Antti Sand is a Lecturer in the Department of Computing Sciences at Tampere University, part of the Faculty of Information Technology and Communication Sciences. His research focuses on innovative interaction technologies, particularly mid-air gestural interfaces, haptic feedback systems, and their applications in education, healthcare, and daily life. He has contributed to projects like PigScape (a video game for ADHD cognitive training) and fogscreen interaction studies. Key research themes include: Mid-air gestural interaction design Ultrasound-based haptic feedback systems Child-friendly interaction technologies Multimodal sensory augmentation (food consumption, automotive) Unconventional display interfaces Recent work explores: ADHD intervention through gestural gaming Food consumption behavior modification using sensory technologies Driver safety via non-contact interaction systems Comparative studies of cross-platform mobile applications Publications span 2013–2025, with notable contributions to IEEE Xplore and ACM Digital Library. No scientific awards explicitly listed.
Nicholas Ward is an Associate Professor in the Department of Computer Science & Information Systems at the University of Limerick, with a secondary affiliation to the Digital Media and Arts Research Centre. His work bridges computer science, digital media, and music technology, focusing on interactive systems, gesture analysis, and sound engineering. Research interests include: (1) Digital Musical Instruments (DMIs) and collaborative agency in live performance, (2) Hyper-compression effects in audio mastering, (3) Biometric measurement of movement through Laban Analysis and electromyography, and (4) Tangible interfaces for embodied interaction. His work spans theoretical studies and creative installations, with notable projects like the Gestroviser DMI system and sound installations involving light planes and multi-channel audio. Publications (2007-2019) explore topics ranging from listener perception studies to gesture-based interface design, with a focus on real-time systems and user-centric innovations. His research has been presented at venues like TEI, NIME, and the Audio Engineering Society conferences. Current activities include exploring agency in human-machine collaboration, sound quality dimensions in compressed audio, and movement analysis frameworks for interactive systems design.
Dr. Panagiotis D. Ritsos is a Senior Lecturer in Visualization and Director of Research at the School of Computer Science and Engineering, Bangor University, UK. He holds a Visiting Fellowship at the University of Staffordshire's School of Digital, Technologies and Arts. His academic credentials include an MEng in Electronic Systems Engineering (University of Essex, 2000), a PhD in the same field (Essex, 2006), and a Postgraduate Certificate in Higher Education (2016). His research explores human-computer interaction with emphasis on immersive analytics , virtual/augmented reality (XR) , and information visualization . Key applications span environmental science, pandemic response, cultural heritage, and education. His work emphasizes multi-sensory interfaces, ubiquitous data interaction, and beyond-desktop visualization paradigms. Publications focus on XR-enabled analytics , collaborative visualization systems , and crisis informatics , with recurring themes in adaptive interfaces, situated analytics, and transdisciplinary methodologies. Recent articles address pandemic visualization, AR view management, and immersive storytelling. He leads the XReality, Visualization and Analytics (XRVA) Lab and co-directs the Visualization, Data, Modelling and Graphics (VDMG) group. Grants include: BODAH (EU Interreg): Big Data for Atlantic heritage management (2019–2022, PI) RAMP VIS (EPSRC): Pandemic visualization infrastructure (2021–2022, Co-I) Water4Cities (H2020): Sustainable water management (2017–2021, Co-I) He supervises doctoral candidates in visualization, machine learning, and natural language processing, and has mentored over 75 undergraduate/postgraduate projects.
Mohammed Uddin is a Senior Lecturer and Course Leader for the BSc in Computer Games Technology at the School of Film, Media and Creative Technologies, Faculty of Creative & Cultural Industries, University of Portsmouth. He brings over a decade of experience in independent game development through his work with Team Hot Stuff Ltd and over six years of academic teaching in game technology. Research Interests: Video game development Tools and systems for independent games AI programming in games Creative technologies and interactive media Recent Research Trends: His recent work centers on gamification, educational applications of games, and ethical considerations in game design. Outputs include software, interactive exhibitions, and a forthcoming peer-reviewed chapter on game achievements, reflecting a blend of technical innovation and cultural analysis in gaming. Scientific Awards: Excellence in University / Industry Collaboration Award (2023) Advising and Grants: As Course Leader and Principal Investigator on multiple innovation projects, he mentors students through final year projects and leads funded initiatives such as the Novium Museum VFT and PONToon Software Development. His projects often involve university-industry collaboration, public engagement, and applied game development. Labs and Teams: He is actively involved in the University of Portsmouth Game Jam and collaborates with industry partners like Larian Studios. His work integrates academic research with real-world applications in museums, therapy, and independent game development.
