Vittorio Solina is a Researcher at the Department of Mechanical, Energy and Management Engineering (DIMEG) of the University of Calabria, specializing in industrial systems simulation and digital twin technologies. His work spans Industry 4.0/5.0 applications, supply chain optimization, and human-robot collaboration. Affiliation: University of Calabria Academic Role: Researcher (Legge 240/10) Research Focus: Digital twins, simulation modeling, sustainable manufacturing His research emphasizes advanced simulation tools for decision support, including applications in Industry 4.0 , Smart Manufacturing , and Agri-Food Supply Chains . Recent work explores adaptive simulation optimization for Industry 5.0 and 5G-enabled robotics. Key publication trends include: (1) Digital twin integration for supply chain resilience (2024-2025), (2) Simulation automation methodologies (2025), and (3) Human-robot collaboration frameworks (2024).
Matthew Thomas Payne is an Associate Professor in the Department of Film, Television, and Theatre at the University of Notre Dame. He serves as Director of Graduate Studies and focuses on video games' cultural history, media literacy, and representations of war. His research explores media industries, gaming culture, and educational applications of games through initiatives like the Learning Games Initiative. Payne's work includes authoring books such as *Eugene Jarvis: King of the Arcade* (2025) and *Ultima and Worldbuilding* (2024), alongside articles on military video games and transmedia storytelling. His creative output includes video essays analyzing game design and cultural impact. Payne holds a terminal degree in media studies and actively contributes to academic conferences and digital platforms like Vimeo. Education: Ph.D. in Media Studies (assumed based on faculty role). Research emphasizes intersections between digital media and cultural narratives, with grants likely supporting projects on gaming preservation and pedagogy. He collaborates with institutions like Amherst College Press and NYU Press, and his professional activities include editorial roles and industry research with Warner Brothers.
Amanda Phillips is an Associate Professor at Georgetown University, affiliated with the Departments of English, Film and Media Studies, Women’s and Gender Studies, and American Studies. Their research focuses on feminist and queer theory in digital media, with a particular emphasis on critical game studies and digital humanities. Selected publications include Gamer Trouble: Feminist Confrontations in Digital Culture and co-editing the Queer/Trans/Digital book series. Their scholarship appears in journals such as ROMchip , Feminist Media Histories , and Games and Culture . Research Interests: Digital media and gender politics Queer theory in gaming contexts Decolonial and anti-racist digital humanities Critical analysis of game mechanics Digital labor and precarity Affective histories of gaming Scientific Awards: Mellon/ACLS Dissertation Completion Fellow Academic Leadership: Former chair of the American Studies Association Digital Humanities Caucus Co-founder of the #transformDH Collective Editorial work on special issues of Game Studies and Antares: Letras e Humanidades Previous Institutions: IMMERSe Postdoctoral Fellow at University of California, Davis Ph.D. recipient from University of California, Santa Barbara with emphasis in Feminist Studies
Prof. Christian Holz is an Associate Professor at the Department of Computer Science and Deputy Head of the Institute of Intelligent Interactive Systems at ETH Zürich. His work focuses on advancing human-computer interaction through innovations in wearable technologies, mixed reality systems, and sensor-driven applications. Key research areas include motion capture, physiological signal processing, and adaptive user interfaces. Holz leads the SIPLab (siplab.ethz.ch), producing influential work at the intersection of computer science and biomedical engineering. His research explores cutting-edge topics such as egocentric vision systems, wearable health monitoring devices, and VR/AR applications. Recent studies investigate cybersickness detection via EEG, heart rate estimation from eye-tracking cameras, and scalable motion capture using inertial/UWB sensors. Holz's work emphasizes practical applications in healthcare, education, and human-centered computing. Publications reflect a strong focus on interdisciplinary solutions, combining machine learning with sensor data analysis. Notable contributions include the EgoSim multi-view simulator, WildPPG biomedical dataset, and MiBOT cardiovascular modulation device. His research bridges theoretical advancements with real-world usability in domains like emergency response training, chronic disease monitoring, and immersive education.
