Professor Carlo Harvey is a creative technologist at the School of Digital Arts (SODA), Manchester Metropolitan University. His interdisciplinary research merges games , machine learning , virtual production , and cultural heritage reinterpretation . He leads industry collaborations with entities like Jaguar Land Rover and Epic Games, focusing on AI-driven interactive audio, real-time visualization, and accessibility solutions. Award-winning projects : TIGA, Innovate UK, and Epic Games MegaGrant for Accession Industry partnerships : Automotive sector, cultural institutions His research spans human-computer interaction , multisensory virtual environments , and acoustic-visual cross-modal perception . Recent publications address robotic simulations, motion alignment, and haptic feedback systems. Scientific recognition : TIGA Award, Innovate UK Funding, Epic Games MegaGrant Advocacy : Digital inclusion, creative collaboration, social impact of technology
Anand Bhojan is an Associate Professor (Educator Track) at the Department of Computer Science, School of Computing, National University of Singapore (NUS). He is a member of the Communication and Internet Research Lab and serves on the Graduate Studies Committee. Dr. Bhojan is also the founder of Anuflora Systems and Virtual and Augmented Reality Labs (www.varlabs.org), and serves as Associate Editor of Computers and Electrical Engineering Journal, Elsevier, and Vice President of International Researchers Club, Singapore. Dr. Bhojan earned his Ph.D. in Computer Science & Engineering from NUS in 2011, where his thesis was nominated for the Best PhD Thesis Award. He also holds a Professional Master's in Computer Applications from Bharathidasan University (1999), a Bachelor's degree in Computing with Gold Medal (University topper) from Bharathiar University (1994), and a Postgraduate Certificate in Teaching Higher Education from University of Sheffield, UK (2003). His research spans multiple domains including Distributed Computing and Wireless Networks (IoT, Security, Blockchain), Artificial Intelligence (Generative AI, FinTech), and Entertainment Computing with focus on Games, VR/AR/Metaverse technologies. Dr. Bhojan leads the Metaverse Foundry research group which focuses on content generation for games & XR simulations across multiple domains including entertainment, healthcare, and architecture, while also experimenting with innovative teaching methods for entertainment media technologies. Dr. Bhojan's recent research has pioneered hybrid rendering techniques that strategically combine ray tracing and rasterization to create more realistic video game graphics without compromising performance. His work addresses critical challenges in real-time rendering, particularly in depth of field and motion blur effects, with the goal of making Hollywood-quality graphics accessible on a wider range of hardware. Earlier work focused on energy efficiency in mobile gaming, including power management techniques and latency optimization for cloud gaming. Among his notable achievements: 2012 Nominated for Best PhD Thesis Award (Wang Gungwu Medal & Prize), NUS 2011 Dean's Graduate Research Achievement Award (PhD), SoC, NUS 2006 Best R&D Project award from TOTE Board, Singapore 1995 Gold medal for first Rank (out of 4000) in Computing, Bharathiar University Dr. Bhojan has served as Organizing Chair and Program Chair for multiple international conferences and has delivered keynote talks at IEEE/ACM International Conferences. He teaches courses including Computer Networks Practice, Game Development, Interaction Design for Virtual and Augmented Reality, and Game Development Project. He leads the Metaverse Foundry research group and the Virtual and Augmented Reality Labs, where undergraduate and graduate students have won multiple research and innovation awards. His research bridges entertainment, education, and emerging technologies with practical applications in making immersive experiences more accessible across different hardware capabilities while maintaining energy efficiency.
Professor Andrew Hudson-Smith is the Director of the Bartlett Centre for Advanced Spatial Analysis (CASA) at University College London (UCL), where he holds the title of Professor of Digital Urban Systems. He leads UCL's academic and applied research in smart cities, digital twins, and urban informatics. His roles include Editor-in-Chief of the Future Internet Journal and academic lead for the Smart Queen Elizabeth Park project. He contributes to strategic initiatives such as the Greater London Authority Smart London Board and EPSRC Digital Economy Programme Advisory Board. Education: PhD (2003), MSc (1996) from UCL; BSc in Geography from the University of Plymouth (1992). Research focuses on digital urban systems, IoT applications, sustainable urban planning, and cyberphysical systems. Notable projects include urban heat island monitoring, participatory planning platforms, and metaverse-driven urban design. His work bridges technology, art, and public engagement, exemplified by initiatives like Tales of Things and the Haggle-O-Tron. Recent publications emphasize digital twins, metaverse urbanism, and IoT integration in urban environments. Awards include a Fellowship of the Royal Society of Arts. His work addresses SDGs 3 (Good Health) and 11 (Sustainable Cities), with a focus on equitable smart city development and public space innovation.
