Helena Margarida dos Santos Vasconcelos Gomes is an Assistant Professor at the School of Education of Viseu (Polytechnic Institute of Viseu), with a PhD in Mathematics (Spectral Graph Theory, 2018) and a Master's in Mathematics (Algebra and Systems Theory, 2006) from the University of Aveiro . She is a senior researcher at the Center for Research and Development in Mathematics and Applications (CIDMA) . Her work bridges Spectral Graph Theory and Mathematics Education , focusing on Early Childhood and Primary Education Algorithmic and Computational Thinking Humor in Mathematics Teaching Textbook Evaluation Teacher Training Programs Her research projects include EARLY (Robotics in Early Education), MindMaths (Flipped Learning for Math Anxiety), and Algolittle (Play-Based Algorithmic Skills). She has contributed to national and international studies on pedagogical content knowledge and interdisciplinary curriculum design. She supervises Master’s theses on topics like ICT in Geometry and teaching materials for Preschool Mathematics. Her recent publications analyze caterpillar graphs via H-join operations, Randic spectra, and humor integration in textbooks. Current affiliations : Assistant Professor, School of Education of Viseu (since 2018) Senior Researcher, CIDMA (since 2019) PhD Candidate, Artificial Intelligence and Intelligent Systems Engineering, Porto Higher Institute of Engineering (since 2022)
Jordan Shapiro is an Associate Professor of Instruction in the Intellectual Heritage Program at Temple University's College of Liberal Arts. He also holds significant external affiliations as a senior fellow for the Joan Ganz Cooney Center at Sesame Workshop and a Nonresident Fellow in the Center for Universal Education at the Brookings Institution. His interdisciplinary work bridges psychology, philosophy, and economics to address contemporary issues in education, technology, and parenting. Shapiro's research interests focus on the intersection of digital technology and childhood development, feminist approaches to fatherhood, and innovative educational practices. His academic background in archetypal psychology and phenomenology informs his unique perspective on how technology is reshaping childhood and family dynamics. He challenges conventional wisdom about screen time and digital media, advocating for a more nuanced understanding of children's relationship with technology. His scholarly output shows a clear evolution from educational technology toward contemporary issues of digital parenting and gender roles in family structures. The earliest works focus on video games in education, while his more recent publications center on feminist fatherhood and digital childhood. This progression reflects his broader intellectual journey from educational technology to the cultural implications of digital life on family structures and parenting identities. Shapiro is an internationally recognized thought leader who previously wrote a widely-read Forbes column (2012-2017) on global education and digital play. His books, The New Childhood: Raising Kids to Thrive in a Connected World (2018) and Father Figure: How to be a Feminist Dad (2021), have been translated into multiple languages and featured in major media outlets including The Washington Post, New York Times, and NPR. As an international speaker and consultant, Shapiro combines psychological, philosophical, and economic perspectives to offer fresh insights on parenting in the digital age. His work has been cited by major institutions and has influenced the cultural conversation around technology use in childhood development and feminist approaches to fatherhood.
Dr. Benny Liebold is a researcher and junior lecturer at the Chair for Media Psychology , Institute of Media Research , Faculty of Humanities , Chemnitz University of Technology . His work focuses on cognitive and emotional processing in virtual environments, media effects, and human-computer interaction, particularly in digital game studies and virtual agents. Research Interests : Liebold investigates presence theory, emotion recognition in virtual agents, psychophysiology of immersive experiences, and the impact of natural user interfaces on gaming. His studies often integrate interdisciplinary approaches, combining psychology with computer science and communication studies. Article Trends : His publications emphasize virtual reality, presence, and emotional engagement. Recent works (2025–2017) explore breaks in presence, attentional mechanisms, and the evolution of gaming through psychophysiological and cognitive frameworks. Earlier studies (2013–2016) analyze stereoscopic media, social immersion, and modding for experimental research. Affiliations : Liebold is a member of the International Communication Association (ICA) , European Communication Research and Education Association (ECREA) , German Society for Psychology (DGPs) , and International Society for Presence Research (ISPR) .
