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CfP: IEEE Games, Entertainment, & Media (GEM) 2014 – Oct. 22-24, Toronto, Canada

The IEEE Consumer Electronics Society is pleased to announce the First IEEE Games, Entertainment and Media (GEM) Conference. The venue will provide an opportunity for the demonstration and study of the ways in which games and game technologies are transforming the educational and cultural landscape. The exhibition area will allow researchers, developers and industry professionals to demonstrate how they are using these technologies in research, as teaching tools and as means of modifying behavior in any number of fields.

The IEEE GEM 2014 conference is also 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 2014 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 2014 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.

The conference will take place at the University of Toronto Chestnut Conference Centre in downtown Toronto, Ontario, Canada.

Scope of the Conference

Through exciting and thought ­provoking demonstrations and presentations from leaders in academia and industry, peer ­reviewed research presentations, workshops, and exhibitions of posters, games, and the latest game, entertainment, and media technologies and systems available from industry ­leading vendors, the IEEE GEM 2014 conference will address a variety of topics including new developments and industrial applications in all areas related to games, play, entertainment, media, health, education, training, social change, and gamification are invited, including but not limited to the following:

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.
Submission Types

We invite submissions of various types including papers, workshops, courses, tutorials, panels, and demos in all areas of gaming that fall within the scope of the conference.

Demos

This is an opportunity to show colleagues your innovative use of game technologies in your research, teaching or product development. You will be provided with a space in which to set up your system and encouraged to allow as many participants as possible to see it in action. We are especially interested in demos that support papers being presented in sessions. Demo proposals are restricted to a maximum of one page in length and may also include an (optional) accompanying poster. Demo proposals must include the following information:

· Title.

· Synopsis of what you are demonstrating (e.g., use of the Kinect and customized algorithms to train and monitor recovering stroke patients), and supporting materials which demonstrate the validity of your approach.

· Contact information (name, affiliation, phone number, email) of the demo presenter.

· Relevant bio information of the panel leader(s) and any known participants.

· Description of the demo.

· Anticipated audio/visual and other equipment needs (and equipment you will be bringing).

· Whether or not a poster will also be included.

Papers

Paper submissions must present original, unpublished research or experiences. Papers under review elsewhere MUST NOT be submitted to the IEEE GEM 2014 conference. Papers should properly place the work within the field, cite related work, and clearly indicate the innovative aspects of the work and its contribution to the field. The following categories of papers will be accepted:

· Long (Full) papers (5-8 pages):

Should present original reports of substantive new/original work. Eight page maximum. Accepted full papers will be presented in the form of a 20 minute presentation at the conference. Individual presentations will be grouped by topic into sessions by conference organizers.

· Short papers (3-4 pages):

Should present interesting recent results or novel thought-provoking ideas that are not quite ready for a regular full-length paper. Four page maximum. Accepted short papers may be presented in the form 20 minute presentation at the conference or as a poster (to be determined by the conference organizers).

· Extended Abstracts (1-2 pages):

Industry projects and outlook, late-­breaking advances and work ­in ­progress reports from ongoing research are encouraged to be submitted as posters – two page maximum. Accepted papers will be presented in the form of a poster presentation at the conference.

Workshops

We invite workshop proposals in all areas of gaming that fall within the scope of the conference and particularly welcome proposals that will focus on and promote discussion on new and emerging trends. Workshops will be held on October 22, 2014 (the first day of the conference). Proposals are restricted to a maximum of four pages in length and must include the following information:

· Workshop title.

· Contact information (name, affiliation, phone number, email) of the organizer(s).

· Workshop objective/purpose.

· Indicate whether you would like your workshop to be scheduled for half or full day.

· Background and relevance of the topic.

· Expected workshop outcomes (publications, activates, “take-home” skills development, etc.). If the workshop will involve a separate call for papers, it can be done independent of the IEEE GEM 2014 conference and the resulting papers may be published in special issue journals, online, etc.

· Relevant bio information of the workshop leader(s).

· Names of potential participants and expected number of participants (if available).

· Due dates (schedule of submission and review of submitted material for your workshop).

· Anticipated audio/visual and other equipment needs.

Courses and Tutorials

Courses and tutorials will be held on October 22, 2014 (the first day of the conference). We encourage hands-on activities for course/tutorial participants. Course and tutorial proposals are restricted to a maximum of two pages in length and must include the following information:

· Course/tutorial title.