Ann Bisantz is the Vice Provost & Dean of Undergraduate Education and a SUNY Distinguished Professor in the Department of Industrial and Systems Engineering at the University at Buffalo. Her research focuses on cognitive engineering, human factors in healthcare, and decision-making systems in complex environments. She leads projects analyzing human-machine interaction, emergency medicine workflows, and the design of health IT systems. Education: PhD in Industrial Engineering Key Affiliations: School of Engineering and Applied Sciences Her research integrates cognitive systems engineering principles to improve healthcare safety, surgical team communication, and emergency department workflows. Notable projects include developing electronic health record displays for clinicians and studying trust in AI-driven medical decision support systems. Recent work emphasizes resilience engineering in healthcare, analyzing how systems can better anticipate and adapt to failures. Her articles explore automated driving safety, robot-assisted surgery communication, and mental health crisis support apps. Awards: SUNY Distinguished Professor designation Grants include funding from NSF, AHRQ, and the Department of Homeland Security. She has supervised numerous UB students in research projects addressing healthcare system challenges. Her work also extends to educational equity, applying systems approaches to support underrepresented minorities in STEM.
Kyrre Harald Glette is a Professor in the Department for Informatics at the University of Oslo , affiliated with the Robotics and Intelligent Systems Research Group and the RITMO Centre for Interdisciplinary Studies in Rhythm, Time and Motion . His research focuses on the co-design of robot morphology and control using evolutionary and bio-inspired artificial intelligence methods. Research Interests: Robotics and Intelligent Systems Evolutionary Robotics and Co-Design of Morphology and Control Artificial Intelligence and Machine Learning Evolvable Hardware and Embodied Computation Computational Creativity and Music-AI Interaction Human-Robot Interaction and Swarm Robotics His recent publications (2023–2025) reflect a strong interdisciplinary trend, combining robotics, evolutionary computation, and music technology. Key themes include evolutionary design of modular robots , real-time adaptation in bio-inspired systems , interactive sonification , and AI-driven music generation . His work often involves the DyRET robotic platform, emphasizing real-world evolution and embodied learning. Scientific Contributions: Extensive publications in top venues like Frontiers in Robotics and AI , IEEE ICRA , GECCO , and Nature Machine Intelligence . Development of open-source robotic platforms and frameworks for evolutionary robotics. Interdisciplinary work bridging AI, neuroscience, and music. Advising and Projects: He supervises MSc students in evolutionary robotics, robot locomotion, and musical robot swarms. He is involved in several research projects including Predictive and Intuitive Robot Companion (PIRC) , Modeling and Robots , Multimodal Elderly Care Systems (MECS) , Musical Human-Machine Interaction , and Neurophysiological Mechanisms of Human Auditory Predictions (AudioPred) . Labs and Research Groups: He is a key member of the Robotics and Intelligent Systems (ROBIN) group, the RITMO Centre of Excellence , and the Creative Computing Hub Oslo (C2HO) . These groups support interdisciplinary research in AI, robotics, music, and human interaction.
Hanna Schraffenberger is an Assistant Professor in the Digital Security group at Radboud University, focusing on human factors in security and privacy. Her work explores how users interact with emerging technologies like open 5G networks, encryption tools, and online interfaces. She supervises student projects addressing themes such as anonymity in 5G, provider motivations in open networks, and dark pattern effects on user behavior. Her research bridges technical and human aspects of security, emphasizing usability challenges in privacy tools and ethical design principles. Notable areas include analyzing user assumptions about mobile network security, mitigating deceptive interface patterns, and improving encryption accessibility. She collaborates with Katharina Kohls on projects studying provider dynamics in open networks and user decision-making processes. Her academic contributions span over 25 peer-reviewed articles, covering topics from dark pattern taxonomy to AI ethics and medical decision support systems. Despite no awards listed, her work consistently addresses real-world usability and ethical concerns in digital systems.
Dr. Tom Flint is an Associate Professor at Edinburgh Napier University's School of Arts and Creative Industries, specializing in interaction design and digital experiences. His work bridges academic research with community engagement through funded projects like the Royal Academy of Engineering-supported 'Let's Play Wester Hailes' (£25,708) which developed bespoke arcade machines for youth game design. His research explores: Blended reality experiences merging physical/digital spaces Psychogeography through interactive community mapping Virtual reality applications for cultural institutions Game-based learning and creative placemaking Tangible interfaces for memory preservation Flint's publications show strong focus on mixed reality applications, with recent work examining narrative structures in blended spaces and emotional data visualization. His 2022-2024 outputs demonstrate increasing emphasis on community-centered design frameworks. Awards & Recognition: Honourable Mention, SICSA Supervisor of the Year 2019 Research Leadership: Leads projects including: Creative Coin (AHRC-funded, £5,380): Alternative currency for creative industries Blended space exchange with Farmingdale State College (£5,234) What Do Dovecot Weavers Do All Day? (£4,524): VR documentation of craftsmanship Directs postgraduate research in interaction design and creative technologies, supervising PhD candidates exploring digital placemaking and child-computer interaction. Collaborates with the Centre for Interaction Design and Edinburgh Futures Institute.
