Chita R. Das is a Professor at Pennsylvania State University, known for extensive contributions in computer architecture, machine learning, and high-performance computing. Their research focuses on optimizing hardware-software co-design for edge computing, cloud infrastructure, and energy-efficient systems. Key areas include FPGA acceleration, GPU optimization, and serverless computing frameworks. Das collaborates frequently with institutions like AMD and Intel, addressing challenges in parallel computing and distributed systems. Their work bridges theoretical advancements with practical applications in recommendation systems, bioinformatics, and real-time video processing. Research interests span across hardware acceleration techniques, cloud resource management, and sustainable computing. Notable projects include adaptive training frameworks for intermittent power environments and neural-augmented game streaming for mobile platforms. Das's publications often address performance bottlenecks in modern architectures and propose novel solutions for latency and energy efficiency. Recent articles highlight innovations in serverless computing cost optimization, low-bandwidth VR streaming, and FPGA-based bioinformatics tools. Their contributions are characterized by interdisciplinary approaches combining computer architecture with machine learning and embedded systems.
Michael Nebeling is an Associate Professor at the University of Michigan's School of Information (UMSI), leading the Information Interaction Lab. His research focuses on Augmented, Virtual, and Mixed Reality (XR) interfaces, emphasizing usability, accessibility, and privacy. He co-directs the HCI seminar series in the Michigan Interactive and Social Computing (MISC) group and teaches AR/VR courses (SI 559/659). Nebeling has held roles such as UIST 2026 General Co-Chair and CHI 2026 Subcommittee Co-Chair. He pioneered the Extended Reality for Everybody Coursera specialization and the XR MOOC series . His work includes projects like XRDirector , MRAT , and 360proto , addressing challenges in XR design and tool development. Awards include the Disney Research Faculty Award, Mozilla Research Award, and Epic MegaGrant. He advises the student-led Alternate Reality Initiative (ARI) and collaborates with industry partners like Meta, Epic, and Disney. Education: PhD in Computer Science from ETH Zurich (2015), Postdoc at Carnegie Mellon University's Human-Computer Interaction Institute (2016). Research Themes: XR toolkits, privacy/security in AR/VR, inclusive design, educational applications, and ethical considerations in mixed reality. Over 90 publications in venues like CHI, UIST, and ACM Transactions on CHI. Awards: Disney Research Faculty Award (2018), Mozilla Research Award (2018), Epic MegaGrant (2019), Meta Reality Labs Gift (2020). Recognized with Best Paper Awards at CHI and UIST.
Ira Kemelmacher-Shlizerman is a Full Professor of Computer Science at the Paul G. Allen School of Computer Science & Engineering at the University of Washington and Director of the UW Reality Lab. She also serves as a Principal Scientist at Google, where she leads the Shopping Gen AI visuals teams focusing on Virtual Try-On, 3D, and product videos. Her research spans computer vision, computer graphics, and Generative AI, with particular contributions to virtual try-on technology, 3D modeling, and augmented reality applications. Professor Kemelmacher-Shlizerman's research interests focus on Generative AI applications in visual computing. Her work bridges the gap between theoretical computer vision and practical applications, particularly in e-commerce and virtual reality. She has made significant contributions to virtual try-on technology, 3D editing with generative models, and AI applications for shopping experiences. Her research combines deep learning with traditional computer vision techniques to solve challenging problems in image and video synthesis. Her recent publications demonstrate a strong trend toward Generative AI applications for visual shopping experiences, virtual try-on technology, and 3D content creation. The work spans multiple top conferences including CVPR, SIGGRAPH, and ICCV, with a focus on practical applications of computer vision and graphics. Her research has evolved from foundational work in face reconstruction and aging to current applications in virtual shopping and 3D content generation. Google faculty award Madrona prize GeekWire Innovation of the Year Award Covers of CACM and SIGGRAPH Best student paper honorable mention at CVPR'21 Best demo runner up MobiSys'22 Senior member of IEEE Distinguished Member of ACM Professor Kemelmacher-Shlizerman has successfully tech-transferred multiple research projects to industry. She founded Dreambit, a startup acquired by Meta, and previously built and launched the Face Movies feature at Google. She currently leads Google's Shopping Gen AI visuals teams, focusing on 10x improvements to shopping journeys. Her UW Reality Lab serves as a hub for AR/VR research with industry partnerships. She has mentored numerous PhD students who have become researchers in both academia and industry, with several publications featuring student co-authors receiving recognition at top conferences. Professor Kemelmacher-Shlizerman leads the Graphics and Imaging Laboratory (GRAIL) and the UW Reality Lab, which focuses on augmented and virtual reality research with industry partnerships including Google. The labs work on cutting-edge projects in virtual try-on, 3D modeling, and immersive experiences, bridging academic research with real-world applications.
