IMMERSION 2015
Immersive Education Initiative Conference
September 7-10
Paris-Sorbonne University (“the Sorbonne”)
Paris, France
http://immersiveeducation.org/i2015
Call for Participation
As a special event that is open to the public, the first two days of IMMERSION 2015 features general-interest keynote addresses, talks, panel discussions and exhibits. The event concludes with hands-on workshops and a special 2-day technical conference specifically for researchers, academics, teachers and corporate trainers.
- SPEAKERS AND EXHIBITORS: Prospective IMMERSION 2015 speakers and exhibitors are encouraged to review last year’s IMMERSION 2014 event.
- RESEARCHERS, TEACHERS AND TRAINERS: In addition to reviewing last year’s IMMERSION 2014 event, prospective IMMERSION 2015 corporate and academic researchers, teachers and trainers are further encouraged to review past Immersive Education Summits.
To participate please review the topics of interest below, and then submit your short abstract for consideration here. Please note that the deadline for all abstracts is May 15, 2015.
Topics of Interest
IMMERSION 2015 addresses the personal and cultural impact of immersive technologies such as Virtual Reality (e.g., Facebook’s Oculus Rift, Samsung Gear VR, Google Cardboard, HTC Vive), augmented reality and mixed reality (e.g., Microsoft HoloLens), holograms and holography, wearable computing (e.g., Google Glass and 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 entertainment experiences, 3D printing, personal robotics, telepresence, virtual worlds, simulations, game-based learning and training systems, and fully immersive environments such as caves and domes.
Topics of interest for prospective participants responding to this IMMERSION 2015 Call for Participation (CfP) include, but are not limited to, the following:
- Virtual Reality (VR), Augmented Reality (AR) and Mixed Reality (MR)
- Video Games, Virtual Worlds and Simulators
- Full-body immersion (e.g., caves, domes, haptics, etc.)
- Robotics, Cybernetics, and Drones
- Holograms and Holography
- Wearable computing (e.g., Google Glass, Apple Watch, etc.)
- 3D Printing, Design & Rapid Prototyping
- Brain interfaces (e.g., mechanical and neural brain interfaces)
- Neuro-gaming technologies and other forms of neuro-technology
- Affective computing
- Haptics, Natural Interfaces & Touch Interfaces (e.g., iPad, iPhone, Tablets, Android devices, etc.)
- Mobile teaching and training apps (e.g., iPad, iPhone, Tablets, Android devices, etc.)
- Learning Games, Serious Games and Game-based Teaching & Training
- Stealth learning through the use of commercial “off the shelf” video games, virtual reality, virtual worlds and other immersive technologies
- Creative Computing, 21st Century Skills and Computational Thinking & Learning Systems (e.g., Scratch, Alice, Greenfoot, AgentSheets, etc.)
- Child-driven learning (autonomous, computer-mediated learning)
- Adaptive learning platforms and big data in education
More details: http://immersiveeducation.org/i2015
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