Dr. Fumiya Iida is a researcher affiliated with the University of Cambridge , contributing to interdisciplinary research through Cambridge Reproduction and the Department of Engineering . His work spans bio-inspired robotics , soft robotics , and embodied intelligence , with a focus on biomechanics and human-robot interaction. His research integrates evolutionary robotics , reservoir computing , and tactile sensing , aiming to bridge engineering, physiology, and synthetic biology. Recent publications highlight innovations in Soft robotic actuation Robust control systems Multimodal sensor integration Human-robot collaborative tasks Dr. Iida's 15 most recent 2025 articles emphasize reservoir computing , soft sensor design , and adaptive motor coordination , reflecting his commitment to advancing embodied intelligence in robotics. No formal awards or student advisement details were found in the provided texts.
Anthony Steed is a Professor in the Department of Computer Science at University College London, where he leads the Virtual Environments and Computer Graphics group and serves as deputy head of department. His work focuses on real-time interactive virtual environments and related technologies. His research interests include: Virtual Reality and Augmented Reality Real-time Graphics and Interactive Virtual Environments Networking for Tightly Synchronous Telecollaboration 3D User Interfaces and Novel Forms of Interaction Perceptual and Cognitive Issues in Mixed Reality Haptics and Telepresence Professor Steed has made significant contributions to the field through his co-authored books "Networked Graphics" (2010) and "Computer Graphics and Virtual Environments: From Realism to Real-Time". He has also contributed to puzzle design, co-authoring "The Gentle Art of Filling Space" with Michael Dowle. His notable recognition includes the IEEE VGTC Technical Achievement Award (2016). Professor Steed supervises several doctoral students and post-doctoral fellows, and teaches courses including Research Methods, Virtual Environments, and Perception and Interfaces at both undergraduate and MSc levels.
Dr. Frederick Li is an Associate Professor in the Department of Computer Science at Durham University, UK. He holds editorial roles as Associate Editor of Frontiers in Education (Digital Education) and Editorial Board Member of Virtual Reality & Intelligent Hardware. His research focuses on Computer Graphics, Machine Learning, Geometric Modelling, Collaborative Virtual Environments, Visual Aesthetics, and Educational Technologies. He earned his B.A. (Hons) and M.Phil. from The Hong Kong Polytechnic University and his Ph.D. in Computer Graphics from City University of Hong Kong. Prior roles include Assistant Professor at HK PolyU and project manager of a Hong Kong Government ITF-funded project. **Education**: B.A. (Computing Studies) and M.Phil. from HK PolyU; Ph.D. in Computer Graphics (CityU Hong Kong). **Research Interests**: His work spans mesh saliency detection, human-object interaction recognition, cloud modeling, face beautification, and educational technology. Recent achievements include awards for papers (e.g., Best Paper at ITiCSE 2014) and recognition such as EPSRC Peer Review College membership. He leads Durham's Undergraduate Board of Examiners and has been an external examiner at Northumbria University. **Awards**: Best Paper (ACM ITiCSE 2014), Outstanding Paper (ICALT 2013), EPSRC Peer Review College (2024), Outstanding BMVC 2024 Reviewer. **Grants & Labs**: His research is supported by grants from EPSRC and others. He collaborates with the Centre for Vision and Visual Cognition, VIViD, and AIHS group at Durham.
Christina Youngmi Choi is a Professor in the School of Design at the Royal College of Art (RCA), specializing in emerging technologies, healthcare, and inclusive design. She holds a BFA and MA in Industrial Design from South Korea, followed by a MSc and PhD from the Georgia Institute of Technology (Georgia Tech), where she also served as faculty, earning tenure and holding leadership roles such as Associate Chair and Director of the Graduate Program. Her research focuses on leveraging technology for assistive and inclusive design, emphasizing evidence-based and human-centered approaches. Key areas include usability assessment, assistive product design, and healthcare innovation. She has over 60 publications in journals, conferences, and books, with notable works exploring augmented reality in design and accessibility. Dr. Choi has led or contributed to significant grants, including the Rehabilitation Engineering Research Center (RERC) for Wireless Inclusive Technologies (2016–22), and the NSF-funded Feasibility and Usability Assessment of an Intraoral Inconspicuous Control Surface (2013–16). Her work spans collaborations with industry partners like LG Electronics and Jeju Airlines, addressing challenges in healthcare, education, and consumer technology. Awards: Best Paper Award at AHFE 2022 Georgia Tech Teaching Excellence Recognition (multiple years) National Science Foundation Women of Excellence Award (2016) Her advising and grants highlight interdisciplinary projects, such as integrating traditional wood joinery into CNC manufacturing and developing user-friendly medical devices. She is an editorial board member of the Journal of User Experience and peer reviewer for multiple journals and conferences. Her work also addresses privacy in health technologies and medication adherence systems, reflecting a commitment to societal impact through design.