Shiri Azenkot is an Associate Professor at the Jacobs Technion-Cornell Institute at Cornell Tech and Cornell University, affiliated with the Information Science Department and Technion’s Computer Science Department. Her research focuses on accessibility innovations in emerging technologies, particularly addressing needs of people with vision impairments and neurodiverse populations. She holds a PhD from the University of Washington, advised by Richard Ladner and Jacob Wobbrock, and has been recognized with prestigious awards including the NSF Graduate Research Fellowship. Education: PhD in Computer Science & Engineering from University of Washington (advisors: Richard Ladner, Jacob Wobbrock). Research interests include VR/AR accessibility, assistive technology design, inclusive education tools, and ethical AI applications. Current projects explore social VR avatars for invisible disabilities, AR navigation aids, and AI moderation systems against ableist hate speech. Her work is funded by NSF, AOL, Verizon, and Facebook. Recent publications address video accessibility for ADHD users, AI-driven scene descriptions for blind users, and tactile learning materials co-designed with educators. She leads the XR Access initiative promoting inclusive virtual/augmented reality. Awards include the UW Graduate Medal (2020), NSF CRII Award (2017), and AT&T Labs Fellowship (2014). Her research bridges academic innovation with industry impact through collaborations with tech companies and disability advocacy groups.
Dr. Jillianne Code is an Associate Professor at the University of British Columbia's Faculty of Education, Department of Curriculum & Pedagogy, directing the ALIVE Research Lab. Her work focuses on learner agency, educational technologies, and social media's impact on student success. Specializes in immersive virtual environments for assessment Researches self-regulated learning and formative feedback Investigates health education through digital interventions Her recent publications examine pandemic-era educational transitions, digital literacy in teacher training, and cognitive tools in virtual reality. She has received Outstanding Paper Awards for her work on immersive assessment. Dr. Code leads research projects on learning analytics, student engagement in digital spaces, and technology education sustainability. Her work bridges educational theory with practical interventions through digital badges, mobile health applications, and 3D learning environments.
Steven K. Feiner is a Professor of Computer Science at Columbia Engineering, where he directs the Computer Graphics and User Interfaces Lab. His career spans over 25 years of pioneering research in human-computer interaction, augmented reality (AR), and virtual reality (VR). Educational Background: PhD from Brown University (1987) Feiner's research focuses on advancing AR/VR systems, mobile and wearable computing, and information visualization. His lab has developed groundbreaking applications in tourism, journalism, medicine, and everyday computing, including the first mobile AR system using a see-through head-worn display and GPS in 1996. He has received numerous honors, including: ACM SIGCHI 2018 Lifetime Research Award IEEE ISMAR 2017 Career Impact Award IEEE VGTC 2014 Virtual Reality Career Award Shared IEEE ISMAR Impact Paper Awards (2022, 2019) ACM UIST 2010 Lasting Impact Award Feiner's work continues to shape modern AR/VR technologies and their practical implementations across diverse domains. He leads the Computer Graphics and User Interfaces Lab, which emphasizes experimental systems research and interdisciplinary collaboration.
Judy Kay is a Professor at the University of Sydney, Australia , renowned for her contributions to Artificial Intelligence in Education , User Modeling , and Ubiquitous Computing . Her work focuses on creating scrutable open learner models , enhancing collaborative learning analytics , and applying machine learning to education and health. Current research includes AI-driven misinformation detection and human-AI teaming for education. Recent projects involve virtual reality exergames and long-term physical activity tracking . Key publication trends span AI in education , data-driven learning design , and privacy-aware personalized systems . She actively collaborates with researchers in human-computer interaction and health informatics , emphasizing user control and ethical data use .
