会议信息

GEM 2022: IEEE Games, Entertainment, & Media

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GEM
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截稿日期:
2022-08-10
通知日期:
2022-09-21
会议日期:
2022-11-27
会议地点:
Bridgetown, Barbados
浏览: 26494   关注: 0   参加: 0

会伴指数 (CP-I)

42.1 / 100
全站第 4,158 名 / 共 5,693 个会议 · 前 74%
证据有限:这个会议不在 CCF / ICORE / QUALIS 任何一份榜单里,也没有录用率数据,因此分数的大部分回落到了中性基准。
学术认可 (35%) 无数据 —— 按中性基准 50 分计入 —
投稿选择性 (20%) 无数据 —— 按中性基准 50 分计入 —
会议传承 (20%) 无数据 —— 按中性基准 50 分计入 —
社区关注 (10%)
8
资料公开度 (15%)
25

用到的输入: 过去 24 个月打开过本页的研究者:2 人

公开资料里还缺: 历年录用率 (+4.5) · 历届信息 (+3.0) · 最佳论文记录 (+2.3)
主办方认领本会议后,可直接在这一页补上;分数每晚重算。如何提升这个分数

置信度 25% —— 分数中有多大比例来自实际观测到的数据,而不是中性基准。 这个分数是怎么算出来的 · 查看完整榜单 · 算法版本 1.1 · 算于 2026-10-05

征稿

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
由 Dou Sun 最后更新于

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