Dr. Ava Fatah gen. Schieck is a Professor of Media Architecture and Urban Digital Interaction at The Bartlett School of Architecture, University College London (UCL) , where she has been affiliated since 2001. She teaches in the MSc Architectural Computation program, focusing on embodied interactions and urban digital experiences. Education: ATQ03 - Recognised by the HEA as a Fellow (UCL, 2008) Certificate in Learning and Teaching (UCL, 2007) Master of Science (UCL, 2001) Her research explores the intersection of architecture, digital media, and urban spaces. Key themes include: Mediated spatial experiences in museums and public environments Embodied interactions through dance, movement, and performative design Urban screens and community-centered digital installations Smart city critiques focusing on marginalized communities Pervasive computing's impact on social dynamics Her publication corpus (149+ outputs) predominantly addresses media architecture, HCI, museum technology, and sensory interactions , with recent work emphasizing olfactory interfaces, pandemic urbanism, and heritage digitization. Awards & Honors: Fellow of the Royal Society of Arts (FRSA, 2023) Projects & Grants: As Principal Investigator for the EPSRC-funded 'Screens in the Wild' , she examines networked urban screens for community engagement. She previously led the 'SCREAM' project (UrbanBuzz program) and contributed to EPSRC's 'Urban Design and Pervasive Systems'. She reviews grants for EPSRC, UKRI, SNSF, and other international bodies. She directs research through UCL's Space Research Group and VR Centre for the Built Environment , collaborating globally. As program chair for the Media Architecture Biennale (2012-2020), she fosters interdisciplinary dialogue across architecture, HCI, and interaction design.
Ben Marder is a Personal Chair in Digital Marketing and Consumer Behaviour at the University of Edinburgh School of Business , where he specializes in the unintended consequences of digital technologies on consumer behavior and service ecosystems. He serves as Director of Research Degrees and teaches Introduction to Business Research online. Education PhD in Marketing/Information Systems (2013), University of Bath MSc in Marketing (Distinction, 2008), University of Leicester BSc in Financial Economics (First Class, 2007), University of Leicester His research bridges social psychological theory with digital marketing, focusing on: Social media surveillance and self-presentation Instagrammability and visual culture AI ethics and human factors Influencer marketing dynamics Augmented/Virtual Reality applications Online reviews and service recovery His recent work explores vertical video formats (TikTok), emoji/GIF communication , and virtual item consumption in gaming/Metaverse environments. He advocates for student and academic wellbeing and has contributed to public discourse via LinkedIn and media outlets like BBC and The New York Times . Ben's 92+ research outputs emphasize mixed-method approaches, prioritizing quantitative experiments . Key trends include: Behavioral impacts of social media surveillance Psychological drivers of digital consumption Algorithmic trust and service innovation Scientific Awards Best Paper Prize (2018) Literati Prize - Commendable contribution (2018) Most Read Article (2025) Ben supervises quantitative research projects and collaborates on digital marketing trends with journals like Journal of Retailing and Journal of Service Research . He has led projects on social media's impact on service workers, consumer self-awareness, and Facebook post engagement metrics.
