Dr. Spencer Castro is an Assistant Professor in Management of Complex Systems at UC Merced, investigating cognitive aspects of human-machine systems. His research program integrates human factors, neuroscience, and visualization to address challenges in: Cognitive workload measurement during multitasking Neural correlates of environmental exposure Visualization design for complex information Human-automation interaction in driving contexts Methodologically, he employs neurophysiological measures (EEG), virtual reality, and behavioral experiments. Recent studies examine how natural environments influence reward processing and attention, design principles for uncertainty visualization, and cognitive costs of intermittent multitasking. Applied work includes VR evacuation training for wildfires and COVID-19 forecast communication.
Andrew Richardson is a Researcher at Northumbria University, specializing in creative data visualization and interactive technologies within cultural and literary contexts. His work explores the application of open-source tools, AR/VR, and computational methods to transform literary texts and cultural heritage into immersive digital experiences. He has collaborated with institutions like the British Library and universities including Lancaster and Edinburgh on projects such as the AHRC-funded Chronotopic Cartographies, focusing on spatial representation of fictional narratives. Research interests include literary spatial analysis, generative art, and the intersection of code with artistic expression. Key projects include 3D visualizations of Wordsworth's poetry and cross-cultural mapping of literary journeys. Richardson advises PhD student Stacey Rossouw on projects involving literary archives and digital encounters. His work bridges digital humanities, computer science, and cultural studies, emphasizing interdisciplinary collaboration. Co-Investigator: AHRC-funded Chronotopic Cartographies (2019-2022) Visualized Wordsworth's The Prelude as an interactive 3D landscape Developed GPS/AR systems for literary text visualization Publications span digital humanities journals and conferences, with a focus on innovative visualization techniques. His research supports cultural institutions in making heritage materials accessible through interactive digital mediums.
Elizabeth Van Couvering is an Assistant Professor of Media and Communication Studies at Karlstad University, Sweden. She holds a PhD from the London School of Economics and Political Science, an MBA from the Open University, and a BA in Cultural Anthropology from Bryn Mawr College. Her research focuses on the political economy of digital platforms, search engines, algorithmic gatekeeping, and gig economy labor dynamics. She also explores data visualization and climate communication. Teaching responsibilities include media theory, strategic communications, science and technology studies, and data visualization courses. Current research projects include 'Algorithms and media organisations' and 'SWEGIG' (job intermediary platforms in Sweden). Her work draws from over three decades of industry experience in digital media, including roles at early internet companies like Cyberia, Easynet, and Webmedia. Education: PhD, London School of Economics and Political Science (2002) MBA, Open University BA, Bryn Mawr College Her research highlights platform power structures, algorithmic accountability, and the socio-economic impacts of digital transformation. Recent work examines AI chatbots' political information retrieval and gig workers' resistance to algorithmic management. She has co-authored influential studies on search engine bias, media literacy, and VR immersion theory. Professional activities include advising projects for Nielsen Online and IAB Europe, while personal interests bridge technology and textile crafts—she has hacked knitting machines using Arduino chips. She collaborates with Karlstad colleagues on interdisciplinary projects and teaches in Swedish ("och svenska!").
Christophe Eizaguirre is a Professor of Evolutionary and Conservation Genetics and Deputy Head of the School of Biological and Behavioural Sciences at Queen Mary University of London. His research focuses on integrating evolutionary principles into conservation strategies, particularly for endangered species like loggerhead sea turtles and sticklebacks. He leads the Eizaguirre Lab, which develops genomic tools and citizen-science initiatives to address conservation challenges. Education and academic roles: As a Professor and Deputy Head, he oversees research and teaching. His lab collaborates with NGOs in Cabo Verde to protect loggerhead turtles, contributing to open-source resources like TurtleBase and Atlantis VR. The lab has also pioneered epigenetic studies on climate change impacts and turtle sex determination. Research interests include epigenetics, conservation genomics, and the ecological dynamics of marine species. Recent work emphasizes DNA methylation’s role in adaptation and the application of VR technology (Atlantis) for education and conservation advocacy. The lab’s community-based approach was recognized with the 2016 National Co-ordinating Centre for Public Engagement award. Teaching includes modules on conservation biology in the Biodiversity and Conservation MSc program. Current and former students contribute to projects on turtle epigenetics, parasite ecology, and marine protected areas. The lab actively engages schools through initiatives like Wild-Live Streaming, raising awareness about marine conservation. Key tools developed include TurtleBase (loggerhead genetic database), Atlantis VR (turtle behavior visualization), and HatchIt (conservation management platform). His team’s work bridges field research, genomics, and public engagement to advance global conservation efforts.
