April 20, 2024 2:06 AM
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Host destination chosen for IMMERSION 2015

Immersive Education Initiative selected Paris, France, as the official site for IMMERSION 2015, which focuses on the world of immersive technologies.

ECN 022015_INT_Host destination chosen for IMMERSION 2015

Building on the success of the previous nine years of Immersive Education (iED) conferences, IMMERSION 2015 will feature a unique “modular” format that premiered at IMMERSION 2014 in Los Angeles last June. Speakers and exhibitors at the event last year included the Smithsonian Institution, Walt Disney Animation Studios, Microsoft, Google, and other world-class organizations and academic institutions.

IMMERSION 2015 will address the personal and cultural impact of immersive technologies, such as Virtual Reality (e.g., Oculus Rift, Samsung Gear VR, Google Cardboard), augmented reality (AR), holograms and holography (e.g., Microsoft HoloLens), wearable computing (e.g., Google Glass, Samsung Gear, Apple Watch), mechanical and neural brain interfaces, cybernetics, affective computing (systems that can recognize, interpret, process, and simulate human feelings and emotions), neuro-gaming technologies that are used to create adaptive and radically compelling game experiences, 3D printing, personal robotics, telepresence, virtual worlds, simulations, game-based learning and training systems, and fully immersive environments such as caves and domes.

The official host, venue and dates for IMMERSION 2015 are expected to be announced in early March.

Speakers, exhibitors and researchers are encouraged to review the IMMERSION 2014 program at http://summit.ImmersiveEducation.org in anticipation of the forthcoming IMMERSION 2015 call for participation.

Immersive Education Initiative is a non-profit international collaboration of educational institutions, research institutes, museums, consortia and companies. The Initiative was established in 2005 with the mission to define and develop standards, best practices, technology platforms, training and education programs, and communities of support for virtual worlds, virtual reality, augmented and mixed reality, simulations, game-based learning and training systems, and fully immersive environments such as caves and domes.

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