Joseph C. Osborn is an Associate Professor in the Department of Computer Science at Pomona College, where he has been a faculty member since 2018. He is affiliated with the FAIM Lab (Formal Analysis and Interactive Media Lab), which focuses on the intersection of AI, game design, and formal methods for interactive systems. Ph.D. in Computer Science, University of California, Santa Cruz M.F.A. in Interactive Media, University of Southern California B.S. in Software Engineering and Computer Science (Double Major), Rochester Institute of Technology (RIT) His research explores how AI and formal verification techniques can support and enhance the design of interactive systems, particularly video games. Drawing from both computer science and fine arts backgrounds, he develops novel knowledge representations to help designers understand the implications of their design choices. His work spans software model checking, machine learning, game studies, and HCI, with a focus on enabling computational systems to reason about interactivity. His recent publications reveal a strong trend in automated game analysis, procedural content generation, and formal modeling of game mechanics. He has developed tools like Mappy for automatic NES game mapping and contributed to hybrid system modeling of action games. His research integrates symbolic reasoning, dynamic analysis, and AI to support creative design processes. Best Student Paper, AIIDE 2017 Best Paper Honorable Mention, Foundations of Digital Games 2017 Outstanding TA Award 2016–2017 Best Paper Nomination, Foundations of Digital Games 2015 He advises student research through the FAIM Lab and has taught courses in AI, computational logic, software verification, and game development. His work bridges theoretical computer science with practical creative applications in interactive media.
Prof. Dr. Stefan Wagner is a Full Professor of Software Engineering at the Technical University of Munich (TUM), where he leads the Chair of Software Engineering within the TUM School of Computation, Information and Technology. Based at the TUM Campus Heilbronn, Prof. Wagner joined TUM in 2024 after serving as Professor of Empirical Software Engineering at the University of Stuttgart since 2011. His research has significant practical relevance, often conducted in collaboration with industry partners, particularly in automotive and AI-based software domains. Prof. Wagner's educational background spans multiple disciplines: Computer Science studies at Augsburg and Edinburgh Psychology studies at Hagen Doctorate in Computer Science from TUM (2007) His primary research interests focus on software engineering with particular emphasis on software quality, human factors in development processes, AI-supported engineering methods, and empirical studies. Prof. Wagner's work bridges theoretical foundations with practical applications, especially in automotive software systems and AI-based domains. His interdisciplinary approach, combining computer science with psychology, enables unique insights into developer behavior and software quality assessment. The research conducted at his chair addresses critical challenges in modern software development, including quality assurance in complex systems and the integration of artificial intelligence into engineering processes. Prof. Wagner's extensive publication record demonstrates evolving research trends from traditional software quality models toward increasingly sophisticated integration of AI and human factors in software development. His recent work shows a growing emphasis on empirical studies of developer behavior, AI-assisted programming, virtual reality applications in software engineering, and the psychological aspects of technical debt. The publications reveal a consistent focus on practical applicability while maintaining scientific rigor, with strong industry collaboration evident throughout his career. Prof. Wagner has received numerous prestigious awards recognizing his contributions to software engineering: Class of IEEE Computer Society Distinguished Contributors (2022) Best Full Paper Award, ACM/IEEE International Symposium on Empirical Software Engineering and Measurement (2020) IEEE Computer Society TCSE Distinguished Paper Award, IEEE International Conference on Software Maintenance and Evolution (2019) Most Influential Paper Award, IEEE International Conference on Software Maintenance and Evolution (2017) Google Research Award (2009) Prof. Wagner actively mentors students and researchers, with several PhD candidates and master's students working under his supervision. His research is supported by various grants, including industry collaborations and competitive research funding. He serves on multiple editorial boards including IEEE Software and Empirical Software Engineering, contributing significantly to the academic community. At TUM, he chairs the aptitude assessment committee for the M.Sc. Information Engineering program and serves on the scientific board for the TUM Global Postdoc Fellowship. The Chair of Software Engineering at TUM Heilbronn maintains strong connections with industry partners, particularly in the automotive sector. The research group actively participates in multiple collaborative projects focusing on AI in software development, software quality assessment, and empirical studies of development practices. The team combines expertise in software engineering, psychology, and artificial intelligence to address complex challenges in modern software systems.
