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IEEE GEM 2019

JUNE 19-22, 2019

Continuing the grand tradition & broadening the scope of the IEEE International Games Innovation Conference (IGIC, 2009 - 2013), IEEE Games Entertainment & Media Conference (GEM, 2014 - 2016), and GEM 2018 held at the National University of Ireland Galway, we are excited to announce that IEEE GEM 2019 will be hosted at the Center for Collaborative Arts and Media, at Yale University. GEM 2019 includes a new platform for the exhibition of performances, artworks, and experiences that utilize emerging fields of Motion Capture, Virtual Reality, and Augmented Reality with a particular emphasis on pedagogy in these areas. GEM 2019 is sponsored by the IEEE Consumer Electronic Society.

 
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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.


Special Events

A variety of workshops and special events will be offered throughout the conference. Some of these events require additional registration. For a current list of offerings and more information, please follow the link below.


 

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Registration

Registration for IEEE GEM 2019 is now live. Click the link below for the full conference program. Early registration rates apply through May 2019.

IEEE Member Full Registration: $500 / Early registration: $400

IEEE Student Member Full Registration: $325 / Early registration: $250

Non-IEEE Full Registration: $600 / Early registration: $400

Non-IEEE Student Registration: $425 / Early registration: $350

 

One-Day Pass – IEEE Member $120

One-Day Pass – Non Member  $170

One-Day Pass –Student $100

Keynote SPEAKERS


 
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Peter Burr

Peter Burr (b. 1980) is an artist from Brooklyn, NY. A master of computer animation with a gift for creating images and environments that hover on the boundary between abstraction and figuration, Burr has in recent years devoted himself to exploring the concept of an endlessly mutating labyrinth. His practice often engages with tools of the video game industry in the form of immersive cinematic artworks. These pieces have been presented internationally by various institutions including Documenta 14, Athens; MoMA PS1, New York; and The Barbican Centre, London.

Previously Burr worked under the alias Hooliganship and founded the video label Cartune Xprez through which he produced hundreds of live multimedia exhibitions and touring programs showcasing a multi-generational group of artists at the forefront of experimental animation. His practice has been recognized through grants and awards including a Guggenheim Fellowship (2018), a Creative Capital Grant (2016), and a Sundance New Frontier Fellowship (2016).

He is currently a visiting artist at the School of the Art Institute of Chicago.


Ece Tankal
Carmen Aguilar y Wedge

Hyphen-Labs

Hyphen-Labs is an international collective working at the intersection of technology, art, science, and the future. Through their global vision and multi-disciplinary backgrounds they are driven to create engaging ways to explore planetary-centered design.

Hyphen-Labs designs and builds robust transmedia experiences by combining digital and physical mediums ranging in scale from small products and prototypes to large architectural pavilions and installations. Through their creative practice and artistic commissions, they blend architecture, speculative and interactive design, digital arts, fashion, creative writing, and film through new media and emerging technologies.

Hyphen-Labs is Ece Tankal, Carmen Aguilar y Wedge, and Ashley Baccus Clark, and an international team of engineers, scientists, architects, and artists creating at the intersection of art and emerging technology. Ece Tankal is a Turkish born designer and new media artist based in London. Ece is interested in exploring interventions and interaction related to bodily, spatial and temporal concepts through mixed media installations, virtual reality experiences and speculative design. Trained in architecture, her approach is to place the viewer as a natural extension of the digital topographies she creates to expand and stretch the reality we currently occupy. She is a co-founder of Hyphen-Labs.

Carmen Aguilar y Wedge is a latinx structural engineer and artist synthesizing design and technology to develop immersive - transmedia experiences. Inspired by the translation of concepts to material expressions visualized through an aesthetic framework of science fiction, futurism, and surrealism her work expands on the principles of emotional design. She is a co-founder and creative director at Hyphen-Labs.


