IEEE Consumer Electronics Magazine - July 2015 - 71

PANELS

One of the many selfies generated during the conference, this
time of Dana Popa, Ross Smith, and Nahum Gershon.

RESEARCH PAPERS
The research papers consisted of many sessions that covered
a wide range of topics. They were categorized roughly into
sessions on human factors, interaction, and game user
research (such as "Examining the Effects of Visual and Cognitive Fidelity"); games in education; serious games and exergaming (such as "Design Lessons from Mainstream
Motion-Based Games for Exergames for Older Adults") to
game design (such as "Balancing Multiplayer First-Person
Shooter Games"); technology and algorithms (such as "Audio
Games as Educational Tools: Design Principles and Examples"); and games studies, psychology, and sociology in
games (such as "Understanding Player Perception of Accumulated Context").
A complete listing of the proceedings and the individual
papers can be found on IEEE Xplore. A PDF of the conference
program is posted on the IEEE GEM 2014 Web site at http://
ieeexplore.ieee.org/stamp/stamp.jsp?tp=&arnumber=7047966.

TUTORIALS AND WORKSHOPS
On the first day, IEEE GEM 2014 conducted three tutorials
and a workshop. The tutorials covered diverse topics including:
▼ "Holography and the Recording of 3-D Models" by Emanuel Istrate (University of Toronto)
▼ "Design and Customize Your Own Location-Based Game"
by Kai Erenli
▼ "HTML5 Game Development" by Jim Parker (University
of Calgary).
The workshop "Introduction to Enterprise Gamification"
was given by Ross Smith and Dana Popa.

Face-to-face encounters have
unique advantages that cannot
be easily replicated by
online technology.

Two panels at IEEE GEM 2014 brought together leading
experts and researchers to discuss important topics relevant
to the IEEE GEM community. The first panel, "Funding
Opportunities," included panelists Eugene Fiume, a professor in the Department of Computer Science at the University of Toronto, and Elena Bertozzi, an associate professor in
game design and development at Quinnipiac University. The
panel took place on Thursday, 23 October, and covered
information about available funding for research and development as well as advice on how to increase the prospects
of getting funded.
The second panel, "The Use of Games and Simulation for
Health and Health Professions Education," brought together
an international group of experts in the use of games and
game-based technologies for health care, health management,
and health professions education to discuss the benefits,
problems, limitations, and
growing opportunities within
the field of games for health
and health professions education. Topics covered included
the importance of instructional
design, managing an interdisciplinary development team, and
current consumer-level technologies and the new opportunities they provide to "games
for health developers." The
panelists also shared their own Jim Parker in attendance at the
personal experiences within conference.
this domain and offered their
views of future opportunities. The panelists included Bruce
Ballon, Bill Kapralos, Roy Eagleson (University of Western
Ontario, London, Canada), Sandrinbe de Ribaupierre (University of Western Ontario), Alvaro J. Uribe (Military University Nueva Granada, Bogota, Colombia), and Byron A.P.
Gutierrez (Military University Nueva Granada).

BROADENING THE CONCEPT OF THE CONFERENCE
The IEEE GEM community has
taken the task of broadening the
concept of the conference and
bringing it to the realities of the
21st century. We realize that,
like media, each conference format or technology has its own
strengths and weaknesses. Faceto-face (F2F) encounters have
unique advantages that cannot
be easily replicated by online
technology. This is why we continue to invest considerable
resources in organizing F2F
conferences. The speakers are
july 2015

^

Eugene Fiume at the conference.

IEEE Consumer Electronics Magazine

71


http://http:// http://ieeexplore.ieee.org/stamp/stamp.jsp?tp=&arnumber=7047966

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