Erik Andersen is an Assistant Professor at the Department of Computer Science in the College of Engineering at Cornell University . His research focuses on Educational Technology , Human-Computer Interaction , and Game Design . He develops interactive systems that use games for education, particularly in programming and language learning domains. Teaching: CS/INFO 6360 (Educational Technology), CS/INFO 4154 (Analytics-driven Game Design) Key Collaborations: Working with Zoran Popović and Ross Knepper on educational game frameworks Research Themes include gamified learning, adaptive educational systems, and AI-driven progress analysis. His recent work explores progression synthesis in Korean language games and implicit communication in human-AI teams. He uses techniques from machine learning and data visualization to create effective educational tools. Scientific Recognition: Mr. and Mrs. Richard F. Tucker '50 Teaching Award (2017) Minister of Education Japan Prize (2011) Grand Prize at Disney Learning Challenge (2010) Best Paper Nomination at AIIDE (2012)
Tomi Kauppinen serves as Head of Aalto Online Learning at Aalto University, where he leads the university's digital education initiatives through the Learning Services unit (U902). His position combines academic research with practical implementation of online and blended learning solutions across the university. Dr. Kauppinen's research spans multiple interconnected domains including Cognitive Systems, Information Visualization, Ubiquitous Computing, and Educational Sciences. His work focuses on human-centered approaches to digital learning environments, with particular emphasis on making online education more engaging, accessible, and effective. He has made significant contributions to the fields of semantic web technologies applied to education, game-based learning methodologies, and the design of virtual learning environments that enhance student participation. Analysis of his recent publications reveals a clear trajectory toward more immersive and interactive educational technologies. His work has evolved from foundational semantic web applications in education to cutting-edge implementations of 360° learning environments, game-based educational tools, and human-centered design approaches for online learning platforms. The interdisciplinary nature of his research bridges computer science, educational theory, and design principles to address contemporary challenges in digital education. EUNIS Dørup E-learning Award 2020 for 'Designing Digital Higher Education: Case Aalto Online Learning' 2016 Learning Contribution Achievement Award (awarded May 2017) for exemplary leadership in Aalto's digitalization project As Head of Aalto Online Learning, Kauppinen has played a pivotal role in developing operational models for teaching development across Aalto University. His work has significantly advanced the pedagogically sound digitalization of teaching at the institution. While specific grant information isn't detailed in the provided text, his extensive publication record suggests involvement in multiple research projects related to educational technology and semantic web applications in learning environments. Kauppinen's work with Aalto Online Learning functions as his primary research and development team, focusing on creating and implementing digital solutions for higher education. His collaborations extend across disciplines, frequently involving partnerships with game design researchers, educational specialists, and computer scientists to develop innovative learning approaches and production pipelines for educational content.
Sergio Sampedro Martín is a researcher at the Universidad de Huelva, affiliated with the Department of Integrated Didactics and the Research Center on Contemporary Thought and Innovation for Social Development. He leads the HUM168 research group 'Initial Training and Professional Development of Teachers (DESYM)'. Research Focus: Controversial heritage education, gamification in teacher training, socio-environmental issues integration, and urban art in civic education. Key Projects: Virtual industrial heritage museums, game-based methodologies for early childhood education, and school-museum collaborations. Methodologies: Gamified civic dialogue, role-playing games in primary education, Scratch programming for social science didactics. His recent work emphasizes eco-citizenship education through heritage studies, with publications spanning 2021-2025. No scientific awards are documented in the provided materials.
Heidi Marika Josefina Rautalahti is a Postdoctoral Researcher at the Department of Computer Science, Aalto University. Her work bridges game studies, human-computer interaction, and digital humanities, focusing on death-themed narratives, religious symbolism, and player experiences in interactive media. University: Aalto University Department: Department of Computer Science Academic Rank: Researcher Heidi’s research explores: Death anxiety alleviation through gameplay mechanics Design patterns in grief-processing games Interpretation of religious texts (e.g., Bible) in video games Player enjoyment of unresolved mysteries Emergent community storytelling in platforms like Roblox Cultural perspectives on end-of-life representation Her publications between 2023–2025 demonstrate cross-disciplinary engagement with topics spanning death positivity, fan communities, and tool development for literacy assessment. No scientific awards are currently listed for Heidi Rautalahti.
