Building on the success of the previous 8 years of Immersive Education (iED) conferences, the world's leading experts in immersion convene June 6-8 in Los Angeles California for IMMERSION 2014. Hosted by The Getty (J. Paul Getty Museum) and Loyola Marymount University (LMU) in collaboration with the Smithsonian Institution and the Western USA Chapter of the Immersive Education Initiative (iED West), IMMERSION 2014 is open to the global academic and business communities, the general public, and experts in immersion and immersive technologies.
IMMERSION 2014 addresses the personal and cultural impact of digital technologies such as wearable computing (e.g., Google Glass and Samsung Gear), 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.
For the first time since its inception the global iED Summit features an exciting new module-based conference format and price structure. IMMERSION 2014 modules include Arts & Culture, Mechanizing Humans, Humanizing Machines, a screening and panel discussion of the movie HER, Immersive Teaching & Learning, and Business and Economics.
ARTS and CULTURE FREE
Exploring the Impact of Immersion on Arts and Culture
Friday evening, June 6th from 6pm to 10pm at the J. Paul Getty Museum (The Getty)
Join us for cocktails and conversation as we toast the official launch of the Immersive Education Initiative's Arts and Culture Council (ACC) and corresponding Summit series on Friday evening at the J. Paul Getty Museum (The Getty Center).
During this special event Smithsonian experts will share cutting-edge cultural practices that redefine traditional methods of presentation and documentation as well as approaches to collection and preservation. From a cultural heritage perspective the impact of "the digital" in both personal and cultural realms expands our notion of reality and possibility, thus broadening our understanding of who we are, where we came from, and where we are going.
KEYNOTE: MELISSA A. CARRILLO
Director of New Media and Technology, Smithsonian Latino Center
Co-chair, Mid-Atlantic USA Chapter of the Immersive Education Initiative (iED Mid-Atlantic)
Co-chair, iED Libraries and Museums Technology Working Group (LAM.TWG)
Saturday morning, June 7th from 9am to 1pm at LMU
The theme for Saturday is Human-Computer Interaction and Immersive Technology. The morning module, Mechanizing Humans, addresses the personal and cultural impact of immersive technologies such as wearable computing (e.g., Google Glass and Samsung Gear), augmented reality (AR), advanced prosthetics, and mechanical and neural interfaces that add machine elements to the human apparatus.
Dr. Richard Gilbert, LMU Professor of Psychology, will deliver the keynote on how the combination of technologies that mechanize humans and humanize machines is leading to fundamental changes in human experience.
Dr. Gilbert is the author of dozens of professional publications and presentations on the psychology of immersive technologies, the founding Director of The P.R.O.S.E. (Psychological Research on Synthetic Environments) Project and the Chair of the Immersive Education Initiative's Western USA Chapter (iED West).
KEYNOTE: Mechanizing Humans, Humanizing Machines: The Transition from Homo Sapiens to Hybrid Sapiens
Dr. RICHARD GILBERT
LMU Professor of Psychology
Director, P.R.O.S.E. (Psychological Research on Synthetic Environments) Project
Chair, Western USA Chapter of the Immersive Education Initiative (iED West)
Dr. John Dionisio, Associate Professor of Computer Science, LMU
Board of Governors, Western USA Chapter of the Immersive Education Initiative
HUMANIZING MACHINES $50
Saturday afternoon, June 7th from 3pm to 7pm at LMU
The theme for Saturday is Human-Computer Interaction and Immersive Technology. The afternoon module, Humanizing Machines, addresses the impact of artificial and machine intelligence, personal robotics, affective computing (systems that can recognize, interpret, process, and simulate human feelings and emotions), and neuro-gaming technologies (that are used to create adaptive and radically compelling game experiences.)
Dr. Judea Pearl, UCLA Professor of Computer Science and a recent recipient of the
Turing Award, the highest distinction in the field of computer science (the "Nobel Prize of computing"), will deliver the keynote on the subject of Artificial Intelligence (AI).
Dr. Pearl created the representational and computational foundation for the processing of information under uncertainty. His pioneering work in artificial intelligence is today the foundation of Google searches, credit card fraud detection, automated speech detection, and much more.
Dr. JUDEA PEARL
UCLA Professor of Computer Science
Turing Award Winner for his contributions to the field of Artificial Intelligence
Benjamin Franklin Medalist and IEEE Intelligent Systems' AI Hall of Fame
Andrew Forney, Dept. of Computer Science, UCLA
Board of Governors, Western USA Chapter of the Immersive Education Initiative
Screening & Panel Discussion of the Movie HER FREE
Human-Computer Interaction & Immersion
Saturday evening, June 7th from 8pm to 10pm at LMU
Her is a 2013 film written and directed by Spike Jonze that features Joaquin Phoenix, Amy Adams, and Scarlett Johansson as the voice of Samantha, an intelligent computer operating system (OS) with a female voice and a personality. Set in the Los Angeles of the near future, the story follows Theodore Twombly, a lonely, soulful man played by Joaquin Phoenix who makes his living writing touching, personal letters for other people.
