Teresa Hirzle is a Tenure Track Assistant Professor at the Department of Computer Science , University of Copenhagen , specializing in Human-Centred Computing . Her research focuses on Human-Computer Interaction (HCI) , Virtual Reality (VR) , Extended Reality (XR) , and Gaze-Based Interaction . Research Interests: Designing interaction techniques for immersive environments Eye movement analysis for educational applications Addressing digital eye strain in interactive systems Evaluating user experience in VR/AR Recent Research Trends: Her recent publications examine AI representation in VR co-creation, VR sickness in locomotion, eye strain in gaze-driven systems, and hybrid applications of comics/AR. She also explores pedagogical implications of eye tracking in remote learning. Contact: Email: tehi@di.ku.dk Office: Sigurdsgade 41, 2200 København N.
Professor Hans Gellersen is a faculty member at the Department of Computer Science, Aarhus University. His research focuses on human-computer interaction, virtual/augmented reality, eye tracking, and multimodal interaction. He leads projects exploring gaze-based interfaces, natural input techniques, and XR applications. Key interests include improving interaction efficiency in 3D environments and addressing accessibility challenges in extended reality systems. Recent work emphasizes dynamic eye dominance analysis for foveated rendering, multimodal input cascades (hand-head-eye), and gaze-assisted 3D object manipulation. He investigates user performance in VR/AR systems, calibration methods for eye tracking, and collaborative mixed reality tools. Notable contributions include frameworks for spatial interfaces, gesture fusion, and accessibility adaptations for users with movement disorders. His publications span top venues like CHI, IEEE VR, and ACM Transactions on Computer-Human Interaction. Research themes include gaze-hand coordination, implicit calibration systems, and reconfigurable collaboration spaces. Current projects explore seamless interaction techniques that combine gaze with physical movements and environmental cues.
Ken Pfeuffer is an Associate Professor in the Department of Computer Science at Aarhus University, affiliated with the Faculty of Science. His research focuses on Human-Computer Interaction (HCI) , particularly in Virtual Reality (VR) , Augmented Reality (AR) , and Extended Reality (XR) systems. He leads projects like the Interdisciplinary Center for Extended Reality (ICXR) and the XCB Lab , exploring multimodal interaction techniques, eye tracking, and user authentication in immersive environments. His work emphasizes gaze-based interaction , multimodal input fusion , and user interface design for AR/VR applications. Recent studies investigate consumer behavior in virtual retail environments and the integration of touch, gaze, and gesture inputs for natural user experiences. Pfeuffer collaborates on adaptive UI toolkits and practical methods for mobile eye-tracking systems, prioritizing real-world usability and accessibility. Key contributions include Depth3DSketch for VR sketching, PinchCatcher for multi-selection, and EyeGuide for gaze-assisted 3D sketching. His research bridges theoretical HCI principles with industry applications, addressing challenges in immersion , accuracy , and user safety in XR systems.
Michael Wessely is a Tenure Track Assistant Professor at the Department of Computer Science, Aarhus University (AU), Denmark. His research focuses on innovative human-computer interaction technologies, particularly in oral user interfaces and multi-material fabrication. Research Highlights: Development of intraoral pH sensors (BIOral), customizable oral interfaces (MouthIO), and programmable light sources (PortaChrome). Key Collaborations: Works with interdisciplinary teams including biomedical engineers (Y. Song, H. Xu) and HCI experts (S. Mueller, E. Hoggan). Recent Impact: 2024 publications demonstrate expertise in 3D printing and integrated sensing systems. In 2023, he received recognition for ChromaNails - a reprogrammable nail polish interface technology.
Tobias Langlotz is a Professor at the Department of Computer Science, Aarhus University. His primary research focuses on Visual Computing, Augmented Reality, Virtual Reality, Human-Computer Interaction, and Augmented Human applications. He explores advanced vision augmentations and wearable technologies to enhance human perception and interaction with digital environments. His recent work emphasizes understanding visual discomfort in augmented reality systems, developing novel display technologies for mixed reality, and refining presence measurement methodologies in virtual environments. Key contributions include studies on presence questionnaires, neural rendering techniques, and hybrid layered displays. No scientific awards are explicitly listed in the provided materials. His research publications primarily address technical challenges in AR/VR systems and human-centric design principles. No advising or grant information is available in the current text. His work contributes to both academic and applied aspects of augmented and virtual reality technologies.