Mani Golparvar Fard is a Professor at the University of Illinois at Urbana-Champaign, holding joint appointments in the Siebel School of Computing and Data Science and the Department of Civil and Environmental Engineering. He also contributes to the Technology Entrepreneur Center. His research focuses on integrating artificial intelligence, computer vision, and data analytics to advance construction management, infrastructure monitoring, and automation. Key areas include BIM integration, reality capture systems, and deep learning-based progress tracking. His work emphasizes automated construction progress monitoring through semantic segmentation, vision-language models, and UAV-based data collection. He has pioneered methods like Scan2BIM-NET for converting point clouds into BIM models and developed frameworks for worker safety analysis using machine learning. Awards: Walter L. Huber Civil Engineering Research Prize (2018) Daniel W. Halpin Award for Scholarship (2016) Advising & Grants: While no specific grant details are provided, his research is supported by collaborations with industry and government initiatives, such as the Japanese national bridge inspection project. He advises a team focused on AI-driven construction solutions and maintains active partnerships with engineering firms. Labs & Teams: Leads research groups in vision-based construction analytics, automated scheduling systems, and BIM integration. His work is disseminated through platforms like the VisualSiteDiary system and the InstaDam open-source platform for structural damage analysis.
Xiaoxiao Long is a Tenure-Track Associate Professor at the School of Intelligence Science and Technology, Nanjing University. He joined NJU as an associate professor in February 2024. Previously, he earned his Ph.D. from the University of Hong Kong (HKU) under the supervision of Prof. Wenping Wang (IEEE & ACM Fellow) and Prof. Taku Komura. His educational background includes: Ph.D. in Computer Science from University of Hong Kong Bachelor's degree in Control Science & Engineering from Zhejiang University Dr. Long's research focuses on computer graphics and 3D computer vision, with particular emphasis on 3D Vision, Physical AI, and World Models. His long-term goal is to develop General-Purpose AI with spatial capabilities. His work bridges theoretical understanding of 3D spaces with practical implementations of spatial AI systems, with applications spanning robotics, virtual reality, and augmented environments. He employs innovative neural network approaches and geometric constraints to advance 3D scene understanding and reconstruction. His publication record shows strong momentum with multiple papers accepted to top-tier conferences including CVPR (5 papers in 2025 alone), ICML, ICLR, ECCV, and TPAMI. His research demonstrates a clear progression from foundational geometric estimation techniques (ASN++) toward more comprehensive spatial AI systems. His scientific recognition includes: Excellent Young Scholars Fund (Overseas) from NSFC Dr. Long has successfully mentored numerous students who have published at major venues and gone on to pursue advanced degrees at prestigious institutions including USTC, Beihang University, HKU, UCAS, Virginia Tech, and HKUST. He is currently recruiting Ph.D. and master's students for Fall 2026, seeking candidates interested in pushing the boundaries of 3D computer vision and spatial AI. His laboratory focuses on developing advanced techniques for 3D scene understanding, neural rendering, and physical AI. Current projects span Gaussian-based representations, neural radiance fields, and geometric estimation, with applications in robotics, virtual environments, and spatial reasoning systems.