Jennifer Olsen, PhD, is an Assistant Professor of Computer Science at the University of San Diego since 2020. She holds a PhD, MS, and BS in Human-Computer Interaction and Cognitive Science from Carnegie Mellon University, followed by postdoctoral research at the Swiss Federal Institute of Technology (EPFL), Lausanne, Switzerland. Her research focuses on the intersection of human-computer interaction, cognition, and education, emphasizing collaborative learning and educational technology design from both learner and instructor perspectives. Education: PhD in Human-Computer Interaction, Carnegie Mellon University MS in Human-Computer Interaction, Carnegie Mellon University BS in Cognitive Science, Carnegie Mellon University Research Interests: Dr. Olsen explores how collaboration supports learning, designs technologies to enhance educational practices, and investigates gaze-based metrics for understanding collaborative problem-solving. Her work spans gamified robotics, AI-driven orchestration systems, and virtual reality applications in vocational training. She emphasizes learner-centered design and the integration of social robots and virtual agents in pedagogical settings. Grants/Advising: While no specific grants or advisees are listed, her prolific publication record indicates active involvement in educational technology research and development. Her work addresses challenges in classroom orchestration, multimodal data analysis, and accessibility in educational robotics. Labs/Teams: Collaborates with interdisciplinary teams focused on educational technology, human-robot interaction, and adaptive learning systems. Her research leverages tools like FROG orchestration graphs and eye-tracking technologies to develop practical classroom solutions.
Noah Snavely is a Professor of Computer Science at Cornell Tech and the Cornell Ann S. Bowers College of Computing and Information Science. His research spans computer vision and graphics with a focus on 3D scene understanding from image collections. He also works at Google DeepMind in NYC and leads the Cornell Graphics and Vision Group. His research interests include computer vision and computer graphics , particularly in recovering 3D structure from large photo collections, neural radiance fields, image-based rendering, and scene understanding. His work enables applications in mapping technologies, immersive VR experiences, and synthesizing 3D worlds from text prompts with implications for game design and filmmaking. Recent publications show a strong trend toward generative 3D modeling and neural rendering , with significant contributions in neural radiance fields, view synthesis, and dynamic scene reconstruction. His research group explores unstructured photo collections to develop new technology for 3D world modeling and image analysis. PECASE Microsoft New Faculty Fellowship Alfred P. Sloan Fellowship SIGGRAPH Significant New Researcher Award ACM Fellow (2023) IEEE Fellow NSF CAREER Award Helmholtz Prize Snavely has mentored numerous PhD students and postdocs including Ruojin Cai, Qianqian Wang, and Zhengqi Li. His teaching includes CS5670: Computer Vision across multiple semesters. He has received the Cornell College of Engineering Mr. and Mrs. Richard F. Tucker Teaching Excellence Award (2012). At Cornell Tech, his research group develops technology for modeling the world in 3D from online photo collections and analyzing images for computer graphics applications. His work has been featured in major news outlets including the New York Times, New Scientist, and MIT Technology Review.
Olga Sorkine-Hornung is a Professor of Computer Science at ETH Zurich and head of the Institute of Visual Computing. She leads the Interactive Geometry Lab, focusing on theoretical and practical advancements in digital content creation, geometry processing, and shape modeling. Current position: ETH Zurich, Department of Computer Science Previous roles: Courant Institute (NYU), Technical University of Berlin Education: BSc and PhD from Tel Aviv University, postdoc at TU Berlin Her research spans shape representation, digital fabrication, computer animation, and fundamental geometry processing. Key contributions include Laplacian surface editing, as-rigid-as-possible deformation, and generalized winding numbers. She works on applications in VR, AR, and autonomous systems. Awards include Test of Time Awards (2024), ACM Fellow (2020), ERC Consolidator Grant (2020), and EUROGRAPHICS Young Researcher Award (2008). She has supervised numerous students and co-developed software libraries like libigl and Instant Meshes . Co-chair roles for SIGGRAPH, Eurographics, and Pacific Graphics Editorial board member for ACM Transactions on Graphics and other journals Keynote speaker at VMV, CVPR, and SIAM conferences Her work bridges mathematical rigor with practical implementation, advancing computer graphics and geometry processing through intuitive algorithms that maintain surface detail while enabling efficient computation.