Henrik Schønau Fog is an Associate Professor and Deputy Head of Department at Aalborg University's Department of Architecture, Design and Media Technology, part of The Technical Faculty of IT and Design. His research focuses on interactive storytelling, game design, and educational technology, with a particular emphasis on adaptive narratives, player engagement, and serious games. He leads initiatives such as the Center for Applied Game Research (CEAGAR) and the SMILE Lab, exploring real-time filmmaking, virtual reality, and gamification in education. His work bridges theory and practice, addressing challenges in interactive media, climate awareness through games, and improving learning outcomes via purposive game development. Key projects include AGAVE (AI-Driven Game Adaptation for Virtual Environments) and ViZARTS (Visualization and Adaptive Real-Time Storytelling). Fog has authored over 60 publications, with notable contributions in adaptive narratives, emotional response analysis, and educational game frameworks. He has received prestigious awards, including Best Paper recognitions at HCI in Games and Interactive Storytelling conferences. His teaching portfolio emphasizes problem-based learning and hybrid educational models, fostering technical and collaborative skills through game development courses. Fog collaborates internationally, engaging with institutions like Arizona State University and contributing to media innovations showcased in film, virtual reality, and interactive installations. His research also extends to measuring workplace well-being via wearable technology and enhancing museum experiences through immersive VR interfaces.
Amalia de Götzen is an Associate Professor at Aalborg University's Department of Architecture, Design and Media Technology, part of The Technical Faculty of IT and Design. Her work focuses on Systemic Design, Service Design, and Open Data initiatives, with a particular emphasis on participatory approaches and sustainability. She leads projects like CREATIVE DRIVERS FOR SUSTAINABLE LIVING HERITAGE LANDSCAPES and BC4ECO (Blockchain for Environmental Education), exploring interdisciplinary solutions for societal challenges. Her research interests include systemic design principles, cross-cultural collaboration through digital platforms, and ethical frameworks for data-driven design. Notable contributions include the DiversityOne multi-country smartphone sensor dataset and work on Theory of Change methodologies in urban regeneration projects. She has been awarded for innovative contributions to mobile sensing and 3D user interface design. Prof. de Götzen actively engages in public sector design, developing tools like the Stakeholder Map to enhance citizen-centric service design. Her projects often bridge academia and industry through collaborative ecosystems, emphasizing open licensing and IP awareness (e.g., ZOOOM project). Key Projects: Co-Design 4 Transitions (CD4T) - Climate Transition Strategies (2024-2027) Blockchain for Environmental Education (BC4ECO) - Disruptive Technology Pedagogy (2022-2025) CREATIVE DRIVERS - Heritage Landscapes and Sustainable Living (2023-2026) Awards: 2023: Mood Inference Model Prize for cross-cultural data analysis 2015: 3D User Interface Design Excellence Award Her work frequently addresses global challenges through design thinking, such as circular economy practices and digital citizenship frameworks. Current research explores temporal dimensions in urban planning and ethical AI integration in diversity-aware platforms.
Casper Schousboe Andreasen is an Associate Professor at the Technical University of Denmark (DTU), affiliated with the Department of Civil and Mechanical Engineering within the Solid Mechanics division. His research focuses on topology optimization, fluid dynamics, and thermal systems design, with applications in aerospace engineering, microfluidics, and sustainable energy systems. He holds a PhD (2011) and Cand. Polyt (2008) from DTU. Education: PhD in Engineering (DTU, 2011), Cand. Polyt (DTU, 2008) His research interests include fluid-structure interaction, aeroelastic wing design, thermal insulation optimization, and topology optimization for additive manufacturing. He leads projects on labyrinth seal optimization, thermal resistance walls, and high-resolution fluid topology design. His work contributes to UN Sustainable Development Goal 7 (Clean Energy) through innovative heat exchanger and insulation technologies. Recent projects involve optimizing 3D-printed walls for thermal resistance, topology-based design of hydraulic systems, and aeroelastic wing configurations under large deformations. He supervises multiple PhD students focusing on topics like exascale CFD, fiber-reinforced composites, and EHD calculations in marine engines. He is part of DTU's TopOpt group, collaborating internationally on fluid dynamics and structural optimization. His methodologies bridge computational mechanics and industrial applications, emphasizing manufacturability and high-performance design.