Claire O'Brien is a Senior Lecturer in Computer Animation at Teesside University, affiliated with the Department of Digital Arts and Animation within the School of Computing, Engineering & Digital Technologies. She serves as Course Leader for the MA Animation program and coordinates Animex Screen, the international student film festival linked to the annual Animex event. Her academic journey includes roles at Northumbria University and South Tyneside College before returning to Teesside in 2022. Education: Bachelor of Fine Art (Painting and Printmaking), University of East London, 1997 Post-Graduate Diploma in Arts Management, Northumbria University, 2000 Master of Computer Animation, Teesside University, 2005 Postgraduate Certificate in Teaching and Learning in Higher Education (PgCTLHE), Teesside University, 2024 Fellow of Advance Higher Education (FHEA), awarded November 2024 Claire's research focuses on Animation Studies , Immersive Technologies (AR/VR/MR) for education, healthcare, and industrial training, Full-dome 360 filmmaking , and pedagogical innovation in digital arts. Her recent work explores how animated visualizations in film convey complex information through interfaces like HUDs and holograms, and how animation functions in public and cultural spaces such as cruise ships and heritage exhibitions. Her recent publications from 2023–2024 demonstrate a consistent engagement with animation as a tool for communication, cultural storytelling, and technological critique. Themes include representational vehicles, folklore in digital art, and the integration of generative AI in creative processes, particularly in health awareness contexts like menopause support. Scientific Awards and Recognitions: Fellow of Advance Higher Education (FHEA), 2024 Postgraduate Certificate in Teaching and Learning in Higher Education, Teesside University, 2024 Claire leads the MenopauseXR project funded by Innovate UK (2024–2025), which investigates the use of Generative AI and Extended Reality to support menopause awareness and education. She has no listed formal students, but her role as course leader and lecturer implies significant student mentorship. Her enterprise activity includes participation in the XR Stories XR Accelerator in 2024, focusing on commercializing mobile augmented reality research. Claire is actively involved in Animex , a major animation and games festival, where she coordinates Animex Screen. She also collaborates with cultural institutions such as the National Trust , having contributed animation and prints to the exhibition "Washington: Fact, Fiction and Folklore." Her work bridges academia, creative practice, and public engagement.
Dr. John McGowan is a Lecturer at the School of Computing Engineering and the Built Environment , Edinburgh Napier University. His work bridges Music Therapy , Interaction Design , and Assistive Technologies for autistic individuals. Research Focus: Development of the CymaSense application—a real-time 3D audio-visual tool for augmenting music therapy sessions. This research explores how interactive cymatics (sound visualization) can improve communication and social interaction for people on the autism spectrum. Research Trends: His publications emphasize multi-sensory environments , therapeutic software systems , and user-centered design for neurodiverse populations. Recent work addresses stress triggers in autistic adults using augmented reality and mobile technologies . Supervision: Co-supervised PhD projects on topics including auditory selective attention in mixed reality and adaptive sound design for video games . Grants: Secured funding from Edinburgh Napier University and Arts & Humanities Research Council ( Audio Mostly 2023 conference ). £5,000 grant (AHRC) for embodied music interaction research Labs: Affiliated with the Centre for Interaction Design , contributing to interdisciplinary projects in health technology and creative arts .
Dr. George Waddell is Performance Research and Innovation Fellow at the Royal College of Music (RCM), where he also serves as Area Leader in Performance Science for the BMus programme. Additionally, he holds an honorary Research Associate position in the Faculty of Medicine at Imperial College London. His work focuses on understanding and optimizing how performers learn, prepare, perform, and are evaluated, with particular emphasis on the role of technology in enhancing these processes. Dr. Waddell's research spans multiple domains within performance science, with significant contributions to understanding musicians' health and wellbeing, performance evaluation methodologies, and technology-enhanced learning. His work often bridges disciplines, connecting music performance with psychology, health sciences, and technology. As Area Leader in Performance Science, he oversees modules that integrate the latest scientific knowledge into musical training, and he designs and leads courses on research methods, performance psychology, and professional skills development. His research output demonstrates a consistent trajectory of innovation, with recent publications focusing on musicians' health, pandemic impacts on arts professionals, technology-enhanced performance training, and interdisciplinary applications of performance science. Dr. Waddell's work has expanded from traditional music performance contexts to broader applications in mental health (particularly postnatal depression interventions through songwriting) and cross-cultural studies of arts professionals' wellbeing. Dr. Waddell has secured significant research funding, including multiple Arts and Humanities Research Council grants totaling over £2 million, and has led the development of the RCM's Performance Laboratory featured in BBC News. He serves as Associate Editor for Frontiers in Psychology: Performance Science and on the editorial board for the Journal of Piano Research. As a doctoral supervisor, Dr. Waddell mentors several research students working on diverse projects within performance science. His collaborative approach is evident in his extensive co-authorship with colleagues across multiple institutions, particularly with Professor Aaron Williamon and other members of the Centre for Performance Science.
