Adalberto L. Simeone is an Associate Professor in the Department of Computer Science at KU Leuven. His research focuses on the intersection of 3D Interaction, Virtual Reality, and Human-Computer Interaction, emphasizing accessibility of 3D content technologies. He leads the ARIA Lab, dedicated to advancing visionary concepts from science fiction into tangible scientific achievements. His work aims to democratize access to immersive technologies, driven by a passion for turning futuristic ideas into reality. No specific awards, grants, or publications are detailed in the provided information. For further collaboration or inquiries, visit the 'Join the ARIA Lab' section on his webpage.
Dr. Annemarie Zijlema is a Senior Lecturer in Computer Science at the University of Greenwich's School of Computing and Mathematical Sciences, with a multidisciplinary background in information science and human-computer interaction. Her PhD research from the University of Technology Sydney and Eindhoven University of Technology integrated cognitive psychology with design principles to investigate how personal possessions facilitate autobiographical memory. Her research explores personal information management systems through cognitive and neurological lenses, focusing on interfaces that support autobiographical remembering through tangible objects. She examines how material artifacts serve as memory cues and designs computational systems that bridge digital and physical mnemonic practices. Current investigations develop interactive systems leveraging haptic feedback and tangible interfaces to enhance memory recall through sensory engagement. Research methodologies combine qualitative studies of memory practices with prototyping of novel interaction paradigms.
Dr. Girish Bekaroo is an Associate Professor and Head of the School of Science and Technology at Middlesex University Mauritius. His research focuses on applying cutting-edge technologies to societal challenges including cybersecurity, sustainable computing, and human-computer interaction. Education: PhD in Sustainable Computing from University of Technology Mauritius; Fulbright Research Scholar at University of California, Davis; Scholar at University of Hull. Research Focus: Develops innovative solutions in tangible user interfaces, IoT applications, and environmental informatics. Current projects include air quality monitoring systems, augmented reality for education, and sustainable computing frameworks. His work bridges technical innovation with practical social impact. Teaching: Leads courses in Security and Network Forensics, Penetration Testing, and Novel Interaction Technologies. Employs hands-on methodologies including tangible interfaces to teach IoT concepts. Projects: Principal Investigator for 12+ funded initiatives including carbon footprint estimation tools, flood prediction algorithms, and marine debris tracking systems. Collaborates internationally on sustainable technology development.
Dr. Edward Melcer is an Associate Professor in the School of Computer Science at Carleton University and Director of the Alternative Learning Technologies and Games Lab. Previously, he held an Associate Professor position in Computational Media at the University of California, Santa Cruz. He earned his Ph.D., M.S., and B.S. from the NYU Tandon School of Engineering (2018, 2016, 2013). Education: Ph.D. in Computer Science, New York University (2018) M.S. in Computer Science, New York University (2016) B.S. in Computer Engineering, Polytechnic Institute of NYU (2013) Research Interests: Focuses on serious games, human-computer interaction, and learning science. Integrates emerging technologies like AR/VR, wearables, and IoT into educational games to enhance outcomes such as self-efficacy and decision-making. His work spans global applications in programming education, surgical training, and research ethics. Awards: Excellence in Research Award (American College of Surgeons Clinical Congress) Best Paper Honorable Mention (ACM CHI 202X) Recognition in IndieCade, Meaningful Play, and the Serious Games Showcase & Challenge Labs & Teams: Leads the Alternative Learning Technologies and Games Lab, exploring embodied learning and game-based assessment.
Rob Teather is an Associate Professor at the School of Computer Science, Carleton University. He specializes in Human-Computer Interaction (HCI), focusing on virtual and augmented reality technologies, input device innovation, and inclusive design for extended reality (XR) systems. His research emphasizes practical prototyping, user experience optimization, and accessibility in mixed/social VR environments. Teather’s work spans academic and applied domains, including studies on Fitts’ Law in 3D environments, low-cost VR hardware solutions, and remote collaborative tools. He contributes to conferences/workshops on XR prototyping and user interface design. His lab develops frameworks like 'Circles' for scalable educational VR activities and explores tangible input methods (e.g., ClickSense). Key research themes include improving interaction techniques (e.g., avatar-based target selection, viewpoint control to reduce cybersickness), evaluating realism in mixed reality, and designing socially inclusive virtual learning spaces. His publications address both foundational HCI principles and real-world implementation challenges in VR/AR systems.