· Contact information (name, affiliation, phone number, email) of the organizer(s).

· Course/tutorial objective/purpose and expected outcomes.

· Duration of the course/tutorial.

· Background and relevance of the topic.

· Relevant bio information of the course/tutorial leader(s).

· Anticipated audio/visual and other equipment needs.

Panels

Panel proposals are restricted to a maximum of one page in length and must include the following information:

· Title.

· Contact information (name, affiliation, phone number, email) of the panel organizer(s).

· Panel topic and objective/purpose and expected outcomes.

· Duration of the panel.

· Relevant bio information of the panel leader(s) and any known participants.

· Anticipated audio/visual and other equipment needs.

Submission Formatting

All submissions (papers, workshop, course, tutorial, panel, and demo proposals) must adhere to IEEE formatting — Portable Document Format (PDF) formatted in two-column conference style. Please see the IEEE proceedings template available via the following URL:

http://www.ieee.org/conferences_events/conferences/publishing/templates.html

All full paper, short paper and extended abstract submissions will follow a double-blind review process whereby the authors will not know the names of the reviewers of their papers, and the reviewers will not know the names of the authors of the papers they are reviewing. To facilitate a double-blind review, for your initial submission, we are asking that author information (name(s), affiliation(s), etc.) be removed (please ensure that you do leave some empty space at the beginning of your initial manuscript after the title to allow author information to be added to the care-ready (final) submission). Furthermore, avoid phrases such as “we previously proposed…” or “our previous work…” that may identify the authors, remove information that may identify the authors in the acknowledgements, avoid providing links to websites that may identify authors, and if supplying any supplemental material, avoid including information that may identify the authors.

All submissions will be peer reviewed and evaluated based on originality, technical and/or research content/depth, correctness, relevance to the conference, contributions, and readability. All accepted papers (full, short, and extended abstracts), workshop, tutorial and demo proposals will be included in the distributed conference proceedings and the online IEEE Xplore digital library. At the time of the camera-ready submission, authors of accepted papers will also be required to complete a copyright form.

Selected accepted papers will be invited to expand to full length for submissions to the IEEE Transactions of Consumer Electronics, and possibly other journals (these selected papers must comply with the requirements of their respective journals).

Please submit your paper or workshop, tutorial, and demo proposals via the EasyChair conference system available via the following URL:

https://www.easychair.org/conferences/?conf=ieee-gem2014

Conference Organization

Conference Chair

Bill Kapralos, University of Ontario Institute of Technology

Conference Co-Chair

Nahum Gershon, MITRE

Program Chair

Elena Bertozzi, Quinnipiac University

Important Dates

Submission deadline:

Full, and short papers: Friday, May 23, 2014

Extended abstracts Friday, August 1, 2014

Workshop, tutorial, panel and demo proposals Friday, August 1, 2014

Notification:

Full, and short papers: Friday, July 18, 2014

Extended abstracts Friday, August 22, 2014

Workshop, tutorial, panel and demo proposals Friday, August 22, 2014

Final submission:

Full, and short papers: Friday, August 15, 2014

Extended abstracts Friday, August 28, 2014

Workshop, tutorial, panel and demo proposals Friday, August 28, 2014

Conference Venue

The IEEE GEM conference is being held at the University of Toronto Chestnut Conference Centre (89 Chestnut Street, Toronto, Ontario, M5G 1R1, Canada), in the heart of downtown Toronto, near Toronto’s iconic city hall, and in close proximity to the University of Toronto’s main campus.

For Further Information

Please consult the official IEEE GEM 2014 website at www.ieee-gem.org<http://www.ieee-gem.org/> for updates and additional conference information. General inquiries about the conference can be directed to ieee-gem2014@easychair.org<https://email.uoit.ca/owa/?ae=Item&t=IPM.Note&a=New&to=ieee-gem2014%40easychair.org&nm=ieee-gem2014%40easychair.org>

Elena Bertozzi, PhD. Associate Professor
Digital Game Design & Development & the EGG Lab
Quinnipiac University • 203-582-7998• CAS 2 101 •
elena.bertozzi@quinnipiac.edu • ardeaarts.org • engendergamesgroup.com

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