Erik Kjems is a Part-time Lecturer in the Department of the Built Environment at Aalborg University’s Faculty of Engineering and Science. His work bridges civil engineering and digital innovation, focusing on the integration of advanced technologies into infrastructure planning and management. University: Aalborg University School: Faculty of Engineering and Science Department: Department of the Built Environment Position: Part-time Lecturer Email: kjems@build.aau.dk ORCID: 0000-0002-4519-6583 His research interests are centered around digital transformation in civil infrastructure, including augmented and virtual reality (AR/VR), 3D city modeling, BIM, reality capture, data fusion, blockchain applications, and intelligent transport systems. He explores how digital tools can improve decision-making, safety, and efficiency in road and utility projects. The most recent publications (2021–2024) reflect a strong trend toward practical applications of AR/VR in subsurface utility visualization, digital twins, permeable pavement materials, and data integration for infrastructure. These works emphasize field deployment, user interaction, and reconciliation of heterogeneous data sources. His research combines technical innovation with real-world validation through collaboration with utility companies and public agencies. Erik Kjems has participated in multiple research projects, including BLING: Blockchain in Government and Integrated Project Development for Road Infrastructure Education , demonstrating sustained engagement in funded research. He has also contributed to public discourse through media appearances on road pricing and digitalization in transportation. He has supervised at least one PhD student and is actively involved in academic and professional networks. His activities include participation in workshops, conferences (e.g., buildingSMART International Standards Summit), and seminars focused on digital infrastructure and BIM. Notable labs or collaborative environments include involvement in the 3D Visual Data Mining (3DVDM) project and the Videncenter for 3D GeoInformation , indicating long-standing expertise in geospatial visualization and digital modeling.
Dr. Reza Rafiee is a Lecturer (Education) in Data Analytics and Machine Learning at Queen's University Belfast's School of Electronics, Electrical Engineering and Computer Science, part of the Faculty of Engineering and Physical Sciences. He holds a PhD in Machine Learning from Newcastle University and is a Fellow of the Higher Education Academy. Education: PhD in Machine Learning, Newcastle University (2013) MSc in Artificial Intelligence and Robotics, Iran University of Science and Technology (2001) BEng (Hons.) in Computer Engineering, Iran Azad University (1998) Research Interests: AI in Education: Developing personalized learning tools, virtual reality for healthcare training, and data science pedagogy. AI in Health: Cancer genomics, tumor subgroup classification, and clinical diagnostic software (e.g., MIMIC and ICST). High-Throughput Genomic Analysis: RNA-Seq, DNA methylation, and bioinformatics pipeline development. Recent Article Trends: Focus on AI-driven solutions in medulloblastoma research (subgroup classification, relapse prediction) and educational innovations (VR-based learning, personalized pathways). His work bridges machine learning with clinical and educational applications. Scientific Awards: Fellow of the Higher Education Academy (2019) Queen's University Belfast Innovation in Teaching Fund (2025) STAR Recognition Award (2023) Teaching & Leadership: Leads the EEECS Academic Quality Assurance (2025) and advises the MSc AI program. Teaches courses like AI for Health and Principles of Machine Learning . Labs/Teams: Active in GitHub repositories including ICST (immune-based tumor classification) and MIMIC (DNA methylation diagnostics).
