The Immersive Education Initiative has announced
that the 2015 venue for the Immersive Education Summit as Paris. With the past
9 years of successful Immersive Education conferences, Immersive Education will
continue on holding a summit that addresses the personal and cultural impact of
immersive technologies such as virtual reality, augmented reality, holography,
holograms, wearable computing devices, cybernetics, affective computing,
neuro-gaming technology and many other forms of immersive experiences. More
information on the Immersive Education summit can be access through the
following link: (http://immersiveeducation.org/news/2015/02/09/paris-announced-site-immersion-2015).
In this
report, I intend to introduce a form of immersion categorized as the
"learning games," and the neuro gaming technology.
Gaming as a hobby can evoke negative images
such as lethargic teenagers huddling over their controllers or computers,
submerging themselves in their sofas surrounded by snacks. However, the buzz
around the gaming industry recently is the idea that the future of gaming might
be in everyone's brains. The so called "neuro-gaming" is imminent in
our lives, which will change the negative connotations of gaming into riding
into the wave of exponential technologies that convert the data gained from our
brains into representational data on a gaming platform.
The future of neurogaming heavily depends on
the simultaneous development of the strong and reliable augmented and virtual
reality technology. In this neuro-gaming technology industry, VR and AR
confluence to create more enhanced neuro gaming experiences for the users.
Because experiencing a game as a first person observer status is relatively
more mind-bending and psychedelic experience, there are almost infinite room
for this new neurogaming industry to expand its influence and share in the
gaming market.
One specific neuro game or learning game that
I wish to note is a game called "Minecraft." Minecraft is an video
game that incorporates creative and building aspects; by doing so, players are
allowed to build constructions out of cubes in a 3D generated world. During our
last class, we have covered a news article that Immersive Education is
supporting to create a virtual trading post in Colorado, using CAD and
Minecraft.
In this newly booming gaming industry, we
find out that immersive learning forms and techniques are in the end merged to
develop altogether. We here now see a growing trend of collaboration among
these fields of different forms of immersion, especially in the neurogaming
industry. Because gaming is a very complicated product that incorporates many
other technology, it might be a good idea to consider the growth of this
industry as a barometer of how the immersive learning and environment in
general is developing.
This is an assignment from the Immersive Education
course that I am taking at Boston College. The course is called Collaborative
Computing. For details, visit the immersive BC portal at http://ImmersiveEducation.org/@/bc
No comments:
Post a Comment