Yngve Dahl is an Associate Professor at the Department of Computer and Information Science of the Norwegian University of Science and Technology (NTNU). He earned his PhD in Computer Science from NTNU and has been affiliated with the Information Systems and Software Engineering research group. His career spans academic and industrial research roles, including positions at SINTEF Digital and Telenor Research & Innovation. Education: PhD in Computer Science (NTNU) Dahl’s research focuses on Human-Computer Interaction (HCI) , emphasizing user-centered design , participatory design , and digital healthcare technology for clinical and assistive applications. His work explores values in design, collaborative technology, and ubiquitous computing, with a strong empirical orientation. Recent publications highlight trends in participatory design facilitation , exergame development for elderly balance training, and healthcare IT implementation . His articles span journals like Studies in Health Technology and Informatics , Computer Supported Cooperative Work (CSCW) , and Games for Health Journal , reflecting interdisciplinary engagement.
Mr Chris Cox is a Senior Lecturer in Games Design at Brunel University's College of Business, Arts and Social Sciences. He serves as Head of the Arts & Humanities Department, overseeing programs such as Games Design, English, and Theatre. His teaching includes courses on games design theory, practical application, and supervision of final year projects and Digital Games MA students. Education: MA in Games Theory and Design from Brunel University Chris Cox's research focuses on player engagement with digital and physical tabletop games, exploring motivations behind gameplay preferences and their broader applications. He emphasizes diversity and inclusion in both real and digital contexts, investigates new interfaces like touchscreen technology, and applies game mechanics to educational challenges such as note-taking skills. His work bridges theoretical frameworks with practical design solutions. Scientific Awards: Most Inspirational Lecturer at Brunel Best Module Tutor of the Year at Brunel Best Use of Technology at Brunel Fairness and Inclusion Award at Brunel Fellow of the Higher Education Academy (HEA) Fellow of the Brunel Academy for Transformational Teaching Recognised Programme Developer He plays a pivotal role in academic governance as Chair of Student Conduct, participates in academic appeals, and contributes to multiple committees. His professional background spans creative industries, including theatre, games design, and live events, where he has worked as a games designer, consultant, and producer.
Dr. Valérie Maquil is a Lead Researcher at the Luxembourg Institute of Science and Technology (LIST) within the VISINT (Visualisation and Interaction) research group. Her work focuses on leveraging interactive technologies—such as tangible, tabletop, and large surface interfaces—to enhance collaborative problem-solving and decision-making in complex domains like logistics, construction, sustainability, mobility, and education.
Professor Marcus Carter at The University of Sydney (Faculty of Arts and Social Sciences) is a leading researcher in Human-Computer Interaction , currently holding an Australian Research Council Future Fellowship for his work on 'The Monetisation of Children in the Digital Games Industry'. With a BA Hons and PhD in History and Philosophy of Science from Melbourne, he directs the Sydney Games and Play Lab . Focuses on digital games, mixed reality, and social impacts of technology Expert in animal-computer interaction through projects like 'Kinecting with Orangutans' Recognized as Australia's top HCI researcher in 2021 by The Australian His research explores VR/AR ethics , player experience analysis , and immersive technology governance . Publications span game monetization, metaverse politics, and conservation applications of XR. Current projects examine disability inclusion in VR and ethics of immersive data collection. Key awards include: ARC Future Fellowship FT220100076 ($911,616) Best Paper at ACM CHI 2017 and ACM ToCHI 2017 2020 & 2021 Researcher Rising Star by The Australian Supervises HDR students in topics ranging from blockchain gaming to social VR, and contributes to industry reports like the 2024 SXSW Games analysis. Leads innovative research bridging game studies with social responsibility frameworks.
Joel Fischer is a Professor of Human-Computer Interaction at the School of Computer Science, University of Nottingham, UK . He leads research at the Mixed Reality Lab focusing on IoT applications, disaster response systems, and human-agent/robot collaboration. His work bridges technical innovation with ethnographic insights into real-world practices. Current Affiliation: Professor, School of Computer Science, University of Nottingham Research Themes: IoT in domestic and industrial settings, disaster response coordination, ethnomethodology, collocated interaction, agent-based planning His recent projects include RoboClean (allergen-aware factory systems), The CharioT Project (energy management tools), and foundational work on human-agent collectives through the ORCHID project . Fischer’s publications span conferences like CHI, CSCW, AAMAS, and CTS, with a focus on translating field observations into system design principles. Notable achievements include a Best Paper Award at AAMAS 2015 and securing an EPSRC research grant in 2015. He collaborates with organizations such as Rescue Global and Hampshire Fire & Rescue , integrating user needs into AI-driven solutions. His work has been featured in media outlets like New Scientist and SciDevNet .