Dr. Tom Flint is an Associate Professor at Edinburgh Napier University's School of Arts and Creative Industries, specializing in interaction design and digital experiences. His work bridges academic research with community engagement through funded projects like the Royal Academy of Engineering-supported 'Let's Play Wester Hailes' (£25,708) which developed bespoke arcade machines for youth game design. His research explores: Blended reality experiences merging physical/digital spaces Psychogeography through interactive community mapping Virtual reality applications for cultural institutions Game-based learning and creative placemaking Tangible interfaces for memory preservation Flint's publications show strong focus on mixed reality applications, with recent work examining narrative structures in blended spaces and emotional data visualization. His 2022-2024 outputs demonstrate increasing emphasis on community-centered design frameworks. Awards & Recognition: Honourable Mention, SICSA Supervisor of the Year 2019 Research Leadership: Leads projects including: Creative Coin (AHRC-funded, £5,380): Alternative currency for creative industries Blended space exchange with Farmingdale State College (£5,234) What Do Dovecot Weavers Do All Day? (£4,524): VR documentation of craftsmanship Directs postgraduate research in interaction design and creative technologies, supervising PhD candidates exploring digital placemaking and child-computer interaction. Collaborates with the Centre for Interaction Design and Edinburgh Futures Institute.
Andreia Pinto De Sousa is an Assistant Professor at Universidade Lusófona do Porto and an Invited Assistant Professor at Universidade do Porto Faculdade de Belas Artes. Her work bridges interaction design with healthcare, technology, and digital communication. Her academic background includes a Ph.D. in Information and Communication (2017) from Universidade de Aveiro and Universidade do Porto, an M.Sc. in Multimedia (2011), and a B.A. in Communication Design (2003). She has specialized in Interface Design for Mobile Devices, Software Engineering, and Health Technology Transfer. Her research focuses on human-computer interaction (HCI), digital health , and well-being , with a strong emphasis on trust and credibility in e-Health interfaces . Recent publications explore emotional design for dementia caregivers, intergenerational digital experiences, and visual design’s role in cyberjournalism engagement. Andreia has supervised 1 Ph.D. and 3 MSc students, co-supervised 6, and guided numerous bachelor projects. She actively contributes to research projects in interaction design and has authored key publications in HCI, public health, and digital media, including book chapters and peer-reviewed journal articles.
Tomaz Miranda da Cunha Saraiva is a researcher affiliated with Universidade Lusófona, with a strong academic background in psychology and neuroscience. He holds a Master's in Psychology, Counseling and Psychotherapy, a Bachelor's in Psychology, and a Master in Creative Games from the University of Salford. His research bridges psychology, cognitive neuroscience, and immersive technologies. Education: Bachelor in Psychology, Universidade Lusófona (2007) Integrated Master in Psychology, Counseling and Psychotherapy, Universidade Lusófona (2008) Master in Creative Games, University of Salford (2010) Postgraduate in Adolescent and Children Psychology Evaluation Technological Specialization Course in Video Game Development His research focuses on virtual reality (VR) applications in cognitive rehabilitation , PTSD treatment , addiction , and neurocognitive assessment . He explores how immersive environments influence memory, attention, and emotional processing. His work integrates eye-tracking, ERP, and behavioral analysis to understand brain-behavior interactions in clinical and non-clinical populations. The 15 most recent publications reveal a consistent trend in using VR for therapeutic and diagnostic purposes, especially in stroke recovery, nicotine craving, and trauma. These works span disciplines including clinical psychology, neuroscience, human-computer interaction, and digital therapeutics, with subfields such as presence in VR, cognitive training, and fear-related attentional bias. Scientific Contributions: Published 4 articles in specialized journals Contributed book chapters on VR/AR in neuroscience and serious games Presented conference papers on VR-based cognitive rehabilitation and frontal brain function assessment Tomaz Saraiva has advised no formally listed students but has led research in VR-based interventions. His work has been supported through academic and possibly institutional grants, though specific funding sources are not mentioned. He is involved in developing virtual environments for cognitive training and psychological assessment, particularly in stroke, TBI, and PTSD contexts. His lab or research team is not explicitly named, but his output suggests collaboration within neuroscience and VR research groups.
