Keynote Speakers

Kate Edwards
Mia Consalvo
Richard A. Bartle
Kay Meseberg
Jacquelyn Morie
Aljosa Smolic
Lynn E. Fiellin
Brian Markwalter
Martin Walsh


This workshop aims to address the ongoing research and industrial efforts on security and privacy of the IoT ecosystems. The one-day single track event will bring together international experts to address Cybersecurity threats and their mitigation. There will also be a hands-on tutorial session on how to secure IoT data for exchange, storage and processing.

This workshop introduces participants to the basics of practical deep learning, as well as an understanding of approaches and options for solving real world problems. In addition participants will have the opportunity to practice developing and deploying artificial intelligence models with the latest NVIDIA GPU’s, Raspberry PI and Movidus USB sticks using Python and Tensorflow.



This panel looks at the past, present, and future of immersive media technologies, discussing the critical intersections of art, design, and science in periods of rapid technological transformation.

The commercial games industry uses in-game data generated by players for a wide variety of purposes. Serious/applied games are only beginning to explore leveraging this data to improve player experience, understand player motivation, and better focus initiatives that seek to modify player behavior to improve health. Our panelists all have experience designing, building and deploying pro-health games and they will discuss the possibilities and perils of doing so.

Educators and students are seeking an ever-expanding immersive landscape, where students engage with teachers and each other through a wide spectrum of interactive resources. In this educational reality, VR has a definitive place of value. Our panellists all have experience designing, building and deploying VR/AR applications for education and they will discuss the possibilities and try to predict the future of immersive education.


Special Sessions

Papers and practical presentations of new tools including MOOCS, AR apps et al are invited. Each submission should identify the user group it serves, with a note of any sensory, physical, cognitive or learning issues to be addressed.

Contributions are invited that describe how Deep learning methodologies can be applied to solve problems in the context of Games & Interactive Media systems/technology.

With new AR/VR interfaces there is a need for keyboard-free authentication; abstracts invited addressing biometrics & liveness techniques for auth & security of player profiles & data.

This special session will focus on emerging Brain & Affective computer interfaces for AR/VR and Immersive environments and applications within the scope of Games and Interactive media technologies.

The news is full of discussions on Facebook & GDPR, but gaming and entertainment systems are increasingly linked with big data in the cloud and in the near future will rely on biometric data for frictionless access. What are the implication of new data regulation for mobile & cloud gaming? If you are active in this field then this is the place for your research work.

Recent advances in the field of mobile robots, object tracking and other enabling technologies have made it possible to implement more dynamic games, encompassing soccer, drone racing and autonomous battling. The aim of this special session is to attract contributions addressing the broad fields of robotic gaming and related technologies, with the aim to inspire both game and robot designers and create ever more fun and engaging experiences.

This special session solicits research contributions focussed on exploring the uses of textiles, smart materials, and wearables to enhance haptic or tactile memory triggers and the application of these sensing & interface technologies in the context of games and interactive media systems.

Conference Tracks

Click on an academic track to submit a paper.
If you prefer a list of tracks please click here.

Patronage Program