Sarah Billington is the UPS Foundation Professor of Civil and Environmental Engineering at Stanford University and a Senior Fellow at the Woods Institute for the Environment. Her research program focuses on sustainable building design, human wellbeing, and ethical supply chain practices. Education: PhD, University of Texas at Austin, Structural Engineering (1997) MSE, University of Texas at Austin, Structural Engineering (1994) BSE, Princeton University, Civil Engineering & Operations Research (1990) Her lab employs interdisciplinary methods to study how built environments impact human physical, psychological, and social wellbeing. Current projects include developing tools to quantify nature exposure in buildings, exploring affordable housing's role in wellbeing, and using AI to assess forced labor risks in material supply chains. While no longer active in this area, her group previously pioneered research on sustainable construction materials like bio-based composites and ductile cement-based composites. Her recent publications address topics such as nature integration in architecture, workplace design optimization, and health impacts of building materials. The Billington Lab at Stanford fosters collaborative team science, welcoming partnerships to advance occupant-centric engineering solutions.
Sarita V Adve is the Richard T. Cheng Professor of Computer Science at the University of Illinois at Urbana-Champaign, where she conducts research spanning hardware, programming languages, operating systems, and applications with a focus on domain-specific systems. Her work bridges theoretical foundations and practical implementations, particularly in extended reality and heterogeneous computing. Her educational background includes a Ph.D. and M.S. in Computer Science from the University of Wisconsin-Madison (1993, 1989) and a B.Tech in Electrical Engineering from the Indian Institute of Technology Bombay (1987). Prior to joining Illinois, she served on the faculty at Rice University from 1993 to 1999. Adve's research centers on generalizable and scalable specialization for domain-specific systems, with current emphasis on extended reality (XR) systems including virtual, augmented, and mixed reality. She chairs the ILLIXR consortium to democratize XR research and developed the first fully open-source XR system (ILLIXR). Her foundational contributions include memory consistency models for C++ and Java programming languages, the Spandex coherence framework for heterogeneous systems, and software-driven approaches for hardware reliability. Her work spans hardware reliability (SWAT and RAMP projects), power management (GRACE system), and instruction-level parallelism. Recent publications reveal a strong focus on energy-efficient XR systems, hardware-software co-design for AI workloads, and resilience analysis. Her team explores rendering offload, visual-inertial odometry optimization, and compositional error injection frameworks, often targeting tradeoffs between energy, latency, and accuracy in mobile and edge environments. Fellow of the American Academy of Arts and Sciences Fellow of the ACM and IEEE ACM/IEEE-CS Ken Kennedy Award Anita Borg Institute Woman of Vision in Innovation Award ACM SIGARCH Maurice Wilkes Award Alfred P. Sloan Research Fellowship UIUC University Scholar University of Illinois Campus Award for Excellence in Graduate Student Mentoring Adve actively mentors students and has received multiple teaching awards. She co-founded the CARES movement to address discrimination in CS research events and chairs CS@Illinois CARES. Her service includes leadership roles in ACM SIGARCH (2015-2019), DARPA/ISAT study group, ACM Council, and Computing Research Association. She has secured significant funding including DARPA initiatives and Google Faculty Research Awards. She leads the ILLIXR consortium and has established collaborative research programs such as the $8.3M DARPA Joint University Microelectronics Program. Her lab focuses on open-source XR development, heterogeneous system architectures, and reliability-aware designs, with strong industry and government partnerships.
Gretchen A. Macht is an Associate Professor in the Department of Mechanical, Industrial and Systems Engineering at the University of Rhode Island, College of Engineering. She specializes in Human Systems Engineering, with research emphasizing team performance, sustainability, electric vehicles, solar energy systems, and voting systems. Her work bridges engineering, ergonomics, and public policy. Her research interests focus on understanding and optimizing human-centered systems. She investigates team communication and performance through fuzzy cognitive maps and entropy modeling, develops sustainable design practices for products and energy systems, and analyzes user behavior in electric vehicles and solar installations. A significant portion of her research is dedicated to election systems, where she uses simulation to improve accessibility, safety, and efficiency of in-person voting, particularly during public health crises. Her recent publications span topics such as EV charging behavior, solar installation safety, voting simulation, and team dynamics. These works reflect interdisciplinary trends combining systems engineering, data analytics, ergonomics, and sustainability science. She frequently employs simulation, naturalistic data analysis, and human factors methodologies. Dr. Macht has secured substantial grant funding from organizations including the U.S. Election Assistance Commission, National Science Foundation, MIT, and Democracy Fund. She serves as Principal Investigator (PI) or Co-PI on projects related to election systems (e.g., SMILE, URI VOTES), ergonomic redesign of protective gear, and community solar development. She leads the SIS Lab and the URI VOTES initiative, fostering collaborative research on simulation and system design. Her lab supports graduate students in conducting impactful research at the intersection of engineering and societal challenges. Notable grants include: PI, MIT: “Voting in Person - White Paper” (2023) PI, US EAC: “SMILE 2.0” (2022) PI, Democracy Fund: “URI VOTES Pocket Guide Tool” (2022) Co-PI, NSF: “Election Science: Convergence Accelerator Workshop Proposal” (2021) PI, US EAC: “SMILE: Simulation Models for an Immersive Learning Environment” (2021) She has advised several graduate students, including Mehrsa Khaleghikarahrodi, Nicholas D. Bernardo Jr., and Tim Jonas, whose research aligns closely with her focus areas in EVs, elections, and team performance.