Dr. Alexis Morris is an Associate Professor in the Digital Futures program at OCAD University's Faculty of Arts & Science, holding a tenured position. He is the director of the Adaptive Context Environments (ACE) Lab and a 2018-2023 Canada Research Chair (Tier II) in the Internet of Things. His research focuses on adaptive systems that integrate fuzzy human factors into socio-technical systems, emphasizing context-aware interfaces in mixed reality environments. Morris' work bridges artificial intelligence, virtual/augmented reality, and IoT to enhance human-machine collaboration, with applications ranging from workplace safety to global family connectivity through mixed reality shared experiences. Education: PhD in Computer Science, University of New Brunswick (2016) European Master of Informatics, University of Edinburgh & University of Trento (2008) Bachelor of Computer Science, Acadia University (2006) Associate of Accounting, University of the Bahamas (2000) Research Interests: Dr. Morris investigates adaptive interfaces, cross-reality systems (XR), and IoT integration to create hyper-connected smart environments. His work emphasizes human-centric design principles, exploring how technologies like mixed reality can address societal challenges such as workplace ergonomics, cultural preservation through augmented museums, and child well-being via educational agents. He also examines legal and ethical frameworks for AI and HRI systems, ensuring compliance with evolving societal needs. Professional Contributions: Member of IEEE and ACM Former Post-doctoral Research Fellow at the University of Toronto's Cognitive Engineering Lab Pioneer in developing frameworks like 'Extended-XRI' and 'ACE' for adaptive systems Labs/Teams: As ACE Lab director, Morris leads interdisciplinary research in IoT-MR convergence, creating tools like MRsive (for museum engagement) and Emissary Educator (for child-focused XR education). The lab also explores cross-cultural artifact representation in museums through AR and policy-as-a-service frameworks for trustworthy AI systems.
Kevin Hutchinson is an Instructor at the Academy for AI, Games & Media at Breda University of Applied Sciences. His work focuses on serious games, simulation platforms, and digital media concepts with applications in maritime spatial planning, healthcare, and urban tourism. Research interests include game-based solutions for complex societal challenges such as maritime governance, obstetric training simulations, and personality profiling through gameplay. He has contributed to projects like the MSP Challenge simulation platform, VR/AR tools for spatial planning, and digital narratives about migrant experiences. His recent work (2024) addresses innovative tools for maritime spatial planning, while earlier projects include self-esteem measurement through games (2017) and end-user platform development for game research integration (2017). He collaborates frequently with colleagues like Carlos Pereira Santos and Wijnand Boode. Notable outputs include the 2020 Journal of Ocean Technology article on game-based marine planning platforms and the 2019 ACM Transactions paper on personality trait profiling. His work emphasizes practical applications of game technology in healthcare, education, and policy-making.
Yasutaka Furukawa is a Principal Scientist at Wayve and an Associate Professor of Computing Science at Simon Fraser University (SFU). He leads the SFU Visual Computing Group, ranked 12th globally in Computer Vision and Graphics. His research focuses on 3D reconstruction, neural networks, and computer graphics, with notable contributions in multi-view stereo, CAD modeling, and diffusion models. Furukawa holds a Ph.D. from the University of Illinois at Urbana-Champaign (2008) and has held roles at Washington University in St. Louis, Google, and the University of Washington. Education: Ph.D., Computer Science, UIUC, 2008 Postdoctoral Research, University of Washington (with Prof. Steven Seitz and Brian Curless) Research Interests: Furukawa’s work bridges computer vision and graphics, emphasizing robust 3D reconstruction techniques. His projects include PuzzleFusion++ (diffusion-based fracture assembly), BrepGen (B-rep CAD generation), and HouseDiffusion (floorplan synthesis). He explores applications in autonomous systems, AR/VR, and robotics. Key Projects: Generative Adversarial Networks for architectural design (House-GAN series) Neural networks for inertial navigation (RoNIN) Diffusion models for spatial puzzles and CAD modeling Awards: Recipient of the PAMI Longuet-Higgins Prize (2020), NSF CAREER Award (2015), and multiple Google Faculty Research Awards. Teaching: Courses include CMPT412 Computer Vision and CMPT762 Advanced Computer Vision at SFU. Active in supervising over 30 graduate students and postdocs.
