John Aliprantis is a researcher at the Department of Cultural Technology and Communication, University of the Aegean. He holds a Master of Science in Cultural Informatics and Communication and is currently conducting doctoral research on the implementation of Augmented Reality (AR) in the Semantic Web. His research areas include Virtual and Augmented Reality, Internet of Things, human-machine interaction, mobile programming, context-aware applications, Semantic Web, Linked Open Data, security in AR applications, and 3D modeling. His work bridges cultural heritage digitization with advanced technologies like digital twins, photogrammetry, and laser scanning. Recent publications highlight trends in AR for primary education Digital twin creation for cultural and paleontological spaces Personalized cultural tourism via mobile interfaces Security and privacy in AR Behavioral mapping for deep learning in education
Miss Fatima Althani is a Researcher at the School of Electronic Engineering and Computer Science, Queen Mary University of London, contributing to natural language processing through innovative gamified systems and visual interface design. Her research prioritizes human-centered approaches to computational linguistics, with core interests including: Natural Language Processing (NLP) Gamification and Gameful Design Human-Computer Interaction (HCI) Educational Technology Artificial Intelligence for Text Annotation Visual Communication and Icon Design Analysis of her 2022-2024 publications reveals a cohesive research program developing virtual environments like Lingotowns for language annotation and learning. Her work systematically examines onboarding techniques, visual element efficacy, and engagement metrics in gamified NLP tasks, advancing methodologies for high-quality AI training data collection through user experience optimization. No scientific awards were documented in the source material. Information regarding student supervision, research funding, laboratory infrastructure, or collaborative teams was not provided in the available texts.
Ken Perlin is a Professor of Computer Science at New York University , affiliated with the NYU Future Reality Lab (FRL) and the MAGNET (Media and Games Network) . His research focuses on virtual reality, haptics, human-computer interaction, and interface design . He is renowned for pioneering Perlin Noise, a fundamental algorithm in computer graphics and animation. Perlin actively teaches graduate courses in computer graphics and virtual reality, emphasizing immersive technologies and collaborative systems. Research interests include tangible interfaces, mixed reality collaboration, multimodal interaction, and XR applications . He leads projects in shared virtual environments, force feedback systems, and AI-driven generative design. His work bridges academia and industry via startups like Tactonic (haptics) and Parallux (spatial computing). Awards: Recipient of the Academy Award for Scientific and Technical Achievement (Oscar) for Perlin Noise. His contributions to VR/AR interfaces and collaborative systems have been recognized in SIGGRAPH and CHI conferences. Labs/Teams: Directs the FRL, exploring future XR technologies. Collaborates with industry partners on tangible computing and spatial interaction systems.
Jill Walker Rettberg is a Professor of Digital Culture at the University of Bergen, Norway, and Co-Director of the Center for Digital Narrative (CDN), a Norwegian Center of Excellence funded by a €15M grant (2023–2033). She leads the ERC Advanced Grant project AI STORIES (2024–2029) and previously directed the ERC Consolidator project Machine Vision in Everyday Life (2018–2024). Her research focuses on how technologies like AI and machine vision shape narratives and cultural practices. Education and Background: Rettberg holds a PhD in Humanistic Informatics from the University of Bergen and has a background in Comparative Literature. She has been a pioneer in digital culture studies since the late 1990s, winning awards such as the Ted Nelson Newcomer Award (1999) and the John Lovas Memorial Award (2017). Research Interests: Her work spans AI narratives, machine vision ethics, social media storytelling, electronic literature, and the societal impacts of algorithms. Recent projects include analyzing generative AI’s cultural biases and exploring how machine vision influences human perception. Publications: Rettberg authored Machine Vision: How Algorithms Are Changing the Way We See the World (2023), Seeing Ourselves Through Technology (2014), and Blogging (2008). Her articles and datasets investigate topics like AI-generated narratives, facial recognition bias, and digital art interfaces. Grants and Awards: Besides ERC grants, she has been recognized with the Meltzer Foundation Prize (2006) and serves in leadership roles at UiB AI and LEAD AI networks. Teaching and Mentoring: Rettberg supervises PhD students in digital culture, including work on conversational apps for chronic patients and haptic interfaces in digital art. She teaches courses on machine vision, critical digital theory, and AI ethics.
