Introducing Academy Immersive

Preparing for the Coming Demand

The Academy of Immersive Arts and Sciences is a pioneering non-profit organization dedicated to advancing the field of immersive technologies.

As 3D hardware and software technology has matured, immersive as a content medium has become the successor to, and is encompassing of, all previous mediums. Demand for talent with the creative and technical skills to produce immersive content will inevitably and dramatically incImmersive Media encompasses a multidisciplinary field that blends technology, art, and human experience to create engaging and interactive environments. It includes Virtual Reality (VR), Augmented Reality (AR), Mixed Reality (MR), and immersive audio and video techniques, all aimed at enhancing how we perceive and interact with digital and physical worlds. This field spans various applications such as gaming, film, education, healthcare, industrial applications, and social interaction, driving innovation and expanding the boundaries of creativity and user engagement. Our efforts aim to accelerate adoption, enhance user experiences, and create a vibrant ecosystem where immersive content can thrive, ultimately transforming how humanity interacts with the world.rease, and with it will come vast economic opportunities for our society.

A Diverse global Community of pioneers

Who We Will Serve

By serving these diverse groups, the Academy of Immersive Arts and Sciences will energize a vibrant, inclusive community that advances the field of immersive technologies. Through education, inspiration and recognition, we will empower individuals and organizations to innovate, create, and make meaningful contributions to the Immersive Arts and sciences.

industry professionals

Developers, Designers, and Artists: We will engage individuals involved in creating immersive content. These professionals will benefit from our access to cutting-edge research, educational resources, and networking opportunities

Producers and Directors: We will support professionals in film, television, and interactive media who will integrate immersive technologies into their productions. They will gain recognition, industry insights, and collaboration opportunities through the Academy.

Educators and Students

Teachers and Professors: We will assist educators incorporating immersive technologies into their curriculum to enhance learning experiences. The Academy will provide them with communityresources, and best practices for using these tools effectively.

Students and Learners: We will offer support to individuals studying immersive technologies or related fields. They will benefit from educational workshops, hands-on training, and exposure to industry standards and innovations.

Researchers and Innovators

Academic Researchers: We will empower scholars conducting studies on immersive technologies, human-computer interaction, and related fields. The Academy will offer support for research projects, dissemination of findings, and collaboration opportunities.

Technology Innovators: We will foster a community for individuals and organizations at the forefront of developing new immersive technologies. They will gain access to a network of peers, potential collaborators, and recognition for their contributions.

CULTURAL AND ARTISTIC COMMUNITIES

Artists and Creators: We will support individuals exploring the artistic potential of immersive media. The Academy will facilitate their projects, showcase their work, and provide platforms for innovation and experimentation.

Cultural Institutions: We will collaborate with museums, galleries, and cultural organizations that use immersive technologies to enhance visitor experiences. They will benefit from our resources, partnerships, and technical support.

Non-Profit Organizations & Social Impact Projects

Community Organizations: We will amplify groups that leverage immersive technologies for social good, including educational programs, community outreach, and public awareness campaigns. The Academy will provide support, recognition, and resources to amplify their impact.

Public Service Initiatives: We will aid projects using immersive technologies to address societal challenges, such as environmental conservation, healthcare education, and historical preservation. They will benefit from the Academy’s expertise and collaborative network.

GENERAL PUBLIC

Enthusiasts and Consumers: We will engage individuals interested in experiencing and learning about immersive technologies. The Academy will offer public events, educational content, and opportunities to engage with the latest advancements in the field.

Underserved Communities: We will strive to bridge the digital divide by providing technology access programs and inclusive educational opportunities for populations that typically have limited access to advanced technologies.

Board of Directors

Ben Erwin

Co-Founder and President

The visionary creator of XR Event series: The Polys – WebXR Awards, MetaTr@versal, Ready Player Golf, and the WebXR Summit Series He has been advancing the industry through the recognition of its pioneers and is known for his advocacy for standards and interoperability. 
He is currently serving on the board of Metaverse Standards Forum.

Karen Alexander, PhD

Co-Founder

A highly regarded consultant known for her expertise in developing cutting-edge immersive learning programs with an extensive network within the XR industry and academia,

She has a proven track record of guiding higher education institutions through the successful adoption of XR technologies. She is co-founder of XR Women.

Terry R. Schussler

Co-founder and Vice President

Leads Deutsche Telekom’s XR hardware and software scouting and Metaverse ecosystem activities serving all global business units with strategy, partner management, technology and trend scouting, technical research and developer engagement.
He focuses on emerging technologies including Spatial and Edge Computing, Blockchain, and AI,

Brittan Heller

Treasurer and Board Member

Brittan Heller teaches at Stanford University and a globally recognized leader in technology and human rights, focusing on AI, emerging technologies, and platform governance. Known for her groundbreaking legal case as a Yale law student, she pioneered impact litigation to hold online abusers accountable, setting a national precedent for protecting victims of online abuse.

Professor Sarah Atkinson

Board Member

Sarah joined King’s College London in 2015 as Senior Lecturer in Digital Cultures working across the Department of Digital Humanities and the Department Culture, Media & Creative Industries (CMCI). She was appointed Head of CMCI from 2017-2020. Sarah was Principal Lecturer in Film & Media (2006-2015) and Assistant Head of School of Art, Design and Media (2012-2015) at the University of Brighton,

Professor Mark Billinghurst

Board Member

Experienced researcher with a demonstrated history of working in the higher education industry, and leading industries. Strong professional skills in Computer Science, Human Computer Interaction, Research Design, Augmented Reality, Virtual Reality, and other emerging technologies. Numerous research publications in AR/VR, patents and commercial outcomes.

Alison Morano

Board Member and Executive Director

Alison Morano is an AI governance strategist and immersive technology leader working at the intersection of policy and emerging tech. With a background in international relations, she builds human-centered XR ecosystems and applied AI systems that emphasize ethical guardrails, institutional resilience, and inclusive, real-world impact.

Daisy Leak

Board Member

Daisy is the VP of Studio at Magnopus, an Applied R&D production house in Los Angeles. She loves working with technology & entertainment teams no matter the project or venue. She specifically enjoys leading teams who tackle and solve the hard problems that push AR, MR, VR, and interactive experiences to the edge of what is possible.

Robin White Owen

Board Member

Robin is the co-founder of MediaCombo. She has been a creative producer guiding cultural organizations in the design and development of interactive storytelling experiences for many years. She provides strategic insights and production expertise as clients seek to understand the opportunities and challenges offered by AR, VR in developing virtual cultural experiences.