Andrea Resmini is a Senior Lecturer at Halmstad University's School of Information Technology, where he teaches and conducts research at the intersection of information architecture, blended spaces, and game design. With a distinguished career spanning academia and professional practice, Resmini has made significant contributions to the field through his publications, leadership roles, and community building initiatives. His work bridges theoretical research with practical applications in urban environments and digital-physical experiences. Resmini's research focuses on blended spaces and blended experiences, exploring how digital and physical environments intertwine to create meaningful interactions. He investigates game making as a method for exploring wicked problems and developing innovative solutions. His work on information architecture and artificial intelligence examines the ethical and practical implications of AI systems on information organization and user experience. Resmini also studies placemaking in blended environments, seeking to understand how people create meaning and connection across digital and physical contexts. His recent publications reveal a strong focus on the application of information architecture principles to emerging challenges in urban planning, AI systems, and community engagement. Resmini increasingly explores the potential of game-based methods for addressing complex societal issues and facilitating co-creation processes. There's a clear trajectory toward examining the ethical dimensions of information systems, particularly in relation to AI classification systems and their social impacts. His research demonstrates how information architecture can contribute to building more resilient, inclusive, and human-centered technological environments. While specific awards aren't detailed in available sources, Resmini's leadership roles indicate significant recognition in his field. As a two-time past president of the Information Architecture Institute and co-founder of several key organizations including the Journal of Information Architecture, Architecta (the Italian Society for Information Architecture), the Academic/Practitioner Information Architecture Roundtable, and World IA Day, his contributions have been instrumental in shaping the discipline. Resmini employs innovative, participatory methods in his work, including 'tiny pop-up living labs' and workshop-based approaches to design research. His practice demonstrates a commitment to bridging theory and practice, engaging with communities, and exploring the potential of game-based methods for addressing complex challenges in both academic and professional contexts.
Professor Simon Reid is a Professor in the School of Public Health at the University of Queensland, Faculty of Health, Medicine and Behavioural Sciences. He is a prominent researcher in One Health, systems thinking approaches to zoonotic diseases, and multisectoral governance for public health interventions. With expertise spanning veterinary medicine, epidemiology, and public health, Professor Reid has established himself as a leading academic in understanding complex disease systems at the human-animal-ecosystem interface. Education: Bachelor of Veterinary Biology, Murdoch University Bachelor of Veterinary Medicine and Surgery, Murdoch University Doctor of Philosophy, James Cook University Professor Reid is a keen advocate of One Health and the application of systems thinking approaches to understand and improve interventions for wicked zoonotic disease problems at the human-animal-ecosystem interface such as leptospirosis, brucellosis, human-bat interactions and antimicrobial resistance. His research focuses on understanding how to improve multisectoral governance, planning and implementation of responses to manage One Health problems. He delivers postgraduate courses in systems thinking, communicable disease control and One Health. Professor Reid's work spans agricultural, veterinary, biomedical, clinical, and health sciences with particular emphasis on zoonotic diseases and their prevention. Professor Reid's recent publications demonstrate a strong focus on the intersection of environmental factors (particularly greenspace), infectious diseases, and public health outcomes. His research spans from examining metabolic syndrome and vitamin D status in relation to urban environments, to investigating One Health approaches for leptospirosis and antimicrobial resistance. His work increasingly incorporates systems thinking and digital prediction tools for climate-sensitive infectious disease prevention, reflecting the evolving nature of public health challenges in a changing climate. Professor Reid is currently leading significant research projects including a user-friendly digital prediction tool for dengue prevention (2023-2028, Wellcome Trust) and a One Health/System Dynamics approach to reducing Clostridioides difficile infection (2022-2025, University of Western Australia). He has previously secured funding from the Bill & Melinda Gates Foundation, Partnership for Australia-Indonesia Research, and Peter & Mary Ellen Stone Memorial Fund for projects related to One Health, behavior change interventions for COVID-19, and angiostrongyliasis epidemiology. Professor Reid actively supervises numerous PhD students, serving as Principal Advisor for projects on diarrheal disease in Ethiopia, antimicrobial resistance surveillance, enteric infections in Australian children, and acute watery diarrhea in Fiji. As Associate Advisor, he contributes to research on traditional African vegetables, greenspace health effects, dengue hotspot prediction, and spatiotemporal methods for infectious diseases. His completed supervision includes influential work on bat exposures, brucellosis in Jordan, infection control in veterinary practices, Q fever epidemiology, and systems approaches to child stunting.