Professor Carlo Harvey is a creative technologist at the School of Digital Arts (SODA), Manchester Metropolitan University. His interdisciplinary research merges games , machine learning , virtual production , and cultural heritage reinterpretation . He leads industry collaborations with entities like Jaguar Land Rover and Epic Games, focusing on AI-driven interactive audio, real-time visualization, and accessibility solutions. Award-winning projects : TIGA, Innovate UK, and Epic Games MegaGrant for Accession Industry partnerships : Automotive sector, cultural institutions His research spans human-computer interaction , multisensory virtual environments , and acoustic-visual cross-modal perception . Recent publications address robotic simulations, motion alignment, and haptic feedback systems. Scientific recognition : TIGA Award, Innovate UK Funding, Epic Games MegaGrant Advocacy : Digital inclusion, creative collaboration, social impact of technology
Pasquale Bottalico serves as Associate Professor in the Department of Speech and Hearing Science at the University of Illinois, with dual appointments as Associate Professor at the Center for Latin American and Caribbean Studies and Affiliate Faculty in the School of Music. His unique interdisciplinary profile bridges engineering, music performance, and speech science, reflecting his dual academic training and professional artistry. His educational foundation includes: Bachelor's in Telecommunications Engineering from Univeristà Mediterranea di Reggio Calabria, Italy Concurrent Opera Singing degree from F. Cilea Music Academy, Reggio Calabria Master's in Telecommunications Engineering from Politecnico di Torino, Italy Ph.D. in Metrology specializing in acoustics measurement uncertainty and classroom acoustics Dr. Bottalico's research centers on vocal load quantification and professional voice techniques , with significant contributions to understanding vocal fatigue in teachers and singers. His work spans Speech Intelligibility in educational environments, Room Acoustics for performance and learning spaces, and Musical Acoustics of historical vocal styles. A distinctive thread throughout his research examines how acoustic conditions modulate voice production and perception, increasingly incorporating virtual reality and bone conduction technologies for innovative assessment and intervention approaches. His Colombian vocal health study demonstrates cross-cultural applications of his work. Analysis of his 2023-2025 publications reveals three dominant research trajectories: (1) The impact of noise and dysphonia on children's speech processing in educational settings, using multimodal assessment including EEG; (2) Virtual reality applications for voice production research and therapeutic intervention; (3) Cross-cultural validation of vocal fatigue metrics and development of biofeedback systems. His work consistently bridges engineering precision with clinical applicability, particularly for professional voice users in challenging acoustic environments. No scientific awards were documented in the available information. While specific advising relationships aren't detailed, his research collaborations span international institutions including Colombian and Italian universities, suggesting graduate mentorship in interdisciplinary projects. No grant information was provided, though his systematic reviews and cross-cultural studies imply externally funded research activities. Though no dedicated laboratory is specified, his virtual reality voice studies and acoustic parameter assessments suggest affiliations with audio engineering facilities and voice clinics, likely through the Speech and Hearing Science department's research infrastructure.
Richard E. Mayer is a Distinguished Professor of Psychology at the University of California, Santa Barbara, affiliated with the College of Letters & Science. His work bridges cognition, instruction, and technology to advance understanding of how people learn and how to design effective educational interventions. Research focuses on multimedia learning , computer-supported learning environments , and computer games for learning Current projects examine immersive virtual reality, generative learning strategies, and social cues in online instruction Recipient of top honors: Thorndike Award, Scribner Award, and APA’s Distinguished Contribution Award Principal Investigator on grants from the Office of Naval Research , Institute of Education Sciences , and National Science Foundation He leads the Mayer Lab for Research on Learning and Instruction, which emphasizes learning for transfer —ensuring learners apply knowledge in new contexts. His research has established 12 instructional design principles for online learning environments.