Heartbroken by the end of his marriage, Theodore is delighted to meet his new OS, Samantha, who he finds insightful, caring, and surprisingly funny. As Samantha's needs and desires grow, in tandem with his own, their friendship deepens into an eventual love for each other. The movie raises profound questions regarding the future of relationships in a world where systems of artificial intelligence are rapidly becoming more dynamic, sophisticated and human-like. These questions will be considered in a post-screening discussion with invited panelists and the audience.
AWARDS and HONORS:
Academy Awards: 5 nominations, including Best Picture and Best Original Screenplay
Golden Globes: 3 nominations for Best Motion Picture, Best Screenplay and Best Actor, and recipient of Golden Globe award for Best Screenplay — Motion Picture.
BFCA Critics' Choice Award for Best Original Screenplay
Los Angeles Film Critics Association: Co-winner of Best Film of 2013 (with Gravity)
Immersive Teaching & Learning
Sunday morning, June 8th from 9am to 1pm at LMU
The theme for Sunday morning is Teaching and Learning in the Age of Immersion. This module addresses the impact of immersive technologies in the field of education. Virtual worlds, learning games, simulations, augmented reality (AR), mixed reality (MXR), full immersion (such as fully immersive caves and domes) and Massive Open Online Courses (MOOCs) are among the technologies and topics highlighted. This module will consider how new digital technologies may impact the traditional role of the teacher and address the controversial possibility of "learner-driven, teacher-less" learning in some spheres of the educational system.
Aaron E. Walsh, founding director of the Immersive Education Initiative and Boston College faculty, will deliver the keynote.
An international best-selling author and award-winning speaker, Walsh has received numerous awards for pioneering the field of immersive teaching and learning. His work has led to worldwide awareness and adoption of immersive technologies, both in and out of the classroom. Walsh is recognized as one the 40 Most Innovative People in Information Technology (Computerworld Award) and is a recipient of the Innovator's Award (Campus Technology) and Teaching With New Media Award (Boston College).
KEYNOTE: Teaching and Learning in the Age of Immersion
Dir. AARON E. WALSH
Founding Director, Immersive Education Initiative
Faculty, Boston College, James Woods College of Advancing Studies
40 Most Innovative People in Information Technology (Computerworld Award)
BUSINESS & ECONOMICS
Business in the Age of Immersion
Sunday afternoon, June 8th from 3pm to 7pm at LMU
The theme for Sunday afternoon is Business and Economics in the Age of Immersion. Topics include 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, the impact of wearable computing (e.g., Google Glass) on a mobile workforce, 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.
Technologies addressed by this module include virtual worlds, training games and simulations (business simulations), augmented reality (AR), mixed reality (MXR), full immersion (e.g., fully immersive caves and domes), telepresence, spherical immersive video, wearable computing (e.g., Google Glass and Samsung Gear), personal robotics, affective computing, neural implants, neuro-gaming technologies, 3D printing, universal digital micropayments, Bitcoin and related cryptocurrencies (virtual currencies and economies).
Special Announcement Coming in March
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.
About Immersive Education Summits
Immersive Education (iED) Summits are official Immersive Education Initiative conferences organized for educators, researchers, administrators, business leaders and the general public. iED Summits consist of presentations, panel discussions, break-out sessions, demos and workshops that provide attendees with an in-depth overview of immersion and the technologies that enable immersion. iED Summits feature new and emerging virtual worlds, game-based learning and training systems, simulations, mixed/augmented reality, fully immersive environments, immersive learning and training platforms, cutting-edge research from around the world, and related tools, techniques, technologies, standards and best practices.
Speakers at iED Summits have included faculty, researchers, staff, administrators and professionals from Boston College, 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, The Smithsonian Institution, UNESCO (United Nations Educational, Scientific and Cultural Organization), Federation of American Scientists (FAS), United States Department of Education, National Aeronautics and Space Administration (NASA), Temple University, Stanford University, Internet 2, Cornell University, Loyola Marymount University, Southeast Kansas Education Service Center, Kauffman Foundation, Amherst College, Boston Library Consortium, Stratasys Ltd., South Park Elementary School, Duke University, Oracle, Sun Microsystems, Turner Broadcasting, Open Wonderland Foundation, Gates Planetarium, Vertex Pharmaceuticals, Intel, University of Maryland College Park, realXtend (Finland), Computerworld, The MOFET Institute (Israel), Keio University (Japan), National University of Singapore (NUS), Coventry University (UK), Giunti Labs (Italy) and European Learning Industry Group, 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.