Joanna Emilia Bergström serves as an Associate Professor in the Department of Computer Science at the University of Copenhagen, specializing within the Human-Centred Computing research section. Her academic work focuses on advancing human-computer interaction through innovative research in virtual reality and body-based user interfaces, where she applies rigorous experimental methods, investigates human perception and motor skills, and develops statistical models for interaction techniques. Dr. Bergström holds a D.Sc. (technology) degree, establishing her technical expertise in the field. Her educational background has prepared her for interdisciplinary research that bridges computer science with cognitive psychology and sensory science. Her primary research interests encompass human-computer interaction with particular emphasis on virtual reality systems and embodied interaction techniques. Bergström's work investigates how humans perceive and interact with digital environments, examining the intersection of cognitive psychology, motor control, and interface design. She employs experimental methodologies to study sensory illusions, haptic feedback systems, and the cognitive aspects of virtual environments. Her research often explores how virtual reality can create compelling illusions of presence and movement, with applications ranging from consumer VR to specialized training environments. This work has significant implications for designing more intuitive and effective virtual interfaces that align with human perceptual and motor capabilities. Analysis of her recent publication record (2024-2025) reveals a strong thematic focus on virtual reality interaction techniques, particularly examining presence phenomena, selection methods, haptic feedback mechanisms, and the cognitive aspects of virtual navigation. Her research demonstrates consistent interdisciplinary collaboration, as evidenced by co-authorship with researchers across different institutions and disciplines. The work spans theoretical contributions to HCI models and practical applications for consumer VR technologies, showing how academic research translates into real-world implementations. Bergström's publications appear in top-tier venues including CHI and IEEE Transactions on Haptics, indicating recognition within the international HCI community. Dr. Bergström actively collaborates with industry partners and academic institutions globally, as reflected in her international research projects and publications. Her work has gained significant attention beyond academia, with mentions in 12 news outlets and engagement across social media platforms including X (formerly Twitter), Facebook, and Bluesky. This broader impact demonstrates the relevance of her research to both technical communities and the general public. She is embedded within the Human-Centred Computing section at the University of Copenhagen's Department of Computer Science, contributing to both research and teaching activities. Her work connects with other research areas within the department including machine learning, image analysis, and software development, creating opportunities for cross-disciplinary innovation in human-centered technologies.
Knud Henriksen serves as a Part-time Lecturer at the Department of Computer Science (DIKU), University of Copenhagen, within the Image Analysis, Computational Modelling and Geometry research section. His academic profile integrates teaching and research in computer graphics, physics-based animation, and computer vision, contributing to DIKU's expertise in visual computing methodologies. His educational background comprises: Elektroingeniør (Electrical Engineering) Cand. Scient (Master of Science) Ph.D. Henriksen's research focuses on Computer Graphics, Physics-Based Animation, Computer Vision, and Mathematics, with current investigations into inverse kinematics using bone representations and quaternions. His work emphasizes improving computational efficiency and realism in character animation through mathematical modeling and geometric algorithms. Analysis of his 30 publications (2002-2008) reveals consistent innovation in animation algorithms, particularly in inverse kinematics, physics simulation, and spline-based modeling. These contributions bridge theoretical computer graphics with practical applications in gaming and virtual reality, demonstrating robust solutions for 3D interaction and character rigging. No scientific awards are documented in the available information. Henriksen has supervised graduate projects including a 2008 thesis on quaternion-based inverse kinematics. While specific grant details are absent, his research aligns with DIKU's interdisciplinary approach. He operates within the Image Analysis, Computational Modelling and Geometry section, which collaborates extensively with industry on visual computing challenges.