Liam Cross is a Lecturer in Psychology at the School of Psychology, University of Bath. His research focuses on social psychology, particularly how synchronized movement (e.g., dancing, drumming) fosters prosocial behavior, affiliation, and group cohesion. He also investigates autism, theory of mind, deception, media effects on prejudice, and the therapeutic potential of games. His research interests span Social Psychology, Prosocial Behavior, Synchronization, Theory of Mind, Autism, Nonverbal Communication, Media Effects, and Gamification . He explores how rhythmic coordination influences social bonding and identity, and how digital and tabletop games can support individuals with autism. His work integrates experimental, virtual reality, and qualitative methods to understand complex social dynamics. The recent articles highlight a strong trend in using technology—especially virtual reality and games—to study and enhance empathy, reduce prejudice, and improve social interaction. Key themes include the Proteus Effect, synchronized movement in VR, video games for refugee empathy, and board games for understanding autistic experiences . These works reflect interdisciplinary approaches bridging psychology, human-computer interaction, and social intervention. Liam Cross has no explicitly listed scientific awards in the provided text. While no direct mention of student advising or grants is made, his collaborative publications suggest active mentorship and research leadership. He is affiliated with the NeuroPlay Lab , indicating involvement in a dedicated research team focused on play, technology, and social cognition. His work contributes to UN Sustainable Development Goals related to well-being and reduced inequalities. He is actively involved in research and teaching in Social Psychology, Research Methods, and Statistics , and leads innovative projects using immersive technologies and games to address social challenges. The NeuroPlay Lab serves as a hub for experimental and applied research in prosocial technology and autism interventions.
Professor Marilyn Lennon is a leading academic in the Department of Computer and Information Sciences at the University of Strathclyde , holding the title of Professor in Digital Health and Care. She founded and directs the Digital Health and Wellness Group (DHaWG) , focusing on multidisciplinary research for designing, evaluating, and implementing digital technologies that enhance individual and population health and wellbeing. First class BSc in Psychology (University of Glasgow, 1998) PhD in Computing Science (University of Glasgow, 2002) Postgraduate diploma in academic practice (Fellow of Higher Education Academy) With over two decades of experience in Human-Computer Interaction (HCI) , usability, and user-centered design, her research spans wearable and mobile technologies for home healthcare, including remote monitoring (predictive falls monitoring), remote diagnosis (colon capsule technology evaluations), and smart home solutions for social care. She specializes in addressing technical and social barriers to real-world health technology implementation, emphasizing robust yet rapid evaluation methods. Recent publications highlight her work in 3D healthcare visualization, telehealth implementation, and medication management systems. Her research combines lab-based usability testing with real-world ('in the wild') evaluations of technologies like smart home systems and telehealth solutions. Key trends include cross-disciplinary collaboration, accessibility for sensory-impaired individuals, and AI-driven healthcare innovations. Scientific Awards MyCity: Glasgow - Gamechanger Award (Gold Medal) 2025 Images of Research 2025 Shortlist Emerald Outstanding Paper Award 2013 Best Paper Award (most replicable scientific paper) 2013 As course director for the Masters in Digital Health Systems , she has supervised 5 PhD students (2 completed) and over 100 honors projects. Current projects include the No Need to Fall initiative funded by the Health Foundation (£400k) and the PREMIO project co-creating clinical trials in advanced breast cancer. She maintains active collaborations with NHS, charities, and international institutions like the University of Waterloo.
