BOSTON, MA — May 22, 2014
"From Bits to Atoms" Pronounces Immersive Education Initiative Director Aaron E. Walsh
The Immersive Education Initiative today announced that Jon Cobb, Executive Vice President of Corporate Affairs at Stratasys, will keynote the IMMERSION 2014 Business and Economics day in Los Angeles, California, this June. "From Bits to Atoms — The Rise of 3D Printing" addresses the incredible growth of 3D printing and how this relatively new industry is inverting the concept of immersion by making it possible to create physical, real-world renditions of virtual objects.
The phrase and concept "From Bits to Atoms" was coined years prior by Immersive Education Initiative Director Aaron E. Walsh to explain the almost magical capacity of 3D printing to transform digital (bits) object into physical real-world objects (atoms).
For event details and tickets visit http://summit.ImmersiveEducation.org.
Larry King interviews Immersive Education director and IMMERSION 2014 keynote
Immediately before the start of IMMERSION 2014 famed television personality Larry King interviewed Immersive Education Initiative Director Aaron E. Walsh and IMMERSION 2014 keynote Jon Cobb.
What can produce plastic Yoda heads, tchotchkes, a human liver, bionic eyes and a functional gun? Join Larry King, Aaron E. Walsh and Jon Cobb for an enlightening discussion about the staggering applications of 3D printing, and the technology’s potential to change the world -- for better and worse. Watch the full interview now.
Sponsored by Disney and Target, and hosted by The Getty and Loyola Marymount University in collaboration with the Smithsonian Institution, IMMERSION 2014 features speakers and exhibits by Disney Animation Studios, the Smithsonian Institution, Google, Microsoft, Stratasys, Oculus, Oracle, Bitcoin and more.
Building on the success of the previous 8 years of Immersive Education conferences in Boston, the world's leading experts in immersion and immersive technology convene June 6-8 in Los Angeles California for IMMERSION 2014.
IMMERSION 2014 addresses the personal and cultural impact of digital technologies such as wearable computing (e.g., Google Glass and Oculus Rift), virtual reality (VR), augmented reality (AR), mixed reality (MXR), mechanical and neural interfaces, 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, virtual currencies and economies (universal digital micropayments, Bitcoin and related cryptocurrencies), telepresence, virtual worlds, simulations, game-based learning and training systems, immersive MOOCs (Massive Open Online Courses), and fully immersive environments such as caves and domes.
IMMERSION 2014 modules include Arts & Culture, Entertainment, Human-Computer Interaction, a screening and panel discussion of the movie HER, Immersive Teaching & Learning, and Business and Economics.
The Business and Economics module that Cobb will keynote covers new and emerging business opportunities in immersion, leveraging immersive technologies for business and commerce, connecting early-stage research to business practices, crafting immersive business models, the role of telepresence in the workplace, and the impact of wearable computing (e.g., Google Glass) on a mobile workforce.
The Business and Economics module will also address 3D printing, immersive virtual environments for business engagement and customer relations, employee training and customer support using immersive simulations and learning/training games, developing leadership skills and team-building with commercial video games, immersive and digital currencies and economies, and privacy/security in the age of immersion.
Millions of Learners Worldwide
Immersive Education Initiative, the world's foremost experts in immersion and immersive technology, 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, immersive teaching and immersive learning platforms, 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.
Collaborators and Summit speakers include faculty, researchers, graduate students, and executives from the world's leading academic and cultural organizations, universities, and companies, such as United States Department of Education, United Nations, NASA, Smithsonian Institution, Harvard University, Massachusetts Institute of Technology (MIT), MIT Media Lab, Stanford University, UCLA, Google, Microsoft, Intel, Disney, Gates Planetarium, United States Department of the Interior (DOI) National Park Service (NPS), Italian Ministry of Education, Royal Institute of Technology (Sweden), Sorbonne University (France), Keio University (Japan), Nippon TV (Japan), National University of Singapore (NUS), University of Glasgow (UK), European Learning Industry Group (ELIG), Università degli Studi di Padova (University of Padua, Italy), University of Barcelona (Spain), Italian National Research Council (Consiglio Nazionale delle Ricerche) and many more world-class organizations.
To learn more visit http://ImmersiveEducation.org