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GEM 2014 - IEEE Games, Entertainment, & Media

Continuing the tradition & broadening the scope of the IEEE International Games Innovation Conferences (IGIC)

What Conference
When 2014-10-22 to
2014-10-24
Where Toronto, Ontario, Canada
Contact Name Bill Kapralos, Charlotte Kobert (Conference Coordinator)
Contact Email
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Topics include:

  • 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.

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