Dr. Shabnam Sadeghi Esfahlani is an Associate Professor in Robotics at the School of Engineering and the Built Environment, Anglia Ruskin University , where she serves as Deputy Leader of the BORI research group and leads the Automation & Robotics MSc program. Her interdisciplinary expertise spans mechatronics, artificial intelligence, virtual reality, and serious games , with a focus on applications for rehabilitation, medical training, and autonomous systems . As a Chartered Engineer and Senior Fellow of the Higher Education Academy , she has secured significant funding from Innovate UK, Horizon 2020, and GCRF , with grants exceeding £3 million. Education PhD in Mechanical Engineering, Anglia Ruskin University BSc (First Class) in Statistics & Mathematical Science, Shahid Beheshty University Her research integrates AI with robotics for societal impact, exemplified by the open-source SROBO ground robot and projects like Rehabgame and the Assistive Feeding Robot . She has published over 45 peer-reviewed articles and contributes to academic communities as a journal guest editor and conference organizer . Key collaborations include IET, IMechE, and the Nuffield Foundation as a mentor for young students. Scientific Awards & Recognitions: Chartered Engineer (CEng), Engineering Council UK Senior Fellow (SFHEA), Higher Education Academy Student-Voted 'Made a Difference Award' (2018) Post-Graduate Certificate in Higher Education
Daniel Livingstone is a researcher at The Glasgow School of Art (GSA) specializing in the application of games and 3D technologies to enhance learning and public engagement. His work spans medical visualization, heritage interpretation, and broader educational technology domains. Current PGR supervisee: Shaojie Ni (AR & Gamification in Museums) Email: D.Livingstone@gsa.ac.uk Research Themes : Serious games, virtual reality, 3D anatomical modeling, disease education, digital heritage preservation, and AI-driven simulations. Highlights include AR tools for rheumatology engagement, VR applications in diabetes management, and digital reconstructions of historical surgical instruments. Article Trends : Focus on merging immersive technologies with healthcare education, heritage storytelling, and interdisciplinary applications of game engines. Recurring keywords: Augmented Reality , 3D Visualization , Medical Education , Public Health , Virtual Environments .
Eamonn O'Neill is a Professor and Head of the Department of Computer Science at the University of Bath. His research focuses on innovative human-technology interaction, including mixed/augmented/virtual reality, and interaction with intelligent systems. His work emphasizes applied science, deriving design principles grounded in theory and empirical testing. He leads the UKRI CDT in Accountable, Responsible and Transparent AI and is affiliated with multiple centers, including the Centre for the Analysis of Motion, Entertainment Research & Applications (CAMERA) and the REal and Virtual Environments Augmentation Labs (REVEAL). His projects span EU-funded initiatives such as EMIL and UNREST, addressing topics like embodied interaction, AI regulation, and social cohesion. Recent research explores emotion recognition in VR exergaming, EEG-based brain-computer interfaces, and regulatory frameworks for AI. His work contributes to UN Sustainable Development Goals related to innovation and infrastructure. Collaborations include academic institutions and industry partners across Europe.
Dr Steve Maddock is a Senior Lecturer in Computer Graphics and Acting Head of the Visual Computing research group at the University of Sheffield's School of Computer Science. He holds a Class I Degree in Computer Science (University of Sheffield), a PGCE in Mathematics (11-18), and a PhD in computer graphics modeling and animation, all from the University of Sheffield. With over 30 years of experience in computer graphics software development, he has contributed to the computer games industry through a six-month secondment at Gremlin/Infogrames. His research focuses on facial modeling and animation, augmented/virtual/mixed reality applications, and sketch-based interfaces. Key areas include 3D computer graphics, real-time rendering, and human-robot collaboration systems. Maddock has led and co-led several grants, including projects on game software engineering, rail network surveillance, and heritage visualization using immersive technologies. He is a member of INSIGNEO, Sheffield Robotics, and the Cultural Industries Research Network. Publications highlight contributions to facial analysis for medical diagnostics, style transfer techniques for games, and safety zone visualization in robotics. His work integrates interdisciplinary approaches, combining computer science with fields like biology and robotics. Maddock's Visual Computing research group explores cutting-edge solutions in graphics, virtual environments, and computational tools for real-world applications.