Sarah Lynne Bowman serves as Senior Lecturer at Uppsala University's Department of Game Design on Campus Gotland, maintaining active contact through sarah.bowman@speldesign.uu.se and Campus Gotland's Visby facilities. Her academic profile centers on the transformative applications of role-playing games across educational, therapeutic, and interdisciplinary contexts. Bowman's research investigates how role-playing systems facilitate psychological growth, community building, and identity exploration, with particular emphasis on shadow work through personal horror games, liminal intimacy in larp, and the didactic potential of RPGs in academic settings. Her scholarship bridges Jungian psychology, counseling theory, and human-computer interaction to analyze immersive experiences within role-playing communities. Analysis of Bowman's 2024-2025 publications reveals a concentrated focus on designing role-playing frameworks for transformative outcomes, including interdisciplinary research collaborations, educational larp scenarios, and therapeutic applications. Key trends show increasing methodological sophistication in synthesizing larp with HCI research while exploring the psychological mechanisms of narrative engagement, bleed phenomena, and identity transformation through structured role-play.
Michael S. Horn is a Professor in the Department of Computer Science and the Learning Sciences at Northwestern University's School of Education and Social Policy, with additional affiliation at Tufts University's Computer Science department. His interdisciplinary work bridges Human-Computer Interaction, Learning Sciences, and Educational Technology, focusing on creating innovative learning experiences across formal classrooms, museums, and informal settings. His research encompasses: Design of tangible and embodied learning interfaces Computational thinking and programming education Museum and informal learning environments Integration of music and coding in educational contexts Application of artificial intelligence in educational settings Children's understanding of complex scientific concepts Horn's recent work demonstrates a significant shift toward exploring the intersection of artificial intelligence and education, particularly how Large Language Models can support learning processes and research methodologies. His publications reveal consistent attention to making abstract computational concepts accessible through concrete, embodied interactions that connect learners with meaningful content. His notable scientific contributions include: Development of the NetLogo programming environment for agent-based modeling in education Creation of museum exhibits like DeepTree and FloTree for visualizing evolutionary concepts Innovation in music+code learning environments such as TunePad Research on children's understanding of electricity through augmented circuit exhibits Pioneering work on room-scale augmented reality for computational modeling Horn has mentored numerous graduate students who have become productive researchers in learning sciences and educational technology. His collaborative network is extensive, with particularly strong ties to Uri Wilensky (31 joint publications), Chia Shen, and other leaders in the field. His work consistently demonstrates how well-designed technological interventions can transform how learners engage with complex concepts across multiple domains.
Hye Yeon Nam is an Associate Professor at the Hillier College of Architecture and Design, New Jersey Institute of Technology. Her work bridges digital art, robotics, and sustainable design through interactive installations and critical inquiry. Research focus on ecological interfaces Expertise in human-robot cohabitation Advances digital craft methodologies Explores sociable systems in art Recent projects like FloraWear integrate living materials with robotics, while Ecological Robotics investigates environmental sensing. Her practice combines creative coding, STEAM education, and responsive technologies to address climate and social challenges. Scientific output reveals expertise in: Living wearables Coastal change visualization Interactive ecological systems Artistic robotic behavior Digital craft innovation Performance-driven interfaces
Bjørn Erik Munkvold is a Professor at the Department of Information Systems, University of Agder, Norway. His research focuses on emergency management, collaborative technologies, and information systems in crisis response. He leads the Centre for Integrated Emergency Management (CIEM), which develops innovative solutions for cross-organizational crisis coordination. Key areas include BIM adoption in construction, digital collaboration, and healthcare IT integration. Research interests span emergency exercise evaluation, situational awareness systems, and policy implementation. Notable projects include the INSITU initiative on information-sharing for crisis management and studies on terminology harmonization in emergency response. His work bridges academic research with practical applications, emphasizing real-world challenges in multi-agency coordination and technology adoption. Publications highlight socio-technical patterns in emergency exercises, map-based interfaces for crisis visualization, and challenges in BIM implementation. He frequently collaborates with international researchers and industry partners, contributing to both theoretical frameworks and actionable solutions for societal resilience.
Patric Ljung is an Associate Professor at Linköping University, affiliated with the Media and Information Technology (MIT) division within the Department of Science and Technology (ITN). He leads the Immersive Visualization group and has been a key figure in research projects focusing on visualization technologies, software design, and medical imaging applications. Previously, he worked at Siemens Corporation in the U.S., contributing to medical visualization tools and quality management. Dr. Ljung holds an M.S. in Information Technology (2000) and a Ph.D. in Scientific Visualization (2006) from Linköping University. His research focuses on large-scale visualization technologies, software architecture for visualization systems, and direct volume rendering. Current projects explore heterogeneous data management, data provenance, and unification of transfer functions. He emphasizes immersive visualization techniques for applications in healthcare, planetary science, and public engagement through collaborations with institutions like the Visualization Center C. With over 40 peer-reviewed publications and seven patents, his work spans medical visualization, augmented reality, and interactive systems. Recent trends include leveraging immersive technologies for climate change communication and autonomous systems visualization. He has directed projects such as C-research, coordinating visualization efforts with the Visualization Center C. His leadership includes roles as head of the Immersive Visualization group and former director of C-research. Collaborations with Siemens and the Visualization Center C highlight his interdisciplinary approach.