Dr. Muhammad Diyan is a Lecturer in Computer Science at Teesside University, UK, with over 10 years of experience in academia and industry. He holds a Ph.D. from Kyungpook National University, South Korea (2017–2021), where his research focused on scheduling sensor duty cycling using Bi-Directional LSTM and Reinforcement Learning. He has held prestigious roles including Research Associate at University of Glasgow and Edinburgh Napier University, and Lecturer at University of Dundee. His research spans AI, IoT, Data Science, Cybersecurity, Healthcare, and Computer Vision. Notable contributions include deep learning models for brain tumor detection, skin cancer early diagnosis via mobile applications, and energy-efficient IoT protocols. He has authored over 25 journal papers and conference proceedings, and received the UK Royal Academy of Engineering's Global Talent Visa for early-career innovators. Diyan actively serves as a reviewer for high-impact journals, conference track chair, and guest editor for special issues. His work emphasizes real-world applications in healthcare, smart cities, and cybersecurity, blending theoretical rigor with practical implementation.
Reva Johnson, Ph.D., is an Associate Professor of Mechanical Engineering and Bioengineering at Valparaiso University's College of Engineering. She holds a B.S. from Valparaiso University and M.S. and Ph.D. in Biomedical Engineering from Northwestern University. Her research focuses on human-machine interfaces, prosthesis design, and rehabilitation engineering, with an emphasis on improving adaptive motor control and haptic feedback systems for prosthetic users. She has collaborated with Valpo's athletic programs to study fatigue and recovery in athletes using wearable sensor data, leading to personalized training plans. Johnson has advised students on innovative projects, such as a haptic video game for rehabilitation therapy. She is affiliated with the American Society of Engineering Education and the IEEE Engineering in Medicine and Biology Society. Education: B.S. Valparaiso University; M.S. and Ph.D. Northwestern University Courses Taught: Computer Programming for Mechanical Engineers, Human-Machine Interfaces, Mechanisms Her research integrates biomechanics, neural engineering, and human movement science to address challenges in prosthetic control and rehabilitation. Recent work includes analyzing EMG signals for closed-loop prosthetic systems and developing haptic feedback devices to enhance user interaction. Collaborations with athletic teams have explored wearable technology for optimizing training regimens. Johnson has published extensively on motor adaptation in amputee populations and has mentored students in interdisciplinary projects combining engineering and healthcare. Her lab focuses on translating bioengineering innovations into clinical and real-world applications.
Fiona Fui-Hoon is a Professor of Information Systems at the School of Computing and Information Systems , Singapore Management University . Her research focuses on Human-Computer Interaction (HCI) , Digital Transformation , and Generative AI Governance . Education: PhD in Information Systems, University of British Columbia (1997) Her work bridges neuroscience and behavioral analytics through EEG-based studies on flow experience in gaming , while addressing AI ethics in privacy, fake news, and metaverse applications. Recent publications emphasize digital risk assessment , collaborative systems , and gamification in enterprise software . She mentors PhD candidates Mohamed Dhameem and Wu Young Jiaqi , and her expertise spans digital business , human-machine systems , and strategic IT management .
Inès Di Loreto is an Associate Professor in Computer Science at the University of Technology of Troyes (UTT), holding an HDR (Habilitation à diriger des recherches) from Paul Sabatier University (2019). Previously, she worked at the Norwegian University of Science and Technology (NTNU) before joining UTT in 2013. She earned a Master's in Philosophy (Università degli Studi di Milano, 2002) and a PhD in Computer Science (Università degli Studi di Milano, 2010). Her research focuses on the role of the body and senses in technology-mediated learning, with specializations in disability inclusion, cultural heritage, and crisis management. Key research areas include Human-Computer Interaction (HCI), sustainable computing, and participatory design methodologies. She leads projects such as SmartArt , co-designing accessible museum experiences with visually impaired communities. Her work bridges theoretical frameworks (e.g., cultural computing, enaction) with practical applications in health, education, and heritage sectors. Inès is affiliated with the LIST3N laboratory and Tech-CICO team, collaborating on interdisciplinary projects. Her recent publications address sustainability in digital systems, crisis management training via mixed-reality games, and accessibility in cultural spaces. She actively contributes to conferences like IHM, ECSCW, and IEEE PervasiveHealth, emphasizing ethical and inclusive technology design.