Carole Bisenius-Penin is a University Professor at the University of Lorraine, affiliated with the Centre de Recherche sur les Médiations (CREM – EA 3476) . As a permanent guest member, she contributes to interdisciplinary projects bridging communication sciences, digital humanities, and societal challenges. Junior Professorship in Digital Communication, Gaming, and Public Health Coordinator of CAP-CONTROVERSES project on public capacity in environmental controversies Researcher in FAM-WEST on West Syndrome family experiences Her work spans environmental communication , health discourse analysis , and digital mediation tools , with a focus on participatory design and serious games. Recent publications address cross-border cultural projects , open science practices , and educational technology in vocational training. Scientific Awards Junior Professorship in Digital Communication, Gaming, and Public Health (GH Game and Healthcare) She contributes to student training through innovative pedagogical projects, including digital writing platforms for vocational education and collaborative learning interfaces. Her research strengthens public-scientific dialogue in environmental and health contexts.
Andreia Pinto De Sousa is an Assistant Professor at Universidade Lusófona do Porto and an Invited Assistant Professor at Universidade do Porto Faculdade de Belas Artes. Her work bridges interaction design with healthcare, technology, and digital communication. Her academic background includes a Ph.D. in Information and Communication (2017) from Universidade de Aveiro and Universidade do Porto, an M.Sc. in Multimedia (2011), and a B.A. in Communication Design (2003). She has specialized in Interface Design for Mobile Devices, Software Engineering, and Health Technology Transfer. Her research focuses on human-computer interaction (HCI), digital health , and well-being , with a strong emphasis on trust and credibility in e-Health interfaces . Recent publications explore emotional design for dementia caregivers, intergenerational digital experiences, and visual design’s role in cyberjournalism engagement. Andreia has supervised 1 Ph.D. and 3 MSc students, co-supervised 6, and guided numerous bachelor projects. She actively contributes to research projects in interaction design and has authored key publications in HCI, public health, and digital media, including book chapters and peer-reviewed journal articles.
José Carlos Santos Neves is a Lecturer and researcher at Universidade Lusófona, where he teaches Interaction Design, Digital Arts, and Communication Design across multiple bachelor's degrees (Design, Videogames, Cinema, Applied Communications) and a master's program. His work bridges physical interface design, interactive art, and inclusive education through game-based learning. PhD in Communication Studies Master in Multimedia Communication Systems Licenciatura in Communication Design Specialized in Arduino, Fritzing, and advanced interaction design His research emphasizes inclusive education for deaf students via tangible games , social sustainability in fashion , and accessible gaming for people with intellectual disabilities. Recent projects include GBL4deaf (FCT-funded) and EducaçãoAcessível.pt, which integrate physical interfaces with educational content. He also explores interactive art as a tool for co-authorship and sensory engagement. Scientific awards include the InShadow's Best Screendance Prize (2018) . He coordinates the OPERAT laboratory for tangible accessible resources and has contributed to 15+ publications spanning game-based learning, cognitive accessibility, and digital-physical hybrid art. His work reflects a commitment to using design and technology to address educational and social inclusion challenges.
Tomaz Miranda da Cunha Saraiva is a researcher affiliated with Universidade Lusófona, with a strong academic background in psychology and neuroscience. He holds a Master's in Psychology, Counseling and Psychotherapy, a Bachelor's in Psychology, and a Master in Creative Games from the University of Salford. His research bridges psychology, cognitive neuroscience, and immersive technologies. Education: Bachelor in Psychology, Universidade Lusófona (2007) Integrated Master in Psychology, Counseling and Psychotherapy, Universidade Lusófona (2008) Master in Creative Games, University of Salford (2010) Postgraduate in Adolescent and Children Psychology Evaluation Technological Specialization Course in Video Game Development His research focuses on virtual reality (VR) applications in cognitive rehabilitation , PTSD treatment , addiction , and neurocognitive assessment . He explores how immersive environments influence memory, attention, and emotional processing. His work integrates eye-tracking, ERP, and behavioral analysis to understand brain-behavior interactions in clinical and non-clinical populations. The 15 most recent publications reveal a consistent trend in using VR for therapeutic and diagnostic purposes, especially in stroke recovery, nicotine craving, and trauma. These works span disciplines including clinical psychology, neuroscience, human-computer interaction, and digital therapeutics, with subfields such as presence in VR, cognitive training, and fear-related attentional bias. Scientific Contributions: Published 4 articles in specialized journals Contributed book chapters on VR/AR in neuroscience and serious games Presented conference papers on VR-based cognitive rehabilitation and frontal brain function assessment Tomaz Saraiva has advised no formally listed students but has led research in VR-based interventions. His work has been supported through academic and possibly institutional grants, though specific funding sources are not mentioned. He is involved in developing virtual environments for cognitive training and psychological assessment, particularly in stroke, TBI, and PTSD contexts. His lab or research team is not explicitly named, but his output suggests collaboration within neuroscience and VR research groups.