Jay David Bolter holds the Wesley Chair of New Media and serves as Professor and Director of Computational Media at the Georgia Institute of Technology, where he is affiliated with the School of Literature, Media, and Communication within the Ivan Allen College of Liberal Arts. A foundational figure in digital media studies, he is renowned for his influential theoretical works and practical contributions to new media forms. His research spans Augmented Reality , Virtual Reality , Digital Culture , and the History of Media , with particular emphasis on remediation theory (developed with Richard Grusin) and the evolution of digital writing. As an active member of the Augmented Environments Lab, Bolter creates narrative-driven AR applications for cultural heritage sites and educational contexts, blending theoretical rigor with experimental design. His work consistently examines how new media technologies reshape human perception and cultural practices. Recent publications reveal a concentrated exploration of reality media (AR/VR) as narrative spaces, with articles addressing biofeedback integration in VR fitness, agency-driven interactive storytelling, and theoretical frameworks for understanding immersive experiences. His scholarship bridges historical media analysis with cutting-edge technical implementation, demonstrating how remediation processes continue to evolve in mixed reality environments. This trajectory reflects his lifelong investigation into the interplay between technological capabilities and human expression. Bolter maintains significant collaborative partnerships, including co-authoring seminal texts like Remediation and developing the Storyspace hypertext system with Michael Joyce. His leadership in the Augmented Environments Lab drives interdisciplinary projects that merge humanities perspectives with technological innovation, particularly in creating culturally resonant AR experiences. Teaching responsibilities include advanced courses in mixed reality design, computational media, and digital media theory, shaping the next generation of media scholars and practitioners.
Prof. Dr. Andreas Butz is a Full Professor and Chair for Human-Computer Interaction at the Department for Informatics, Ludwig-Maximilians-Universität München (LMU Munich). He leads the Media Informatics Group, focusing on innovative interaction techniques and interfaces in immersive environments like VR/AR, automotive systems, and smart spaces. His research emphasizes perceptual user interfaces, social robotics, and designing systems that balance invisibility with transparency. Key research areas include: Virtual/Augmented Reality interfaces for productivity and social interaction AI-driven decision support in safety-critical domains (aviation, healthcare) Haptic and wearable interaction technologies Automotive UI design for driver assistance systems Principles of explainable AI and human-AI collaboration His work bridges theory and practice through projects like: VR-based movement training systems AI trust calibration mechanisms Multi-modal interaction frameworks for automotive environments Systems for analyzing long-term music listening behavior Recent articles explore topics ranging from AI support in pilot decision-making to haptic wearables and creative writing interfaces. His team collaborates with industry partners on electric vehicle information systems and in-car interaction challenges.
Prof Lee Kwan Min is a Professor and the inaugural Korea Foundation Professor in Contemporary Korean Society and New Media at Nanyang Technological University’s Wee Kim Wee School of Communication and Information (WKWSCI), where he directs the UX Lab. He holds a Ph.D. from Stanford University and has held leadership roles, including founding director of Interaction Science Research Center at Sungkyunkwan University and Vice President at Samsung Electronics, overseeing UX strategy and innovation. His research focuses on user experience (UX), human-machine interaction (HCI/HRI/HAI), digital culture, and Korean society’s technological evolution. He has secured over $12M in research grants and holds patents in display interfaces and gesture control. Notable awards include ICA Fellowship and USC Mellon Teaching Award. Education: Ph.D. (Stanford University), M.A./B.A. (implied from career timeline). Previous affiliations include Sungkyunkwan University (SKKU) and the University of Southern California (USC), where he was tenured at 40. His work bridges academia and industry, advising startups in fintech, smart mobility, and UX design. Research Interests: UX design and evaluation Social/psychological impacts of ICT Human-robot/vehicle interaction Smart cities and disruptive technologies Korean digital society studies Recent work trends emphasize conversational interfaces in vehicles, metaverse analysis, and Fintech agents. His articles explore topics like autonomous vehicle trust, cross-cultural gaming psychology, and VR advertising. Awards include ICA Fellow status and multiple top-paper recognitions. Grants and Patents: Over $12M funding from NSF, Samsung, and Korean/US governments. Patents span smart displays, gesture control, and multimedia systems. Advises global firms on UX strategies and innovation. Labs/Teams: Director of UX Lab at NTU, leading interdisciplinary research. Collaborates with MIT Cognet and editorial boards of top journals like Journal of Communication and Human Communication Research .