Dr. Paul Toprac is a Teaching Professor and Associate Director of the Game Development and Design Program at the University of Texas at Austin, where he also leads the SAGA Lab as Principal Investigator. His roles include academic instruction and research in game design, with a focus on learning, motivation, and behavioral change through digital tools. He has produced over 200 student games/apps and developed AR/VR experiences for research and public engagement. Previously, he served as Graduate Committee Chair at SMU Guildhall and Executive Director of the Austin Technology Council. With over 20 years in the software industry, he has held roles from CEO to consultant and founded a successful software development company in the 1980s. Toprac's research emphasizes leveraging games for health and cognitive applications, including digital solutions for early detection of cognitive impairment and heart failure self-management. His work integrates multidisciplinary collaboration and innovative technology to address societal challenges in education and healthcare. Publications highlight his contributions to interactive media in healthcare, game psychology, and educational technology. His SAGA Lab focuses on creating impactful tools such as dashboards and visualization software to advance research and public understanding.
Lisa Blalock serves as Professor and Chair of the Department of Psychology within the Usha Kundu, MD College of Health at the University of West Florida. Her academic home is Building 41, Room 253, where she leads the Visual Cognition Lab. Her educational background includes a B.S. in Psychology from the University of Central Florida and Ph.D. in Cognitive Psychology from Colorado State University. These foundations support her expertise in visual information processing. Dr. Blalock's research centers on visual and spatial working memory mechanisms , examining how humans encode, maintain, and retrieve visual information. Her work bridges basic cognitive processes with real-world applications like driving safety and training systems. Key interests include the interaction between visual working memory and attentional systems, the role of long-term memory in short-term processing, and how expertise development affects cognitive performance. Her lab actively investigates how familiarity with stimuli enhances memory consolidation and how cognitive load impacts situational awareness. Analysis of her recent publications reveals strong continuity in visual working memory research with expanding applications to educational technology and human factors. Her work increasingly integrates crossmodal cues and practical training systems while maintaining rigorous experimental cognitive methodology. Dr. Blalock mentors undergraduate students through hands-on research experiences in the Visual Cognition Lab, emphasizing practical skill development. Her teaching portfolio includes Research Methods I, Professional Development in Psychology, Memory & Cognition, and Sensation & Perception courses that bridge theoretical knowledge with applied practice. The Visual Cognition Lab focuses on how humans process and represent visual information, particularly examining object memory in short-term systems and how attentional and long-term memory processes influence these representations. The lab provides opportunities for student involvement through volunteering and study participation.
Sharif Mohammad Shahnewaz Ferdous is an Associate Professor of Computer Science at the Department of Computer Science , School of Science , The College of New Jersey . His research focuses on Virtual Reality (VR) , Augmented Reality (AR) , Game Development , and Interactive Computer Graphics . Education: PhD in Computer Science, University of Texas, 2018 His work explores the intersection of VR/AR with medical rehabilitation , including studies on postural stability , cybersickness , and disability simulation . He has published extensively in IEEE and ACM venues, focusing on VR for persons with balance impairments , Parkinson’s disease , and Multiple Sclerosis . Recent publications highlight his research trends in VR accessibility , rehabilitation technology , and VR-induced cognitive effects . Notably, he developed a web application for cybersickness data organization and investigated context dependency in VR memory tasks . Prof. Ferdous has secured significant funding through NSF grants (2021–2023), including $174,835 for studying VR sickness in children . His professional service includes leadership roles in TCNJ’s Honors and Scholars Council and participation in interdisciplinary research initiatives.