Jenna Gorlewicz is the Associate Dean for Research and Innovation and Associate Professor of Mechanical Engineering at Saint Louis University. She leads the CHROME Lab, focusing on haptics, medical robotics, and inclusive educational technologies. Her research emphasizes human-centered design to enhance accessibility in STEM and healthcare. Education: Ph.D. in Mechanical Engineering, Vanderbilt University B.S. in Mechanical Engineering (Summa Cum Laude), Southern Illinois University Edwardsville Research Interests: Gorlewicz’s work spans electromechanical design, haptic interfaces, medical systems, and educational technology. She pioneers accessible STEM tools for individuals with disabilities through projects like the CHROME Lab’s multimodal touchscreen systems and haptic devices. CHROME Lab Mission: The lab develops technologies to enhance human-machine interaction in medicine, education, and consumer tech. Collaborations with medical professionals, educators, and startups drive real-world impact, such as improving non-visual data access and surgical robotics. Awards: National Science Foundation Fellow Vanderbilt Educational Research Fellow Grants & Advising: Her work is supported by NSF grants (e.g., CAREER Award). She advises projects like the HapConnect wearable and the Hapt-X-Pand device, fostering student innovation in mechanical and biomedical engineering. Labs & Teams: The CHROME Lab collaborates across disciplines, integrating engineering, education, and healthcare. Key projects include tactile graphics for STEM accessibility, robotic surgical tools, and telerobotics for social interaction.
Louise Hopper is an Associate Professor at the School of Psychology, Dublin City University , where she serves as Chair of the BSc in Psychology and Mathematics programme. She coordinates research methods courses across undergraduate and postgraduate programmes and leads the CAPTAIN project (e-coaching for older adults) and the National Dementia Registry Model Development . As co-founder of Alzheimer Cafe Leixlip , she advocates for community-based dementia support systems. Research Interests: Cognition (explicit/implicit), dementia policy & psychosocial models, healthy ageing, memory & addiction models, socio-cognitive theory, health decision modeling Key Projects: H2020 Erasmus+ INTenSE (dementia simulation), H2020 CAPTAIN (e-coaching), National Dementia Registry Awards: Shortlisted for DCU President's Teaching Award (2018), DCU President's Research Award (2017), Trinity College Dublin Postgraduate Teaching Commendation (2013) Professional Roles: Member of Centre for eIntegrated Care, Treasurer of Psychological Society of Ireland's Division of Academics, member of INTERDEM network Publication Trends: Her recent work focuses on technology-enabled dementia care , health service utilization , and intergenerational perspectives , with studies spanning eight European countries and involving multi-sensor systems , virtual coaching , and community care optimization . She has published extensively on caregiver dynamics and policy development in dementia support systems. Advising: Supervises PhD and MSc students including Cathal Blake (PhD) and Jane Gaffey (PhD-track). Education: Completed her PhD in 2013 at Trinity College Dublin on cognitive biases in smoking addiction .