Daniel Wolpert is a Professor of Neuroscience at Columbia University , where he is also Vice-Chair of the Department of Neuroscience and a key member of the Zuckerman Mind Brain and Behavior Institute . Additionally, he holds a part-time position as Director of Research at the Department of Engineering, University of Cambridge, and is a Fellow of the Royal Society and the Academy of Medical Sciences . Education: Medical Doctor (1989), D.Phil. in Physiology from the University of Oxford (1992) Previous Positions: Lecturer at Sobell Department of Motor Neuroscience (Institute of Neurology), Professor of Engineering at University of Cambridge (2005–2018) Wolpert is a world leader in sensorimotor control , combining computational neuroscience , Bayesian inference , and robotic/virtual reality technologies to reverse-engineer how the brain generates movements. His work emphasizes the brain's role in reducing sensorimotor uncertainty through predictive modeling and has implications for understanding disorders like autism and Parkinson’s disease. His awards include: Royal Society Ferrier Medal (2020) Minerva Foundation Golden Brain Award (2010) Royal Society Francis Crick Prize Lecture (2005) Daniel Wolpert actively contributes to public science communication, including a 2011 TED Talk on the computational role of the brain in movement, and leads the Wolpert Lab at Columbia, which investigates the neural basis of decision-making , motor learning , and reinforcement learning in both healthy and clinical populations.
Professor Emily S. Cross is a cognitive and social neuroscientist holding dual appointments at the University of Glasgow's School of Psychology & Neuroscience (UK) and Western Sydney University's MARCS Institute (Australia). She directs the Social Brain in Action Laboratory (SoBA), specializing in how embodied experiences shape social perception. Cross earned a BA in psychology and dance from Pomona College, MSc from University of Otago as a Fulbright Fellow, and PhD in cognitive neuroscience from Dartmouth College, followed by postdoctoral training at University of Nottingham and Max Planck Institute. Her research explores experience-dependent plasticity through dance, robotics, and neuroimaging techniques (fMRI, TMS), focusing on four key areas: neural signatures of embodied expertise, neuroaesthetics, visual learning across lifespan, and social engagement with robots. This interdisciplinary work bridges neuroscience, performing arts, and robotics. Cross's research shows strong focus on human-robot interaction dynamics, cultural perceptions of robotics, and the neural correlates of aesthetic experiences. Recent work investigates how social experience shapes human-robot interaction, cross-cultural differences in robot acceptance, and computational approaches to movement analysis. Publications consistently demonstrate methodological innovation through VR, economic games, and large-scale motion capture libraries. Honors & Awards: Jacob Brownowski Award (British Science Association, 2017) Philip Leverhulme Prize in Psychology (2018) World's 50 Most Renowned Women in Robotics (2020) Elected member: Young Academy of Europe Elected member: Royal Society of Edinburgh's Young Academy of Scotland Her ERC Starting Grant funds groundbreaking work on human-robot interaction. Cross leads the Social Brain in Action Lab with focus on mentoring next-generation scientists and research ethics training. The lab employs neuroimaging, training paradigms, and diverse methodologies to study action observation across dance, music, and robotics domains.
Prof. Tilo Hartmann is a Full Professor at the Department of Communication Science, Vrije Universiteit Amsterdam (VU), affiliated with the Network Institute and Communication Choices, Content and Consequences (CCCC). He holds a PhD from Hanover University of Music, Drama and Media (2005) and has held positions at institutions including the University of Southern California, University of Erfurt, and University of Zurich. His research focuses on immersive technologies like Virtual Reality (VR), examining presence, media awareness, and their psychological impacts. He explores how immersive experiences affect beliefs, wellbeing, and social behaviors, with applications in education (e.g., reducing plastic waste via VR interventions). Key research areas include: presence theory, media psychology, effects of XR technologies, and entertainment’s role in wellbeing. He co-founded the Immersive High Tech Group at VU's Network Institute and contributes to UN Sustainable Development Goals related to sustainable behavior and education. Prof. Hartmann has served on editorial boards of top journals (e.g., Journal of Communication) and professional roles such as secretary of ICA's Game Studies Interest Group. His teaching spans over 12 courses across universities globally, emphasizing curriculum development and student supervision. He holds advanced teaching qualifications (SKO).