Bertrand Schneider is an Associate Professor of Education at Harvard University's Graduate School of Education (GSE). He holds a Ph.D. in Learning Sciences and Technology Design from Stanford University (2015) and previously served as a postdoctoral researcher at Stanford's Transformative Learning Technologies Laboratory. His research focuses on educational interfaces (e.g., augmented reality, tangible tools) and multimodal learning analytics, particularly in collaborative and informal learning environments. He investigates how technologies like gaze-tracking and motion sensors can assess student learning trajectories and improve instructional strategies in makerspaces and remote teaching contexts. Education : Ph.D., Learning Sciences and Technology Design, Stanford University (2015) Postdoctoral Researcher, Transformative Learning Technologies Laboratory, Stanford University Research Interests : Educational technologies (AR, tangible interfaces, multitouch) Multimodal data analysis (gaze, body movement, speech) Collaborative learning in formal/informal settings Remote teaching strategies using shared gaze visualizations AI applications in personalized feedback and misinformation discernment Key Contributions : Developed methodologies for capturing joint visual attention in collaborative learning Advocated for ethical implementation of multimodal learning analytics Explored AR's dual-edged impact on student engagement and collaboration Labs/Teams : Current research aligns with GSE's focus on innovative learning technologies Prior affiliation with Stanford's Transformative Learning Technologies Lab
Andrew D. White is an Associate Professor of Chemical Engineering at the Hajim School of Engineering & Applied Sciences, University of Rochester. He holds a PhD from the University of Washington (2013). His research focuses on automating scientific discovery through AI, particularly leveraging large language models (LLMs) and deep learning techniques in chemistry. His lab develops agents that integrate literature analysis, hypothesis generation, and experimental design to advance fields like molecular dynamics and drug discovery. Education: PhD in Chemical Engineering, University of Washington, 2013 BS/MS (not explicitly stated in text, inferred from career timeline) Research Interests: Large language models for scientific automation Deep learning applications in chemistry and materials science Molecular dynamics simulations Scientific agents and autonomous systems Publications: His work includes groundbreaking studies on closed-loop AI systems for chemistry, federated learning in molecular property prediction, and multi-agent systems for drug discovery. Recent highlights include the Robin system and ChemCrow tools. Awards: Recipient of the NSF Career Award (2018), NIH Outstanding Investigator Award (2020), and the Curtis Teaching Award (2019). He also advises biotech companies and serves on the National Academy of Sciences' Chemical Sciences Roundtable. Grants & Funding: Supported by DOE, NSF (multiple grants including CBET-1751471), NIH (R35GM137966), and LLNL projects. Collaborates with institutions like Argonne National Lab and Qubit Pharmaceuticals. Labs & Teams: Leads the White Lab at Rochester and co-founded FutureHouse, a nonprofit advancing AI-driven scientific discovery. Supervises a multidisciplinary team of PhD students and postdocs in computational chemistry, AI, and biophysics.
Jan Oliver Borchers is a full professor of computer science and head of the Media Computing Group at RWTH Aachen University, where he holds the endowed Chair in Media Informatics and Human-Computer Interaction (Computer Science 10). He established his research group in 2003 and pioneered modern HCI academic research and teaching in Germany, becoming a leading lab in terms of archival publications at CHI, the top international conference in HCI. Before joining RWTH, he held faculty positions at Stanford University and ETH Zurich. His research focuses on Human-Computer Interaction with particular interest in new user interfaces for soft robotics, textile user interfaces, 3D printing and personal fabrication, augmented reality, wearable and tangible computing, interfaces for software development, deceptive patterns, and interactive guides and exhibits. He opened Germany's first Fab Lab in 2009 and has been instrumental in advancing digital fabrication and maker culture in academia. His work bridges theoretical HCI research with practical applications, as evidenced by his consulting for major companies including AirBus, Apple, ARD, Bayer, Children's Museum Boston, Daimler, Handelsblatt, OTIS, Scout24, TEDx, and Deutsche Telekom. His recent publications show a strong focus on deceptive patterns in UI design, textile interfaces, and the intersection of AI with human interaction. The research demonstrates consistent innovation in tactile interaction techniques, with numerous honorable mentions at top conferences like CHI. His lab has produced significant contributions to eyes-free interaction, textile computing, and the ethical implications of dark patterns, particularly regarding children's experiences with deceptive designs. IDC 2025 Best Work in Progress for research on children's assessment of deceptive designs CHI'25 Student Games Competition Winner for The Deceptive Dungeon RWTH-Wissenschaftsnacht 2024 Best Science Slam for Usability: 4 Prinzipien guter User Interfaces Multiple CHI Honorable Mentions spanning from 2008-2021 Best Note and Best Demo awards at ITS and UIST conferences Borchers has served in numerous leadership roles including heading the Computer Science Department's Examination Board (2015-2025), coordinating the department's public relations since 2010, and organizing the weekly Faculty Lunch since 2003. He is an active member of the ACM, SIGCHI, SIGCHI Germany, and GI, and introduced the Interactivity format to the CHI conference in 2005. His PhD thesis, A Pattern Approach to Interaction Design, became the first book to bring design patterns to HCI. The Media Computing Group under his leadership has developed significant expertise in physical computing, textile interfaces, and fabrication technologies, with a strong emphasis on both theoretical contributions and practical applications. His lab continues to push boundaries in interactive technologies while maintaining a strong ethical stance on user experience, particularly regarding deceptive design patterns.