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Angela Washko

Tactical Embodiment (Performance and Activism in Hostile Online Environments)

Angela Washko is an artist, writer and facilitator devoted to creating new forums for discussions of feminism in spaces frequently hostile toward it. Washko's practice spans interventions in mainstream media, performances in digital environments, video and video game development. She is committed to telling complex and unconventional stories about the media we consume from unusual perspectives.  Since 2012, Washko has operated The Council on Gender Sensitivity and Behavioral Awareness in World of Warcraft, an ongoing intervention inside the most popular online role-playing game of all time. She is currently working on an experimental documentary film about drag queen and RuPaul’s Drag Race reality television contestant Mrs. Kasha Davis.

A recipient of a Franklin Furnace Fund for Performance Art, a Frank-Ratchye Fund for Art at the Frontier Grant, Rhizome Internet Art Microgrant, and the 2018 Impact Award at Indiecade, Washko's practice has been highlighted in The New Yorker, Frieze Magazine, Time Magazine, The Guardian, ArtForum, Art in America, The New York Times, The Los Angeles Times, more. Her projects have been presented nationally and internationally at venues including Museum of the Moving Image (New York), Kiasma Museum of Contemporary Art (Helsinki), Los Angeles Museum of Contemporary Art, the Milan Design Triennale, the Shenzhen Independent Animation Biennial, the Hammer Museum (Los Angeles), and the Rotterdam International Film Festival. Angela Washko is an Assistant Professor of Art at Carnegie Mellon University.


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Alex Thayer

Mixed reality, brain interfaces, and irascible artists: Applying the Anne Frank House, SETI, and Salvator Rosa to the future of immersive experiences

Alex Thayer, PhD is the Chief Experience Architect for the Immersive Experiences Lab at HP. Thayer has a PhD in Human Centered Design & Engineering from the University of Washington plus degrees in Technical Communication and Art History. For the Immersive Experiences Lab, Alex guides research efforts around the future of mixed reality, 3D and 4D printing, and other topic areas at the intersection of people, practice, experience, and technology. Alex has also taught and published extensively in the areas of sociocultural impact and design of digital games, novel sensing and interaction models, user experience design and research, and the post-digital world of physical and digital tools and artifacts. Alex has over 20 years of professional experience in the tech industry at companies including IBM, Microsoft, Google, Intel, and VMware.


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Anna Dyson

Inverted Embodiments: Projection of Environmental Ecosystems through Human Biometrics

Anna Dyson is the Hines Professor of Architecture at the School of Architecture and Professor of Forestry & Environmental Studies, at Yale University. In her role, Dyson directs the scholarship and research of the joint degree program, and will expand this graduate program to include PhD level funded research in Architectural Sciences / Built Ecologies.

Dyson is also the founding Director of the Yale Center for Ecosystems in Architecture (CEA) within Rudolph Hall to connect to other interdisciplinary labs on campus towards the vigorous research, development and deployment of novel architectural systems that are focused on reinventing the DNA of the built fabric in order to take on the challenge of metabolizing energy, water and materials within architecture in radically new ways.

Anna Dyson has been a professor of Architecture at Rensselaer Polytechnic Institute, where she founded the Center for Architecture, Science and Ecology (CASE) in Manhattan with Skidmore Owings and Merrill LLP in 2006. CASE hosts the PhD program in Architectural Sciences/Built Ecologies (BE), which has received multiple honors, including an Award of Excellence in pedagogy from the United States Green Building Council (USGBC), and the award for most innovative academic program from the Association for Computer Aided Design in Architecture (ACADIA) in 2012. Over the last decade, the BE program has distinguished itself by competitively winning awards for design research from multiple sponsors such as the National Science Foundation (NSF), the US Department of Energy (DOE), the Environmental Protection Agency (EPA) and from private sponsors such as the Bill and Melinda Gates Foundation (BMGF), the San Francisco Foundation, and others.