FH-Prof. Dr. Markus Wagner is a full-time Professor at St. Pölten University of Applied Sciences, specializing in Industry 4.0, Data Visualization, and Cybersecurity. He holds a Dr. techn. from TU Wien (2017), an MSc in Game Engineering and Simulation from Technikum Wien (2013), and a BSc in Industrial Simulations from FH St. Pölten (2011). He leads the Josef Ressel Center for Knowledge-Assisted Visual Analytics for Industrial Manufacturing Data and serves as the Continuing Education Coordinator for Media and Digital Technologies. His roles include course leadership in programs like Agricultural Management and Technology, Data Intelligence, and UX Development. Research focuses on Visual Analytics , Cybersecurity , and Human-Computer Interaction , with notable contributions to knowledge-assisted systems for malware analysis, industrial data visualization, and second-screen applications. Projects include the Industrial Data Lab , SENSITRACK , and KAVA-Time . He is a member of the University’s board (2023–2026) and contributes to military ICT expertise at the BMLV. Key projects include developing tools for air traffic control visualization, privacy-aware IoT systems, and virtual reality driving simulations. His work bridges academic research with industrial applications, emphasizing user-centered design and cross-platform solutions.
Patrick LeMieux is an Associate Professor in the Department of Cinema and Digital Media at the University of California, Davis, within the College of Letters and Science. He is a media artist, game designer, and electronic musician whose work explores the intersections of game studies, media theory, and digital art. His creative and scholarly practice investigates the materiality of technical media, community histories of play, and the politics of digital culture. Education: Ph.D. in Media Arts and Sciences, Duke University M.F.A. in Digital Media Art, University of Florida, Gainesville B.E.D. in Visualization Science, College of Architecture, Texas A&M University LeMieux's research centers on game studies, media theory, audio production, and artmaking. He examines how games function beyond entertainment—engaging in metagaming, modding, and alternative interfaces. His work often critiques the boundaries of games, exploring speedrunning, esports, modular synthesis, and installation art. He is particularly interested in the social and political dimensions of play, as seen in projects like the Octopad and True Blue . His recent publications and artworks reflect a deep engagement with digital culture, from algorithmic manipulation of image search to reimagining classic games as collaborative experiences. Themes across his work include accessibility, media archaeology, and the material practices of digital media. His co-authored book Metagaming is a foundational text in critical game studies. Scientific Awards: No formal awards listed in the text. LeMieux has advised and mentored students through courses such as CDM 198 and TCS 198 (Modding), where students engage in hands-on media experimentation. He has secured project visibility through exhibitions and conferences rather than traditional grants. His collaborative work with Stephanie Boluk highlights his interdisciplinary approach. Labs and Teams: He collaborates with Stephanie Boluk on metagames and publications. He has exhibited with collectives such as Control Alt Play and alt.ctrl.gdc, indicating active participation in experimental game communities. His lab-like practice involves hardware modding, software development, and gallery installations, often centered in the Art Building at UC Davis.
Ronald Schroeter is a Professor at Queensland University of Technology's School of Design, specializing in automotive user interfaces, human factors, and smart city technologies. His research focuses on improving driver safety through innovative interface designs, particularly in automated vehicles, and exploring the intersection of technology and urban environments. PhD in 2012: 'Discussions in Space: Interactive Urban Screens for Enhancing Citizen Engagement' Leading roles in conferences like AutomotiveUI and CHI Key areas: Gamification for safe driving, augmented/virtual reality in automotive systems, and social implications of automated vehicles Research explores older adults' interactions with automated vehicles, driver behavior analysis, and urban informatics. Collaborations span academia and industry, addressing real-world challenges in transportation and technology.
Jenny Amos is a Teaching Professor at the University of Illinois Urbana-Champaign, affiliated with the Grainger College of Engineering, Carle Illinois College of Medicine, College of Education, School of Information Sciences, and School of Art + Design. She holds a PhD in Chemical Engineering with a focus on Cell and Developmental Biology from the University of South Carolina and a B.S. in Chemical Engineering with a Computer Science minor from Texas Tech University. Research Interests: Her work centers on biomedical engineering education, program-level assessment, pedagogy innovation, and the integration of professional skills like communication and ethics into engineering curricula. She also studies medical product translation through qualitative workflow analysis and interdisciplinary STEM outreach programs. Recent Publications: Focus on assessment frameworks, DEI integration in ABET criteria, virtual reality in medical education, and pandemic-era engineering solutions. Her projects include NSF RED Spin-off initiatives, SIIP podcasts, and 3D educational games for materials science. Teaching Honors: Fulbright Scholar awards (France, Brazil), Campus Teaching Excellence (2021), ASEE Teacher of the Year (2018), Dean's Fellow (2023) Professional Roles: Director of MEng Program (2020-present), Emeritus in assessment roles at Carle Illinois College of Medicine, BMES Education Committee Chair, ABET Commissioner Lab Leadership: The Amos Lab emphasizes diversity, inclusion, and evidence-based education reforms, with alumni now in medical residency, PhD programs, and industry leadership roles.