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.
Professor Mark Wilson is a Professor in Psychology at the University of Exeter, specializing in cognitive and emotional processes underpinning skill acquisition and performance under pressure. He holds leadership roles, including Head of Department for Public Health and Sport Sciences (since 2020) and previously served as Director of Research (2018–2020) and Head of Department (2020–2022) in Sport and Health Sciences. He joined the University of Exeter in 2006, progressing from Lecturer to Professor by 2017. Education: M.Eng (1st), Engineering Manufacture and Management, University of Manchester (1991–1995) PGCE, Manchester Metropolitan University (2003–2005) PhD, Manchester Metropolitan University (2001–2006) M.Sc. (Distinction), Sport and Exercise Science (Psychology Pathway), Manchester Metropolitan University (2000–2001) Research Interests: Focuses on applied and theoretical aspects of skill acquisition, performance under pressure, and interdisciplinary applications in elite sport, public health, and immersive technologies. Active in collaborative networks such as the NIHR Exeter Biomedical Research Centre and Exeter Immersive Health Technologies. Grants and Funding: Secured funding from UKRI, industry partners, and charities, with expertise in virtual immersive training (VITAL) and eye-tracking solutions. Supervised 20 PhD students to completion. Labs & Teams: Leads the Virtual Immersive Training And Learning (VITAL) group and collaborates with Exeter Brain Health Analytics and Exeter Defence, Security and Resilience networks.
ONG Soh Khim is a Professor in the Department of Mechanical Engineering at the National University of Singapore (NUS) and a member of the NUS Graduate School. She is a Fellow of CIRP (International Academy for Production Engineering), the first Asian and fourth female Fellow globally. Her research focuses on augmented reality (AR) and digital twins in manufacturing, with applications in assistive technology and sustainable design. She has authored/co-edited 6 books, over 300 journal/conference papers, and holds an H-index of 66 (Google Scholar) and 52 (Scopus). She has held leadership roles, including serving as a Nominated Member of the Singapore Parliament (2005–2006) and on multiple NUS governance boards. Her honors include the Singapore Youth Award (2004), M. Eugene Merchant Award (2004), and the 2021 Long Service Medal. She advocates for gender diversity in STEM, leading initiatives like the Girls2Pioneers program. Her current roles include Senior Principal Investigator at NUS Research Institutes in Suzhou and Guangzhou, and Visiting Professorships at Chinese universities.
