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IEEE GEM 2019

JUNE 18-21, 2019

Continuing the grand tradition & broadening the scope of the IEEE International Games Innovation Conference (IGIC, 2009 - 2013), IEEE Games Entertainment & Media (GEM, 2014 - 2016),  and last year’s event held at the National University of Ireland Galway, we are excited to announce the 2019 IEEE GEM conference will be hosted at the Center for Collaborative Arts and Media, at Yale University.  This year’s conference will include a new platform for the exhibition of performances and experiences that utilize the emerging fields of Motion Capture, Virtual Reality, and Augmented Reality with a particular emphasis on pedagogy in these areas.

 
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WHERE IT’S AT

 

The Games, Entertainment and Media (GEM) Conference began in London in 2009, and moved to venues in the US and Canada until 2016. In 2018 the IEEE Consumer Electronics Society re-booted GEM outside of North America for the first time in a decade at the National University of Ireland Galway (NUIG).  Returning to North America for 2019 we are thrilled to have Yale University as the host institution.

Since its founding in 1701, Yale has been dedicated to expanding and sharing knowledge, inspiring innovation, and preserving cultural and scientific information for future generations.

In hosting the IEEE GEM conference, Yale draws together its deep connection with the arts and the sciences to create a dynamic and experiential conference that bridges technological advances with the compelling humanistic and creative concerns that drive them.

Yale’s long history and international community will provide an ideal venue for conversations and collaborations between researchers, designers, artists, and makers from all parts of the globe.


 
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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. 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.

 

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News & Updates

 

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CALL FOR PAPERS /

PROJECTS /

PROPOSALS /

The IEEE Submission portal is now open. Please refer to the submission guidelines and link below.

 


Conference Research Themes

The main conference themes for this year are serious and applied games for health and wellness, interactive or immersive experiences with a special focus on experiences emphasizing the unique properties of the mediums utilized, and pedagogy and methodology for education utilizing motion capture, VR, AR, and other immersive media.  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.



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:

o   User Interface

o   Location-Awareness

o   Touch & Haptics

o   Motion Capture

o   Distributed Intelligence

•       eSports

•       Serious Gaming

•       Education & Learning through GEM

•       Artificial Intelligence in GEM

o   AI Engines & Accelerators

o   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

•    Special Exhibitions

Plenary Keynote Sessions:

GEM will feature 6 plenary keynote sessions. Details will be available shortly on the conference website.

Publication Opportunities:

The conference proceedings 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.

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