Upon careful evaluation of the current stage of the global COVID-19 pandemic and the conditions foreseen for August, the organizers of SeGAH 2022 have decided to change the conference to a fully online event. This decision does not affect the conference review, publication, indexing, presentation and discussion processes, which will follow IEEE guidelines. Submission deadlines have also been extended to May 2 to provide authors with traveling concerns with extra time to submit their manuscripts. The details and instructions concerning online presentations will be available in due time.

Important Dates

Conference: August 10-12, 2022
Full Paper Submission: May 2, 2022
Short Paper Submission: May 2, 2022
Tutorial Submission: May 2, 2022
Demo Submission: May 2, 2022
Authors Notification: June 15, 2022
Final Paper Submission and Registration: July 5, 2022
Early Registration: July 5, 2022

News


  • August 2022 - Website launched

Scope

The overall objectives of the conference are the discussion and sharing of knowledge, experiences and scientific and technical results, related to state-of-the-art solutions and technologies on serious games and applications for health and healthcare, as well as the demonstration of advanced products and technologies.

Best paper awards will be distributed during the conference closing session.

Workshops, Tutorials as well as Demonstrations dedicated to other technical/scientific topics are in preparation: companies interested in presenting their products/methodologies or researchers interested in holding a tutorial are invited to contact the conference secretariat.

Publishing

The conference proceedings will be submitted for inclusion to the IEEE Xplore Digital Library.

Previous Events

Topics

We particularly welcome research on topics in the following areas:

  • Artificial Inteligence for Novel Game Interactions
  • Game Human Computer Interaction
  • Game Theory and Multi-Agent Systems
  • Narrative and Interactive Entertainment
  • Procedural Content Generation and IA for Game Design
  • Augmented Reality in Games
  •  
  • Simulation
  • Virtual environments
  • Patient education
  • Game-based learning
  • Exercising and active living
  • Natural user interface
  • Human-computer interface
  • Assistive technologies
  • Accessibility
  •  
  • Diagnosis
  • Algorithms
  • Game design and development
  • Artificial intelligence
  • Signal processing
  • E-learning and Education
  • Public Health Informatics
  • Telemedicine and real-time monitoring
  • Clinical training
  •  
  • Healthcare professionals training
  • Rehabilitation
  • Public health education
  • Medical imaging processing, Analysis and Visualization
  • Augmented reality for Minimally-invasive surgery
  • Techniques and tools for Minimally-invasive surgery
  • Robotic surgical Procedures
  • Robotic instruments for surgery
  • Tracking and sensing
  • Input devices
  •  
  • Immersive projection and display technology
  • Haptics technologies
  • Audio technologies
  • Modelling and simulation
  • Computer graphics techniques
  • Avatars
  • Virtual Environments and Intelligent Agents
  • Locomotion and navigation in virtual environments
  •  
  • Multi‐user and distributed computing
  • VR systems and toolkits
  • Perception and cognition
  • Teleoperation and telepresence
  • Artificial Intelligence
  • Applications
  • Smart devices
  • Displays
  •  
  • Power management
  • UX/UI design
  • Sensors and actuators
  • Sensor and Body networks
  • Data Collection and Privacy
  • Smart textiles
  • Wearable development: biocompaitibility; functionality, quality and reliability
  • Applications
  • Artificial Intelligence
  • Big Data and Internet-of-Things
  •  
  • Procedural content generation
  • Game analytics
  • Emotion recognition
  • Imitation learning
  • Deep reinforcement learning
  • Player modeling
  • Intelligent interactive narrative
  •