Lori Scarlatos is an Associate Professor of Educational Technology in the Department of Technology and Society at Stony Brook University, affiliated with the Department of Computer Science and the Institute for STEM Education within the College of Engineering and Applied Sciences. She serves as Graduate Program Director and has made significant contributions to educational technology research through innovative approaches that bridge computer science and pedagogy. Dr. Scarlatos earned her Ph.D. in Computer Science from Stony Brook University in 1993, an M.S. with Distinction in Computer Science from Pratt Institute in 1984, and a B.F.A. with Honors in Art & Design from Pratt Institute in 1982. Before joining Stony Brook, she was an associate professor of computer science at Brooklyn College and the CUNY Graduate Center. Her research focuses on how computers can help people see, understand, and learn, with specific emphasis on educational games and simulations, human-computer interaction (particularly tangible user interfaces and physical computing), computer graphics including level-of-detail surface modeling, information visualization, and multimedia applications for education. Her work uniquely combines technical expertise with artistic sensibility developed through her fine arts background. Dr. Scarlatos has secured significant research funding including an NSF CAREER grant for Tangible Interfaces for Collaborative Learning Environments (TICLE) and multiple NSF Secure and Trustworthy Computing grants for cybersecurity education projects. Her recent projects BIGSCE (2016-2019) and CyberMISTS (2019-2021) have developed innovative comic-based learning tools like Comic-BEE to engage middle school students in cybersecurity concepts through branching interactive stories. NSF CAREER grant (IIS-9984385) for Tangible Interfaces research USATEC/ARPA technology transfer contract (DACA76-94-C-0019) Long Island Software Award (LISA) nomination, 1998 With ten years of industry experience including work at Grumman Data Systems on cartographic applications for the Air Force and leadership roles at Lecht Sciences developing animated games, Dr. Scarlatos brings practical insights to her academic work. She teaches courses including EST 205 (Introduction to Technological Design), EST 207 (Interaction Design), EST 310/ISE 340 (Game Design), and EST 579 (Educational Games). Beyond teaching, she serves as co-editor for the Journal of Educational Technology Systems and faculty director for the Undergraduate College of Information Technology Studies, while leading collaborations with Suffolk County BOCES, the National Security Institute, and various K-12 educational organizations.
Michael Grossniklaus is Professor for Databases and Information Systems at University of Konstanz's Department of Computer and Information Science. His research develops data management and processing technologies supporting data science applications, with emphasis on stream processing, context-aware systems, and web engineering solutions. Key research areas: Continuous query processing for streaming data Context-aware mobile data management Machine learning for database optimization Multi-channel web information systems Semantic web and RDF stream processing Publications demonstrate sustained contributions to database query processing, with recent work focusing on cardinality estimation using geometric deep learning and cloud database optimization. Developed C-SPARQL language extension for continuous RDF stream queries.
Jesper Kjeldskov is a Professor in the Department of Human Centred Computing at Monash University. His research focuses on Human-Computer Interaction (HCI), Human-Centred Design, and Sound Systems Design, with particular emphasis on domestic and healthcare applications. He leads studies on sound zone technologies, exploring their use in homes, hospitals, and collaborative environments. His work integrates AI, interaction design, and user-centered methodologies to enhance technology usability and accessibility. Research Interests : Sound Zone Systems in Domestic and Healthcare Settings Human-Centered AI and Interaction Design Wearable Technology and Therapeutic Applications Collaborative Technologies and Group Creativity Smart Home Design and Sustainability Recent Contributions : Published 5 articles in 2023 and 14 in 2022, focusing on sound zone field studies, healthcare acoustics, and smartwatch design. Active in conferences like CHI, Audio Mostly, and INTERACT. Advising & Grants : Accepting PhD students in Telepresence and distance collaboration. His research has been applied to projects like QuittyLink (smoking cessation support) and eco-interaction systems for sustainable energy use. Labs & Teams : Collaborates with interdisciplinary teams on projects involving sound zone visualization, healthcare technology, and AI-driven interaction systems.
Abdullah Al Mahmud is Associate Professor and Deputy Chair of the Department of Architectural and Industrial Design at Swinburne University of Technology's School of Design and Architecture. His human-computer interaction research focuses on co-design, assistive technologies for autism, digital health interventions for cognitive impairment, and technology solutions for marginalized communities in low-resource regions. Research spans persuasive technologies for behavior change, socially assistive robotics, digital storytelling applications, and culturally sensitive educational technologies. Recent work demonstrates strong emphasis on internet addiction interventions and dementia-related social participation technologies. Publications reveal consistent themes in health technology innovation with expanding applications in global development contexts. Significant student supervision portfolio includes 22+ doctoral and master's advisees focused on digital health, VR applications, and cross-cultural design solutions. Awards include the 2021 Excellence in Research Award from the School of Design and Architecture. Grant leadership includes Digital Health CRC funding for the GENIE virtual clinical platform for genetic disorders.