Robin Gustafsson is an Associate Professor of Strategic Management at Aalto University's Department of Industrial Engineering and Management. Currently on partial leave to co-found epicMeets, his research focuses on strategy and organization in technology-induced industry disruptions, with emphasis on digitalization and platform economy dynamics. His research examines competitive advantage in digital markets, platform/data business models, open science/innovation governance, and agile strategy work. He investigates how playfulness and visual tools like LEGO® Serious Play® enhance strategic cognition during industry transformations, bridging institutional theory with practical strategy execution. Recent publications (2023-2025) reveal three dominant trends: platform ecosystem strategies (particularly Big Tech acquisitions), cognitive aids in strategic decision-making, and sustainability-compliance intersections. His work consistently integrates strategic management with information systems and cognitive science perspectives. Scientific recognition includes: Nomination to The Swedish Academy of Engineering Sciences in Finland (2013-) Emerald Literati Network Award for Excellence (2017) for temporal institutional analysis Advising spans 10 doctoral graduates (including Tomasz Mucha on ML in organizations and Niko Lipiäinen on value capture) and 24 named master's students across 50+ theses. Current research projects include IN2MISSION (mission-oriented innovation), digital history of telecom exchanges, and playfulness in strategy workshops. He facilitates global strategy workshops for corporations and governments using experiential methods, translating academic insights into agile strategy practices for the digital economy.
Alberto Murcia Carbonell is a Spanish philosopher and Associate Professor holding dual affiliations at Carlos III University of Madrid and ESIC University , where he teaches courses in Ethics of Technology, Digital Culture, and Business Ethics. Accredited as a PhD Associate Professor by ANECA, he specializes in the intersection of philosophy, cultural studies, and digital technologies. Education: PhD in Humanities (cum laude) - Carlos III University of Madrid Master's Degree in Humanities - Carlos III University of Madrid ANECA Accreditation: Contract Professor with Doctorate (2023) Research Interests: His work oscillates between posthumanist philosophy and digital ethics , examining how emerging technologies reshape human identity. Key themes include: Counterfactual thinking in virtual history contexts Ethical implications of human-technology symbiosis Game studies as a lens for understanding human behavior Cultural narratives around war and victimhood Publications Overview: Recent works demonstrate a trajectory from philosophical anthropology to applied ethics, with 2020-2023 outputs addressing posthuman futures, military identity formation, corporate ethical frameworks, and the epistemology of play. His research increasingly bridges abstract theory with contemporary digital phenomena. Academic Service & Cultural Contributions: Coordinator: Bachelor's & Advanced Digital Business Degrees (ESIC) Exhibition Curator: "Video Games, Both Sides of the Screen" (Telefónica Foundation, 2019) Director: "Encounters with Aliens, Science, and Art" (Friends of Reina Sofía, 2021) Workshop Director: Video Game Script Workshop (Círculo de Bellas Artes, since 2018) Teaching Portfolio: Currently teaches at Bachelor in Audiovisual Communication and New Media program, with courses spanning logic, argumentation, and digital culture. His pedagogical approach integrates philosophical rigor with contemporary media analysis.
Kamilla Knutsen Steinnes is a Research Fellow at Oslo Metropolitan University's Center for Welfare and Working Life Research and a researcher at SIFO's Technology and Sustainability group. Her work centers on children and young people's digital lives, particularly examining social inclusion through gaming consumption, sharenting practices, and gender dynamics in digital environments. Her research interests include: Children and young people's digital experiences Social media and gaming cultures Consumer psychology and sustainable behavior Gender and technology intersections Digital marketing ethics and privacy concerns She investigates how platform design influences youth identity formation, social relationships, and consumption patterns, with strong emphasis on ethical implications for vulnerable populations. Recent publications (2022-2025) reveal concentrated focus on gaming economies (loot boxes, virtual storefronts), sharenting tensions, and digital belonging mechanisms. Her work bridges consumer behavior, emotion studies, and critical media analysis to expose how commercial interests shape youth experiences. Steinnes leads multiple OsloMet projects including 'Free to play – pay to win' (gaming consumption), 'Gender, body pressure, and advertising' (social media), and 'PLATEFORMS' (sustainable food). She collaborates extensively with researchers like Clara Julia Reich and Helene Maria Fiane Teigen, employing innovative methods such as the 'play-along technique' for studying video game culture.