Recipient of the Innovator Award from Architectural Record in 2015, Dyson holds many international patents on building systems innovations for the collection and distribution of clean energy, water, air quality and material life cycle. Her work has been exhibited internationally at venues including the Museum of Modern Art (MoMA), The World Future Energy Summit (WFES), and The Center for Architecture. Designs for novel systems have been recognized with over twenty awards, including a 1st prize from the American Institute of Architects (AIA) for the Integrated Concentrating Solar Façade and Climate Camouflage systems, multiple Architect R&D for systems including the Solar Enclosure for Water Reuse (SEWR) and the Active Modular Phytoremediation System (AMPS). Multiple systems are being deployed, with the AMPS system recently installed into the Public Safety Answering Center (PSAC II) in the Bronx, included in the Best Architecture of 2017 by the Wall St. Journal, as the first full scale test of the production of fresh air from within a building through plant-based air handling systems.


 
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Kimberly Hieftje, PhD

Virtual Reality and Health PROMOTION: a Unique Opportunity to Bring VR to Schools

Dr. Hieftje is a Research Scientist at the Yale School of Medicine and the Deputy Director of the Yale Center for Health & Learning Games, which focuses on the development and evaluation of videogame interventions for health prevention and promotion, behavior change, and education in adolescents and young adults. Dr. Hieftje is also the Deputy Director of the play2PREVENT Lab and Director of the play4REAL Lab at the center, which focuses on the use of VR/AR/XR in games. She is currently involved in the development and testing of several health behavior change videogames and has published frequently on developing, evaluating, and implementing serious games. She has worked on games that have focused on topics including JUUL/e-c-cigarette prevention, tobacco use prevention, risk reduction in adolescents, HIV/STI prevention, HIV/STI testing, empowering young women around sexual health, bystander intervention, LGBTQ bullying, school climate, and increasing math skills in first graders. 

Most recently, Dr. Hieftje received a gift from Oculus to fully develop and evaluate smokeSCREEN VR, a VR videogame intervention focused on JUUL/e-cigarette prevention in teens developed by the play4REAL Lab in partnership with PreviewLabs, Inc. Created for the Oculus Go, the game uses voice recognition software to allow players to practice refusing peers in real time. With her team at the play4REAL Lab, she will conduct a randomized controlled trial with 230 teens, following them for six months to see if playing smokeSCREEN VR impacted their behaviors, attitudes, intentions, and social perceptions of JUUL/e-cigarettes. Additionally, the team will explore how VR can be leveraged to create the feeling of social pressure in simulated high-risk social situations involving peers. 

Dr. Hieftje is also a K12 Scholar in the Yale Implementation Science program (YSIS), where she will collect and analyze qualitative and quantitative data from teachers and students on the implementation of a web-based videogame intervention focused on tobacco use prevention with the goal of better understanding the factors associated with successful implementation of videogames in schools.


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Travel & Accommodation

 

Driving Directions

From Interstate 95
Turn off Interstate 95 at the I-91 North (Hartford-Springfield) exit and continue for a short distance. Take exit 3 (Trumbull Street). Follow the Interstate 91 directions below.

From Interstate 91
Take exit 3 (Trumbull Street). Stay in the middle lane and continue straight on Trumbull Street. At the fourth traffic light (including the light at the end of the exit ramp), turn right onto Hillhouse Avenue. The admissions office at 38 Hillhouse Avenue will be the fourth building on your left.

From Route 15 (Wilbur Cross/Merritt Parkways)
• From the north: Take exit 61. Drive south on Whitney Avenue for about five miles. Shortly after passing Sachem Street on your right, the road will split. Stay to the right. You are now on Temple Street. Take an immediate right onto Trumbull Street and the next right onto Hillhouse Avenue. The admissions office at 38 Hillhouse Avenue will be the fourth building on your left.

• From the south: Take the Merritt Parkway to the I-95 exit. Follow the Interstate 95 directions above.

Parking

Undergraduate Admissions visitors may park at Lot 37, an off-street Yale parking lot located on the north side of Trumbull Street, between Hillhouse Avenue and Whitney Avenue (use “79 Trumbull Street, New Haven, CT” to locate the parking lot on a GPS device). There is a charge of $2/hr, payable by credit card at the kiosk in the lot. However, please note that this is a very small lot and fills up very quickly each day.

