Immersion 2015 lineup includes Google, Disney and VR
The Immersive Education Initiative today announced the official IMMERSION 2015 speakers, exhibits, presentations, and workshops. Featuring nearly 100 sessions about virtual reality, augmented reality, 3D printing, wearable computing, brain interfaces, and more, IMMERSION 2015 is open to the public from 7 September to 10 September.
Day passes are available for 12 Euro (approximately $13 dollars).
The public is invited to join the world’s experts in immersion and immersive technology for nearly 100 conference sessions, keynotes and featured talks from Google, Disney, the Smithsonian Institution, Immersive Education, Stanford University, UCLA, USC, the United States Department of the Interior and many more.
Building on the success of the previous nine years of Immersive Education conferences, IMMERSION 2015 addresses the personal and cultural impact of immersive technologies such as virtual reality, augmented reality, wearable computing, brain interfaces, cybernetics, neuro-gaming technologies, 3D printing, personal robotics, telepresence, virtual worlds, simulations, game-based learning and training systems, and fully immersive environments such as caves and domes.
Details and registration are online at http://summit.
Paris-Sorbonne University is the official host of IMMERSION 2015. The prestigious university, located in the heart of Paris, France, will host the international conference and exhibition from 7 September to 10 September. The event, which is open to the public, will take place in the famous lecture halls of the historic Sorbonne building.
Previous Immersive Education conferences have featured speakers, exhibitors and researchers from Harvard University, MIT, MIT Media Lab, Stanford, NASA, United Nations, United States Department of Education, Smithsonian, Disney, Google, Microsoft, Intel, Oracle and many other world-class organizations.
About the Immersive Education Initiative
The 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.
Thousands of faculty, researchers, staff and administrators are members of the Immersive Education Initiative, who together service millions of academic and corporate learners worldwide.
Chapters support the rapid and continued growth of Immersive Education throughout the world, and constitute the geographically distributed structure of the organization through which regional and local members are supported and enriched. Chapters organize officially sanctioned Summits, Days, workshops, collaborations, seminars, lectures, forums, meetings, public service events and activities, technical groups, technical work items, research, and related activities