Mitch Prinstein is the John Van Seters Distinguished Professor of Psychology and Neuroscience at the University of North Carolina at Chapel Hill , where he also serves as Director of Clinical Psychology . He accepts doctoral students from both the Clinical Psychology Program and the Developmental Psychology Program . His research, conducted through the UNC Peer Relations Lab (formerly at Yale University), focuses on: Biomarkers of social stress-responses and their link to self-injurious thoughts Peer influence on adolescent health risk behaviors Technology’s role in adolescent development His work has been featured in over 200 media outlets, including The New York Times , National Public Radio , and CNN , as well as two TEDx talks . He is the Chief Science Officer of the American Psychological Association and has previously served as President for the Society for the Science of Clinical Psychology and the Society of Clinical Child and Adolescent Psychology . Dr. Prinstein has authored influential books like The Portable Mentor (2013) and Popular: The Power of Likability in a Status-Obsessed World (2017). His recent research (2024–2025) spans topics such as: Neurobiological sensitivity to peer status and social media use Proinflammatory gene expression as a predictor of suicidal behavior Digital stress and its longitudinal impact on depressive symptoms Peer conformity and identity alignment He remains actively engaged in professional development initiatives, including the CUDCP Undergraduate Website for graduate school guidance, and has received grant funding for his research, including projects in 2005 and 2006.
Ombretta Gaggi is an Associate Professor at the Department of Mathematics, University of Padua, where she has been conducting research and teaching since April 2006. Her academic journey began with a Laurea degree cum laude in Computer Science from Ca' Foscari University of Venice in 1998, followed by a PhD in Computer Science from the Consortium of Universities of Bologna, Padova and Venice in 2003. Her research spans mobile computing and networking, web technologies, social networks, and semantic web, with a strong emphasis on accessibility technologies and serious games for educational and medical applications. She has made significant contributions to developing solutions for visually impaired users, early identification of developmental dyslexia, and safety mechanisms for mobile communications. Professor Gaggi's recent publications demonstrate a consistent track record of high-impact research in top venues including ACM Transactions on the Web, IEEE Transactions on Mobile Computing, and IEEE Access. Her work increasingly focuses on leveraging technology for social good, addressing challenges in accessibility, education, and online safety. Best Paper Award at IEEE International Conference on Multimedia and Expo (ICME 2013) As an educator, Professor Gaggi teaches Web Technologies and Mobile Programming and Multimedia courses at the University of Padua. Her research group offers opportunities for students to work on cutting-edge projects at the intersection of mobile computing, web technologies, and accessibility solutions. She has established international collaborations and regularly publishes in top-tier conferences and journals, demonstrating sustained research productivity across multiple domains. Her laboratory work focuses on practical implementations of theoretical frameworks, particularly in accessibility technologies and serious games applications, with strong connections to real-world challenges in education and healthcare.
Fiona Stewart is a Lecturer at Edinburgh Napier University's School of Computing Engineering and the Built Environment , with affiliations to the Centre for Interaction Design . Her career spans fine art, design, and interactive media, following a decade in youth community work focusing on digital projects. Education: BA(Hons), MSc, PGCert, FHEA Stewart's research explores Interaction design , User experience , and Mixed realities , particularly how children engage with technology through play and learning. Her work includes: Immersive VR experiences for cultural heritage Scratch-based game development for community storytelling Analysis of historic interactive TV formats Design patterns for multi-reality experiences Her publications demonstrate trends in: Augmented Reality for data engagement Educational technology adoption Interactive toys for child development Psychogeographic mapping through digital play Re-purposing narratives across platforms Current projects include: The Library of Inspiration (Royal Academy of Engineering, £99,711) Let's Play Wester Hailes (Royal Academy of Engineering, £25,708) Stewart collaborates with researchers across disciplines, notably Dr. Tom Flint (School of Arts and Creative Industries) and Prof. Emma Hart (School of Computing Engineering), focusing on: Children's support-seeking behaviors in tech XR applications for educational spaces Community-driven creative coding initiatives