Dr. Denise Geiskkovitch is an Assistant Professor in the Department of Computing and Software at McMaster University, holding the Barber-Gennum Endowed Chair in Information Technology. Her research focuses on designing socially meaningful human-robot interactions across age groups, combining computer science and psychology to address challenges in healthcare, education, and everyday life. She explores topics like trust calibration through robot errors, social robots for children with disabilities, and telepresence systems for remote communication. Education : Ph.D. in Computing Science, University of Manitoba (2021) M.Sc. in Human-Computer Interaction, Georgia Institute of Technology (2016) B.Sc. in Computer Science, University of Manitoba (2014) Her research spans human-robot interaction (HRI) , social robotics , and assistive technologies . Key projects include investigating children’s trust toward robots, designing error-prone robot behaviors to recalibrate trust, and developing systems for socially distanced family communication. She also studies robots in space exploration and their ethical implications. Dr. Geiskkovitch collaborates with the McMaster School of Biomedical Engineering as an Associate Member, integrating health-focused innovations into her work. Publications highlight themes like telemedicine interfaces, robot-mediated play for children with disabilities, and the psychological impact of biased robots. She teaches CAS 723 Human-Robot Interaction , emphasizing multidisciplinary design principles. Grants and collaborations support her mission to bridge technology and human needs, with applied research in healthcare and education accessibility. Labs & Teams : Her lab focuses on socially assistive robotics , with projects like Obedience to Robots and Icons for Children . The lab website and LinkedIn profile provide further details on ongoing research and collaborations.
Dr. Deepak Sahoo is an Associate Professor in the School of Mathematics and Computer Science at Swansea University, part of the Faculty of Science and Engineering. His research focuses on innovative interfaces between people and computers, with particular emphasis on sustainable and ubiquitous technologies. He is actively involved in postgraduate supervision and has contributed to over 70 publications since 2001, spanning topics from robotics and IoT to nanotechnology. His work explores novel materials like liquid metals and photovoltaic surfaces to create interactive systems that enhance human-computer interaction. Dr. Sahoo collaborates internationally, addressing challenges in community policing, elderly care technology, and slum community co-design. He teaches modules including 'Robotics Fundamentals' and 'Future Interaction Technologies MRes Project.' Research Interests: Dr. Sahoo specializes in designing interfaces that leverage cutting-edge materials and energy-efficient methods. His work includes tactile displays using liquid metals, self-powered IoT devices, and co-design methodologies for socially impactful technologies. He emphasizes sustainability and accessibility in his projects, such as developing companion robots for older adults and community-driven policing tools. Publications Overview: His recent work (2021–2025) highlights advancements in multimodal robotics, self-powered interfaces, and participatory design for marginalized communities. Earlier contributions (2001–2017) explore nanoscale imaging, spintronic sensors, and acoustic manipulation techniques. These studies reflect his interdisciplinary approach, bridging computer science, materials science, and engineering. Grants & Projects: He leads projects like 'PV-Interfaces: Self-Powered Interfaces via Photovoltaic Surfaces' (2018) and collaborates on initiatives involving slum community co-design of smart materials. His research frequently intersects with real-world applications, such as improving physical activity in older adults and enhancing public safety through technology. Labs & Teams: Based at Swansea's Computational Foundry, he contributes to the university's research themes in Future Interaction Technology and Sustainable Computing. His team develops prototypes like liquid-metal displays and energy-harvesting systems, emphasizing hands-on innovation.
Mark Marshall is an Associate Professor in the Department of Computer Science & Information Systems at the University of Limerick, and a member of the Interaction Design Centre. His research focuses on interactive arts, digital heritage, and participatory design, with a strong emphasis on haptic feedback, augmented reality, and IoT applications in cultural contexts. He is actively involved in exploring how technology can enhance museum experiences, heritage preservation, and user-centered design for diverse populations. His work integrates interdisciplinary approaches, such as co-design practices with communities and institutions, to address socio-environmental challenges and improve accessibility. Notable contributions include projects like the meSch framework for smart museum systems and the HapticWhirl device for multimodal interaction. He remains open to supervising PhD students in these areas. Research interests span interactive technologies in cultural heritage, tangible interfaces, and the societal impacts of emerging digital tools. His publications reflect a commitment to bridging technological innovation with humanistic and environmental concerns.