IEEE Games, Entertainment and Media
149 York Street
New Haven 06511
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IEEE Games Entertainment and Media (GEM) 2019
June 18-22, 2019
Yale University, New Haven, Connecticut
Extended deadline: March 30, 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.
IEEE Games Entertainment and Media 2019 is continuing to accept papers, projects, and artworks. Submissions can take the form of Full Papers for most tracks, Abstracts for those in the medical field, and Projects for exhibition proposals. Our goal is to make this a totally immersive conference, with demos and experiences available throughout the venue as well as those included in a curated exhibition. We will have a non-juried track for people with accepted papers to submit examples of their work to be viewable and/or playable in the space, with the hope that everything you hear about during a session is also something that you will also get to see or do.
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.
- Immersive Visualizations
- Experimental Interfaces for VR/AR and Immersive Environments
- Spatial Audio
- Serious and Applied Games for Health and Wellness
- Medical and Healthcare applications for GEM
- Projects and Demonstrations in VR/AR
- New Performance Practices
- Full Papers for Augmented and Virtual Reality
- Sensing Technologies for Pedagogy and Research
- 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, Development and User Experience in GEM
- Industry Applications for Serious Gaming
- Practical Case Studies
- Standards and Open-Source GEM
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
- Hyphen-Labs, International transmedia collective
- Angela Washko, Carnegie Mellon University
- Alex Thayer, HP Immersive Experiences Lab
- Anna Dyson, Yale School of Architecture
- Kimberly Hieftje, Yale School of Medicine
- Justin Berry, Yale University
- Elena Bertozzi, Quinnipiac University
- Lynn Fiellin, Yale University
- Johannes DeYoung, Carnegie Mellon University
- Nicholas O’Brien, Stevens Institute of Technology
- Randall Rode, Yale University
- Dana Karwas, Yale University
- Peter Corcoran, National University of Ireland, Galway
- Charlotte Kobert, IEEE
March 30, 2019, 11:45pm EST
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Will you attend this event?
#STS, Art, Media Studies, Electronic Arts, Interactive Arts, Game Design, Performance Studies, Motion Capture, Optics, Perspective, Image Making, Philosophy of Science, History of Technology, #