Tala Talaei Khoei serves as an Assistant Teaching Professor at Northeastern University, conducting interdisciplinary research at the intersection of artificial intelligence, cybersecurity, and healthcare innovation. Her academic profile reflects active engagement in developing practical AI solutions for critical real-world challenges. Her research program spans three primary domains: (1) Healthcare AI applications including pediatric pneumonia/asthma detection through respiratory sound analysis using Google's HeAR model; (2) Cybersecurity systems focused on ransomware detection, GPS spoofing countermeasures for UAVs, and IoT security frameworks; and (3) Generative AI advancements in large language models, emotional AI, and sustainable computing practices. This tripartite focus demonstrates her commitment to translating theoretical AI research into tangible societal benefits. Analysis of her 15 recent 2025 publications reveals accelerating research velocity with particular emphasis on data-efficient AI techniques for small datasets, multimodal security threat detection, and ethical implementation of generative models. Her work consistently bridges theoretical machine learning innovations with domain-specific applications, showing growing influence in both healthcare informatics and cybersecurity communities through high-impact survey papers and novel framework development.
Jochen Huber is a Professor of Computer Science at Furtwangen University's Faculty of Industrial Technologies. His research intersects Human-Computer Interaction and Assistive Technology, focusing on novel input methods including mobile, tangible, and non-visual interfaces. His work aims to enhance human capabilities through technological augmentation in both assistive and general interaction contexts. Research interests include: Design of novel input technologies Mobile and tangible interfaces Non-visual interaction systems Assistive augmentation applications His publications demonstrate consistent focus on accessible interaction paradigms, with recent work exploring automotive interfaces, deformable 3D-printed interfaces, and wearable assistive devices. Publication trends show strong emphasis on practical implementations of HCI principles in specialized domains.
Rosella Gennari is a Professor in the Department of Computer Science and Engineering at the University of L'Aquila. Her research focuses on Human-Computer Interaction (HCI), Educational Technology, and Internet of Things (IoT) applications, with a strong emphasis on participatory design involving children and youth. She has co-organized multiple editions of the Methodologies and Intelligent Systems for Technology Enhanced Learning (MIS4TEL) conference and contributed to advancing inclusive design practices through innovative toolkits and frameworks. Her work spans over two decades, with notable contributions in developing tangible interfaces for algorithmic thinking, designing smart object toolkits for children, and promoting responsible innovation in youth-focused technologies. She has collaborated extensively with institutions like the University of Salamanca and the Polytechnic of Guimarães, reflecting her international engagement in the research community. Key achievements include pioneering studies on cross-generational end-user IoT design and creating assessment instruments for physical computing literacy in education. Her research bridges theoretical advancements with practical implementations, often involving action research methodologies to validate solutions in real-world educational settings.
Michael Heron is an Associate Professor in the Department of Computer Science and Engineering at Chalmers University of Technology, specializing in game accessibility and inclusive design. His academic journey has focused on making tabletop gaming experiences accessible to people with diverse physical, cognitive, and socio-economic backgrounds. Dr. Heron's research interests span several key areas in game studies and human-computer interaction. His work particularly emphasizes inclusive game design , with a focus on creating board games that accommodate players with various disabilities. He has developed frameworks for evaluating game accessibility and has published extensively on the sociological aspects of gaming accessibility. His research also explores the intersection of tabletop role-playing games with inclusive design methodologies, particularly for older adults, and examines ethical considerations within academic gaming research. His influential book "Tabletop Game Accessibility: Meeple Centred Design" has become a key reference in the field, offering practical guidelines for game designers. Dr. Heron also maintains the widely-read blog "Meeple Like Us," which provides detailed accessibility analyses of board games alongside reviews, helping to map the accessibility landscape of contemporary tabletop gaming. Dr. Heron has received recognition for his contributions to making gaming more inclusive, though specific awards are not detailed in the available information. His work has influenced both academic discourse and practical game design approaches in the industry. As an educator, Dr. Heron has supervised numerous students working on projects related to game accessibility, inclusive design, and human-computer interaction, though specific student names are not provided in the available information. He has also secured research grants supporting his work in accessible gaming, though details of these grants are not specified. Dr. Heron leads a research group focused on inclusive gaming technologies and methodologies at Chalmers University of Technology. His team collaborates with game designers, accessibility experts, and community organizations to develop practical solutions for making gaming more accessible to diverse populations.