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GEM 2022: IEEE Games, Entertainment, & Media

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GEM
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投稿締切日:
2022-08-10
通知日:
2022-09-21
開催日:
2022-11-27
開催地:
Bridgetown, Barbados
閲覧: 26493   フォロー: 0   参加: 0

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

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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 2022 (IEEE Games, Entertainment, & Media) is an academic conference held in Bridgetown, Barbados on 2022-11-27. The paper submission deadline is 2022-08-10. Acceptance notifications are sent on 2022-09-21.

The IEEE CTSoc International Conference on Games, Entertainment & Media (GEM) is for researchers and practitioners in all forms of games, entertainment, and media. 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. Our goal is also to consider the social, political, cultural, and philosophical impacts of applying these technologies for the betterment of humanity. 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 2022 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 may be allowed to register with a reduced additional paper fee if the same author is presenting all papers (maximum of 3 papers). A select few authors with the highest reviews may be invited to submit enhanced journal-quality papers to special issues of the peer-reviewed journals: IEEE Transactions on Consumer Electronics, IEEE Transactions on Games and IEEE Consumer Electronics Magazine. Areas of Interest Below are the areas of interest for the conference. Other areas related to GEM will be considered. Go to the For Authors page for submission details Games Serious and Applied Games for Health and Wellness Serious Games for Education Industry Applications for Serious Gaming Ethics & Privacy in Games Game design, development and UX standards Game technologies Machine Learning & AI in Games DEIA in Games Sensing Technologies for Games in Pedagogy and Research Art games and technology Entertainment Immersive Visualizations and sounds VFX & Pipeline design Deep fakes and Entertainment Ethics & Privacy in Interactive Entertainment Interfaces for VR/AR and Immersive Environments Wearables and Tactile Interfaces Social robots and entertainment New Performance Practices AI in show control and automation Virtual cinematography Documentary technologies Media AI, Big Data and IoT in media consumption and dissemination Dis- and mis-information detection and mitigation Offensive, racist and violent language detection Deep Fakes and media High Dynamic Range theories, technologies and challenges Art design and digital media technologies New media technologies in health, humanities and education Psychosocial impact of new media technologies
最終更新:Dou Sun()

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
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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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