BOSTON, MA - May 29, 2015
Complimentary Media Passes and Interviews available upon request
International Minecraft "Builder Bowl" tournament, the first in a series of annual immersive technology competitions, announced by the Immersive Education Initiative
The Immersive Education Initiative today announced the first in a series of international "builder" tournaments during which students and schools compete against one another to build immersive experiences, content, apps and applications. The inaugural Minecraft "Builder Bowl" tournament begins in June, with the championship rounds and awards ceremony to be held during IMMERSION 2015 in Paris this September.
Dubbed "the Super Bowl of Building," Builder Bowl tournaments revolve around a wide range of immersive technologies, including Virtual Reality (VR), Augmented Reality (AR), simulations, video games, caves and domes, 3D printing and robotics.
With a focus on developing immersive technology skills, Builder Bowls provide a unique opportunity for learners of all ages to engage in a variety of healthy competitions, express themselves artistically and creatively, develop leadership skills, demonstrate school spirit, collaborate closely with others, conduct basic research, and make new friends around the world.
The championship rounds of every Builder Bowl tournament are held during international Immersive Education conferences and events. The championships and awards ceremony for the inaugural Minecraft Builder Bowl tournament will held during IMMERSION 2015 in Paris this September. Speakers and exhibitors at previous events have included the United States Department of Education, NASA, United Nations (UN), Smithsonian, Harvard University, MIT, MIT Media Lab, Stanford University, Disney, Google, Microsoft, Intel, Oracle and many other world-class organizations.
For more information visit http://ImmersiveEducation.org/build
Building on the success of the previous 9 years of Immersive Education conferences, IMMERSION 2015 convenes the world's leading experts in immersion and immersive technologies in Paris this fall. The event, which is open to the public, will take place in the famous lecture halls of the historic Paris-Sorbonne University from September 7 to September 10.
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.
As a special event that is open to the public, the first two days of IMMERSION 2015 will feature general-interest keynote addresses, talks, panel discussions and exhibits. The event concludes with hands-on workshops and a 2 day technical (research) conference specifically for researchers, academics, teachers and corporate trainers.
For more information visit http://summit.ImmersiveEducation.org
PAST SPEAKERS AND EXHIBITORS
Speakers and exhibitors at Immersive Education events such as IMMERSION 2015 have included faculty, researchers, staff, administrators and professionals from Harvard University (Harvard Graduate School of Education, Berkman Center for Internet and Society at Harvard Law School, and Harvard Kennedy School of Government), Massachusetts Institute of Technology (MIT), MIT Media Lab, UNESCO (United Nations Educational, Scientific and Cultural Organization), Federation of American Scientists (FAS), United States Department of Education, National Aeronautics and Space Administration (NASA), Smithsonian Institution, Stanford University, Cornell University, Duke University, Walt Disney Company, Google, Intel, Microsoft, Oracle, Turner Broadcasting, Gates Planetarium, Computerworld, Stratasys, The MOFET Institute (Israel), Keio University (Japan), National University of Singapore (NUS), Coventry University (UK), Giunti Labs (Italy) and European Learning Industry Group, University of Glasgow (UK), Open University (UK), Universidad Carlos III de Madrid (Spain), University of Oulu (Finland), Royal Institute of Technology (Sweden), École Nationale Supérieure des Arts Décoratifs (EnsAD; France), Interdisciplinary Center Herzliya (Israel), Graz University of Technology (Austria), University of West of Scotland (UK), University of Essex (UK), Universidad Complutense de Madrid (Spain), University of Vienna (Austria), Government of New South Wales (Australia), Eötvös Loránd Tudományegyetem (Hungary), Universidade Federal do Rio Grande do Sul (UFRGS; Brazil) and many more world-class organizations.
Immersive Education Initiative
+1 (617) 997-1017
THOUSANDS OF MEMBERS WORLDWIDE
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.
To learn more visit http://ImmersiveEducation.org