Lucia Binotti is a Professor of Spanish and Digital Humanities at the University of North Carolina at Chapel Hill (UNC-CH), with dual affiliations in the Department of Romance Studies and interdisciplinary Digital Humanities initiatives. She serves as Graduate Advisor for Hispanic Linguistics and Director of the Honors Study Abroad Program in Rome. Her work bridges traditional philology with cutting-edge digital scholarship, emphasizing immersive learning experiences through virtual reality (VR) and augmented reality (AR) technologies. Binotti holds a Ph.D. from UC Santa Barbara (1990), an MA (1985), and a BA (1984) in Romance Philology from the Università degli Studi di Pisa. Her research focuses on linguistic identity, cultural heritage preservation, and innovative educational platforms like Amirabilia—the world’s first experiential learning platform. Notable projects include nXimena (healthcare training for Latinx abuse survivors) and Entiendelo (a linguistic/cultural navigation app for Latinx communities). Her scholarly interests span Early Modern Spanish literature, digital humanities applications, and the intersection of technology with social justice. She has directed grants totaling over $500K for projects involving AR/VR integration in education, including collaborations with the UNC Health Science Library and NCSU’s DELTA initiative. Recent awards include the John K. Walsh Award (2010) and Digital Innovation Fellow status (2014). Grants & Leadership: CFE-Lenovo Technology Grants (2018–2019) for AR/VR expansion iLRN 2020 International Co-Chair XR Faculty Learning Community Leader (UNC) Teaching: Courses span from introductory Hispanic literature to advanced topics like medieval intellectual history and digital humanities methodologies. Binotti’s work emphasizes ‘place, presence, and perspective’ in Cyber-Humanities education, particularly addressing marginalized communities through technology-driven solutions.
Nick Graham is a Professor in the School of Computing at Queen's University, Canada. He holds a PhD from TU Berlin and teaches courses like Game Architecture and Digital Game Development. His research focuses on next-generation digital games, particularly exergames (combining exercise with play) and educational games. He directs the EQUIS Lab, which develops accessible gaming solutions for populations like children with cerebral palsy and spinal cord injury patients. Graham previously served as VP Research & Development at Namzak Labs and has held academic roles at York University and Queen's University. Education: PhD (Dr.-Ing.) in Engineering - TU Berlin (1995) MSc in Computer Science - Queen's University (1988) BSc in Computer Science - University of Toronto (1985) Research Interests: Exergames promoting physical activity through gaming Accessibility in game design for persons with disabilities Game networking and distributed algorithms Augmented reality tools for education Lab & Collaborations: The EQUIS Lab develops projects such as the Liberi exergame and conversion tools for existing games like Skyrim into exergames. Techniques like 'Partial Automation' enable gameplay accessibility. Professional Roles: Director, EQUIS Lab Member, IFIP Working Group 2.7 on User Interface Engineering VP Research & Development, Namzak Labs (2000–present)
Annouchka Bayley is an Associate Professor at the Faculty of Education, University of Cambridge, specializing in posthuman pedagogy, new materialist philosophies, and artistic research methodologies. She chairs the Arts and Creativities Research Group and previously directed the Arts, Creativities and Education MPhil programme (2021-24) and led the Doctoral Research Training Programme. PhD from University of Warwick BA Hons from SOAS MRes from University of Warwick Her research explores: Posthuman and new materialist approaches to education Decolonial epistemologies for educational development Postqualitative research practices in higher education Digital pedagogy and augmented reality applications Embodied and affective learning methodologies Recent publications examine diffractive knowledge production, digital materiality, and postpandemic educational futures. Key collaborative works include: Diffracting New Materialisms (2023, Palgrave Macmillan) Posthuman Pedagogy (2018, Parallax journal) Current teaching focuses on: Postgraduate courses in Arts, Creativities and Education Doctoral research training Advanced research methods Labs/Teams: Arts and Creativities Research Group CRiCLE Network (Creativities in Education) Diffractive Methodologies Collective
Marc Erich Latoschik is a Professor in the Department of Human-Computer Interaction at the University of Würzburg, Germany. He previously held roles at Bayreuth University, Bielefeld University, and FHTW Berlin. His research focuses on virtual and augmented reality, embodiment, human-computer interaction, and applications in health, education, and social systems. Education: Completed his PhD in 2001 at Bielefeld University with a thesis on multimodal interaction in virtual reality. Research Interests: Embodied interaction, virtual embodiment, presence and plausibility in VR/AR, avatar design, social virtual reality, health applications (e.g., VR therapy for body image issues), and XR security/privacy. Active in developing frameworks like Reality Stack I/O and MAIL for VR/AR research. Key Projects: ViTraS study on body image exercises in VR, avatars for mass use via smartphone reconstruction, and motion-based biometrics in XR. Collaborates with medical teams on cybersickness detection and emergency training simulations. Labs/Teams: Leads research groups on immersive technologies and social VR applications. Involved in interdisciplinary projects combining HCI, AI, and healthcare.