Priscilla Van Even is a postdoctoral researcher at KU Leuven’s Meaningful Interactions Lab (Mintlab), affiliated with the Higher Institute for Philosophy (HIW) and the Institute for Media Studies. Her work focuses on science communication, knowledge translation, and the intersection of art and science. She holds a Ph.D. in Sociology from KU Leuven and advanced degrees in Cultural Anthropology, Philosophy, and Education. Van Even’s research explores paradigmatic challenges in science communication, mediatization, and decolonization of knowledge systems. She has led projects like Palettes (Methusalem-funded) and ParCos (Horizon 2020), investigating science storytelling, visual literacy, and participatory design in museums. Education: Ph.D. in Sociology (KU Leuven, 2023) Advanced Master’s in Cultural Anthropology and Development Studies Master’s in Philosophy and Education Professional Bachelor’s in Elementary Education Research Interests: Van Even’s work bridges philosophy, cultural studies, and museum practices. She examines how science communication intersects with visual literacy, indigenous knowledges, and Eastern philosophy. Her projects emphasize co-creation, participatory methodologies, and ethical frameworks for knowledge translation. Grants & Projects: Palettes: (Re)-Presentation in Image and Art (Methusalem Funding, 2024–) ParCos: Public Science Communication (Horizon 2020, 2020–2023) RETINA: Digital technologies in museum education Teaching & Outreach: She teaches research methodology at KU Leuven and serves as a museum educator at the Musical Instrument Museum and Royal Museum of Art and History in Brussels. Her workshops focus on science storytelling, visual literacy, and ethical communication practices. Labs & Teams: Mintlab (Meaningful Interactions Lab) and collaborations with institutions like HIW and art museums. Her work emphasizes interdisciplinary teams and community engagement.
Dr. Max Pandit is a Senior Lecturer in Computer Game Design at Teesside University's Department of Computing & Games. He holds a PhD in applied artificial intelligence for biomedical signal processing from Northumbria University (2017). His expertise spans machine learning, AI in games, evolutionary optimization, and biomedical applications. He specializes in integrating Unreal Engine and visual scripting for game development. Research Interests include Machine Learning , AI-driven Game Development , Biomedical Signal Processing , and Deep Learning . His work explores applications such as brain-computer interfaces and ensemble models for medical signal analysis. Recent projects include: Visual Machine Learning Plugin for Unreal Engine 4 (2024, ongoing) Play2Secure: AI-enabled cybersecurity awareness game (2019) HackEscape : Cybersecurity awareness using serious games (2021) Collaborations focus on virtual training environments, digital twins, and procurement optimization in industry. He has led or co-led 5 funded research projects totaling over £1.5M in external funding.
Brygg Ullmer is a Professor at Clemson University's School of Computing and Chair of the Human-Centered Computing Division. He leads the Tangible Visualization group, focusing on Tangible User Interfaces (TUIs) Computational Genomics Interactive Computational STEAM Rapid Physical/Electronic Prototyping Computationally-Mediated Art and Design His work bridges physical and digital domains, with applications in K-12 education, high-performance computing, and culturally-rooted design. Research trends from his 15 most recent articles show a focus on Generative AI for cyberphysical systems Shape-changing interfaces Token+Constraint interaction models Genomics data visualization Hybrid tangible-gestural interfaces Multi-display collaboration These span both theoretical and applied work in computer science, biology, and design. Ullmer has held significant roles including Postdoctoral work at Zuse Institute Berlin Associate Professor at Louisiana State University (CCT & Computer Science) Visiting Lecturer at Hong Kong Polytechnic University Contributions to IBM Systems Journal and special editions of Springer's Personal and Ubiquitous Computing He has also co-edited journal special issues and served on conference committees. His scientific contributions include co-invented U.S. patents (6164541, 6263507, 6259441) related to Invisible hyperlinking Audiovisual data browsing Digital video time-shifting These patents reflect early innovations in tangible interface technology that have influenced modern interactive systems.