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IEEE GEM 2024 <[log in to unmask]>
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Sat, 9 Dec 2023 12:35:17 -0500
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*CALL FOR PAPERS & OTHER CONTRIBUTIONS*

*=============================================*

*2024 IEEE CTSoc Conference on Gaming, Entertainment and Media (GEM 2024)*

*DATE: June 5-7, 2024, *

*LOCATION: Turin, Italy*

*WEBSITE: **https://ieee-gem2024.org* <https://ieee-gem2024.org/>

*CONTACT: **[log in to unmask]* <[log in to unmask]>

*Sponsored by IEEE Consumer Technology Society (CTSoc)*



This premier conference brings together leading researchers, academics, and
industry professionals to explore the realm at the intersection of consumer
technologies, gaming, entertainment, media and the arts. With exciting
networking opportunities, you'll have the chance to share and discover
cutting-edge research, ideas, and experiences on the future of these
incredible technologies. From interactive and smart applications to
storytelling, from artificial intelligence to immersion in virtual and
augmented reality, from emerging art & design techniques to healthcare,
cultural heritage, education, etc., IEEE CTSoc Conference on Gaming,
Entertainment and Media (GEM 2024) is the venue.



The conference will be hosted at Politecnico di Torino, one of the largest
technical universities in Europe. The city of Turin is conveniently located
in the North-West of Italy, close to both gorgeous beaches and mountains.
Turin and Piedmont region are home to various attractions and historical
places, including two UNESCO World Heritage Sites (Residences of the Royal
House of Savoy and Vineyard Landscape of Piedmont: Langhe-Roero and
Monferrato), the oldest and largest Egyptian Museum outside Egypt, The
National Museum of Cinema, The National Automobile Museum, the Holy Shroud
Chapel.



Turin is well connected to the rest of the world thanks to its
international airport (TRN) and high-speed train connection to Milan
(50min) and its intercontinental hub (MXP), Rome (4h), Venice (3h),
Florence (3h), etc. More information about Turin at
https://www.turismotorino.org/en.



*GEM 2024 *welcomes submissions from a wide range of research disciplines
(from emerging consumer technologies to art and humanities) in the
following formats:

   - *Full Papers* (4-6 pages)
   - *Short Papers* (2-4 pages)
   - *Late-Breaking Papers* (2-4 pages)
   - *Workshop & Tutorial **Proposals*
   - *Special Session Proposals*
   - *Exhibits, Interactive Performances & Demos **Contributions*
   -

*Industry Forum Proposals *

*Key Dates/Deadlines*

*Full/Short Papers **– *Submission Deadline: *Jan 31, 2024*

*Workshops, Special** Session** and Tutorial Proposals* – Submission
Deadline:* Jan 22, 2024*

*Notification of Acceptance (**Full/Short Papers**):* *March 12, 2024*

*Late-Breaking Papers – *Submission Deadline: *March 22, 2024*

*Exhibits, Performances & Demos **– *Submission Deadline: *March 22, 2024*

*Notification of Acceptance (Late-Breaking Papers)*: *April 19, 2024*



Camera-Ready Deadline and Author Registration: *April 26, 2024**



** Early bird (discounted) registration ends on April 1, 2024*



Conference proceedings will be published in* IEEE Xplore®* (Scopus and Web
of Science). Authors of selected contributions will 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.



*Don't miss this opportunity to contribute at shaping the future of
entertainment at GEM 2024.*



*Topics*



Gaming

Entertainment

Media

-       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

-       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

-       Simulations for CGI and VFX

-       Social Robots and Entertainment

-       New Performance Practices

-       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



-       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

############################

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