Paul Taele is an Instructional Assistant Professor and Deputy Lab Director in the Sketch Recognition Lab at Texas A&M University's Department of Computer Science & Engineering. He holds a Ph.D. (2019), M.S. (2010), and dual B.S. degrees in Computer Science and Mathematics from the University of Texas at Austin (2006). His research focuses on sketch recognition, haptics, and intelligent interfaces for education and accessibility, with notable work in mid-air gesture recognition, educational sketching tools, and assistive technologies for disabilities. He has contributed to projects like Kanji Workbook , Hashigo , and HaptiMoto , and has published over 50 peer-reviewed articles across venues like CHI, IUI, and AAAI. Taele has received awards including the NSF Student Travel Grant (2014) and Ford Foundation Honorable Mention (2015). He teaches courses in capstone design, programming, and sketch recognition, and mentors students across all academic levels through strict eligibility criteria for research collaborations. Education : Ph.D. Computer Science, Texas A&M University (2019) M.S. Computer Science, Texas A&M University (2010) B.S. Computer Science & Mathematics, University of Texas at Austin (2006) Concentration in Mandarin Chinese, National Chengchi University (2007) Research Interests : Taele's work bridges HCI and AI to create accessible educational interfaces. His projects emphasize: Sketch Recognition : Developing algorithms for mid-air gestures, children's developmental assessments, and language learning Accessibility : Haptic systems for visually impaired learners and algebra education Educational Tech : Intelligent tutoring systems for music, math, and East Asian languages Awards & Grants : EAAI-20 Travel Grant (2020) Ford Foundation Dissertation Honorable Mention (2015) NSF East Asia-Pacific Summer Institutes (2013, 2012) Royce E. Wisenbaker Fellowship (2009) Lab & Teams : Director of the Sketch Recognition Lab (SRL) and collaborator with global institutions like Singapore Management University and National Taiwan University. Active in organizing workshops like SketchRec at IUI conferences.
Dr. Robert J. Teather is an Associate Professor and the Director of the School of Information Technology at Carleton University in Ottawa, Canada. He previously served as an interim Director of the School of Information Technology during the 2022-23 academic year. His academic journey includes a PhD in Computer Science from York University (2013) and a postdoctoral fellowship at McMaster University (2015). Dr. Teather's educational background includes: PhD in Computer Science from York University (2013) Master's Thesis: "Comparing 2D and 3D Direct Manipulation Interfaces" from York University (2008), which was awarded the Joseph Liu Thesis Award Dr. Teather's research broadly falls under the field of human-computer interaction, with specialization in 3D user interfaces, virtual reality, and user interfaces for computer games. His work establishes methods for direct comparison of 2D and 3D interfaces for conceptually equivalent tasks, such as selection and manipulation interfaces. He investigates factors influencing human performance in VR, including stereo 3D graphics, haptic feedback, and head-tracking. His research also evaluates novel user interfaces like tilt control or touchscreens, and examines human performance with game input devices in complex tasks involving navigation, selection, and manipulation of objects in game environments. His research has been published extensively in top venues including IEEE VR, ACM SUI, and Graphics Interface. Among his notable scientific achievements are: NSERC Postgraduate Scholarship during his PhD studies Ontario Graduate Scholarship during his PhD studies Best Paper Honourable Mention at the ACM Symposium on Applied Perception 2020 Best Demo Award for SUI 2017 Joseph Liu Thesis Award (2008) Dr. Teather actively supervises graduate students at Carleton University, currently overseeing multiple PhD and Master's students in the areas of human-computer interaction and interactive digital media. His research is supported by NSERC and the Canada Foundation for Innovation, providing funding for his students and laboratory equipment. His students have produced research spanning VR as a persuasive tool to improve vaccine confidence, selection performance using smartphones in VR, and text entry methods in virtual reality environments. Dr. Teather leads a well-equipped CFI-supported lab focused on virtual and augmented reality research. His team works collaboratively on projects related to interactive virtual reality systems, computer game user interfaces, and input devices for 3D interaction. The lab environment fosters interdisciplinary research with opportunities for students to work on cutting-edge VR/AR technologies and contribute to the growing field of spatial computing.