Pundits Discuss VR’s Break Into Mainstream

main image, ieee conf2015 is the Year of the Goat in Chinese calendars; just before Christmas of that year, Disney will release Star Wars Episode VII; the Oculus Rift should be in wide use, at least for video game applications, and it may go down as the year that Virtual Reality became a well-known, commonly-used technology.

The IEEE’s annual VR Conference will be held in Provence, FR, from Mar. 23-27.  (The IEEE is the Institute of Electrical and Electronics Engineers.)  So far ahead of the curve are we that conference themes, keynote speeches, etc., are still up in the air.  And if you’re in the field, you can answer IEEE’s call for participation.  We can tell you that the topics will include—you guessed it—immersive gaming, plus augmented reality, audio and other non-visual interfaces, perception, presence, and cognition and many others.  The meeting of the forward-thinking minds will involve demoes, lab presentations, paper and poster presentations.

For context, the 2014 conference, this past March in Minneapolis, included a presentation on telepresence by professor Henry Fuchs of the University of North Carolina and exhibitions from CyberGlove Systems, ESI, and WorldViz.  One of the panels was on the VR issue of the day: The Battle for Head-Mounted Displays.

These conferences don’t get the hype of the Consumer Electronics Show or SXSW, but for detailed information on VR, they can’t be beaten.  Plus, this year, it’s in France.  You can get really good French food in France.

 

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