IEEE Consumer Electronics Magazine
IEEE Consumer Electronics Magazine is a peer-reviewed magazine published by the IEEE Consumer Technology Society (CTSoc), launched in 2012 and covering consumer electronics products, technologies and applications, with a 2025 Journal Impact Factor of 5.0.《(IEEE)消费电子杂志》(IEEE Consumer Electronics Magazine)由(IEEE)消费技术学会(CTSoc)出版,2012 年创刊,覆盖消费电子产品、技术与应用,2025 年期刊影响因子为 5.0。
Scope
- The magazine covers video and audio technology, white goods, home care products, mobile communications, gaming and home computing.刊物覆盖视频与音频技术、白色家电、家庭护理产品、移动通信、游戏与家庭计算。
- Home automation and networking devices, home security, domestic lighting, home theatre and digital imaging are also within its remit.家庭自动化与网络设备、家庭安防、家用照明、家庭影院与数字成像也在其报道范围之内。
- Further topics include in-vehicle technology, wireless technology, cable and satellite technology, consumer solar technology and consumer storage technology.其他主题包括车载技术、无线技术、有线与卫星技术、消费级太阳能技术以及消费级存储技术。
- Home medical devices, fitness devices and human-machine interfaces reflect the magazine's interest in health and interaction technologies.家用医疗设备、健身设备与人机界面体现了刊物对健康与交互技术的关注。
- Artificial intelligence for consumer technologies has become an increasingly prominent theme in recent volumes.面向消费技术的人工智能在近年卷期中成为日益突出的主题。
- Content spans peer-reviewed articles, tutorials, columns, departments, industry news, standards and patents, aimed at the broad engineering membership of the Society.内容涵盖同行评审文章、教程、专栏、常设栏目、行业新闻、标准与专利,面向学会的广大工程界读者。
History
- The publication evolved from the quarterly newsletter of the IEEE Consumer Electronics Society, which Peter Corcoran took over in 2010 and edited for about a year before the magazine was introduced.该刊由(IEEE)消费电子学会的季度通讯演变而来,(Peter Corcoran)于 2010 年接手该通讯并主持约一年后推动创办杂志。
- IEEE Consumer Electronics Magazine was launched in 2012 as the Society's flagship publication.《(IEEE)消费电子杂志》于 2012 年创刊,成为该学会的旗舰出版物。
- Peter Corcoran served as the founding editor-in-chief until 2015, after which the editorship passed through several hands.(Peter Corcoran)担任创刊主编至 2015 年,此后主编一职几经更替。
- Norbert Herencsar led the magazine for about four years up to the end of 2025.(Norbert Herencsar)主持该刊约四年,任期至 2025 年底。
- Fabrizio Lamberti of the Politecnico di Torino became editor-in-chief with the January 2026 issue.都灵理工大学的(Fabrizio Lamberti)自 2026 年 1 月号起出任主编。
- The 2025 Journal Impact Factor is 5.0, up from 4.1 in 2024, and the magazine is indexed in SCIE and EI.2025 年期刊影响因子为 5.0,高于 2024 年的 4.1,刊物被(SCIE)与(EI)收录。
Editors
- The editor-in-chief is Fabrizio Lamberti, a professor at the Politecnico di Torino in Italy whose work spans artificial intelligence, gaming and multimedia.现任主编为意大利都灵理工大学的(Fabrizio Lamberti)教授,其研究横跨人工智能、游戏与多媒体。
- His opening editorial for the January 2026 issue highlighted gaming, media, artificial intelligence and blockchain for consumer technologies.他为 2026 年 1 月号撰写的开篇社论聚焦面向消费技术的游戏、媒体、人工智能与区块链。
- The magazine draws on a large editorial board spanning industry and academia and publishes both invited and submitted contributions.刊物依托跨越产业界与学术界的庞大编委会,兼收邀稿与投稿。
- Articles are peer reviewed, and the magazine's tutorial and department formats provide accessible overviews for working engineers.文章经过同行评审,刊物的教程与常设栏目为在职工程师提供易于理解的综述。
- An editor-in-chief is appointed by the IEEE Consumer Technology Society for a two-year term that is renewable once.主编由(IEEE)消费技术学会任命,任期两年,可连任一次。
- The magazine is hybrid open access, allowing both traditional publication for subscribers and open access publication on payment of a fee.刊物采取混合开放获取模式,既支持面向订阅者的传统出版,也支持付费开放获取出版。