会議情報

GEM' 2024: IEEE CTSoc Gaming, Entertainment and Media

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投稿締切日:
2024-01-31
通知日:
2024-03-12
開催日:
2024-06-05
開催地:
Turin, Italy
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会伴インデックス (CP-I)

42.1 / 100
全 5,693 件中 第 4,158 位 · 上位 74%
根拠が限られています:この会議は CCF / ICORE / QUALIS のいずれにも収録されておらず、採択率のデータもないため、スコアの大部分は中立の基準値に戻ります。
学術的評価 (35%) データなし — 中立の基準値 50 点として算入 —
投稿の選択性 (20%) データなし — 中立の基準値 50 点として算入 —
開催回数 (20%) データなし — 中立の基準値 50 点として算入 —
コミュニティの注目度 (10%)
8
公開情報の充実度 (15%)
25

使用した入力: 過去 24 か月にこのページを開いた研究者:2 人

公開情報で不足しているもの: 過去の採択率 (+4.5) · 過去の開催回 (+3.0) · 最優秀論文の記録 (+2.3)
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信頼度 25% — スコアのうち、中立の基準値ではなく実際に観測されたデータに基づく割合。 このスコアの算出方法 · ランキングを見る · アルゴリズム版 1.1 · 算出日 2026-10-05

論文募集

GEM' 2024 (IEEE CTSoc Gaming, Entertainment and Media) is an academic conference held in Turin, Italy on 2024-06-05. The paper submission deadline is 2024-01-31. Acceptance notifications are sent on 2024-03-12.

The IEEE CTSoc International Conference on Gaming, Entertainment & Media (GEM) is for researchers and practitioners in all forms of gaming, entertainment, and media. Our goal is to consider the social, political, cultural, and philosophical impacts of applying these technologies for the betterment of humanity. GEM encompasses all aspects of interactive digital media including digital games, game design, new enabling technologies, interactive entertainment, advanced consumer technology systems, immersive experiences, robotics, novel sensing technologies such as motion capture, haptics, emerging media, and arts technologies. GEM is for researchers and practitioners that seek to integrate technology with art, media and entertainment. Participants are in HCI, Digital Arts, Creative Arts, Humanities, Journalism, Robotics, Cybernetics, Cyberpsychology, AI, VFX and other disciplines. They are united in their interest and enthusiasm for exploring GEM’s areas of interest and the significant uses and impacts these technologies have on our lives. The conference will provide networking opportunities for participants to share research, ideas, designs, advancements and experiences on the state-of-the-art and future direction of consumer technologies related to GEM. GEM 2024 will feature a comprehensive high-quality technical & experiential program dealing with a mix of traditional and contemporary hot topics in paper presentations (lecture and interactive style - as preferred by the presenter), tutorials, workshops, mixed panels and high-profile keynotes. Publication in the Conference Proceedings and IEEE Xplore® requires authors to register under the “Full” registration category ONLY. Authors with multiple papers will be allowed to register with a reduced additional paper fee if the same author is presenting all papers. A selection of authors with the highest review scores may be invited to submit enhanced journal-quality papers to special issues on peer-reviewed journals like IEEE Transactions on Consumer Electronics and IEEE Consumer Electronics Magazine. Topics of Interest Games Serious and Applied Games for Health and Wellness Exer-games for Health and Wellness Serious Games for Education and Industry Applications Ethics & Privacy in Games Game Design, Development. and UX Studies Game Engines & Auth. Tools Procedural/Generative Content Generation Games Underpinning Technologies and Systems Machine Learning & AI in Games Virtual and Intelligent Agents Accessibility and Inclusion in Games Cyber-Physical Systems and Phygital Games Sensing, Control and Haptic Technologies for Games Psychology of Play and Players Networking and Multi-player Smart, Cloud, and Edge Computing XR Interfaces for Games Human-Machine Interaction Entertainment Immersive Visualizations and Sounds VFX & Pipeline Design Deep Fakes and Entertainment Ethics & Privacy in Interactive Entertainment Interfaces for VR/AR and Immersive Environment Affective Computing Digital Twins Wearables and Haptic Interfaces Social Robots and Entertainment New Performance Practices Simulations for CGI and VFX AI in Show Control and Automation Virtual Production and Cinematography Smart Exhibitions and Arts E-sports, Live Streaming and Spectator Experiences Sensors and Actuators Blockchain-based Secure Entertainment Analytics Extraction and Exploitation Media AI, Big Data and IoT in Media Consumption Deep Fakes and media Art Design, Digital Media and Computer Animation Audio/Video Systems and Signal Processing Multiview, 360°, 3D, and Volumetric Videos New Media Technologies in Health, Humanities and Education Psychosocial Impact of New Media Technologies Quantum Multimedia Technologies Security and Privacy for Multimedia Metaverse: Architectures, Applications, and Computing Production Tools and Workflows Media Technologies for Smart Cities Music and Sounds Production Mobile Multimedia and 5G/6G
最終更新:Dou Sun()

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関連ジャーナル

CCF正式名称インパクトファクター出版社ISSN
Entertainment Computing2.4Elsevier1875-9521
Simulation & GamingSAGE1046-8781
AIEEE Transactions on Multimedia9.7IEEE1520-9210
CKnowledge-Based Systems7.2Elsevier0950-7051
BSoftware & Systems Modeling3.2Springer1619-1366
AIEEE Transactions on Computers3.8IEEE0018-9340
CFuture Generation Computer Systems5.9Elsevier0167-739X
CNeurocomputing6.5Elsevier0925-2312
CPattern Recognition Letters3.9Elsevier0167-8655
BPattern Recognition7.6Elsevier0031-3203

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