Prof. Fares Kayali is affiliated with TU Wien's Department of Human Computer Interaction. His research focuses on designing interactive technologies for health, education, and live performance contexts. He has been involved in projects like Breaking The Wall (audience participation in music) and PlayBionic (rehabilitation games for prosthetic users). His work addresses long-term engagement in healthcare interventions, accessible mobility solutions for dementia patients, and game-based learning in STEM education. Key areas include game mechanics for physical activity encouragement, technology-mediated audience participation in live music, and digital tools for inclusive education. He has supervised multiple theses on topics like dementia-awareness games and wayfinding systems for elderly care. Publications span conferences such as CHI and IEEE, focusing on human-centered design principles in health tech, music interaction, and assistive technologies.
Janko Žufić, M.Sc.ing, is a Senior Lecturer at the Faculty of Educational Sciences, University of Pula, Croatia. He holds degrees in Electrical Engineering with a major in Automation from the Faculty of Electrical Engineering and Computing (FER) in Zagreb (1993) and pedagogical competences acquired in 2001. A certified computer science professor since 2002, he has dedicated his career to bridging technology and education, with particular emphasis on e-learning systems and computer science education. Employment History: Private sector work (1993-1999), teaching roles in primary/secondary schools (1998-2002), head of IT support at Faculty of Educational Sciences (2002-present), Senior Lecturer since 2007, and part-time teacher at Algebra Group. Research Focus: E-learning optimization, microlearning, educational technology design, programming pedagogy for elementary grades, and human factors in computing. His scholarly work spans 20+ publications, with recent studies exploring ChatGPT's educational implications (2025), video-based microlearning (2024), and gamification in computer science education (2022). He has also contributed to understanding the role of color and typography in digital learning environments (2009-2019). Žufić's practical expertise includes developing Web 2.0 tools for educators (2017), creating three books, and mentoring students in producing approximately 50 films. As an active project manager, he has coordinated two EU-funded initiatives and over 80 smaller projects focused on social and technical sciences, supported by organizations ranging from Zagreb Bank to Croatian employment agencies and Istrian municipalities. His academic rank was last renewed on January 24, 2018, within the field of Information and Communication Sciences, specializing in Information Systems.
Silvia Miksch is a Full Professor of Visual Analytics at the Vienna University of Technology (TU Wien), leading the Research Unit Visual Analytics (E193-07) and coordinating the Research Focus on Visual Computing and Human-Centered Technology. She holds a PhD from TU Wien and has held academic roles at institutions like Stanford University (FWF postdoc), Danube University Krems (2006–2010 as University Professor), and TU Wien. Her research focuses on visualization, visual analytics, interaction design, and temporal data analysis with applications in medical informatics, process engineering, and cultural heritage. Education: Master of Social and Economic Science (University of Vienna, 1987), PhD (TU Wien, 1990). Former roles include Chair of the Austrian Society for Artificial Intelligence (ÖGAI) and leadership in EU projects like VALCRI and KAVA-Time. She has authored over 200 publications and received awards such as the IEEE VGTC Visualization Technical Award (2023) and induction into the IEEE VGTC Visualization Academy (2020). Research interests include knowledge-assisted visual analytics, task-driven guidance systems, and spatiotemporal data exploration. She oversees the Laura Bassi Centre of Expertise 'CVAST' and advises numerous PhD and master’s students. Her work bridges theory and practice, with notable projects like the Marvel Cinematic Universe infographic (GD 2019 Best Creative Challenge) and Game of Thrones character networks (GD 2018 Third Prize). Key Awards: Best Paper Award at vis4dh 2019, IEEE VGTC Technical Award 2023 Editorial Roles: Associate Editor of Transactions on Visualization and Computer Graphics (2011–2015), Editorial Board of Journal of Biomedical Informatics (2012–2020) Leadership: Chair of EuroVis Steering Committee (2023–2027), Member of VIS Executive Committee (2015–2020)