Mircea Lungu is an Associate Professor in Software Engineering at the IT University of Copenhagen. His research focuses on software ecosystems, software architecture, technical debt management, and immersive technologies for software development. He actively contributes to academia through publications, projects, and teaching. Affiliation: IT University of Copenhagen Academic Rank: Associate Professor Research Interests: Mircea explores the intersection of software engineering and virtual reality through projects like Immersive Software Archaeology , which leverages 3D environments for legacy system analysis. His work also addresses educational paradigms in software engineering, emphasizing live systems and experiential learning. Project Highlights: He leads the HPL-PATHS initiative (2023–2026) on hyper-personalized language education and collaborates on the ISA project (2020–2024) for virtual reality-based software exploration. Publication Trends: Recent work combines virtual reality with software engineering challenges, including collaborative exploration tools, technical debt visualization, and immersive analytics. His academic output spans conference proceedings, journal articles, and systematic reviews. Contact: Email: mlun@itu.dk
Valkyrie Savage is an Assistant Professor (Tenure Track) in the Human-Centred Computing research section at the Department of Computer Science, University of Copenhagen (Faculty of Science). She is based at Sigurdsgade 41, 2200 København N. Her research focuses on the intersection of physical input devices, digital fabrication, and sensing technologies, with a particular emphasis on creating interfaces that adapt to specific user needs, contexts, and tasks. Savage's research interests center around physical input devices (such as mice, game controllers, and surgical tools) as bridges between humans and computers. She explores how sensing (digitizing physical information) and fabrication (physicalizing digital information) interact, with substantial work conducted in fabrication labs equipped with 3D printers, laser cutters, electronics tools, and CNC mills. Her methodology emphasizes systems research where projects produce functional, novel systems that users can interact with directly. Her work often involves creative fabrication projects, including 3D printing combined with crochet, underwater 3D printing applications, and laser-cut slot-together circuits. Analysis of her recent publications reveals a strong focus on advancing digital fabrication techniques, particularly in integrating electronics with physical structures, developing novel sensing approaches, and creating interactive systems. Her work spans from fundamental material science (wood filament pyrography, multilayer laser-cuttable materials) to applied human-computer interaction (tactile interfaces for maritime automation, adaptive sensing systems). A recurring theme is the development of techniques that allow for more integrated, functional, and context-aware physical-digital interfaces. Savage's research output demonstrates significant contributions to the fields of human-computer interaction, digital fabrication, and physical computing, with publications appearing in top-tier conferences including CHI, UIST, TEI, and DIS. Her work bridges theoretical advances with practical implementations, often resulting in novel tools, techniques, and systems that push the boundaries of what's possible in human-centered computing.
Stefanie Zollmann is an Associate Professor at the Department of Computer Science, Aarhus University. Her primary research focuses on Visual Computing, Augmented Reality, and Virtual Reality, with applications in immersive education and sports technology. She has contributed to advancements in 3D modeling, scene reconstruction, and hybrid XR systems. Her work spans technical innovations in virtual environments, including semantic-controlled rendering, panorama inpainting, and mobile sports coaching systems. She has also contributed to conference organization, serving as a Program Chair for IEEE VR 2024. Zollmann's recent publications address challenges in user localization for AR, immersive teaching via 360° storytelling, and hybrid sports spectator experiences. Her research emphasizes practical applications in education and sports, leveraging both hardware and software advancements. Collaborations include projects on situated sports coaching, mobile capture systems, and tabletop XR interfaces. While no awards are listed, her active participation in top-tier conferences underscores her scholarly impact.
Henning Pohl is a Tenure Track Assistant Professor in the Department of Computer Science at Aalborg University, affiliated with The Technical Faculty of IT and Design. His research focuses on Human-Centered Computing, emphasizing Virtual Reality (VR), Augmented Reality (AR), and subtle/casual interaction techniques. He explores how technology can be integrated into everyday life through wearable devices and contextual computing. Key research interests include body-based AR interfaces, mobile interaction design, and the ethical implications of AI-generated advice. Notable projects include developing tools like Hafnia Hands for VR research and investigating user perceptions of AI limitations. His work bridges HCI with practical applications in mental health support, collaborative platforms like OpenStreetMap, and playful AR environments. Recent publications highlight advancements in AR feedback during conversations, LLM denial mechanisms, and fear-inducing game design. His articles reflect a commitment to understanding human-technology relationships across psychological, social, and technical dimensions. Labs/Teams: Human-Centered Computing group at Aalborg University Advising: No formal student advisees listed in available texts.
Hao Li is a MSCA Postdoc Fellow and Visiting Scholar at LIP6 , affiliated with the University of Southern Denmark in the Department of Mechanical Engineering . His research focuses on advanced computational methods for topology optimization in thermal, fluid, and structural engineering systems. Education: Not explicitly stated in the provided text. Current Projects: Leading EU-funded research on heat exchanger design using multiscale models and machine learning. Dr. Li's work spans multiscale topology optimization, level-set methods, and fluid-structure interaction, with applications in microchannel cooling, compliant mechanisms, and biodegradable composites. His recent publications highlight advancements in 3D conjugate heat transfer, adaptive meshing, and eigenfrequency maximization. The trends in his research output (2017–2025) emphasize thermal-fluid systems , high-resolution structural optimization , and manufacturable composite designs . Notable subfields include triply periodic minimal surfaces for cooling channels, nonlinear buckling analysis, and phasor-based dehomogenization techniques. Teaching & Supervision: Currently supervising projects on topology optimization frameworks for heat sinks and high heat flux cooling. His past projects (2018–2023) include research on piezoelectric transducers and thermal-fluid system design. Labs & Collaborations: Collaborates with institutions in Japan and France, focusing on experimental validation and industrial applications. His network includes partnerships with researchers in structural mechanics, computational fluid dynamics, and additive manufacturing.