We regret that we cannot guarantee availability of parking near Undergraduate Admissions. Please consider both off-street and on-street parking options, and leave ample time (15-20 minutes) before your scheduled events to find a parking space. On-street metered parking is also available in front of the Office of Undergraduate Admissions on Hillhouse Ave. The Hillhouse Avenue meters take quarters or major credit cards and have enforced five-hour limits ($1.50/hr). Some parking meters in New Haven, including those on Hillhouse Avenue, also accept payment through the Parkmobile Web App(link is external). On-street metered parking is also available on Sachem Street, one block north of Undergraduate Admissions, between Prospect Street and Hillhouse Avenue. Please be aware of posted signage whenever you park. In some locations near the admissions office, on-street parking is illegal from 4:00 to 6:00 p.m., and cars may be subject to towing during that time.

Please be aware that there are also several private parking garages within walking distance of the admissions office, including:

• Grove Street Garage (65 Grove St.)
• Audubon Court Garage (78 Audobon St.)

Please visit the Yale visitor parking website or the City of New Haven(link is external) website for more information and to view area parking maps.

By Train or Bus

Union Station is minutes from the Yale campus. Metro-North(link is external) offers frequent train service between New Haven and New York City. Amtrak(link is external) provides train service to New Haven from Vermont, Providence, and Boston to the north, and from Washington, D.C., to the south, at prices that are competitive with air travel. Union Station is also a Greyhound(link is external) (203.772.2470) and Peter Pan(link is external) (800.343.9999) bus terminal. Once you reach Union Station, we suggest that you use a local taxi service to reach the Yale campus. (There’s a taxi stand at the station.) A taxi will cost about $10. Local shuttle and bus services(link is external) are also available for travel between Union Station and Yale.

By Airplane

Tweed-New Haven Airport (airport code HVN), is approximately four miles from the Yale campus. It is a small regional airport serviced by American Airlines via Philadelphia. Taxis, buses, and rental cars are available at Tweed.

Other nearby airports include Bradley International Airport (BDL) in Windsor Locks, CT (53 miles to campus), LaGuardia International Airport (LGA) in New York City (72 miles to campus), Kennedy International Airport (JFK) in New York City (80 miles to campus), and Newark International Airport (EWR) in Newark, NJ (92 miles to campus). Amtrak provides direct train service from Newark airport to New Haven’s Union Station. For all other airports, private shuttle services are available through Connecticut Limousine(link is external) (800.472.5466) and GO Airport Shuttle(link is external) (866.284.3247). Please be sure to make reservations for shuttle services well in advance.

Hotels & Restaurants

Conference hotel blocks will be available soon. New Haven has several fine hotels and many outstanding restaurants. Hotels located on or around campus include:

Courtyard New Haven at Yale(link is external)

30 Whalley Avenue
800.321.2211
203.777.6221

The Study at Yale(link is external)

1157 Chapel Street
866.930.1157 

Omni New Haven Hotel at Yale(link is external)

155 Temple Street
800.THE.OMNI
203.772.6664

New Haven Hotel(link is external)

229 George Street
800.644.6835
203.498.3100

The Blake Hotel(link is external)

9 High Street
203.390.5352

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News & Updates

 

Twitter

 

AUTHORS GUIDE:

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 31, 2019.

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 ckorbert@ieee.org if you need assistance. Charlotte can also help with invitation letters if you cannot access these on EDAS, etc.

Please note that if you would like to present your paper in VR-mode, either as a poster exhibit, or to have VR-capability during your presentation we will have several HTC-Vive units available. Please indicate by return e-mail that you wish to use VR to the TPC chair, including ckorbert@ieee.org in the CC.

Publication Opportunities:

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

upcoming deadlines:

Mid-May is the deadline for our hotel block bookings and accommodation at the student village; we have some very good rates available but these will close shortly; we strongly recommend to take advantage of these rates while they are available.

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 June; please contact ckorbert@ieee.org if you need assistance. Charlotte can also help with invitation letters if you cannot access these on EDAS, etc.

FINAL Paper SubmissionS:

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 links:

Paper Template (PDF); Paper Template (DOC); Paper Template (Pages)

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.

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Yale Center for Collaborative Arts & Media

149 York Street

New Haven, CT 06511