The IEEE GEM 2016 conference is a platform for disseminating innovative research and development work on game, entertainment, and media technologies, applying lessons learned, and developing new ideas through audience interaction. Participation from all sectors including academia, industry, and government is welcome. The IEEE GEM 2016 conference brings together researchers, developers, industry, and government partners for formal and informal engagement and examination of emergent features of computer game development for entertainment, for learning/teaching, for serious purposes, and to impact society. IEEE GEM 2016 also provides an important forum for future game, entertainment, and media development talent to gain perspective on the knowledge, skills and attitude required to succeed in the game development world.
Multi-player Games: networked games, location awareness, infrastructure, performance, latency, architecture, security.
Game Platforms: mobile/handheld, computers, consoles, cloud-based gaming.
Beyond Entertainment: health, exercise (exergaming), education, training, business, advertising, social change, usability beyond games, serious gaming, gender issues in game design and development, gamification, assessment, usability strategies and methodologies.
Design, Development and Production of Games, Entertainment, and Media:game design, entertainment and media tools, interdependencies of software & hardware, graphics, animation, content generation, artificial intelligence, cinematography, animation and motion capture for games and entertainment.
Artificial Intelligence (AI) Technologies for Games, Entertainment and Media: decision-making, learning and adaptation, game AI design components, strategic AI and collective behavior, AI in content creation, player profiling for improved AI.
Mixed, Augmented and Virtual Reality Systems for Games, Entertainment, and Media
Interfaces for Games, Entertainment, and Media: interoperability, wearable devices, biometrics, 3D effects, haptics, gaze, proximity, audio, gesture, multi-modal interactions.
User/player centered design
Technology: multi-core processors, mobile SoC, stereoscopic 3D, 3D graphics, storage, vision, imaging, wireless, robots, entertainment system architectures.
User Experience of Games, Entertainment and Media: playing experience, immersion, engagement, playability & usability, behavioral impact, social impact, player modeling, learning, lessons from games, entertainment and media, experiences and lessons learned from game and entertainment development in academia and industry, bridging the academia-industry gap.
Interaction. Integration of interaction and multimedia capabilities in entertainment systems, interactive television and broadcasting, interactive art and entertainment
Play: Theories of play, historical evolution of play, relationship between electronic and non-electronic forms of games and toys, psychological, play across the lifespan, impact of computers on play, player-audience interactions.
Game Design and Development Education:curriculum design, course design, survey of existing programs, informal education, strategies for developing technology transfer, copyright and IP protection for educators and students.
Cultural Issues in Entertainment, Games, and Media:Psychological, social, and cultural differences in perception and participation. Cross-cultural and intercultural approaches, communities, social interaction and social capital in games, entertainment and media, impact of game, entertainment, and media technologies on users, culture, and society.
09月13日
2016
09月15日
2016
注册截止日期
2018年08月15日 爱尔兰
2018 IEEE Games, Entertainment, Media Conference
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