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IMMERSION 2015 addresses the personal and cultural impact of immersive technologies such as Virtual Reality (e.g., Oculus Rift, Samsung Gear VR, Google Cardboard), augmented reality (AR), holograms and holography (e.g., Microsoft HoloLens), wearable computing (e.g., Google Glass, Samsung Gear, 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 game experiences, 3D printing, personal robotics, telepresence, virtual worlds, simulations, game-based learning and training systems, and fully immersive environments such as caves and domes
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IMMERSION 2015 addresses the personal and cultural impact of immersive technologies such as Virtual Reality (e.g., Oculus Rift, Samsung Gear VR, Google Cardboard), augmented reality (AR), holograms and holography (e.g., Microsoft HoloLens), wearable computing (e.g., Google Glass, Samsung Gear, 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 game experiences, 3D printing, personal robotics, telepresence, virtual worlds, simulations, game-based learning and training systems, and fully immersive environments such as caves and domes
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