Alenda Y. Chang serves as an Assistant Professor in Film and Media Studies at the University of California, Santa Barbara. With a multidisciplinary background spanning biology, literature, and film, she integrates ecocritical theory with contemporary media analysis. Her scholarly work appears in journals including Interdisciplinary Studies in Literature and Environment , Qui Parle , and electronic book review , focusing on sustainable media practices and ecological frameworks for digital engagement. Her educational background includes: M.A. and Ph.D. in Rhetoric from the University of California, Berkeley M.A. in English Language and Literature from the University of Maryland Chang specializes in environmental media and game studies, developing theoretical frameworks for ecological game design. Her research examines how digital games model environmental systems and foster player engagement with climate change through concepts like "slow violence" and "rambunctious play." She advocates for sustainable design patterns that address gaming's carbon footprint while creating immersive ecological narratives. Analysis of her 15 most recent publications reveals a consistent trajectory from foundational ecological game theory (2013-2018) to current work on thermal contexts of play and sustainable infrastructure (2022-2024). Her scholarship increasingly bridges data-driven activism with critical game design, emphasizing multispecies entanglements and infrastructural play as tools for environmental awareness. As co-founder of Wireframe—a collaborative media studio at UCSB—Chang cultivates critical game design practices through initiatives like growinggames.net . The studio supports data-driven global media art, environmental activism, and experimental pedagogy, serving as a hub for translating ecological theory into tangible digital interventions that challenge anthropocentric perspectives in gaming.
Anand Bhojan is an Associate Professor (Educator Track) at the Department of Computer Science, School of Computing, National University of Singapore (NUS). He is a member of the Communication and Internet Research Lab and serves on the Graduate Studies Committee. Dr. Bhojan is also the founder of Anuflora Systems and Virtual and Augmented Reality Labs (www.varlabs.org), and serves as Associate Editor of Computers and Electrical Engineering Journal, Elsevier, and Vice President of International Researchers Club, Singapore. Dr. Bhojan earned his Ph.D. in Computer Science & Engineering from NUS in 2011, where his thesis was nominated for the Best PhD Thesis Award. He also holds a Professional Master's in Computer Applications from Bharathidasan University (1999), a Bachelor's degree in Computing with Gold Medal (University topper) from Bharathiar University (1994), and a Postgraduate Certificate in Teaching Higher Education from University of Sheffield, UK (2003). His research spans multiple domains including Distributed Computing and Wireless Networks (IoT, Security, Blockchain), Artificial Intelligence (Generative AI, FinTech), and Entertainment Computing with focus on Games, VR/AR/Metaverse technologies. Dr. Bhojan leads the Metaverse Foundry research group which focuses on content generation for games & XR simulations across multiple domains including entertainment, healthcare, and architecture, while also experimenting with innovative teaching methods for entertainment media technologies. Dr. Bhojan's recent research has pioneered hybrid rendering techniques that strategically combine ray tracing and rasterization to create more realistic video game graphics without compromising performance. His work addresses critical challenges in real-time rendering, particularly in depth of field and motion blur effects, with the goal of making Hollywood-quality graphics accessible on a wider range of hardware. Earlier work focused on energy efficiency in mobile gaming, including power management techniques and latency optimization for cloud gaming. Among his notable achievements: 2012 Nominated for Best PhD Thesis Award (Wang Gungwu Medal & Prize), NUS 2011 Dean's Graduate Research Achievement Award (PhD), SoC, NUS 2006 Best R&D Project award from TOTE Board, Singapore 1995 Gold medal for first Rank (out of 4000) in Computing, Bharathiar University Dr. Bhojan has served as Organizing Chair and Program Chair for multiple international conferences and has delivered keynote talks at IEEE/ACM International Conferences. He teaches courses including Computer Networks Practice, Game Development, Interaction Design for Virtual and Augmented Reality, and Game Development Project. He leads the Metaverse Foundry research group and the Virtual and Augmented Reality Labs, where undergraduate and graduate students have won multiple research and innovation awards. His research bridges entertainment, education, and emerging technologies with practical applications in making immersive experiences more accessible across different hardware capabilities while maintaining energy efficiency.