMISSION TRACKS and REQUIREMENTS
Please note that review papers are due on the submission deadlines but additional time will be allotted for full length paper submissions after the review process.
Experimental Interfaces for VR/AR and Immersive Environments
Serious and Applied Games for Health and Wellness
Medical and Healthcare applications for GEM
Standards and Open-Source GEM
Full Papers for Augmented and Virtual Reality
Sensing Technologies for Pedagogy and Research
New Performance Practices
Wearables and Tactile Interfaces
Education and Learning through GEM
Machine Learning and AI in GEM
Serious and STEM Games
Design, Development and User Experience in GEM
Industry Applications for Serious Gaming
Practical Case Studies
Dissertations and Early Stage Research
For the following tracks we are accepting project proposals with demos
If submitting artwork to the curated exhibition, please use these submission guidelines.
Curated Exhibition - The GEM 2019 exhibition, curated by Nicholas O’Brien, invites artists to submit engaging, expressive, and experimental interactive media projects utilizing game technology, AR/VR/XR, interactive installation, performance and media works that reflect on contemporary technology. The title (and prompt) for this year’s exhibition is Is this thing on?
Submissions for this category should uploaded as a single PDF and should include the following items. Please save your PDF as LASTNAME_FIRSTNAME.pdf. All videos should be linked in the PDF. The PDF should be no larger than 8MB.
One sentence to describe your project
Project Description (400 words max)
Technical Specifications for Project (200 words max)
Please include at least one of the following in your proposal. Please include a numbered image list for your submissions that include title, date of completion, dimensions, and media format (PDF). All documents must formatted: LASTNAME_FIRSTNAME_imageNumber/documentType (e.g. Smith_Julie_1.jpg or Smith_Julie_CV.pdf)
5 still images (jpg, png, gif)
1 Video five minutes or less (mp4)
52 images and 1 Video two minutes or less
CV of artist or collaboration (3 pages max)
General Paper Guidelines
Please note that all accepted papers will have the option of showcasing examples of their projects in VR, AR, or as a playable game so long as our facilities can meet the requirements. A track with an extended deadline exists for submission of demos related to papers and can be submitted after the review process.
Review Papers (2 page min) are to be submitted by March 10th.
End-May is the deadline for submitting your final camera-ready PDF and IEEE copyright form; we encourage you to improve your original manuscript and develop a 4-10 page camera-ready paper; please note that you should check the camera-ready paper is compatible with IEEE Xplore. You can find out about IEEE PDF express tools here: https://www.ieee.org/conferences/publishing/pdfexpress.html
If you prefer to use presentation slides that is also possible but you should ensure these are uploaded by end May; please contact firstname.lastname@example.org if you need assistance. Charlotte can also help with invitation letters if you cannot access these on EDAS, etc.
Each paper must be within the scope and topics of IEEE GEM 2019, explain the significance of the technologies/methods/applications in the paper, and contain a list of key references.
Submissions should be in A4 standard IEEE two-column format. For your convenience, the Conference Paper templates in various formats are available through the following link:
Paper Length: Up to 10 pages for long papers and up to 4 pages for short paper including figures and references without exceptions. A 2-page extended abstract will be accepted for the initial review process. However, we would look for 4-page for final academic papers.
Academic Papers are not required for Industry and Special Sessions; Presenters can provide their presentations (slides) instead for publication on IEEE Explore.
The conference proceedings, if approved, may be published in IEEE Xplore as well as other Abstracting and Indexing (A&I) databases.
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
Immersive, Interactive, and Experiential Sessions:
GEM has a tradition of emphasizing 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 numerous interactive works and experiences that demonstrate the broad range of possibilities available to those exploring emerging media. Special emphasis will be on experiences that are not replicating pre-existing technologies but rather exploring the expanding vocabulary and new possibilities inherent to nascent media.
Several industry-led sessions with a focus on new audio & display technologies and other novel approaches to providing enhanced and augmented interactive spaces will be announced shortly on the main conference website.